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Comparing deliantra/server/include/define.h (file contents):
Revision 1.14 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.26 by elmex, Wed Dec 20 14:11:42 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at 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
112 * Additionally, when you add a new entry, include it in the table in item.c 112 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 113 */
114 114
115/* type 0 will be undefined and shows a non valid type information */ 115/* type 0 will be undefined and shows a non valid type information */
116 116
117#define PLAYER 1 117#define PLAYER 1
118#define TRANSPORT 2 /* see doc/Developers/objects */ 118#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 119#define ROD 3
120#define TREASURE 4 120#define TREASURE 4
121#define POTION 5 121#define POTION 5
122#define FOOD 6 122#define FOOD 6
123#define POISON 7 123#define POISON 7
124#define BOOK 8 124#define BOOK 8
125#define CLOCK 9 125#define CLOCK 9
126 126
127/*#define FBULLET 10 */ 127/*#define FBULLET 10 */
128
129/*#define FBALL 11 */ 128/*#define FBALL 11 */
130#define LIGHTNING 12 129
131#define ARROW 13 130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
132#define BOW 14 131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 133#define WEAPON 15
134#define ARMOUR 16 134#define ARMOUR 16
135#define PEDESTAL 17 135#define PEDESTAL 17
136#define ALTAR 18 136#define ALTAR 18
137 137
138/*#define CONFUSION 19 */ 138/*#define CONFUSION 19 */
139
139#define LOCKED_DOOR 20 140#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 141#define SPECIAL_KEY 21
141#define MAP 22 142#define MAP 22
142#define DOOR 23 143#define DOOR 23
143#define KEY 24 144#define KEY 24
144 145
145/*#define MMISSILE 25 */ 146/*#define MMISSILE 25 */
147
146#define TIMED_GATE 26 148#define TIMED_GATE 26
147#define TRIGGER 27 149#define TRIGGER 27
148#define GRIMREAPER 28 150#define GRIMREAPER 28
149#define MAGIC_EAR 29 151#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 152#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 153#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 154#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 155#define SHIELD 33
154#define HELMET 34 156#define HELMET 34
155#define HORN 35 157#define HORN 35
156#define MONEY 36 158#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 159#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 160#define GRAVESTONE 38
159#define AMULET 39 161#define AMULET 39
160#define PLAYERMOVER 40 162#define PLAYERMOVER 40
161#define TELEPORTER 41 163#define TELEPORTER 41
162#define CREATOR 42 164#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 165#define SKILL 43 /* also see SKILL_TOOL (74) below */
166
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
165 /* experience for broad skill categories. This value */ 168 * experience for broad skill categories. This value
166 /* is now automatically converteed at load time. */ 169 * is now automatically converteed at load time.
170 */
171
167#define EARTHWALL 45 172#define EARTHWALL 45
168#define GOLEM 46 173#define GOLEM 46
169 174
170/*#define BOMB 47 */ 175/*#define BOMB 47 */
171#define THROWN_OBJ 48 176#define THROWN_OBJ 48
172#define BLINDNESS 49 177#define BLINDNESS 49
173#define GOD 50 178#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 179#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 180 * which notices the presense of
177 /* another object and is triggered */ 181 * another object and is triggered
178 /* like buttons. */ 182 * like buttons.
183 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 184#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 185 * force into a player with a specified string WHEN TRIGGERED.
186 */
181#define DEAD_OBJECT 53 187#define DEAD_OBJECT 53
182#define DRINK 54 188#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 189#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 190 * force into a player with a specified string.
191 */
185#define HOLY_ALTAR 56 192#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 193#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 194#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 195
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 196#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 197 * a monster into a peaceful being incapable of attack.
191#define GEM 60 198 */
199#define GEM 60
192 200
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
194#define FIREWALL 62 203#define FIREWALL 62
195#define ANVIL 63 204#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 207 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 208 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 209 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 210 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 211 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 212 * 4 = charm, monsters become pets */
204#define EXIT 66 213#define EXIT 66
205#define ENCOUNTER 67 214#define ENCOUNTER 67
206#define SHOP_FLOOR 68 215#define SHOP_FLOOR 68
207#define SHOP_MAT 69 216#define SHOP_MAT 69
208#define RING 70 217#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 218#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 219#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 220#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 221#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 222#define LIGHTER 75
214 223
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 224/* random crossfire developer: The trap_part, wall, light_source,
216 * types are not used in any archetypes, and should perhaps be removed. 225 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes,
227 * and should perhaps be removed.
217 */ 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
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 235//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 236
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 237#define BUILDABLE_WALL 77 /* this is a buildable wall */
238
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 239//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
240
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 241#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 242 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 243 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 244 on chairs, we create a new type and remove all
226 chairs from here. */ 245 chairs from here. */
227#define MONSTER 80 246//#define MONSTER 80 /* yes, thats a real, living creature */
228 /* yes, thats a real, living creature */ 247//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
229#define SPAWN_GENERATOR 81 248
230 /* a spawn point or monster generator object */ 249#define LAMP 82 /* a lamp */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 250#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 251#define TOOL 84 /* a tool for building objects */
234#define SPELLBOOK 85 252#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */ 253#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87 254#define CLOAK 87
237 255
238/*#define CONE 88 */ 256/*#define CONE 88 */
257/*#define AURA 89 */ /* aura spell object */
239 258
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 259#define SPINNER 90
243#define GATE 91 260#define GATE 91
244#define BUTTON 92 261#define BUTTON 92
245#define CF_HANDLE 93 262#define CF_HANDLE 93
246#define HOLE 94 263#define HOLE 94
247#define TRAPDOOR 95 264#define TRAPDOOR 95
248 265
249/*#define WORD_OF_RECALL 96 */ 266/*#define WORD_OF_RECALL 96 */
250
251/*#define PARAIMAGE 97 */ 267/*#define PARAIMAGE 97 */
252#define SIGN 98 268
253#define BOOTS 99 269#define SIGN 98
270#define BOOTS 99
254#define GLOVES 100 271#define GLOVES 100
255#define SPELL 101 272#define SPELL 101
256#define SPELL_EFFECT 102 273#define SPELL_EFFECT 102
257#define CONVERTER 103 274#define CONVERTER 103
258#define BRACERS 104 275#define BRACERS 104
259#define POISONING 105 276#define POISONING 105
260#define SAVEBED 106 277#define SAVEBED 106
278
261#define POISONCLOUD 107 279// #define POISONCLOUD 107
262#define FIREHOLES 108 280// #define FIREHOLES 108
263#define WAND 109
264 281
265/*#define ABILITY 110*/ 282#define WAND 109
283
284/*#define ABILITY 110*/
266#define SCROLL 111 285#define SCROLL 111
267#define DIRECTOR 112 286#define DIRECTOR 112
268#define GIRDLE 113 287#define GIRDLE 113
269#define FORCE 114 288#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 289#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 290#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
291
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 292#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 293#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 294#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 295#define WEAPON_IMPROVER 124
276 296
277/* unused: 125 - 129 297/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 298 * type 125 was MONEY_CHANGER
279 */ 299 */
300
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 301#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
281#define DEEP_SWAMP 138 302#define DEEP_SWAMP 138
282#define IDENTIFY_ALTAR 139 303#define IDENTIFY_ALTAR 139
283 304
284 /*#define CANCELLATION 141*//* not used with new spell code */ 305/*#define CANCELLATION 141 */ /* not used with new spell code */
306
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 307#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286 308
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ 309/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/ 310/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292 311
312#define RUNE 154
313#define TRAP 155
314
293#define POWER_CRYSTAL 156 315#define POWER_CRYSTAL 156
294#define CORPSE 157 316#define CORPSE 157
295 317
296#define DISEASE 158 318#define DISEASE 158
297#define SYMPTOM 159 319#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */ 320#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */ 321#define MATERIAL 161 /* Material for building */
300 322
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 323/* #define GPS 162 Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */ 324#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
325
303#define QUEST 164/* See below for subtypes */ 326/*#define QUEST 164 */ /* See below for subtypes */
327
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 328#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */ 329 potions, alchemy, or magic works here (elmex) */
306 330
307/* END TYPE DEFINE */ 331/* END TYPE DEFINE */
308 332
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 333#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 334
395#define SIZEOFFREE2 24 419#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 420#define SIZEOFFREE 49
397 421
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 422#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 423
400/* Flag structure now changed. 424/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 425 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 426 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 427 */
428 428
429/* Basic routines to do above */ 429/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 430#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 431#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
432#define CLEAR_FLAG(xyz, p) \ 432#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 433
469/* the flags */ 434/* the flags */
470 435
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 436#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 437#define FLAG_WIZ 1 /* Object has special privilegies */
493 458
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 459#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 460#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 461#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */ 462 /* Will be applied when created */
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 463 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 464#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 465#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 466#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 467#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 468#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
1030 * 995 *
1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 996 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1032 * here. 997 * here.
1033 */ 998 */
1034 999
1035#ifdef HAVE_SRANDOM
1036# define RANDOM() random() 1000#define RANDOM() random()
1037# define SRANDOM(xyz) srandom(xyz) 1001#define SRANDOM(xyz) srandom(xyz)
1038#else
1039# ifdef HAVE_SRAND48
1040# define RANDOM() lrand48()
1041# define SRANDOM(xyz) srand48(xyz)
1042# else
1043# ifdef HAVE_SRAND
1044# define RANDOM() rand()
1045# define SRANDOM(xyz) srand(xyz)
1046# else
1047# error "Could not find a usable random routine"
1048# endif
1049# endif
1050#endif
1051 1002
1052/* Returns the weight of the given object. Note: it does not take the number of 1003/* Returns the weight of the given object. Note: it does not take the number of
1053 * items (nrof) into account. 1004 * items (nrof) into account.
1054 */ 1005 */
1055#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 1006#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)

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