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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 1.75 by root, Mon Sep 10 10:43:10 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
121#define POTION 5 122#define POTION 5
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//10
127/*#define FBULLET 10 */ 128//11
128/*#define FBALL 11 */ 129//12
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 130#define ARROW 13
132#define BOW 14 131#define BOW 14
133#define WEAPON 15 132#define WEAPON 15
134#define ARMOUR 16 133#define ARMOUR 16
135#define PEDESTAL 17 134#define PEDESTAL 17
136#define ALTAR 18 135#define ALTAR 18
137 136//19
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 137#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 138#define SPECIAL_KEY 21
142#define MAP 22 139#define MAP 22
143#define DOOR 23 140#define DOOR 23
144#define KEY 24 141#define KEY 24
145 142//25
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 143#define TIMED_GATE 26
149#define TRIGGER 27 144#define TRIGGER 27
150#define GRIMREAPER 28 145#define GRIMREAPER 28
151#define MAGIC_EAR 29 146#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 147#define TRIGGER_BUTTON 30
161#define AMULET 39 156#define AMULET 39
162#define PLAYERMOVER 40 157#define PLAYERMOVER 40
163#define TELEPORTER 41 158#define TELEPORTER 41
164#define CREATOR 42 159#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 160#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 161//44
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 45 162#define EARTHWALL 45
173#define GOLEM 46 163#define GOLEM 46
174 164//47
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 165#define THROWN_OBJ 48
177#define BLINDNESS 49 166#define BLINDNESS 49
178#define GOD 50 167#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 168#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 169 * which notices the presense of
195 184
196#define PEACEMAKER 59 /* Object owned by a player which can convert 185#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 186 * a monster into a peaceful being incapable of attack.
198 */ 187 */
199#define GEM 60 188#define GEM 60
200 189//61
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 190#define FIREWALL 62
204#define ANVIL 63 191#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 192#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 193#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 194 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 195 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 196 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 197 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 198 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 199 * 4 = charm, monsters become pets
200 * 5 = destroy monsters
201 * 6 = destroy pets / friendlies
202 */
213#define EXIT 66 203#define EXIT 66
214#define ENCOUNTER 67 204#define ENCOUNTER 67
215#define SHOP_FLOOR 68 205#define SHOP_FLOOR 68
216#define SHOP_MAT 69 206#define SHOP_MAT 69
217#define RING 70 207#define RING 70
218#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 208#define FLOOR 71 /* this is a floor tile -> native layer 0 */
219#define FLESH 72 /* animal 'body parts' -b.t. */ 209#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 210#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 211#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 212#define LIGHTER 75
223 213//76
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 214#define BUILDABLE_WALL 77 /* this is a buildable wall */
225 * types are not used in any archetypes, and should perhaps be removed. 215//78
226 */
227
228#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
229
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 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
233 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
234 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
235 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
236 chairs from here. */ 220 chairs from here. */
237#define MONSTER 80 /* yes, thats a real, living creature */ 221//80
238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 222//81
239#define LAMP 82 /* a lamp */ 223#define LAMP 82 /* a lamp */
240#define DUPLICATOR 83 /* duplicator/multiplier object */ 224#define DUPLICATOR 83 /* duplicator/multiplier object */
241#define TOOL 84 /* a tool for building objects */ 225//84
242#define SPELLBOOK 85 226#define SPELLBOOK 85
243#define BUILDFAC 86 /* facilities for building objects */ 227//86
244#define CLOAK 87 228#define CLOAK 87
245 229//88
246/*#define CONE 88 */ 230//89
247/*#define AURA 89 */ /* aura spell object */
248
249#define SPINNER 90 231#define SPINNER 90
250#define GATE 91 232#define GATE 91
251#define BUTTON 92 233#define BUTTON 92
252#define CF_HANDLE 93 234#define CF_HANDLE 93
253#define HOLE 94 235#define HOLE 94
254#define TRAPDOOR 95 236#define TRAPDOOR 95
255 237//96
256/*#define WORD_OF_RECALL 96 */ 238//97
257/*#define PARAIMAGE 97 */
258
259#define SIGN 98 239#define SIGN 98
260#define BOOTS 99 240#define BOOTS 99
261#define GLOVES 100 241#define GLOVES 100
262#define SPELL 101 242#define SPELL 101
263#define SPELL_EFFECT 102 243#define SPELL_EFFECT 102
264#define CONVERTER 103 244#define CONVERTER 103
265#define BRACERS 104 245#define BRACERS 104
266#define POISONING 105 246#define POISONING 105
267#define SAVEBED 106 247#define SAVEBED 106
268#define POISONCLOUD 107 248//107
269#define FIREHOLES 108 249//108
270#define WAND 109 250#define WAND 109
271 251#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
272/*#define ABILITY 110*/
273#define SCROLL 111 252#define SCROLL 111
274#define DIRECTOR 112 253#define DIRECTOR 112
275#define GIRDLE 113 254#define GIRDLE 113
276#define FORCE 114 255#define FORCE 114
277#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 256#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
278#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 257#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
279 258//117
259//118
260//119
261//120
280#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 262#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
281#define CONTAINER 122 263#define CONTAINER 122
282#define ARMOUR_IMPROVER 123 264#define ARMOUR_IMPROVER 123
283#define WEAPON_IMPROVER 124 265#define WEAPON_IMPROVER 124
284 266//125
285/* unused: 125 - 129 267//126
286 * type 125 was MONEY_CHANGER 268//127
287 */ 269//128
288 270//129
289#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 271#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
272//131
273//132
274//133
275//134
276//135
277//136
278//137
290#define DEEP_SWAMP 138 279#define DEEP_SWAMP 138
291#define IDENTIFY_ALTAR 139 280#define IDENTIFY_ALTAR 139
292 281//140
293/*#define CANCELLATION 141 */ /* not used with new spell code */ 282//141
294 283//142
284//143
285//144
286//145
287//146
288//147
289//148
290//149
295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 291#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296 292//151
297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 293//152
298/*#define SWARM_SPELL 153*/ 294//153
299
300#define RUNE 154 295#define RUNE 154
301#define TRAP 155 296#define TRAP 155
302
303#define POWER_CRYSTAL 156 297#define POWER_CRYSTAL 156
304#define CORPSE 157 298#define CORPSE 157
305
306#define DISEASE 158 299#define DISEASE 158
307#define SYMPTOM 159 300#define SYMPTOM 159
308#define BUILDER 160 /* Generic item builder, see subtypes */ 301#define BUILDER 160 /* Generic item builder, see subtypes */
309#define MATERIAL 161 /* Material for building */ 302#define MATERIAL 161 /* Material for building */
310 303//162
311/* #define GPS 162 Ground positionning system, moved to Python plugin */
312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 304#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313 305//164
314/*#define QUEST 164 */ /* See below for subtypes */
315
316#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
317 potions, alchemy, or magic works here (elmex) */ 307 potions, alchemy, or magic works here (elmex) */
318 308
309#define NUM_TYPES 166 // must be max(type) + 1
310
319/* END TYPE DEFINE */ 311/* END TYPE DEFINE */
320 312
321#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 313// maximum supported subtype number + 1, can be increased to 256
314// currently (2007-09) in use: 50
315#define NUM_SUBTYPES 64
322 316
323/* Subtypes for BUILDER */ 317/* Subtypes for BUILDER */
324#define ST_BD_BUILD 1 /* Builds an item */ 318#define ST_BD_BUILD 1 /* Builds an item */
325#define ST_BD_REMOVE 2 /* Removes an item */ 319#define ST_BD_REMOVE 2 /* Removes an item */
326 320
327/* Subtypes for MATERIAL */ 321/* Subtypes for MATERIAL */
328#define ST_MAT_FLOOR 1 /* Floor */ 322#define ST_MAT_FLOOR 1 /* Floor */
329#define ST_MAT_WALL 2 /* Wall */ 323#define ST_MAT_WALL 2 /* Wall */
330#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 324#define ST_MAT_ITEM 3 /* All other items, including doors & such */
413 * If any FLAG's are added or changed, make sure the flag_names structure in 407 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 408 * common/loader.l is updated.
415 */ 409 */
416 410
417/* Basic routines to do above */ 411/* Basic routines to do above */
418#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 412#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
419#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 413#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
420#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 414#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
421 415
422/* the flags */ 416/* the flags */
423 417
424#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 418#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
425#define FLAG_WIZ 1 /* Object has special privilegies */ 419#define FLAG_WIZ 1 /* Object has special privilegies */
426#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 420#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 */ 421#define FLAG_FREED 3 /* Object is in the list of free objects */
428#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 422//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
429#define FLAG_APPLIED 5 /* Object is ready for use by living */ 423#define FLAG_APPLIED 5 /* Object is ready for use by living */
430#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 424#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
431#define FLAG_USE_SHIELD 7 425#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
432 /* Can this creature use a shield? */
433 426
434#define FLAG_NO_PICK 8 /* Object can't be picked up */ 427#define FLAG_NO_PICK 8 /* Object can't be picked up */
435 428
436 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 429/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
437
438 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 430/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
431
439#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 432#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
440 433
441 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 434/*#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) */ 435/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
436
444#define FLAG_MONSTER 14 /* Will attack players */ 437#define FLAG_MONSTER 14 /* Will attack players */
445#define FLAG_FRIENDLY 15 /* Will help players */ 438#define FLAG_FRIENDLY 15 /* Will help players */
446
447#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 439#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
448#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 440#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
449#define FLAG_AUTO_APPLY 18 441#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
450 /* Will be applied when created */ 442#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
451 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
452#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 443#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
453#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 444#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
454#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 445#define FLAG_CAN_ROLL 22 /* Object can be rolled */
455#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 446#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
456#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 447#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
457 448
458 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 449/*#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 */ 450/*#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 */ 451/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
463#define FLAG_IS_USED_UP 28 452
464 /* When (--food<0) the object will exit */ 453#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
465#define FLAG_IDENTIFIED 29 454#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
466 /* Player knows full info about item */ 455#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
467#define FLAG_REFLECTING 30
468 /* Object reflects from walls (lightning) */
469#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 456#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
470
471/* Start of values in flags[1] */
472#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 457#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
473#define FLAG_HITBACK 33 /* Object will hit back when hit */ 458#define FLAG_HITBACK 33 /* Object will hit back when hit */
474#define FLAG_STARTEQUIP 34 459#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
475 /* Object was given to player at start */ 460#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
476#define FLAG_BLOCKSVIEW 35
477 /* Object blocks view */
478#define FLAG_UNDEAD 36 /* Monster is undead */ 461#define FLAG_UNDEAD 36 /* Monster is undead */
479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 462#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 463#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
481#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 464#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
465#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
482 466
483#define FLAG_REFL_SPELL 40
484 /* Spells (some) will reflect from object */
485#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 467#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
486#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 468#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
487#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 469#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
488#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 470#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
489#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 471#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
490 but can still attack at a distance */ 472 but can still attack at a distance */
491 473
492 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 474/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
493 thru this object as if it wasn't there */ 475 thru this object as if it wasn't there */
494 476/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
495 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
496 477
497#define FLAG_PICK_UP 48 /* Can pick up */ 478#define FLAG_PICK_UP 48 /* Can pick up */
498#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 479#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
499#define FLAG_NO_DROP 50 /* Object can't be dropped */ 480#define FLAG_NO_DROP 50 /* Object can't be dropped */
500#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 481#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
501#define FLAG_CAST_SPELL 52 482
502 /* (Monster) can learn and cast spells */ 483#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
503#define FLAG_USE_SCROLL 53 484#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
504 /* (Monster) can read scroll */
505#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 485#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
506#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 486#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
507 487#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
508#define FLAG_USE_ARMOUR 56 488#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
509 /* (Monster) can wear armour/shield/helmet */
510#define FLAG_USE_WEAPON 57
511 /* (Monster) can wield weapons */
512#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 489#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) */ 490#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
514#define FLAG_READY_BOW 60 /* not implemented yet */ 491#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
492
515#define FLAG_XRAYS 61 /* X-ray vision */ 493#define FLAG_XRAYS 61 /* X-ray vision */
516#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 494#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 */ 495#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
518 496
519/* Start of values in flags[2] */
520#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 497#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
521#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 498#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
522#define FLAG_SLEEP 66 /* NPC is sleeping */ 499#define FLAG_SLEEP 66 /* NPC is sleeping */
523#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 500#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
524#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 501#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
537 514
538#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 515#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 */ 516#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 */ 517#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
541 518
542/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 519#define FLAG_PRECIOUS 83 // object is precious (pets)
543#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 520#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
544#define FLAG_MAKE_INVIS 85 521#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
545 /* (Item) gives invisibility when applied */ 522#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
546#define FLAG_INV_LOCKED 86 523
547 /* Item will not be dropped from inventory */
548#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 524#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
549
550#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 525#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
551#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 526#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
552#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 527#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
553#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 528#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) */ 529#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
555#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 530#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
556#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 531#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
557 532
558 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 533/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
559 534
560/* Start of values in flags[3] */
561#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 535#define FLAG_NO_STEAL 96 /* Item can't be stolen */
562#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 536#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
563 * away (replaces ghosthit) 537 * away (replaces ghosthit)
564 */ 538 */
565#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 539#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
569 */ 543 */
570 544
571#define FLAG_BERSERK 99 /* monster will attack closest living 545#define FLAG_BERSERK 99 /* monster will attack closest living
572 object */ 546 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 547#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 548#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 549#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 550#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
577 * load_original_map() */ 551 * load_original_map() */
578#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 552//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
579 * the overlay, and is not subject to 553// * the overlay, and is not subject to
580 * decay. */ 554// * decay. */
581#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 555#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' */ 556#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
583#define FLAG_IS_WATER 107 557#define FLAG_IS_WATER 107
584#define FLAG_CONTENT_ON_GEN 108 558#define FLAG_CONTENT_ON_GEN 108
585#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 559#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
586#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 560#define FLAG_IS_BUILDABLE 110 /* Can build on item */
587#define FLAG_AFK 111 /* Player is AFK */ 561#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
562#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
563
588#define NUM_FLAGS 111 /* Should always be equal to the last 564#define NUM_FLAGS 113 /* Should always be equal to the last
589 * defined flag. If you change this, 565 * defined flag + 1. If you change this,
590 * make sure you update the flag_links 566 * make sure you update the flag_links
591 * in common/loader.l 567 * in common/loader.l
592 */ 568 */
593
594/* Values can go up to 127 before the size of the flags array in the
595 * object structure needs to be enlarged.
596 * So there are 18 available flags slots
597 */
598
599
600#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
610 569
611/* If you add new movement types, you may need to update 570/* If you add new movement types, you may need to update
612 * describe_item() so properly describe those types. 571 * describe_item() so properly describe those types.
613 * change_abil() probably should be updated also. 572 * change_abil() probably should be updated also.
614 */ 573 */
615#define MOVE_WALK 0x1 /* Object walks */ 574#define MOVE_WALK 0x01 /* Object walks */
616#define MOVE_FLY_LOW 0x2 /* Low flying object */ 575#define MOVE_FLY_LOW 0x02 /* Low flying object */
617#define MOVE_FLY_HIGH 0x4 /* High flying object */ 576#define MOVE_FLY_HIGH 0x04 /* High flying object */
618#define MOVE_FLYING 0x6 577#define MOVE_FLYING 0x06
619 /* Combo of fly_low and fly_high */ 578 /* Combo of fly_low and fly_high */
620#define MOVE_SWIM 0x8 /* Swimming object */ 579#define MOVE_SWIM 0x08 /* Swimming object */
621#define MOVE_BOAT 0x10 /* Boats/sailing */ 580#define MOVE_BOAT 0x10 /* Boats/sailing */
581#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
582
622#define MOVE_ALL 0x1f /* Mask of all movement types */ 583#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
633 584
634/* typdef here to define type large enough to hold bitmask of 585/* typdef here to define type large enough to hold bitmask of
635 * all movement types. Make one declaration so easy to update. 586 * all movement types. Make one declaration so easy to update.
636 * uint8 is defined yet, so just use what that would define it
637 * at anyways.
638 */ 587 */
639typedef unsigned char MoveType; 588typedef unsigned char MoveType;
640 589
641/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 590/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
642 * Basically, ob2 has to block all of ob1 movement types. 591 * Basically, ob2 has to block all of ob1 movement types.
649 * Add check - if type is 0, don't stop anything from moving 598 * Add check - if type is 0, don't stop anything from moving
650 * onto it. 599 * onto it.
651 * 600 *
652 */ 601 */
653#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 602#define OB_TYPE_MOVE_BLOCK(ob1, type) \
654 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 603 ((type) && (ob1->move_type & type) == ob1->move_type)
655
656 604
657#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 605#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
658#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 606#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
659#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 607#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
660
661/* Note: These values are only a default value, resizing can change them */
662#define INV_SIZE 12 /* How many items can be viewed in inventory */
663#define LOOK_SIZE 6 /* ditto, but for the look-window */
664#define MAX_INV_SIZE 40 /* For initializing arrays */
665#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
666
667#define EDITABLE(xyz) ((xyz)->arch->editable)
668
669#define E_MONSTER 0x00000001
670#define E_EXIT 0x00000002
671#define E_TREASURE 0x00000004
672#define E_BACKGROUND 0x00000008
673#define E_DOOR 0x00000010
674#define E_SPECIAL 0x00000020
675#define E_SHOP 0x00000040
676#define E_NORMAL 0x00000080
677#define E_FALSE_WALL 0x00000100
678#define E_WALL 0x00000200
679#define E_EQUIPMENT 0x00000400
680#define E_OTHER 0x00000800
681#define E_ARTIFACT 0x00001000
682 608
683#define EXIT_PATH(xyz) (xyz)->slaying 609#define EXIT_PATH(xyz) (xyz)->slaying
684#define EXIT_LEVEL(xyz) (xyz)->stats.food 610#define EXIT_LEVEL(xyz) (xyz)->stats.food
685#define EXIT_X(xyz) (xyz)->stats.hp 611#define EXIT_X(xyz) (xyz)->stats.hp
686#define EXIT_Y(xyz) (xyz)->stats.sp 612#define EXIT_Y(xyz) (xyz)->stats.sp
687#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 613#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
688#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 614#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
689 615
690/* for use by the lighting code */ 616/* for use by the lighting code */
691#define MAX_LIGHT_RADII 4 617#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 618 * large values allow objects that can
694 * slow down the game */ 619 * slow down the game */
695#define MAX_DARKNESS 5 /* maximum map darkness, there is no 620#define MAX_DARKNESS 5 /* maximum map darkness, there is no
696 * practical reason to exceed this */ 621 * practical reason to exceed this */
697#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 622#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
707#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 632#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
708 633
709#define DIRX(xyz) freearr_x[(xyz)->direction] 634#define DIRX(xyz) freearr_x[(xyz)->direction]
710#define DIRY(xyz) freearr_y[(xyz)->direction] 635#define DIRY(xyz) freearr_y[(xyz)->direction]
711 636
712#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
713#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
714
715#define ARMOUR_SPEED(xyz) (xyz)->last_sp 637#define ARMOUR_SPEED(xyz) (xyz)->last_sp
716#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 638#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
717#define WEAPON_SPEED(xyz) (xyz)->last_sp 639#define WEAPON_SPEED(xyz) (xyz)->last_sp
718 640
719/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 641/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
720 each of them signed char, concatenated in a int16 */ 642 each of them signed char, concatenated in a int16 */
721#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 643#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
722#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 644#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
723#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 645#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
646
724#define FIRE_DIRECTIONAL 0 647#define FIRE_DIRECTIONAL 0
725#define FIRE_POSITIONAL 1 648#define FIRE_POSITIONAL 1
726 649
727/******************************************************************************/ 650/******************************************************************************/
728
729/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 651/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
730
731/******************************************************************************/ 652/******************************************************************************/
732
733/* if your monsters start acting wierd, mail me */ 653/* if your monsters start acting wierd, mail me */
734
735/******************************************************************************/ 654/******************************************************************************/
736
737/* the following definitions are for the attack_movement variable in monsters */ 655/* 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*/ 656/* if the attack_variable movement is left out of the monster archetype, or is*/
740
741/* set to zero */ 657/* set to zero */
742
743/* the standard mode of movement from previous versions of crossfire will be */ 658/* 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*/ 659/* 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. */ 660/* 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*/ 661/* 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 */ 662/* ment numbers example a monster that moves in a circle until attacked and */
752
753/* then attacks from a distance: */ 663/* then attacks from a distance: */
754
755/* CIRCLE1 = 32 */ 664/* CIRCLE1 = 32 */
756
757/* + DISTATT = 1 */ 665/* + DISTATT = 1 */
758
759/* ------------------- */ 666/* ------------------- */
760
761/* attack_movement = 33 */ 667/* attack_movement = 33 */
762
763/******************************************************************************/ 668/******************************************************************************/
764#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 669#define DISTATT 1 /* move toward a player if far, but mantain some space, */
765 /* attack from a distance - good for missile users only */ 670 /* attack from a distance - good for missile users only */
766#define RUNATT 2 /* run but attack if player catches up to object */ 671#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 */ 672#define HITRUN 3 /* run to then hit player then run away cyclicly */
801 /* changing directions */ 706 /* changing directions */
802 /* this is VERTICAL movement */ 707 /* this is VERTICAL movement */
803#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 708#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
804#define HI4 240 709#define HI4 240
805 710
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" 711#define BLANK_FACE_NAME "blank.x11"
822#define EMPTY_FACE_NAME "empty.111" 712#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"
827 713
828/* 714/*
829 * Defines for the luck/random functions to make things more readable 715 * Defines for the luck/random functions to make things more readable
830 */ 716 */
831 717
832#define PREFER_HIGH 1 718#define PREFER_HIGH 1
833#define PREFER_LOW 0 719#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 }
922 720
923/* Flags for apply_special() */ 721/* Flags for apply_special() */
924enum apply_flag 722enum apply_flag
925{ 723{
926 /* Basic flags, always use one of these */ 724 /* Basic flags/mode, always use one of these */
927 AP_NULL = 0, 725 AP_TOGGLE = 0,
928 AP_APPLY = 1, 726 AP_APPLY = 1,
929 AP_UNAPPLY = 2, 727 AP_UNAPPLY = 2,
930 728
931 AP_BASIC_FLAGS = 15, 729 AP_BASIC_FLAGS = 0x0f,
932 730
933 /* Optional flags, for bitwise or with a basic flag */ 731 /* Optional flags, for bitwise or with a basic flag */
934 AP_NO_MERGE = 16, 732 AP_NO_MERGE = 0x10,
935 AP_IGNORE_CURSE = 32, 733 AP_IGNORE_CURSE = 0x20,
936 AP_PRINT = 64 /* Print what to do, don't actually do it */ 734 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
937 /* Note this is supported in all the functions */ 735 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
938}; 736};
939 737
940/* Bitmask values for 'can_apply_object()' return values. 738/* Bitmask values for 'can_apply_object()' return values.
941 * the CAN_APPLY_ prefix is to just note what function the 739 * the CAN_APPLY_ prefix is to just note what function the
942 * are returned from. 740 * are returned from.
968#define CAN_APPLY_NOT_MASK 0xf 766#define CAN_APPLY_NOT_MASK 0xf
969#define CAN_APPLY_UNAPPLY 0x10 767#define CAN_APPLY_UNAPPLY 0x10
970#define CAN_APPLY_UNAPPLY_MULT 0x20 768#define CAN_APPLY_UNAPPLY_MULT 0x20
971#define CAN_APPLY_UNAPPLY_CHOICE 0x40 769#define CAN_APPLY_UNAPPLY_CHOICE 0x40
972 770
973/* Cut off point of when an object is put on the active list or not */ 771// Cut off point of when an object is put on the active list or not
974#define MIN_ACTIVE_SPEED 0.00001 772// we use 2**-n because that can be represented exactly
773// also make sure that this is a float, not double, constant
774#define MIN_ACTIVE_SPEED (1.f / 65536.f)
975 775
976/* 776#define RANDOM() (rndm.next () & 0xffffffU)
977 * random() is much better than rand(). If you have random(), use it instead.
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)
990 777
991/* Returns the weight of the given object. Note: it does not take the number of 778/* Returns the weight of the given object. Note: it does not take the number of
992 * items (nrof) into account. 779 * items (nrof) into account.
780 * (this looks rather bogus, schmorp)
993 */ 781 */
994#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 782#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
995
996
997/* Code fastening defines
998 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
999 * buf__ and increment buf__ position so it will point to the end of buf__.
1000 * the '\0' caracter will not be put at end of buf__.
1001 * use preparefastcat and finishfastcat on buf__ to prepare
1002 * and clean up the string. (Lots faster than doing each time...)
1003 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1004 * keep in mind FAST_STRNCAT is faster since length of second argument is
1005 * kown in advance.
1006 */
1007
1008#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009#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__);}
1011#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012
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 783
1026/* 784/*
1027 * Warning! 785 * Warning!
1028 * If you add message types here, don't forget 786 * If you add message types here, don't forget
1029 * to keep the client up to date too! 787 * to keep the client up to date too!
1030 */ 788 */
1031
1032 789
1033/* message types */ 790/* message types */
1034#define MSG_TYPE_BOOK 1 791#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 792#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 793#define MSG_TYPE_PAPER 3
1115 872
1116/* admin messages */ 873/* admin messages */
1117#define MSG_TYPE_ADMIN_RULES 1 874#define MSG_TYPE_ADMIN_RULES 1
1118#define MSG_TYPE_ADMIN_NEWS 2 875#define MSG_TYPE_ADMIN_NEWS 2
1119 876
877/**
878 * Maximum distance a player may hear a sound from.
879 * This is only used for new client/server sound. If the sound source
880 * on the map is farther away than this, we don't sent it to the client.
881 */
882#define MAX_SOUND_DISTANCE 16
883
884#define LOG_CHANNEL "log" // the plain and ugly standard server log
885#define INFO_CHANNEL "info" // lower_left box
886#define SAY_CHANNEL "channel-say"
887#define CHAT_CHANNEL "channel-chat"
888#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
889
890/* The following are the color flags passed to new_draw_info.
891 *
892 * We also set up some control flags
893 *
894 * NDI = New Draw Info
895 */
896
897/* Color specifications - note these match the order in xutil.c */
898/* Note 2: Black, the default color, is 0. Thus, it does not need to
899 * be implicitly specified.
900 */
901#define NDI_BLACK 0
902#define NDI_WHITE 1
903#define NDI_NAVY 2
904#define NDI_RED 3
905#define NDI_ORANGE 4
906#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
907#define NDI_DK_ORANGE 6 /* DarkOrange2 */
908#define NDI_GREEN 7 /* SeaGreen */
909#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
910 /* Than seagreen - also background color */
911#define NDI_GREY 9
912#define NDI_BROWN 10 /* Sienna */
913#define NDI_GOLD 11
914#define NDI_TAN 12 /* Khaki */
915
916#define NDI_MAX_COLOR 12 /* Last value in */
917#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
918 /* using an int anyways, so we have the space */
919 /* to still do all the flags */
920
921#define NDI_REPLY 0x20 // is a direct reply to a user command
922#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
923#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
924#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
925
926#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
927#define NDI_ALL 0x2000 /* Inform all players of this message */
928#define NDI_DEF 0x4000 // ignore colour for channel protocol
929
1120#endif /* DEFINE_H */ 930#endif /* DEFINE_H */
1121 931

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