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Comparing deliantra/server/include/define.h (file contents):
Revision 1.23 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.70 by root, Tue Aug 28 02:37:15 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
31 */ 31 */
32 32
33#ifndef DEFINE_H 33#ifndef DEFINE_H
34#define DEFINE_H 34#define DEFINE_H
35 35
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 36#include <autoconf.h>
49 37
50#define FONTDIR "" 38#define FONTDIR ""
51#define FONTNAME "" 39#define FONTNAME ""
52 40
53/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
55 43
56#ifdef __NetBSD__ 44#ifdef __NetBSD__
57# include <sys/param.h> 45# include <sys/param.h>
58#endif 46#endif
59#ifndef MIN 47#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 48# define MIN(x,y) min (x, y)
61#endif 49#endif
62#ifndef MAX 50#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 51# define MAX(x,y) max (x, y)
64#endif 52#endif
65 53
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
67#ifndef NAME_MAX 55#define NAME_LEN 127
68# define NAME_MAX 255
69#endif
70 56
71/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
72#ifndef MAX3 58#ifndef MAX3
73# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif 60#endif
79#endif 65#endif
80 66
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
83 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
84#define MAX_BUF 1024 80#define MAX_BUF 1024
85 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89 85
90#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
91 87
92#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
93 89
94#define MAX_NAME 48 90#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
96 92
97/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 96#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
102 99
103/* TYPE DEFINES */ 100/* TYPE DEFINES */
104 101
105/* Only add new values to this list if somewhere in the program code, 102/* Only add new values to this list if somewhere in the program code,
110 * flags 107 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 108 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 109 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 110 */
114 111
115/* type 0 will be undefined and shows a non valid type information */ 112/* USED TYPES: (for dead types please look at the bottom of the type
113 * definitions)
114 */
115
116/* type 0 objects have the default behaviour */
116 117
117#define PLAYER 1 118#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 119#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 120#define ROD 3
120#define TREASURE 4 121#define TREASURE 4
122#define FOOD 6 123#define FOOD 6
123#define POISON 7 124#define POISON 7
124#define BOOK 8 125#define BOOK 8
125#define CLOCK 9 126#define CLOCK 9
126 127
127/*#define FBULLET 10 */
128/*#define FBALL 11 */
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 128#define ARROW 13
132#define BOW 14 129#define BOW 14
133#define WEAPON 15 130#define WEAPON 15
134#define ARMOUR 16 131#define ARMOUR 16
135#define PEDESTAL 17 132#define PEDESTAL 17
136#define ALTAR 18 133#define ALTAR 18
137 134
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 135#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 136#define SPECIAL_KEY 21
142#define MAP 22 137#define MAP 22
143#define DOOR 23 138#define DOOR 23
144#define KEY 24 139#define KEY 24
145
146/*#define MMISSILE 25 */
147 140
148#define TIMED_GATE 26 141#define TIMED_GATE 26
149#define TRIGGER 27 142#define TRIGGER 27
150#define GRIMREAPER 28 143#define GRIMREAPER 28
151#define MAGIC_EAR 29 144#define MAGIC_EAR 29
162#define PLAYERMOVER 40 155#define PLAYERMOVER 40
163#define TELEPORTER 41 156#define TELEPORTER 41
164#define CREATOR 42 157#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 158#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 159
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 160#define EARTHWALL 45
173#define GOLEM 46 161#define GOLEM 46
174 162
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 163#define THROWN_OBJ 48
177#define BLINDNESS 49 164#define BLINDNESS 49
178#define GOD 50 165#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 166#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 167 * which notices the presense of
196#define PEACEMAKER 59 /* Object owned by a player which can convert 183#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 184 * a monster into a peaceful being incapable of attack.
198 */ 185 */
199#define GEM 60 186#define GEM 60
200 187
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 188#define FIREWALL 62
204#define ANVIL 63 189#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 192 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
213#define EXIT 66 201#define EXIT 66
214#define ENCOUNTER 67 202#define ENCOUNTER 67
215#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
216#define SHOP_MAT 69 204#define SHOP_MAT 69
217#define RING 70 205#define RING 70
219#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 210#define LIGHTER 75
223 211
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
225 * types are not used in any archetypes, and should perhaps be removed.
226 */
227 213
228#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
229 214
230#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
231#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
232#define MISC_OBJECT 79 /* misc. objects are for objects without a function 215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
233 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
234 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
235 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
236 chairs from here. */ 219 chairs from here. */
237#define MONSTER 80 /* yes, thats a real, living creature */ 220
238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
239#define LAMP 82 /* a lamp */ 221#define LAMP 82 /* a lamp */
240#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
241#define TOOL 84 /* a tool for building objects */ 223
242#define SPELLBOOK 85 224#define SPELLBOOK 85
243#define BUILDFAC 86 /* facilities for building objects */ 225
244#define CLOAK 87 226#define CLOAK 87
245
246/*#define CONE 88 */
247/*#define AURA 89 */ /* aura spell object */
248 227
249#define SPINNER 90 228#define SPINNER 90
250#define GATE 91 229#define GATE 91
251#define BUTTON 92 230#define BUTTON 92
252#define CF_HANDLE 93 231#define CF_HANDLE 93
253#define HOLE 94 232#define HOLE 94
254#define TRAPDOOR 95 233#define TRAPDOOR 95
255
256/*#define WORD_OF_RECALL 96 */
257/*#define PARAIMAGE 97 */
258 234
259#define SIGN 98 235#define SIGN 98
260#define BOOTS 99 236#define BOOTS 99
261#define GLOVES 100 237#define GLOVES 100
262#define SPELL 101 238#define SPELL 101
263#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
264#define CONVERTER 103 240#define CONVERTER 103
265#define BRACERS 104 241#define BRACERS 104
266#define POISONING 105 242#define POISONING 105
267#define SAVEBED 106 243#define SAVEBED 106
268#define POISONCLOUD 107 244
269#define FIREHOLES 108
270#define WAND 109 245#define WAND 109
271 246
272/*#define ABILITY 110*/ 247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
273#define SCROLL 111 248#define SCROLL 111
274#define DIRECTOR 112 249#define DIRECTOR 112
275#define GIRDLE 113 250#define GIRDLE 113
276#define FORCE 114 251#define FORCE 114
277#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
280#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
281#define CONTAINER 122 256#define CONTAINER 122
282#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
283#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
284 259
285/* unused: 125 - 129
286 * type 125 was MONEY_CHANGER
287 */
288
289#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
290#define DEEP_SWAMP 138 261#define DEEP_SWAMP 138
291#define IDENTIFY_ALTAR 139 262#define IDENTIFY_ALTAR 139
292 263
293/*#define CANCELLATION 141 */ /* not used with new spell code */
294
295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296
297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
298/*#define SWARM_SPELL 153*/
299 265
300#define RUNE 154 266#define RUNE 154
301#define TRAP 155 267#define TRAP 155
302 268
303#define POWER_CRYSTAL 156 269#define POWER_CRYSTAL 156
306#define DISEASE 158 272#define DISEASE 158
307#define SYMPTOM 159 273#define SYMPTOM 159
308#define BUILDER 160 /* Generic item builder, see subtypes */ 274#define BUILDER 160 /* Generic item builder, see subtypes */
309#define MATERIAL 161 /* Material for building */ 275#define MATERIAL 161 /* Material for building */
310 276
311/* #define GPS 162 Ground positionning system, moved to Python plugin */
312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313
314/*#define QUEST 164 */ /* See below for subtypes */
315 278
316#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
317 potions, alchemy, or magic works here (elmex) */ 280 potions, alchemy, or magic works here (elmex) */
281
282#define NUM_TYPES 166 // must be max(type) + 1
283
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
321/* unused: 125 - 129
322 * type 125 was MONEY_CHANGER
323 */
324//#define CANCELLATION 141 /* not used with new spell code */
325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326//#define SWARM_SPELL 153
327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
328//#define QUEST 164 /* See below for subtypes */
318 329
319/* END TYPE DEFINE */ 330/* END TYPE DEFINE */
320 331
321#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
322 333
413 * If any FLAG's are added or changed, make sure the flag_names structure in 424 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 425 * common/loader.l is updated.
415 */ 426 */
416 427
417/* Basic routines to do above */ 428/* Basic routines to do above */
418#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 429#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
419#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 430#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
420#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 431#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
421 432
422/* the flags */ 433/* the flags */
423 434
424#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
425#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
426#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 437#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
427#define FLAG_FREED 3 /* Object is in the list of free objects */ 438#define FLAG_FREED 3 /* Object is in the list of free objects */
428#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
429#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
430#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
431#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7
432 /* Can this creature use a shield? */ 443 /* Can this creature use a shield? */
433 444
434#define FLAG_NO_PICK 8 /* Object can't be picked up */ 445#define FLAG_NO_PICK 8 /* Object can't be picked up */
435 446
436 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 447/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
437
438 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 448/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449
439#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 450#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
440 451
441 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 452/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
442
443 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 453/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
454
444#define FLAG_MONSTER 14 /* Will attack players */ 455#define FLAG_MONSTER 14 /* Will attack players */
445#define FLAG_FRIENDLY 15 /* Will help players */ 456#define FLAG_FRIENDLY 15 /* Will help players */
446 457
447#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 458#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
448#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 459#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
449#define FLAG_AUTO_APPLY 18 460#define FLAG_AUTO_APPLY 18
450 /* Will be applied when created */ 461 /* Will be applied when created */
451 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 462#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
452#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 463#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
453#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 464#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
454#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 465#define FLAG_CAN_ROLL 22 /* Object can be rolled */
455#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 466#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
456#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 467#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
457 468
458 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 469/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
459
460 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 470/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
461
462 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 471/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
472
463#define FLAG_IS_USED_UP 28 473#define FLAG_IS_USED_UP 28
464 /* When (--food<0) the object will exit */ 474 /* When (--food<0) the object will exit */
465#define FLAG_IDENTIFIED 29 475#define FLAG_IDENTIFIED 29
466 /* Player knows full info about item */ 476 /* Player knows full info about item */
467#define FLAG_REFLECTING 30 477#define FLAG_REFLECTING 30
468 /* Object reflects from walls (lightning) */ 478 /* Object reflects from walls (lightning) */
469#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 479#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
470 480
471/* Start of values in flags[1] */
472#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
473#define FLAG_HITBACK 33 /* Object will hit back when hit */ 482#define FLAG_HITBACK 33 /* Object will hit back when hit */
474#define FLAG_STARTEQUIP 34 483#define FLAG_STARTEQUIP 34
475 /* Object was given to player at start */ 484 /* Object was given to player at start */
476#define FLAG_BLOCKSVIEW 35 485#define FLAG_BLOCKSVIEW 35
487#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
488#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 497#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
489#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
490 but can still attack at a distance */ 499 but can still attack at a distance */
491 500
492 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 501/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
493 thru this object as if it wasn't there */ 502 thru this object as if it wasn't there */
494 503/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
495 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
496 504
497#define FLAG_PICK_UP 48 /* Can pick up */ 505#define FLAG_PICK_UP 48 /* Can pick up */
498#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
499#define FLAG_NO_DROP 50 /* Object can't be dropped */ 507#define FLAG_NO_DROP 50 /* Object can't be dropped */
500#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
509 /* (Monster) can wear armour/shield/helmet */ 517 /* (Monster) can wear armour/shield/helmet */
510#define FLAG_USE_WEAPON 57 518#define FLAG_USE_WEAPON 57
511 /* (Monster) can wield weapons */ 519 /* (Monster) can wield weapons */
512#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 520#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
513#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 521#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
514#define FLAG_READY_BOW 60 /* not implemented yet */ 522#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
515#define FLAG_XRAYS 61 /* X-ray vision */ 523#define FLAG_XRAYS 61 /* X-ray vision */
516#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
517#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 525#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
518 526
519/* Start of values in flags[2] */
520#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 527#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
521#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 528#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
522#define FLAG_SLEEP 66 /* NPC is sleeping */ 529#define FLAG_SLEEP 66 /* NPC is sleeping */
523#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 530#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
524#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 531#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
537 544
538#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 545#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
539#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 546#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
540#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 547#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
541 548
542/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 549#define FLAG_PRECIOUS 83 // object is precious (pets)
543#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 550#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
544#define FLAG_MAKE_INVIS 85 551#define FLAG_MAKE_INVIS 85
545 /* (Item) gives invisibility when applied */ 552 /* (Item) gives invisibility when applied */
546#define FLAG_INV_LOCKED 86 553#define FLAG_INV_LOCKED 86
547 /* Item will not be dropped from inventory */ 554 /* Item will not be dropped from inventory */
553#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 560#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
554#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 561#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
555#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 562#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
556#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 563#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
557 564
558 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 565/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
559 566
560/* Start of values in flags[3] */
561#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 567#define FLAG_NO_STEAL 96 /* Item can't be stolen */
562#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 568#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
563 * away (replaces ghosthit) 569 * away (replaces ghosthit)
564 */ 570 */
565#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 571#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
572 object */ 578 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 579#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 580#define FLAG_NO_ATTACK 101 /* monster don't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 581#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 582#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
577 * load_original_map() */ 583 * load_original_map() */
578#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 584#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
579 * the overlay, and is not subject to 585 * the overlay, and is not subject to
580 * decay. */ 586 * decay. */
581#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 587#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
582#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 588#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
583#define FLAG_IS_WATER 107 589#define FLAG_IS_WATER 107
584#define FLAG_CONTENT_ON_GEN 108 590#define FLAG_CONTENT_ON_GEN 108
585#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 591#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
586#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 592#define FLAG_IS_BUILDABLE 110 /* Can build on item */
587#define FLAG_AFK 111 /* Player is AFK */ 593#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
594#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
595
588#define NUM_FLAGS 111 /* Should always be equal to the last 596#define NUM_FLAGS 113 /* Should always be equal to the last
589 * defined flag. If you change this, 597 * defined flag + 1. If you change this,
590 * make sure you update the flag_links 598 * make sure you update the flag_links
591 * in common/loader.l 599 * in common/loader.l
592 */ 600 */
593 601
594/* Values can go up to 127 before the size of the flags array in the 602/* Values can go up to 127 before the size of the flags array in the
595 * object structure needs to be enlarged. 603 * object structure needs to be enlarged.
596 * So there are 18 available flags slots 604 * So there are 18 available flags slots
597 */ 605 */
598 606
599
600#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 607#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
601
602#if 0
603
604/* These should no longer be needed - access move_slow_penalty
605 * directly.
606 */
607# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
608# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
609#endif
610 608
611/* If you add new movement types, you may need to update 609/* If you add new movement types, you may need to update
612 * describe_item() so properly describe those types. 610 * describe_item() so properly describe those types.
613 * change_abil() probably should be updated also. 611 * change_abil() probably should be updated also.
614 */ 612 */
615#define MOVE_WALK 0x1 /* Object walks */ 613#define MOVE_WALK 0x01 /* Object walks */
616#define MOVE_FLY_LOW 0x2 /* Low flying object */ 614#define MOVE_FLY_LOW 0x02 /* Low flying object */
617#define MOVE_FLY_HIGH 0x4 /* High flying object */ 615#define MOVE_FLY_HIGH 0x04 /* High flying object */
618#define MOVE_FLYING 0x6 616#define MOVE_FLYING 0x06
619 /* Combo of fly_low and fly_high */ 617 /* Combo of fly_low and fly_high */
620#define MOVE_SWIM 0x8 /* Swimming object */ 618#define MOVE_SWIM 0x08 /* Swimming object */
621#define MOVE_BOAT 0x10 /* Boats/sailing */ 619#define MOVE_BOAT 0x10 /* Boats/sailing */
620#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
621
622#define MOVE_ALL 0x1f /* Mask of all movement types */ 622#define MOVE_ALL 0x3f /* Mask of all movement types */
623
624/* the normal assumption is that objects are walking/flying.
625 * So often we don't want to block movement, but still don't want
626 * to allow all types (swimming is rather specialized) - I also
627 * expect as more movement types show up, this is likely to get
628 * updated. Basically, this is the default for spaces that allow
629 * movement - anything but swimming right now. If you really
630 * want nothing at all, then can always set move_block to 0
631 */
632#define MOVE_BLOCK_DEFAULT MOVE_SWIM
633 623
634/* typdef here to define type large enough to hold bitmask of 624/* typdef here to define type large enough to hold bitmask of
635 * all movement types. Make one declaration so easy to update. 625 * all movement types. Make one declaration so easy to update.
636 * uint8 is defined yet, so just use what that would define it 626 * uint8 is defined yet, so just use what that would define it
637 * at anyways. 627 * at anyways.
649 * Add check - if type is 0, don't stop anything from moving 639 * Add check - if type is 0, don't stop anything from moving
650 * onto it. 640 * onto it.
651 * 641 *
652 */ 642 */
653#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 643#define OB_TYPE_MOVE_BLOCK(ob1, type) \
654 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 644 ((type) && (ob1->move_type & type) == ob1->move_type)
655 645
656 646
657#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 647#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
658#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 648#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
659#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 649#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
686#define EXIT_Y(xyz) (xyz)->stats.sp 676#define EXIT_Y(xyz) (xyz)->stats.sp
687#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 677#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
688#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 678#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
689 679
690/* for use by the lighting code */ 680/* for use by the lighting code */
691#define MAX_LIGHT_RADII 4 681#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
692 /* max radii for 'light' object, really
693 * large values allow objects that can 682 * large values allow objects that can
694 * slow down the game */ 683 * slow down the game */
695#define MAX_DARKNESS 5 /* maximum map darkness, there is no 684#define MAX_DARKNESS 5 /* maximum map darkness, there is no
696 * practical reason to exceed this */ 685 * practical reason to exceed this */
697#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 686#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
723#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 712#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
724#define FIRE_DIRECTIONAL 0 713#define FIRE_DIRECTIONAL 0
725#define FIRE_POSITIONAL 1 714#define FIRE_POSITIONAL 1
726 715
727/******************************************************************************/ 716/******************************************************************************/
728
729/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
730
731/******************************************************************************/ 718/******************************************************************************/
732
733/* if your monsters start acting wierd, mail me */ 719/* if your monsters start acting wierd, mail me */
734
735/******************************************************************************/ 720/******************************************************************************/
736
737/* the following definitions are for the attack_movement variable in monsters */ 721/* the following definitions are for the attack_movement variable in monsters */
738
739/* if the attack_variable movement is left out of the monster archetype, or is*/ 722/* if the attack_variable movement is left out of the monster archetype, or is*/
740
741/* set to zero */ 723/* set to zero */
742
743/* the standard mode of movement from previous versions of crossfire will be */ 724/* the standard mode of movement from previous versions of crossfire will be */
744
745/* used. the upper four bits of movement data are not in effect when the monst*/ 725/* used. the upper four bits of movement data are not in effect when the monst*/
746
747/* er has an enemy. these should only be used for non agressive monsters. */ 726/* er has an enemy. these should only be used for non agressive monsters. */
748
749/* to program a monsters movement add the attack movement numbers to the movem*/ 727/* to program a monsters movement add the attack movement numbers to the movem*/
750
751/* ment numbers example a monster that moves in a circle until attacked and */ 728/* ment numbers example a monster that moves in a circle until attacked and */
752
753/* then attacks from a distance: */ 729/* then attacks from a distance: */
754
755/* CIRCLE1 = 32 */ 730/* CIRCLE1 = 32 */
756
757/* + DISTATT = 1 */ 731/* + DISTATT = 1 */
758
759/* ------------------- */ 732/* ------------------- */
760
761/* attack_movement = 33 */ 733/* attack_movement = 33 */
762
763/******************************************************************************/ 734/******************************************************************************/
764#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 735#define DISTATT 1 /* move toward a player if far, but mantain some space, */
765 /* attack from a distance - good for missile users only */ 736 /* attack from a distance - good for missile users only */
766#define RUNATT 2 /* run but attack if player catches up to object */ 737#define RUNATT 2 /* run but attack if player catches up to object */
767#define HITRUN 3 /* run to then hit player then run away cyclicly */ 738#define HITRUN 3 /* run to then hit player then run away cyclicly */
801 /* changing directions */ 772 /* changing directions */
802 /* this is VERTICAL movement */ 773 /* this is VERTICAL movement */
803#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 774#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
804#define HI4 240 775#define HI4 240
805 776
806/*
807 * Use of the state-variable in player objects:
808 */
809
810#define ST_PLAYING 0
811#define ST_PLAY_AGAIN 1
812#define ST_ROLL_STAT 2
813#define ST_CHANGE_CLASS 3
814#define ST_CONFIRM_QUIT 4
815#define ST_CONFIGURE 5
816#define ST_GET_NAME 6
817#define ST_GET_PASSWORD 7
818#define ST_CONFIRM_PASSWORD 8
819#define ST_GET_PARTY_PASSWORD 10
820
821#define BLANK_FACE_NAME "blank.111" 777#define BLANK_FACE_NAME "blank.x11"
822#define EMPTY_FACE_NAME "empty.111" 778#define EMPTY_FACE_NAME "empty.x11"
823#define DARK_FACE1_NAME "dark1.111"
824#define DARK_FACE2_NAME "dark2.111"
825#define DARK_FACE3_NAME "dark3.111"
826#define SMOOTH_FACE_NAME "default_smoothed.111"
827 779
828/* 780/*
829 * Defines for the luck/random functions to make things more readable 781 * Defines for the luck/random functions to make things more readable
830 */ 782 */
831 783
832#define PREFER_HIGH 1 784#define PREFER_HIGH 1
833#define PREFER_LOW 0 785#define PREFER_LOW 0
834
835/* Simple function we use below to keep adding to the same string
836 * but also make sure we don't overwrite that string.
837 */
838static inline void
839safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
840{
841 if (*curlen == (maxlen - 1))
842 return;
843
844 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
845 dest[maxlen - 1] = 0;
846 *curlen += strlen (orig);
847
848 if (*curlen > (maxlen - 1))
849 *curlen = maxlen - 1;
850}
851
852
853/* The SAFE versions of these call the safe_strcat function above.
854 * Ideally, all functions should use the SAFE functions, but they
855 * require some extra support in the calling function to remain as
856 * efficient.
857 */
858#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
859 if(variable) { \
860 int i,j=0; \
861 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
862 for(i=0; i<NROFATTACKS; i++) \
863 if(variable & (1<<i)) { \
864 if (j) \
865 safe_strcat(retbuf,", ", len, maxlen); \
866 else \
867 j = 1; \
868 safe_strcat(retbuf, attacks[i], len, maxlen); \
869 } \
870 safe_strcat(retbuf,")",len,maxlen); \
871 }
872
873
874/* separated this from the common/item.c file. b.t. Dec 1995 */
875
876#define DESCRIBE_ABILITY(retbuf, variable, name) \
877 if(variable) { \
878 int i,j=0; \
879 strcat(retbuf,"(" name ": "); \
880 for(i=0; i<NROFATTACKS; i++) \
881 if(variable & (1<<i)) { \
882 if (j) \
883 strcat(retbuf,", "); \
884 else \
885 j = 1; \
886 strcat(retbuf, attacks[i]); \
887 } \
888 strcat(retbuf,")"); \
889 }
890
891
892#define DESCRIBE_PATH(retbuf, variable, name) \
893 if(variable) { \
894 int i,j=0; \
895 strcat(retbuf,"(" name ": "); \
896 for(i=0; i<NRSPELLPATHS; i++) \
897 if(variable & (1<<i)) { \
898 if (j) \
899 strcat(retbuf,", "); \
900 else \
901 j = 1; \
902 strcat(retbuf, spellpathnames[i]); \
903 } \
904 strcat(retbuf,")"); \
905 }
906
907
908#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
909 if(variable) { \
910 int i,j=0; \
911 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
912 for(i=0; i<NRSPELLPATHS; i++) \
913 if(variable & (1<<i)) { \
914 if (j) \
915 safe_strcat(retbuf,", ", len, maxlen); \
916 else \
917 j = 1; \
918 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
919 } \
920 safe_strcat(retbuf,")", len, maxlen); \
921 }
922 786
923/* Flags for apply_special() */ 787/* Flags for apply_special() */
924enum apply_flag 788enum apply_flag
925{ 789{
926 /* Basic flags, always use one of these */ 790 /* Basic flags/mode, always use one of these */
927 AP_NULL = 0, 791 AP_TOGGLE = 0,
928 AP_APPLY = 1, 792 AP_APPLY = 1,
929 AP_UNAPPLY = 2, 793 AP_UNAPPLY = 2,
930 794
931 AP_BASIC_FLAGS = 15, 795 AP_BASIC_FLAGS = 0x0f,
932 796
933 /* Optional flags, for bitwise or with a basic flag */ 797 /* Optional flags, for bitwise or with a basic flag */
934 AP_NO_MERGE = 16, 798 AP_NO_MERGE = 0x10,
935 AP_IGNORE_CURSE = 32, 799 AP_IGNORE_CURSE = 0x20,
936 AP_PRINT = 64 /* Print what to do, don't actually do it */ 800 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
937 /* Note this is supported in all the functions */ 801 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
938}; 802};
939 803
940/* Bitmask values for 'can_apply_object()' return values. 804/* Bitmask values for 'can_apply_object()' return values.
941 * the CAN_APPLY_ prefix is to just note what function the 805 * the CAN_APPLY_ prefix is to just note what function the
942 * are returned from. 806 * are returned from.
968#define CAN_APPLY_NOT_MASK 0xf 832#define CAN_APPLY_NOT_MASK 0xf
969#define CAN_APPLY_UNAPPLY 0x10 833#define CAN_APPLY_UNAPPLY 0x10
970#define CAN_APPLY_UNAPPLY_MULT 0x20 834#define CAN_APPLY_UNAPPLY_MULT 0x20
971#define CAN_APPLY_UNAPPLY_CHOICE 0x40 835#define CAN_APPLY_UNAPPLY_CHOICE 0x40
972 836
973/* Cut off point of when an object is put on the active list or not */ 837// Cut off point of when an object is put on the active list or not
974#define MIN_ACTIVE_SPEED 0.00001 838// we use 2**-n because that can be represented exactly
839// also make sure that this is a float, not double, constant
840#define MIN_ACTIVE_SPEED (1.f / 65536.f)
975 841
976/* 842#define RANDOM() (rndm.next () & 0xffffffU)
977 * random() is much better than rand(). If you have random(), use it instead. 843#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
978 * You shouldn't need to change any of this
979 *
980 * 0.93.3: It looks like linux has random (previously, it was set below
981 * to use rand). Perhaps old version of linux lack rand? IF you run into
982 * problems, add || defined(__linux__) the #if immediately below.
983 *
984 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
985 * here.
986 */
987
988#define RANDOM() random()
989#define SRANDOM(xyz) srandom(xyz)
990 844
991/* Returns the weight of the given object. Note: it does not take the number of 845/* Returns the weight of the given object. Note: it does not take the number of
992 * items (nrof) into account. 846 * items (nrof) into account.
993 */ 847 */
994#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 848#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1008#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 862#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 863#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1010#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 864#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1011#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 865#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012 866
1013 /* You may uncomment following define to check sanity of code.
1014 * But use as debug only (loses all speed gained by those macros)
1015 */
1016
1017/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019
1020
1021
1022
1023
1024
1025
1026/* 867/*
1027 * Warning! 868 * Warning!
1028 * If you add message types here, don't forget 869 * If you add message types here, don't forget
1029 * to keep the client up to date too! 870 * to keep the client up to date too!
1030 */ 871 */
1031
1032 872
1033/* message types */ 873/* message types */
1034#define MSG_TYPE_BOOK 1 874#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 875#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 876#define MSG_TYPE_PAPER 3
1115 955
1116/* admin messages */ 956/* admin messages */
1117#define MSG_TYPE_ADMIN_RULES 1 957#define MSG_TYPE_ADMIN_RULES 1
1118#define MSG_TYPE_ADMIN_NEWS 2 958#define MSG_TYPE_ADMIN_NEWS 2
1119 959
960/**
961 * Maximum distance a player may hear a sound from.
962 * This is only used for new client/server sound. If the sound source
963 * on the map is farther away than this, we don't sent it to the client.
964 */
965#define MAX_SOUND_DISTANCE 16
966
967#define LOG_CHANNEL "log" // the plain and ugly standard server log
968#define INFO_CHANNEL "info" // lower_left box
969#define SAY_CHANNEL "channel-say"
970#define CHAT_CHANNEL "channel-chat"
971
972/* The following are the color flags passed to new_draw_info.
973 *
974 * We also set up some control flags
975 *
976 * NDI = New Draw Info
977 */
978
979/* Color specifications - note these match the order in xutil.c */
980/* Note 2: Black, the default color, is 0. Thus, it does not need to
981 * be implicitly specified.
982 */
983#define NDI_BLACK 0
984#define NDI_WHITE 1
985#define NDI_NAVY 2
986#define NDI_RED 3
987#define NDI_ORANGE 4
988#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
989#define NDI_DK_ORANGE 6 /* DarkOrange2 */
990#define NDI_GREEN 7 /* SeaGreen */
991#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
992 /* Than seagreen - also background color */
993#define NDI_GREY 9
994#define NDI_BROWN 10 /* Sienna */
995#define NDI_GOLD 11
996#define NDI_TAN 12 /* Khaki */
997
998#define NDI_MAX_COLOR 12 /* Last value in */
999#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
1000 /* using an int anyways, so we have the space */
1001 /* to still do all the flags */
1002
1003#define NDI_REPLY 0x20 // is a direct reply to a user command
1004#define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
1005#define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
1006
1007#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1008#define NDI_ALL 0x2000 /* Inform all players of this message */
1009#define NDI_DEF 0x4000 // ignore colour for channel protocol
1010
1120#endif /* DEFINE_H */ 1011#endif /* DEFINE_H */
1121 1012

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