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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 1.50 by root, Sat Apr 21 12:28:32 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
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
59#ifndef MIN 48#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
61#endif 50#endif
62#ifndef MAX 51#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
64#endif 53#endif
65 54
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX 56#ifndef NAME_MAX
68# define NAME_MAX 255 57# define NAME_MAX 255
93 82
94#define MAX_NAME 48 83#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 84#define MAX_EXT_TITLE 98
96 85
97/* Fatal variables: */ 86/* Fatal variables: */
87//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 88#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 89#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 90#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 91#define TOO_MANY_ERRORS 3
102 92
103/* TYPE DEFINES */ 93/* TYPE DEFINES */
104 94
105/* Only add new values to this list if somewhere in the program code, 95/* Only add new values to this list if somewhere in the program code,
110 * flags 100 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 101 * 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 102 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 103 */
114 104
115/* type 0 will be undefined and shows a non valid type information */ 105/* USED TYPES: (for dead types please look at the bottom of the type
106 * definitions)
107 */
108
109/* type 0 objects have the default behaviour */
116 110
117#define PLAYER 1 111#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 112#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 113#define ROD 3
120#define TREASURE 4 114#define TREASURE 4
122#define FOOD 6 116#define FOOD 6
123#define POISON 7 117#define POISON 7
124#define BOOK 8 118#define BOOK 8
125#define CLOCK 9 119#define CLOCK 9
126 120
127/*#define FBULLET 10 */
128/*#define FBALL 11 */
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 121#define ARROW 13
132#define BOW 14 122#define BOW 14
133#define WEAPON 15 123#define WEAPON 15
134#define ARMOUR 16 124#define ARMOUR 16
135#define PEDESTAL 17 125#define PEDESTAL 17
136#define ALTAR 18 126#define ALTAR 18
137 127
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 128#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 129#define SPECIAL_KEY 21
142#define MAP 22 130#define MAP 22
143#define DOOR 23 131#define DOOR 23
144#define KEY 24 132#define KEY 24
145
146/*#define MMISSILE 25 */
147 133
148#define TIMED_GATE 26 134#define TIMED_GATE 26
149#define TRIGGER 27 135#define TRIGGER 27
150#define GRIMREAPER 28 136#define GRIMREAPER 28
151#define MAGIC_EAR 29 137#define MAGIC_EAR 29
162#define PLAYERMOVER 40 148#define PLAYERMOVER 40
163#define TELEPORTER 41 149#define TELEPORTER 41
164#define CREATOR 42 150#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 151#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 152
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 45 153#define EARTHWALL 45
173#define GOLEM 46 154#define GOLEM 46
174 155
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 156#define THROWN_OBJ 48
177#define BLINDNESS 49 157#define BLINDNESS 49
178#define GOD 50 158#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 159#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 160 * which notices the presense of
195 175
196#define PEACEMAKER 59 /* Object owned by a player which can convert 176#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 177 * a monster into a peaceful being incapable of attack.
198 */ 178 */
199#define GEM 60 179#define GEM 60
200
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202 180
203#define FIREWALL 62 181#define FIREWALL 62
204#define ANVIL 63 182#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 183#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 184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
219#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 200#define LIGHTER 75
223 201
202#define BUILDABLE_WALL 77 /* this is a buildable wall */
203
204
205#define MISC_OBJECT 79 /* misc. objects are for objects without a function
206 in the engine. Like statues, clocks, chairs,...
207 If perhaps we create a function where we can sit
208 on chairs, we create a new type and remove all
209 chairs from here. */
210
211#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */
213
214#define SPELLBOOK 85
215
216#define CLOAK 87
217
218#define SPINNER 90
219#define GATE 91
220#define BUTTON 92
221#define CF_HANDLE 93
222#define HOLE 94
223#define TRAPDOOR 95
224
225#define SIGN 98
226#define BOOTS 99
227#define GLOVES 100
228#define SPELL 101
229#define SPELL_EFFECT 102
230#define CONVERTER 103
231#define BRACERS 104
232#define POISONING 105
233#define SAVEBED 106
234
235#define WAND 109
236
237#define SCROLL 111
238#define DIRECTOR 112
239#define GIRDLE 113
240#define FORCE 114
241#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
242#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
243
244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
245#define CONTAINER 122
246#define ARMOUR_IMPROVER 123
247#define WEAPON_IMPROVER 124
248
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250#define DEEP_SWAMP 138
251#define IDENTIFY_ALTAR 139
252
253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254
255#define RUNE 154
256#define TRAP 155
257
258#define POWER_CRYSTAL 156
259#define CORPSE 157
260
261#define DISEASE 158
262#define SYMPTOM 159
263#define BUILDER 160 /* Generic item builder, see subtypes */
264#define MATERIAL 161 /* Material for building */
265
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */
270
271/* DEAD TYPES: */
272//#define FBULLET 10
273//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19
276//#define MMISSILE 25
277/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
278 * experience for broad skill categories. This value
279 * is now automatically converteed at load time.
280 */
281//#define BOMB 47
282//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
283
224/* random crossfire developer: The trap_part, wall, light_source, 284/* random crossfire developer: The trap_part, wall, light_source,
225 * misc_object, monster, and spawn_generator 285 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes, 286 * types are not used in any archetypes,
227 * and should perhaps be removed. 287 * and should perhaps be removed.
228 * 288 *
231 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
232 * renamed WALL to BUILDABLE_WALL. 292 * renamed WALL to BUILDABLE_WALL.
233 */ 293 */
234 294
235//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
236
237#define BUILDABLE_WALL 77 /* this is a buildable wall */
238
239//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 296//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
240
241#define MISC_OBJECT 79 /* misc. objects are for objects without a function
242 in the engine. Like statues, clocks, chairs,...
243 If perhaps we create a function where we can sit
244 on chairs, we create a new type and remove all
245 chairs from here. */
246//#define MONSTER 80 /* yes, thats a real, living creature */ 297//#define MONSTER 80 /* yes, thats a real, living creature */
247//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 298//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
248
249#define LAMP 82 /* a lamp */
250#define DUPLICATOR 83 /* duplicator/multiplier object */
251#define TOOL 84 /* a tool for building objects */ 299//#define TOOL 84 /* a tool for building objects */
252#define SPELLBOOK 85
253#define BUILDFAC 86 /* facilities for building objects */ 300//#define BUILDFAC 86 /* facilities for building objects */
254#define CLOAK 87
255
256/*#define CONE 88 */ 301//#define CONE 88
257/*#define AURA 89 */ /* aura spell object */ 302//#define AURA 89 /* aura spell object */
258
259#define SPINNER 90
260#define GATE 91
261#define BUTTON 92
262#define CF_HANDLE 93
263#define HOLE 94
264#define TRAPDOOR 95
265
266/*#define WORD_OF_RECALL 96 */ 303//#define WORD_OF_RECALL 96
267/*#define PARAIMAGE 97 */ 304//#define PARAIMAGE 97
268
269#define SIGN 98
270#define BOOTS 99
271#define GLOVES 100
272#define SPELL 101
273#define SPELL_EFFECT 102
274#define CONVERTER 103
275#define BRACERS 104
276#define POISONING 105
277#define SAVEBED 106
278
279// #define POISONCLOUD 107 305//#define POISONCLOUD 107
280// #define FIREHOLES 108 306//#define FIREHOLES 108
281
282#define WAND 109
283
284/*#define ABILITY 110*/ 307//#define ABILITY 110
285#define SCROLL 111
286#define DIRECTOR 112
287#define GIRDLE 113
288#define FORCE 114
289#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 */
291
292#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
293#define CONTAINER 122
294#define ARMOUR_IMPROVER 123
295#define WEAPON_IMPROVER 124
296
297/* unused: 125 - 129 308/* unused: 125 - 129
298 * type 125 was MONEY_CHANGER 309 * type 125 was MONEY_CHANGER
299 */ 310 */
300
301#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
302#define DEEP_SWAMP 138
303#define IDENTIFY_ALTAR 139
304
305/*#define CANCELLATION 141 */ /* not used with new spell code */ 311//#define CANCELLATION 141 /* not used with new spell code */
306
307#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
308
309/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
310/*#define SWARM_SPELL 153*/ 313//#define SWARM_SPELL 153
311
312#define RUNE 154
313#define TRAP 155
314
315#define POWER_CRYSTAL 156
316#define CORPSE 157
317
318#define DISEASE 158
319#define SYMPTOM 159
320#define BUILDER 160 /* Generic item builder, see subtypes */
321#define MATERIAL 161 /* Material for building */
322
323/* #define GPS 162 Ground positionning system, moved to Python plugin */ 314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
324#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
325
326/*#define QUEST 164 */ /* See below for subtypes */ 315//#define QUEST 164 /* See below for subtypes */
327
328#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
329 potions, alchemy, or magic works here (elmex) */
330 316
331/* END TYPE DEFINE */ 317/* END TYPE DEFINE */
332 318
333#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 319#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
334 320
425 * If any FLAG's are added or changed, make sure the flag_names structure in 411 * If any FLAG's are added or changed, make sure the flag_names structure in
426 * common/loader.l is updated. 412 * common/loader.l is updated.
427 */ 413 */
428 414
429/* Basic routines to do above */ 415/* Basic routines to do above */
430#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 416#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 417#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 418#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 419
434/* the flags */ 420/* the flags */
435 421
436#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
437#define FLAG_WIZ 1 /* Object has special privilegies */ 423#define FLAG_WIZ 1 /* Object has special privilegies */
443#define FLAG_USE_SHIELD 7 429#define FLAG_USE_SHIELD 7
444 /* Can this creature use a shield? */ 430 /* Can this creature use a shield? */
445 431
446#define FLAG_NO_PICK 8 /* Object can't be picked up */ 432#define FLAG_NO_PICK 8 /* Object can't be picked up */
447 433
448 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
449
450 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
451#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
452 438
453 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 439/*#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) */ 440/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441
456#define FLAG_MONSTER 14 /* Will attack players */ 442#define FLAG_MONSTER 14 /* Will attack players */
457#define FLAG_FRIENDLY 15 /* Will help players */ 443#define FLAG_FRIENDLY 15 /* Will help players */
458 444
459#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
460#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
465#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
466#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
467#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
468#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
469 455
470 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 456/*#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 */ 457/*#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 */ 458/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
459
475#define FLAG_IS_USED_UP 28 460#define FLAG_IS_USED_UP 28
476 /* When (--food<0) the object will exit */ 461 /* When (--food<0) the object will exit */
477#define FLAG_IDENTIFIED 29 462#define FLAG_IDENTIFIED 29
478 /* Player knows full info about item */ 463 /* Player knows full info about item */
479#define FLAG_REFLECTING 30 464#define FLAG_REFLECTING 30
480 /* Object reflects from walls (lightning) */ 465 /* Object reflects from walls (lightning) */
481#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 466#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
482 467
483/* Start of values in flags[1] */
484#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
485#define FLAG_HITBACK 33 /* Object will hit back when hit */ 469#define FLAG_HITBACK 33 /* Object will hit back when hit */
486#define FLAG_STARTEQUIP 34 470#define FLAG_STARTEQUIP 34
487 /* Object was given to player at start */ 471 /* Object was given to player at start */
488#define FLAG_BLOCKSVIEW 35 472#define FLAG_BLOCKSVIEW 35
499#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
500#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
501#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
502 but can still attack at a distance */ 486 but can still attack at a distance */
503 487
504 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 488/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
505 thru this object as if it wasn't there */ 489 thru this object as if it wasn't there */
506 490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
507 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
508 491
509#define FLAG_PICK_UP 48 /* Can pick up */ 492#define FLAG_PICK_UP 48 /* Can pick up */
510#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
511#define FLAG_NO_DROP 50 /* Object can't be dropped */ 494#define FLAG_NO_DROP 50 /* Object can't be dropped */
512#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 495#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
526#define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* not implemented yet */
527#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
528#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#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 */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
530 513
531/* Start of values in flags[2] */
532#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
533#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 515#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
534#define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
535#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
536#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
565#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 547#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) */ 548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
567#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 549#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
568#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
569 551
570 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
571 553
572/* Start of values in flags[3] */
573#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 554#define FLAG_NO_STEAL 96 /* Item can't be stolen */
574#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 555#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
575 * away (replaces ghosthit) 556 * away (replaces ghosthit)
576 */ 557 */
577#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 558#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
584 object */ 565 object */
585#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 566#define FLAG_NEUTRAL 100 /* monster is from type neutral */
586#define FLAG_NO_ATTACK 101 /* monster don't attack */ 567#define FLAG_NO_ATTACK 101 /* monster don't attack */
587#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
588#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 569#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
589 * load_original_map() */ 570 * load_original_map() */
590#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 571#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
591 * the overlay, and is not subject to 572 * the overlay, and is not subject to
592 * decay. */ 573 * decay. */
593#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 574#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' */ 575#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
595#define FLAG_IS_WATER 107 576#define FLAG_IS_WATER 107
596#define FLAG_CONTENT_ON_GEN 108 577#define FLAG_CONTENT_ON_GEN 108
597#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
598#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 579#define FLAG_IS_BUILDABLE 110 /* Can build on item */
599#define FLAG_AFK 111 /* Player is AFK */ 580#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
581#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
582
600#define NUM_FLAGS 111 /* Should always be equal to the last 583#define NUM_FLAGS 113 /* Should always be equal to the last
601 * defined flag. If you change this, 584 * defined flag + 1. If you change this,
602 * make sure you update the flag_links 585 * make sure you update the flag_links
603 * in common/loader.l 586 * in common/loader.l
604 */ 587 */
605 588
606/* Values can go up to 127 before the size of the flags array in the 589/* Values can go up to 127 before the size of the flags array in the
607 * object structure needs to be enlarged. 590 * object structure needs to be enlarged.
608 * So there are 18 available flags slots 591 * So there are 18 available flags slots
609 */ 592 */
610 593
611
612#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 594#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
622 595
623/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
626 */ 599 */
627#define MOVE_WALK 0x1 /* Object walks */ 600#define MOVE_WALK 0x01 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 601#define MOVE_FLY_LOW 0x02 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 602#define MOVE_FLY_HIGH 0x04 /* High flying object */
630#define MOVE_FLYING 0x6 603#define MOVE_FLYING 0x06
631 /* Combo of fly_low and fly_high */ 604 /* Combo of fly_low and fly_high */
632#define MOVE_SWIM 0x8 /* Swimming object */ 605#define MOVE_SWIM 0x08 /* Swimming object */
633#define MOVE_BOAT 0x10 /* Boats/sailing */ 606#define MOVE_BOAT 0x10 /* Boats/sailing */
607#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
608
634#define MOVE_ALL 0x1f /* Mask of all movement types */ 609#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
645 610
646/* typdef here to define type large enough to hold bitmask of 611/* typdef here to define type large enough to hold bitmask of
647 * all movement types. Make one declaration so easy to update. 612 * all movement types. Make one declaration so easy to update.
648 * uint8 is defined yet, so just use what that would define it 613 * uint8 is defined yet, so just use what that would define it
649 * at anyways. 614 * at anyways.
661 * Add check - if type is 0, don't stop anything from moving 626 * Add check - if type is 0, don't stop anything from moving
662 * onto it. 627 * onto it.
663 * 628 *
664 */ 629 */
665#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 630#define OB_TYPE_MOVE_BLOCK(ob1, type) \
666 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 631 ((type) && (ob1->move_type & type) == ob1->move_type)
667 632
668 633
669#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 634#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
670#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 635#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
671#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 636#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
698#define EXIT_Y(xyz) (xyz)->stats.sp 663#define EXIT_Y(xyz) (xyz)->stats.sp
699#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 664#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
700#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 665#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
701 666
702/* for use by the lighting code */ 667/* for use by the lighting code */
703#define MAX_LIGHT_RADII 4 668#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
704 /* max radii for 'light' object, really
705 * large values allow objects that can 669 * large values allow objects that can
706 * slow down the game */ 670 * slow down the game */
707#define MAX_DARKNESS 5 /* maximum map darkness, there is no 671#define MAX_DARKNESS 5 /* maximum map darkness, there is no
708 * practical reason to exceed this */ 672 * practical reason to exceed this */
709#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 673#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
735#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 699#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
736#define FIRE_DIRECTIONAL 0 700#define FIRE_DIRECTIONAL 0
737#define FIRE_POSITIONAL 1 701#define FIRE_POSITIONAL 1
738 702
739/******************************************************************************/ 703/******************************************************************************/
740
741/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 704/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
742
743/******************************************************************************/ 705/******************************************************************************/
744
745/* if your monsters start acting wierd, mail me */ 706/* if your monsters start acting wierd, mail me */
746
747/******************************************************************************/ 707/******************************************************************************/
748
749/* the following definitions are for the attack_movement variable in monsters */ 708/* 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*/ 709/* if the attack_variable movement is left out of the monster archetype, or is*/
752
753/* set to zero */ 710/* set to zero */
754
755/* the standard mode of movement from previous versions of crossfire will be */ 711/* 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*/ 712/* 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. */ 713/* 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*/ 714/* 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 */ 715/* ment numbers example a monster that moves in a circle until attacked and */
764
765/* then attacks from a distance: */ 716/* then attacks from a distance: */
766
767/* CIRCLE1 = 32 */ 717/* CIRCLE1 = 32 */
768
769/* + DISTATT = 1 */ 718/* + DISTATT = 1 */
770
771/* ------------------- */ 719/* ------------------- */
772
773/* attack_movement = 33 */ 720/* attack_movement = 33 */
774
775/******************************************************************************/ 721/******************************************************************************/
776#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 722#define DISTATT 1 /* move toward a player if far, but mantain some space, */
777 /* attack from a distance - good for missile users only */ 723 /* attack from a distance - good for missile users only */
778#define RUNATT 2 /* run but attack if player catches up to object */ 724#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 */ 725#define HITRUN 3 /* run to then hit player then run away cyclicly */
813 /* changing directions */ 759 /* changing directions */
814 /* this is VERTICAL movement */ 760 /* this is VERTICAL movement */
815#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 761#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
816#define HI4 240 762#define HI4 240
817 763
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" 764#define BLANK_FACE_NAME "blank.x11"
834#define EMPTY_FACE_NAME "empty.111" 765#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"
839 766
840/* 767/*
841 * Defines for the luck/random functions to make things more readable 768 * Defines for the luck/random functions to make things more readable
842 */ 769 */
843 770
981#define CAN_APPLY_UNAPPLY 0x10 908#define CAN_APPLY_UNAPPLY 0x10
982#define CAN_APPLY_UNAPPLY_MULT 0x20 909#define CAN_APPLY_UNAPPLY_MULT 0x20
983#define CAN_APPLY_UNAPPLY_CHOICE 0x40 910#define CAN_APPLY_UNAPPLY_CHOICE 0x40
984 911
985/* Cut off point of when an object is put on the active list or not */ 912/* Cut off point of when an object is put on the active list or not */
986#define MIN_ACTIVE_SPEED 0.00001 913#define MIN_ACTIVE_SPEED 1e-5
987 914
988/* 915#define RANDOM() (rndm.next () & 0xffffffU)
989 * random() is much better than rand(). If you have random(), use it instead. 916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
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 917
1003/* Returns the weight of the given object. Note: it does not take the number of 918/* Returns the weight of the given object. Note: it does not take the number of
1004 * items (nrof) into account. 919 * items (nrof) into account.
1005 */ 920 */
1006#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1020#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 935#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1021#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 936#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__);} 937#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1023#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 938#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1024 939
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
1038/* 940/*
1039 * Warning! 941 * Warning!
1040 * If you add message types here, don't forget 942 * If you add message types here, don't forget
1041 * to keep the client up to date too! 943 * to keep the client up to date too!
1042 */ 944 */
1043
1044 945
1045/* message types */ 946/* message types */
1046#define MSG_TYPE_BOOK 1 947#define MSG_TYPE_BOOK 1
1047#define MSG_TYPE_CARD 2 948#define MSG_TYPE_CARD 2
1048#define MSG_TYPE_PAPER 3 949#define MSG_TYPE_PAPER 3

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