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Comparing deliantra/server/include/define.h (file contents):
Revision 1.26 by elmex, Wed Dec 20 14:11:42 2006 UTC vs.
Revision 1.106 by root, Wed Nov 4 00:02:48 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
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> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52 41
53/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
55 44
56#ifdef __NetBSD__ 45#ifdef __NetBSD__
57# include <sys/param.h> 46# include <sys/param.h>
58#endif 47#endif
48
49#define MAXLEVEL 115 // for treasure calculations only
50
51// maximum length of an object name in the protocol
52#define NAME_LEN 127
53
59#ifndef MIN 54#undef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y))
61#endif
62#ifndef MAX 55#undef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y))
64#endif
65
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX
68# define NAME_MAX 255
69#endif
70
71/* MAX3 is basically like MAX, but instead does 3 values. */
72#ifndef MAX3
73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif
75
76/* MIN3 is basically like MIN, but instead does 3 values. */
77#ifndef MIN3
78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif
80 56
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 57#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 58#define MIN_STAT 1 /* The minimum legal value of any stat */
83 59
60//TODO: not only use more reasonable values, also enforce them
61#define MIN_WC -120
62#define MAX_WC 120
63#define MIN_AC -120
84#define MAX_BUF 1024 64#define MAX_AC 120
85 /* Used for all kinds of things */ 65#define MIN_DAM 0
86#define VERY_BIG_BUF 2048 66#define MAX_DAM 200
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 67#define MIN_DIGESTION -35
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 68#define MAX_DIGESTION 70
89 69
90#define FONTSIZE 3000 /* Max chars in font */ 70#define MAX_BUF 1024 /* Used for all kinds of things */
91
92#define MAX_ANIMATIONS 256
93 71
94#define MAX_NAME 48 72#define MAX_NAME 48
95#define MAX_EXT_TITLE 98
96 73
97/* Fatal variables: */ 74#define ATTUNE_REPELL 16 // levels diff for attune/repell
75
76//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 77#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 78#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 79#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 80#define TOO_MANY_ERRORS 3
102 81
103/* TYPE DEFINES */ 82/* TYPE DEFINES */
104 83
105/* Only add new values to this list if somewhere in the program code, 84/* Only add new values to this list if somewhere in the program code,
110 * flags 89 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 90 * 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 91 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 92 */
114 93
115/* type 0 will be undefined and shows a non valid type information */ 94/* USED TYPES: (for dead types please look at the bottom of the type
95 * definitions)
96 */
97
98/* type 0 objects have the default behaviour */
116 99
117#define PLAYER 1 100#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 101#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 102#define ROD 3
120#define TREASURE 4 103#define TREASURE 4
121#define POTION 5 104#define POTION 5
122#define FOOD 6 105#define FOOD 6
123#define POISON 7 106#define POISON 7
124#define BOOK 8 107#define BOOK 8
125#define CLOCK 9 108#define CLOCK 9
126 109//10
127/*#define FBULLET 10 */ 110//11
128/*#define FBALL 11 */ 111//12
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 112#define ARROW 13
132#define BOW 14 113#define BOW 14
133#define WEAPON 15 114#define WEAPON 15
134#define ARMOUR 16 115#define ARMOUR 16
135#define PEDESTAL 17 116#define PEDESTAL 17
136#define ALTAR 18 117#define ALTAR 18
137 118#define T_MATCH 19
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 119#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 120#define SPECIAL_KEY 21
142#define MAP 22 121#define MAP 22
143#define DOOR 23 122#define DOOR 23
144#define KEY 24 123#define KEY 24
145 124//25
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 125#define TIMED_GATE 26
149#define TRIGGER 27 126#define TRIGGER 27
150#define GRIMREAPER 28 127#define GRIMREAPER 28
151#define MAGIC_EAR 29 128#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 129#define TRIGGER_BUTTON 30
161#define AMULET 39 138#define AMULET 39
162#define PLAYERMOVER 40 139#define PLAYERMOVER 40
163#define TELEPORTER 41 140#define TELEPORTER 41
164#define CREATOR 42 141#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 142#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 143//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 45 144#define EARTHWALL 45
173#define GOLEM 46 145#define GOLEM 46
174 146//47
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 147#define THROWN_OBJ 48
177#define BLINDNESS 49 148#define BLINDNESS 49
178#define GOD 50 149#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 150#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 151 * which notices the presense of
195 166
196#define PEACEMAKER 59 /* Object owned by a player which can convert 167#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 168 * a monster into a peaceful being incapable of attack.
198 */ 169 */
199#define GEM 60 170#define GEM 60
200 171//61
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 172#define FIREWALL 62
204#define ANVIL 63 173#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 174#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 175#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 176 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 177 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 178 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 179 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 180 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 181 * 4 = charm, monsters become pets
182 * 5 = destroy monsters
183 * 6 = destroy pets / friendlies
184 */
213#define EXIT 66 185#define EXIT 66
214#define ENCOUNTER 67 186#define ENCOUNTER 67
215#define SHOP_FLOOR 68 187#define SHOP_FLOOR 68
216#define SHOP_MAT 69 188#define SHOP_MAT 69
217#define RING 70 189#define RING 70
218#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 190#define FLOOR 71 /* this is a floor tile -> native layer 0 */
219#define FLESH 72 /* animal 'body parts' -b.t. */ 191#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 192#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 193#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 194#define LIGHTER 75
223 195//76
224/* random crossfire developer: The trap_part, wall, light_source,
225 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes,
227 * and should perhaps be removed.
228 *
229 * Wed Dec 20 13:35:24 CET 2006:
230 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
231 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
232 * renamed WALL to BUILDABLE_WALL.
233 */
234
235//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
236
237#define BUILDABLE_WALL 77 /* this is a buildable wall */ 196#define BUILDABLE_WALL 77 /* this is a buildable wall */
238 197//78
239//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
240
241#define MISC_OBJECT 79 /* misc. objects are for objects without a function 198#define MISC_OBJECT 79 /* misc. objects are for objects without a function
242 in the engine. Like statues, clocks, chairs,... 199 in the engine. Like statues, clocks, chairs,...
243 If perhaps we create a function where we can sit 200 If perhaps we create a function where we can sit
244 on chairs, we create a new type and remove all 201 on chairs, we create a new type and remove all
245 chairs from here. */ 202 chairs from here. */
246//#define MONSTER 80 /* yes, thats a real, living creature */ 203//80
247//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 204#define TORCH 81 /* a torch */
248
249#define LAMP 82 /* a lamp */ 205#define LAMP 82 /* a lamp */
250#define DUPLICATOR 83 /* duplicator/multiplier object */ 206#define DUPLICATOR 83 /* duplicator/multiplier object */
251#define TOOL 84 /* a tool for building objects */ 207//84
252#define SPELLBOOK 85 208#define SPELLBOOK 85
253#define BUILDFAC 86 /* facilities for building objects */ 209//86
254#define CLOAK 87 210#define CLOAK 87
255 211//88
256/*#define CONE 88 */ 212//89
257/*#define AURA 89 */ /* aura spell object */
258
259#define SPINNER 90 213#define SPINNER 90
260#define GATE 91 214#define GATE 91
261#define BUTTON 92 215#define BUTTON 92
262#define CF_HANDLE 93 216#define T_HANDLE 93
263#define HOLE 94 217#define HOLE 94
264#define TRAPDOOR 95 218#define TRAPDOOR 95
265 219//96
266/*#define WORD_OF_RECALL 96 */ 220//97
267/*#define PARAIMAGE 97 */
268
269#define SIGN 98 221#define SIGN 98
270#define BOOTS 99 222#define BOOTS 99
271#define GLOVES 100 223#define GLOVES 100
272#define SPELL 101 224#define SPELL 101
273#define SPELL_EFFECT 102 225#define SPELL_EFFECT 102
274#define CONVERTER 103 226#define CONVERTER 103
275#define BRACERS 104 227#define BRACERS 104
276#define POISONING 105 228#define POISONING 105
277#define SAVEBED 106 229#define SAVEBED 106
278 230//107
279// #define POISONCLOUD 107 231//108
280// #define FIREHOLES 108
281
282#define WAND 109 232#define WAND 109
283 233#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
284/*#define ABILITY 110*/
285#define SCROLL 111 234#define SCROLL 111
286#define DIRECTOR 112 235#define DIRECTOR 112
287#define GIRDLE 113 236#define GIRDLE 113
288#define FORCE 114 237#define FORCE 114
289#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 238#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
290#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 239#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
291 240//117
241//118
242//119
243//120
292#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
293#define CONTAINER 122 245#define CONTAINER 122
294#define ARMOUR_IMPROVER 123 246#define ARMOUR_IMPROVER 123
295#define WEAPON_IMPROVER 124 247#define WEAPON_IMPROVER 124
296 248//125
297/* unused: 125 - 129 249//126
298 * type 125 was MONEY_CHANGER 250//127
299 */ 251//128
300 252//129
301#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 253#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
254//131
255//132
256//133
257//134
258//135
259//136
260//137
302#define DEEP_SWAMP 138 261#define DEEP_SWAMP 138
303#define IDENTIFY_ALTAR 139 262#define IDENTIFY_ALTAR 139
304 263//140
305/*#define CANCELLATION 141 */ /* not used with new spell code */ 264//141
306 265//142
266//143
267//144
268//145
269//146
270//147
271//148
272//149
307#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 273#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
308 274//151
309/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 275//152
310/*#define SWARM_SPELL 153*/ 276//153
311
312#define RUNE 154 277#define RUNE 154
313#define TRAP 155 278#define TRAP 155
314
315#define POWER_CRYSTAL 156 279#define POWER_CRYSTAL 156
316#define CORPSE 157 280#define CORPSE 157
317
318#define DISEASE 158 281#define DISEASE 158
319#define SYMPTOM 159 282#define SYMPTOM 159
320#define BUILDER 160 /* Generic item builder, see subtypes */ 283#define BUILDER 160 /* Generic item builder, see subtypes */
321#define MATERIAL 161 /* Material for building */ 284#define MATERIAL 161 /* Material for building */
322 285//162
323/* #define GPS 162 Ground positionning system, moved to Python plugin */
324#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 286#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
325 287#define MAPSCRIPT 164 /* A perl-scripted connectable */
326/*#define QUEST 164 */ /* See below for subtypes */
327
328#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 288#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
329 potions, alchemy, or magic works here (elmex) */ 289 potions, alchemy, or magic works here (elmex) */
330 290
291#define NUM_TYPES 166 // must be max(type) + 1
292
331/* END TYPE DEFINE */ 293/* END TYPE DEFINE */
332 294
333#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 295// maximum supported subtype number + 1, can be increased to 256
296// currently (2007-09) in use: 50
297#define NUM_SUBTYPES 64
334 298
335/* Subtypes for BUILDER */ 299/* Subtypes for BUILDER */
336#define ST_BD_BUILD 1 /* Builds an item */ 300#define ST_BD_BUILD 1 /* Builds an item */
337#define ST_BD_REMOVE 2 /* Removes an item */ 301#define ST_BD_REMOVE 2 /* Removes an item */
338 302
339/* Subtypes for MATERIAL */ 303/* Subtypes for MATERIAL */
340#define ST_MAT_FLOOR 1 /* Floor */ 304#define ST_MAT_FLOOR 1 /* Floor */
341#define ST_MAT_WALL 2 /* Wall */ 305#define ST_MAT_WALL 2 /* Wall */
342#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 306#define ST_MAT_ITEM 3 /* All other items, including doors & such */
373#define PU_NOTHING 0x00000000 337#define PU_NOTHING 0x00000000
374 338
375#define PU_DEBUG 0x10000000 339#define PU_DEBUG 0x10000000
376#define PU_INHIBIT 0x20000000 340#define PU_INHIBIT 0x20000000
377#define PU_STOP 0x40000000 341#define PU_STOP 0x40000000
378#define PU_NEWMODE 0x80000000 342#define PU_ENABLE 0x80000000 // used to distinguish value density
379 343
380#define PU_RATIO 0x0000000F 344#define PU_RATIO 0x0000000F
381 345
382#define PU_FOOD 0x00000010 346#define PU_FOOD 0x00000010
383#define PU_DRINK 0x00000020 347#define PU_DRINK 0x00000020
413 * freearr, add these values. <= SIZEOFFREE1 will get you 377 * freearr, add these values. <= SIZEOFFREE1 will get you
414 * within 1 space. <= SIZEOFFREE2 wll get you withing 378 * within 1 space. <= SIZEOFFREE2 wll get you withing
415 * 2 spaces, and the entire array (< SIZEOFFREE) is 379 * 2 spaces, and the entire array (< SIZEOFFREE) is
416 * three spaces 380 * three spaces
417 */ 381 */
382#define SIZEOFFREE0 0
418#define SIZEOFFREE1 8 383#define SIZEOFFREE1 8
419#define SIZEOFFREE2 24 384#define SIZEOFFREE2 24
385#define SIZEOFFREE3 48
420#define SIZEOFFREE 49 386#define SIZEOFFREE 49
421 387
422#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 388#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
423 389
424/* 390/*
425 * If any FLAG's are added or changed, make sure the flag_names structure in 391 * If any FLAG's are added or changed, make sure the flag_names structure in
426 * common/loader.l is updated. 392 * common/loader.C is updated.
427 */ 393 */
428 394
429/* Basic routines to do above */ 395/* Basic routines to do above */
430#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 396#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 397#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 398#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 399
434/* the flags */ 400/* the flags */
435 401
436#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 402#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
437#define FLAG_WIZ 1 /* Object has special privilegies */ 403#define FLAG_WIZ 1 /* Object has special privilegies */
438#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 404#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
439#define FLAG_FREED 3 /* Object is in the list of free objects */ 405#define FLAG_FREED 3 /* Object is in the list of free objects */
440#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 406#define FLAG_WIZLOOK 4 /* disable los and lighting */
441#define FLAG_APPLIED 5 /* Object is ready for use by living */ 407#define FLAG_APPLIED 5 /* Object is ready for use by living */
442#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 408#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
443#define FLAG_USE_SHIELD 7 409#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
444 /* Can this creature use a shield? */
445 410
446#define FLAG_NO_PICK 8 /* Object can't be picked up */ 411#define FLAG_NO_PICK 8 /* Object can't be picked up */
447 412
448 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 413/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
449
450 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 414/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
415
451#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 416#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
452 417
453 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 418/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
454
455 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 419/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
420#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
421
456#define FLAG_MONSTER 14 /* Will attack players */ 422#define FLAG_MONSTER 14 /* Will attack players */
457#define FLAG_FRIENDLY 15 /* Will help players */ 423#define FLAG_FRIENDLY 15 /* Will help players */
458
459#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 424#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
460#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 425#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
461#define FLAG_AUTO_APPLY 18 426#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
462 /* Will be applied when created */ 427#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
463 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
464#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 428#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
465#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 429#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
466#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 430#define FLAG_CAN_ROLL 22 /* Object can be rolled */
467#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 431#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
468#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 432#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
469 433
470 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 434/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
471
472 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 435/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
473
474 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 436/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
475#define FLAG_IS_USED_UP 28 437
476 /* When (--food<0) the object will exit */ 438#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
477#define FLAG_IDENTIFIED 29 439#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
478 /* Player knows full info about item */ 440#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
479#define FLAG_REFLECTING 30
480 /* Object reflects from walls (lightning) */
481#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 441#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
482
483/* Start of values in flags[1] */
484#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 442#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
485#define FLAG_HITBACK 33 /* Object will hit back when hit */ 443#define FLAG_HITBACK 33 /* Object will hit back when hit */
486#define FLAG_STARTEQUIP 34 444#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
487 /* Object was given to player at start */ 445#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
488#define FLAG_BLOCKSVIEW 35
489 /* Object blocks view */
490#define FLAG_UNDEAD 36 /* Monster is undead */ 446#define FLAG_UNDEAD 36 /* Monster is undead */
491#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 447#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
492#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 448#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
493#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 449#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
450#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
494 451
495#define FLAG_REFL_SPELL 40
496 /* Spells (some) will reflect from object */
497#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 452#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
498#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 453#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
499#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 454#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
500#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 455#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
501#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 456#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
502 but can still attack at a distance */ 457 but can still attack at a distance */
503 458
504 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 459/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
505 thru this object as if it wasn't there */ 460 thru this object as if it wasn't there */
506 461/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
507 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
508 462
509#define FLAG_PICK_UP 48 /* Can pick up */ 463#define FLAG_PICK_UP 48 /* Can pick up */
510#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 464#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
511#define FLAG_NO_DROP 50 /* Object can't be dropped */ 465#define FLAG_NO_DROP 50 /* Object can't be dropped */
512#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 466#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
513#define FLAG_CAST_SPELL 52 467
514 /* (Monster) can learn and cast spells */ 468#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
515#define FLAG_USE_SCROLL 53 469#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
516 /* (Monster) can read scroll */
517#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 470#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
518#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 471#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
519 472#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
520#define FLAG_USE_ARMOUR 56 473#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
521 /* (Monster) can wear armour/shield/helmet */
522#define FLAG_USE_WEAPON 57
523 /* (Monster) can wield weapons */
524#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 474#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
525#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 475#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
526#define FLAG_READY_BOW 60 /* not implemented yet */ 476#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
477
527#define FLAG_XRAYS 61 /* X-ray vision */ 478#define FLAG_XRAYS 61 /* X-ray vision */
528#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 479#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
529#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 480#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
530 481
531/* Start of values in flags[2] */
532#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 482#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
533#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 483#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
534#define FLAG_SLEEP 66 /* NPC is sleeping */ 484#define FLAG_SLEEP 66 /* NPC is sleeping */
535#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 485#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
536#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 486#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
549 499
550#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 500#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
551#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 501#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
552#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 502#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
553 503
554/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 504#define FLAG_PRECIOUS 83 // object is precious (pets)
555#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 505#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
556#define FLAG_MAKE_INVIS 85 506#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
557 /* (Item) gives invisibility when applied */ 507#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
558#define FLAG_INV_LOCKED 86 508
559 /* Item will not be dropped from inventory */
560#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 509#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
561
562#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 510#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
563#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 511#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
564#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 512#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
565#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 513#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
566#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 514#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
567#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 515#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
568#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 516#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
569 517
570 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 518/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
571 519
572/* Start of values in flags[3] */
573#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 520#define FLAG_NO_STEAL 96 /* Item can't be stolen */
574#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 521#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
575 * away (replaces ghosthit) 522 * away (replaces ghosthit)
576 */ 523 */
577#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 524#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
578 * detect cases were the server is trying
579 * to send an upditem when we have not
580 * actually sent the item.
581 */
582 525
583#define FLAG_BERSERK 99 /* monster will attack closest living 526#define FLAG_BERSERK 99 /* monster will attack closest living
584 object */ 527 object */
585#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 528#define FLAG_NEUTRAL 100 /* monster is from type neutral */
586#define FLAG_NO_ATTACK 101 /* monster don't attack */ 529#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
587#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 530#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
588#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 531#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
589 * load_original_map() */ 532 * load_original_map() */
590#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 533//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
591 * the overlay, and is not subject to 534// * the overlay, and is not subject to
592 * decay. */ 535// * decay. */
593#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 536#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
594#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 537#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
595#define FLAG_IS_WATER 107 538#define FLAG_IS_WATER 107
596#define FLAG_CONTENT_ON_GEN 108 539#define FLAG_CONTENT_ON_GEN 108
597#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 540#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
598#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 541#define FLAG_IS_BUILDABLE 110 /* Can build on item */
599#define FLAG_AFK 111 /* Player is AFK */ 542#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
543#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
544
600#define NUM_FLAGS 111 /* Should always be equal to the last 545#define NUM_FLAGS 113 /* Should always be equal to the last
601 * defined flag. If you change this, 546 * defined flag + 1. If you change this,
602 * make sure you update the flag_links 547 * make sure you update the flag_links
603 * in common/loader.l 548 * in common/loader.l
604 */ 549 */
605
606/* Values can go up to 127 before the size of the flags array in the
607 * object structure needs to be enlarged.
608 * So there are 18 available flags slots
609 */
610
611
612#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
613
614#if 0
615
616/* These should no longer be needed - access move_slow_penalty
617 * directly.
618 */
619# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
620# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
621#endif
622 550
623/* If you add new movement types, you may need to update 551/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 552 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 553 * change_abil() probably should be updated also.
626 */ 554 */
627#define MOVE_WALK 0x1 /* Object walks */ 555#define MOVE_WALK 0x01 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 556#define MOVE_FLY_LOW 0x02 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 557#define MOVE_FLY_HIGH 0x04 /* High flying object */
630#define MOVE_FLYING 0x6 558#define MOVE_FLYING 0x06
631 /* Combo of fly_low and fly_high */ 559 /* Combo of fly_low and fly_high */
632#define MOVE_SWIM 0x8 /* Swimming object */ 560#define MOVE_SWIM 0x08 /* Swimming object */
633#define MOVE_BOAT 0x10 /* Boats/sailing */ 561#define MOVE_BOAT 0x10 /* Boats/sailing */
562#define MOVE_SHIP 0x20 /* boats suitable for oceans */
563
634#define MOVE_ALL 0x1f /* Mask of all movement types */ 564#define MOVE_ALL 0x3f /* Mask of all movement types */
635
636/* the normal assumption is that objects are walking/flying.
637 * So often we don't want to block movement, but still don't want
638 * to allow all types (swimming is rather specialized) - I also
639 * expect as more movement types show up, this is likely to get
640 * updated. Basically, this is the default for spaces that allow
641 * movement - anything but swimming right now. If you really
642 * want nothing at all, then can always set move_block to 0
643 */
644#define MOVE_BLOCK_DEFAULT MOVE_SWIM
645 565
646/* typdef here to define type large enough to hold bitmask of 566/* typdef here to define type large enough to hold bitmask of
647 * all movement types. Make one declaration so easy to update. 567 * all movement types. Make one declaration so easy to update.
648 * uint8 is defined yet, so just use what that would define it
649 * at anyways.
650 */ 568 */
651typedef unsigned char MoveType; 569typedef unsigned char MoveType;
652 570
653/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 571/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
654 * Basically, ob2 has to block all of ob1 movement types. 572 * Basically, ob2 has to block all of ob1 movement types.
661 * Add check - if type is 0, don't stop anything from moving 579 * Add check - if type is 0, don't stop anything from moving
662 * onto it. 580 * onto it.
663 * 581 *
664 */ 582 */
665#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 583#define OB_TYPE_MOVE_BLOCK(ob1, type) \
666 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 584 ((type) && (ob1->move_type & type) == ob1->move_type)
667 585
668
669#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
670#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
671#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 586#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
672
673/* Note: These values are only a default value, resizing can change them */
674#define INV_SIZE 12 /* How many items can be viewed in inventory */
675#define LOOK_SIZE 6 /* ditto, but for the look-window */
676#define MAX_INV_SIZE 40 /* For initializing arrays */
677#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
678
679#define EDITABLE(xyz) ((xyz)->arch->editable)
680
681#define E_MONSTER 0x00000001
682#define E_EXIT 0x00000002
683#define E_TREASURE 0x00000004
684#define E_BACKGROUND 0x00000008
685#define E_DOOR 0x00000010
686#define E_SPECIAL 0x00000020
687#define E_SHOP 0x00000040
688#define E_NORMAL 0x00000080
689#define E_FALSE_WALL 0x00000100
690#define E_WALL 0x00000200
691#define E_EQUIPMENT 0x00000400
692#define E_OTHER 0x00000800
693#define E_ARTIFACT 0x00001000
694 587
695#define EXIT_PATH(xyz) (xyz)->slaying 588#define EXIT_PATH(xyz) (xyz)->slaying
696#define EXIT_LEVEL(xyz) (xyz)->stats.food 589#define EXIT_LEVEL(xyz) (xyz)->stats.food
697#define EXIT_X(xyz) (xyz)->stats.hp 590#define EXIT_X(xyz) (xyz)->stats.hp
698#define EXIT_Y(xyz) (xyz)->stats.sp 591#define EXIT_Y(xyz) (xyz)->stats.sp
699#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 592#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
700#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 593#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
701 594
702/* for use by the lighting code */ 595/* for use by the lighting code */
703#define MAX_LIGHT_RADII 4 596#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
704 /* max radii for 'light' object, really
705 * large values allow objects that can 597 * large values allow objects that can
706 * slow down the game */ 598 * slow down the game */
707#define MAX_DARKNESS 5 /* maximum map darkness, there is no 599#define MAX_DARKNESS 5 /* maximum map darkness, there is no
708 * practical reason to exceed this */ 600 * practical reason to exceed this */
601#define LOS_MAX 4 /* max. los value for non-blocked spaces */
602#define LOS_BLOCKED 100 /* fully blocked spaces */
709#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 603#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
710 MAX_LIGHT_RADII:(xyz)->glow_radius; 604 MAX_LIGHT_RADII:(xyz)->glow_radius;
605// player position in blocked_los code
606#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
607#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
608
711 609
712#define F_BUY 0 610#define F_BUY 0
713#define F_SELL 1 611#define F_SELL 1
714#define F_TRUE 2 /* True value of item, unadjusted */ 612#define F_TRUE 2 /* True value of item, unadjusted */
715#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 613#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
719#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 617#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
720 618
721#define DIRX(xyz) freearr_x[(xyz)->direction] 619#define DIRX(xyz) freearr_x[(xyz)->direction]
722#define DIRY(xyz) freearr_y[(xyz)->direction] 620#define DIRY(xyz) freearr_y[(xyz)->direction]
723 621
724#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
725#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
726
727#define ARMOUR_SPEED(xyz) (xyz)->last_sp 622#define ARMOUR_SPEED(xyz) (xyz)->last_sp
728#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 623#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
729#define WEAPON_SPEED(xyz) (xyz)->last_sp 624#define WEAPON_SPEED(xyz) (xyz)->last_sp
730 625
731/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 626/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
732 each of them signed char, concatenated in a int16 */ 627 each of them signed char, concatenated in a int16 */
733#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 628#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
734#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 629#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
735#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 630#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
631
736#define FIRE_DIRECTIONAL 0 632#define FIRE_DIRECTIONAL 0
737#define FIRE_POSITIONAL 1 633#define FIRE_POSITIONAL 1
738 634
739/******************************************************************************/ 635/******************************************************************************/
740
741/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 636/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
742
743/******************************************************************************/ 637/******************************************************************************/
744
745/* if your monsters start acting wierd, mail me */ 638/* if your monsters start acting wierd, mail me */
746
747/******************************************************************************/ 639/******************************************************************************/
748
749/* the following definitions are for the attack_movement variable in monsters */ 640/* the following definitions are for the attack_movement variable in monsters */
750
751/* if the attack_variable movement is left out of the monster archetype, or is*/ 641/* if the attack_variable movement is left out of the monster archetype, or is*/
752
753/* set to zero */ 642/* set to zero */
754
755/* the standard mode of movement from previous versions of crossfire will be */ 643/* the standard mode of movement from previous versions of crossfire will be */
756
757/* used. the upper four bits of movement data are not in effect when the monst*/ 644/* used. the upper four bits of movement data are not in effect when the monst*/
758
759/* er has an enemy. these should only be used for non agressive monsters. */ 645/* er has an enemy. these should only be used for non agressive monsters. */
760
761/* to program a monsters movement add the attack movement numbers to the movem*/ 646/* to program a monsters movement add the attack movement numbers to the movem*/
762
763/* ment numbers example a monster that moves in a circle until attacked and */ 647/* ment numbers example a monster that moves in a circle until attacked and */
764
765/* then attacks from a distance: */ 648/* then attacks from a distance: */
766
767/* CIRCLE1 = 32 */ 649/* CIRCLE1 = 32 */
768
769/* + DISTATT = 1 */ 650/* + DISTATT = 1 */
770
771/* ------------------- */ 651/* ------------------- */
772
773/* attack_movement = 33 */ 652/* attack_movement = 33 */
774
775/******************************************************************************/ 653/******************************************************************************/
776#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 654#define DISTATT 1 /* move toward a player if far, but mantain some space, */
777 /* attack from a distance - good for missile users only */ 655 /* attack from a distance - good for missile users only */
778#define RUNATT 2 /* run but attack if player catches up to object */ 656#define RUNATT 2 /* run but attack if player catches up to object */
779#define HITRUN 3 /* run to then hit player then run away cyclicly */ 657#define HITRUN 3 /* run to then hit player then run away cyclicly */
780#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 658#define WAITATT 4 /* wait for player to approach then hit, move if hit */
781#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 659#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
782#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 660#define ALLRUN 6 /* always run never attack good for sim. of weak player */
783#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 661#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
784#define WAIT2 8 /* monster does not try to move towards player if far */ 662#define WAIT2 8 /* monster does not try to move towards player if far */
785 /* maintains comfortable distance */ 663 /* maintains comfortable distance */
664
786#define PETMOVE 16 /* if the upper four bits of attack_movement */ 665#define PETMOVE 16 /* if the upper four bits of attack_movement */
787 /* are set to this number, the monster follows a player */ 666 /* are set to this number, the monster follows a player */
788 /* until the owner calls it back or off */ 667 /* until the owner calls it back or off */
789 /* player followed denoted by 0b->owner */ 668 /* player followed denoted by 0b->owner */
790 /* the monster will try to attack whatever the player is */ 669 /* the monster will try to attack whatever the player is */
791 /* attacking, and will continue to do so until the owner */ 670 /* attacking, and will continue to do so until the owner */
792 /* calls off the monster - a key command will be */ 671 /* calls off the monster - a key command will be */
793 /* inserted to do so */ 672 /* inserted to do so */
794#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 673#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
795 /* are set to this number, the monster will move in a */ 674 /* are set to this number, the monster will move in a */
796 /* circle until it is attacked, or the enemy field is */ 675 /* circle until it is attacked, or the enemy field is */
797 /* set, this is good for non-aggressive monsters and NPC */ 676 /* set, this is good for non-aggressive monsters and NPC */
798#define CIRCLE2 48 /* same as above but a larger circle is used */ 677#define CIRCLE2 48 /* same as above but a larger circle is used */
799#define PACEH 64 /* The Monster will pace back and forth until attacked */ 678#define PACEH 64 /* The Monster will pace back and forth until attacked */
800 /* this is HORIZONTAL movement */ 679 /* this is HORIZONTAL movement */
801#define PACEH2 80 /* the monster will pace as above but the length of the */ 680#define PACEH2 80 /* the monster will pace as above but the length of the */
802 /* pace area is longer and the monster stops before */ 681 /* pace area is longer and the monster stops before */
803 /* changing directions */ 682 /* changing directions */
804 /* this is HORIZONTAL movement */ 683 /* this is HORIZONTAL movement */
805#define RANDO 96 /* the monster will go in a random direction until */ 684#define RANDO 96 /* the monster will go in a random direction until */
806 /* it is stopped by an obstacle, then it chooses another */ 685 /* it is stopped by an obstacle, then it chooses another */
807 /* direction. */ 686 /* direction. */
808#define RANDO2 112 /* constantly move in a different random direction */ 687#define RANDO2 112 /* constantly move in a different random direction */
809#define PACEV 128 /* The Monster will pace back and forth until attacked */ 688#define PACEV 128 /* The Monster will pace back and forth until attacked */
810 /* this is VERTICAL movement */ 689 /* this is VERTICAL movement */
811#define PACEV2 144 /* the monster will pace as above but the length of the */ 690#define PACEV2 144 /* the monster will pace as above but the length of the */
812 /* pace area is longer and the monster stops before */ 691 /* pace area is longer and the monster stops before */
813 /* changing directions */ 692 /* changing directions */
814 /* this is VERTICAL movement */ 693 /* this is VERTICAL movement */
815#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 694#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
816#define HI4 240 695#define HI4 240
817 696
818/*
819 * Use of the state-variable in player objects:
820 */
821
822#define ST_PLAYING 0
823#define ST_PLAY_AGAIN 1
824#define ST_ROLL_STAT 2
825#define ST_CHANGE_CLASS 3
826#define ST_CONFIRM_QUIT 4
827#define ST_CONFIGURE 5
828#define ST_GET_NAME 6
829#define ST_GET_PASSWORD 7
830#define ST_CONFIRM_PASSWORD 8
831#define ST_GET_PARTY_PASSWORD 10
832
833#define BLANK_FACE_NAME "blank.111" 697#define BLANK_FACE_NAME "blank.x11"
834#define EMPTY_FACE_NAME "empty.111" 698#define EMPTY_FACE_NAME "empty.x11"
835#define DARK_FACE1_NAME "dark1.111"
836#define DARK_FACE2_NAME "dark2.111"
837#define DARK_FACE3_NAME "dark3.111"
838#define SMOOTH_FACE_NAME "default_smoothed.111"
839 699
840/* 700/*
841 * Defines for the luck/random functions to make things more readable 701 * Defines for the luck/random functions to make things more readable
842 */ 702 */
843 703
844#define PREFER_HIGH 1 704#define PREFER_HIGH 1
845#define PREFER_LOW 0 705#define PREFER_LOW 0
846
847/* Simple function we use below to keep adding to the same string
848 * but also make sure we don't overwrite that string.
849 */
850static inline void
851safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
852{
853 if (*curlen == (maxlen - 1))
854 return;
855
856 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
857 dest[maxlen - 1] = 0;
858 *curlen += strlen (orig);
859
860 if (*curlen > (maxlen - 1))
861 *curlen = maxlen - 1;
862}
863
864
865/* The SAFE versions of these call the safe_strcat function above.
866 * Ideally, all functions should use the SAFE functions, but they
867 * require some extra support in the calling function to remain as
868 * efficient.
869 */
870#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
871 if(variable) { \
872 int i,j=0; \
873 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
874 for(i=0; i<NROFATTACKS; i++) \
875 if(variable & (1<<i)) { \
876 if (j) \
877 safe_strcat(retbuf,", ", len, maxlen); \
878 else \
879 j = 1; \
880 safe_strcat(retbuf, attacks[i], len, maxlen); \
881 } \
882 safe_strcat(retbuf,")",len,maxlen); \
883 }
884
885
886/* separated this from the common/item.c file. b.t. Dec 1995 */
887
888#define DESCRIBE_ABILITY(retbuf, variable, name) \
889 if(variable) { \
890 int i,j=0; \
891 strcat(retbuf,"(" name ": "); \
892 for(i=0; i<NROFATTACKS; i++) \
893 if(variable & (1<<i)) { \
894 if (j) \
895 strcat(retbuf,", "); \
896 else \
897 j = 1; \
898 strcat(retbuf, attacks[i]); \
899 } \
900 strcat(retbuf,")"); \
901 }
902
903
904#define DESCRIBE_PATH(retbuf, variable, name) \
905 if(variable) { \
906 int i,j=0; \
907 strcat(retbuf,"(" name ": "); \
908 for(i=0; i<NRSPELLPATHS; i++) \
909 if(variable & (1<<i)) { \
910 if (j) \
911 strcat(retbuf,", "); \
912 else \
913 j = 1; \
914 strcat(retbuf, spellpathnames[i]); \
915 } \
916 strcat(retbuf,")"); \
917 }
918
919
920#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
921 if(variable) { \
922 int i,j=0; \
923 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
924 for(i=0; i<NRSPELLPATHS; i++) \
925 if(variable & (1<<i)) { \
926 if (j) \
927 safe_strcat(retbuf,", ", len, maxlen); \
928 else \
929 j = 1; \
930 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
931 } \
932 safe_strcat(retbuf,")", len, maxlen); \
933 }
934 706
935/* Flags for apply_special() */ 707/* Flags for apply_special() */
936enum apply_flag 708enum apply_flag
937{ 709{
938 /* Basic flags, always use one of these */ 710 /* Basic flags/mode, always use one of these */
939 AP_NULL = 0, 711 AP_TOGGLE = 0,
940 AP_APPLY = 1, 712 AP_APPLY = 1,
941 AP_UNAPPLY = 2, 713 AP_UNAPPLY = 2,
942 714
943 AP_BASIC_FLAGS = 15, 715 AP_BASIC_FLAGS = 0x0f,
944 716
945 /* Optional flags, for bitwise or with a basic flag */ 717 /* Optional flags, for bitwise or with a basic flag */
946 AP_NO_MERGE = 16, 718 AP_NO_MERGE = 0x10,
947 AP_IGNORE_CURSE = 32, 719 AP_IGNORE_CURSE = 0x20,
948 AP_PRINT = 64 /* Print what to do, don't actually do it */ 720 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
949 /* Note this is supported in all the functions */ 721 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
950}; 722};
951 723
952/* Bitmask values for 'can_apply_object()' return values. 724/* Bitmask values for 'can_apply_object()' return values.
953 * the CAN_APPLY_ prefix is to just note what function the 725 * the CAN_APPLY_ prefix is to just note what function the
954 * are returned from. 726 * are returned from.
980#define CAN_APPLY_NOT_MASK 0xf 752#define CAN_APPLY_NOT_MASK 0xf
981#define CAN_APPLY_UNAPPLY 0x10 753#define CAN_APPLY_UNAPPLY 0x10
982#define CAN_APPLY_UNAPPLY_MULT 0x20 754#define CAN_APPLY_UNAPPLY_MULT 0x20
983#define CAN_APPLY_UNAPPLY_CHOICE 0x40 755#define CAN_APPLY_UNAPPLY_CHOICE 0x40
984 756
985/* Cut off point of when an object is put on the active list or not */ 757// Cut off point of when an object is put on the active list or not
986#define MIN_ACTIVE_SPEED 0.00001 758// we use 2**-n because that can be represented exactly
987 759// also make sure that this is a float, not double, constant
988/* 760#define MIN_ACTIVE_SPEED (1.f / 65536.f)
989 * random() is much better than rand(). If you have random(), use it instead.
990 * You shouldn't need to change any of this
991 *
992 * 0.93.3: It looks like linux has random (previously, it was set below
993 * to use rand). Perhaps old version of linux lack rand? IF you run into
994 * problems, add || defined(__linux__) the #if immediately below.
995 *
996 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
997 * here.
998 */
999
1000#define RANDOM() random()
1001#define SRANDOM(xyz) srandom(xyz)
1002
1003/* Returns the weight of the given object. Note: it does not take the number of
1004 * items (nrof) into account.
1005 */
1006#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1007
1008
1009/* Code fastening defines
1010 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1011 * buf__ and increment buf__ position so it will point to the end of buf__.
1012 * the '\0' caracter will not be put at end of buf__.
1013 * use preparefastcat and finishfastcat on buf__ to prepare
1014 * and clean up the string. (Lots faster than doing each time...)
1015 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1016 * keep in mind FAST_STRNCAT is faster since length of second argument is
1017 * kown in advance.
1018 */
1019
1020#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1021#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1022#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1023#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1024
1025 /* You may uncomment following define to check sanity of code.
1026 * But use as debug only (loses all speed gained by those macros)
1027 */
1028
1029/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1030 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1031
1032
1033
1034
1035
1036
1037 761
1038/* 762/*
1039 * Warning! 763 * Warning!
1040 * If you add message types here, don't forget 764 * If you add message types here, don't forget
1041 * to keep the client up to date too! 765 * to keep the client up to date too!
1042 */ 766 */
1043
1044 767
1045/* message types */ 768/* message types */
1046#define MSG_TYPE_BOOK 1 769#define MSG_TYPE_BOOK 1
1047#define MSG_TYPE_CARD 2 770#define MSG_TYPE_CARD 2
1048#define MSG_TYPE_PAPER 3 771#define MSG_TYPE_PAPER 3
1127 850
1128/* admin messages */ 851/* admin messages */
1129#define MSG_TYPE_ADMIN_RULES 1 852#define MSG_TYPE_ADMIN_RULES 1
1130#define MSG_TYPE_ADMIN_NEWS 2 853#define MSG_TYPE_ADMIN_NEWS 2
1131 854
855/**
856 * Maximum distance a player may hear a sound from.
857 * This is only used for client/server sound and say. If the sound source
858 * on the map is farther away than this, we don't sent it to the client.
859 */
860#define MAX_SOUND_DISTANCE 16
861
862#define LOG_CHANNEL "log" // the plain and ugly standard server log
863#define INFO_CHANNEL "info" // lower_left box
864#define SAY_CHANNEL "say"
865#define CHAT_CHANNEL "chat"
866#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
867
868/* The following are the color flags passed to new_draw_info.
869 *
870 * We also set up some control flags
871 *
872 * NDI = New Draw Info
873 */
874
875/* Color specifications - note these match the order in xutil.c */
876/* Note 2: Black, the default color, is 0. Thus, it does not need to
877 * be implicitly specified.
878 */
879#define NDI_BLACK 0
880#define NDI_WHITE 1
881#define NDI_NAVY 2
882#define NDI_RED 3
883#define NDI_ORANGE 4
884#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
885#define NDI_DK_ORANGE 6 /* DarkOrange2 */
886#define NDI_GREEN 7 /* SeaGreen */
887#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
888 /* Than seagreen - also background color */
889#define NDI_GREY 9
890#define NDI_BROWN 10 /* Sienna */
891#define NDI_GOLD 11
892#define NDI_TAN 12 /* Khaki */
893
894#define NDI_MAX_COLOR 12 /* Last value in */
895#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
896 /* using an int anyways, so we have the space */
897 /* to still do all the flags */
898
899#define NDI_REPLY 0x20 // is a direct reply to a user command
900#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
901#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
902#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
903
904#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
905#define NDI_ALL 0x2000 /* Inform all players of this message */
906#define NDI_DEF 0x4000 // ignore colour for channel protocol
907#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
908
1132#endif /* DEFINE_H */ 909#endif /* DEFINE_H */
1133 910

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