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Comparing deliantra/server/include/define.h (file contents):
Revision 1.3 by elmex, Wed Feb 22 18:53:48 2006 UTC vs.
Revision 1.11 by root, Sat Sep 16 22:06:17 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.3 2006/02/22 18:53:48 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
41/* 36/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly. 38 * Thus the prototypes made by cextract don't get included correctly.
44 */ 39 */
45#if !defined(__STDC__) 40#if !defined(__STDC__)
41
46/* Removed # from start of following line. makedepend was picking it up. 42/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
48 */ 44 */
49error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
50#endif 46#endif
51 47
52#ifndef WIN32 /* ---win32 exclude unix configuration part */ 48#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 49# include <autoconf.h>
54#endif 50#endif
55 51
56#define FONTDIR "" 52#define FONTDIR ""
57#define FONTNAME "" 53#define FONTNAME ""
58 54
59/* Decstations have trouble with fabs()... */ 55/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 56#define FABS(x) ((x)<0?-(x):(x))
61 57
62#ifdef __NetBSD__ 58#ifdef __NetBSD__
63#include <sys/param.h> 59# include <sys/param.h>
64#endif 60#endif
65#ifndef MIN 61#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 62# define MIN(x,y) ((x)<(y)?(x):(y))
67#endif 63#endif
68#ifndef MAX 64#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 65# define MAX(x,y) ((x)>(y)?(x):(y))
70#endif 66#endif
71 67
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX 69#ifndef NAME_MAX
74#define NAME_MAX 255 70# define NAME_MAX 255
75#endif 71#endif
76 72
77/* MAX3 is basically like MAX, but instead does 3 values. */ 73/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 74#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 75# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 76#endif
81 77
82/* MIN3 is basically like MIN, but instead does 3 values. */ 78/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 79#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 80# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 81#endif
86 82
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 83#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 84#define MIN_STAT 1 /* The minimum legal value of any stat */
89 85
90#define MAX_BUF 1024 /* Used for all kinds of things */ 86#define MAX_BUF 1024
87 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 88#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 89#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 90#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 91
95#define FONTSIZE 3000 /* Max chars in font */ 92#define FONTSIZE 3000 /* Max chars in font */
96 93
97#define MAX_ANIMATIONS 256 94#define MAX_ANIMATIONS 256
98 95
99#define MAX_NAME 48 96#define MAX_NAME 48
100#define BIG_NAME 32 97#define BIG_NAME 32
105#define MAP_ERROR 1 102#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 103#define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3 104#define TOO_MANY_ERRORS 3
108 105
109/* TYPE DEFINES */ 106/* TYPE DEFINES */
107
110/* Only add new values to this list if somewhere in the program code, 108/* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not 109 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen 110 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 111 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 112 * the monster type, that can not be handled by any of the numerous
118 */ 116 */
119 117
120/* type 0 will be undefined and shows a non valid type information */ 118/* type 0 will be undefined and shows a non valid type information */
121 119
122#define PLAYER 1 120#define PLAYER 1
123#define TRANSPORT 2 /* see doc/Developers/objects */ 121#define TRANSPORT 2 /* see doc/Developers/objects */
124#define ROD 3 122#define ROD 3
125#define TREASURE 4 123#define TREASURE 4
126#define POTION 5 124#define POTION 5
127#define FOOD 6 125#define FOOD 6
128#define POISON 7 126#define POISON 7
129#define BOOK 8 127#define BOOK 8
130#define CLOCK 9 128#define CLOCK 9
129
131/*#define FBULLET 10 */ 130/*#define FBULLET 10 */
131
132/*#define FBALL 11 */ 132/*#define FBALL 11 */
133#define LIGHTNING 12 133#define LIGHTNING 12
134#define ARROW 13 134#define ARROW 13
135#define BOW 14 135#define BOW 14
136#define WEAPON 15 136#define WEAPON 15
137#define ARMOUR 16 137#define ARMOUR 16
138#define PEDESTAL 17 138#define PEDESTAL 17
139#define ALTAR 18 139#define ALTAR 18
140
140#define CONFUSION 19 141/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 142#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 143#define SPECIAL_KEY 21
143#define MAP 22 144#define MAP 22
144#define DOOR 23 145#define DOOR 23
145#define KEY 24 146#define KEY 24
147
146/*#define MMISSILE 25 */ 148/*#define MMISSILE 25 */
147#define TIMED_GATE 26 149#define TIMED_GATE 26
148#define TRIGGER 27 150#define TRIGGER 27
149#define GRIMREAPER 28 151#define GRIMREAPER 28
150#define MAGIC_EAR 29 152#define MAGIC_EAR 29
159#define GRAVESTONE 38 161#define GRAVESTONE 38
160#define AMULET 39 162#define AMULET 39
161#define PLAYERMOVER 40 163#define PLAYERMOVER 40
162#define TELEPORTER 41 164#define TELEPORTER 41
163#define CREATOR 42 165#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 166#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#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 */
166 /* experience for broad skill categories. This value */ 168 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */ 169 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 170#define EARTHWALL 45
169#define GOLEM 46 171#define GOLEM 46
172
170/*#define BOMB 47 */ 173/*#define BOMB 47 */
171#define THROWN_OBJ 48 174#define THROWN_OBJ 48
172#define BLINDNESS 49 175#define BLINDNESS 49
173#define GOD 50 176#define GOD 50
174 177
175#define DETECTOR 51 /* peterm: detector is an object */ 178#define DETECTOR 51 /* peterm: detector is an object */
176 /* which notices the presense of */ 179 /* which notices the presense of */
177 /* another object and is triggered */ 180 /* another object and is triggered */
178 /* like buttons. */ 181 /* like buttons. */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 182#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 /* force into a player with a specified string WHEN TRIGGERED. */ 183 /* force into a player with a specified string WHEN TRIGGERED. */
181#define DEAD_OBJECT 53 184#define DEAD_OBJECT 53
182#define DRINK 54 185#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 186#define MARKER 55 /* inserts an invisible, weightless */
184 /* force into a player with a specified string. */ 187 /* force into a player with a specified string. */
185#define HOLY_ALTAR 56 188#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 189#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 190#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 191
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 192#define PEACEMAKER 59 /* Object owned by a player which can convert */
190 /* a monster into a peaceful being incapable of attack. */ 193 /* a monster into a peaceful being incapable of attack. */
191#define GEM 60 194#define GEM 60
195
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
193#define FIREWALL 62 197#define FIREWALL 62
194#define ANVIL 63 198#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 199#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 200#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 201 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 202 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 203 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 204 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 205 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 206 * 4 = charm, monsters become pets */
203#define EXIT 66 207#define EXIT 66
204#define ENCOUNTER 67 208#define ENCOUNTER 67
205#define SHOP_FLOOR 68 209#define SHOP_FLOOR 68
206#define SHOP_MAT 69 210#define SHOP_MAT 69
207#define RING 70 211#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 212#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 213#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 214#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 215#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 216#define LIGHTER 75
213 217
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215 * types are not used in any archetypes, and should perhaps be removed. 219 * types are not used in any archetypes, and should perhaps be removed.
216 */ 220 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 221#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218 222
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 223#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 224#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 225#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 226 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 227 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 228 on chairs, we create a new type and remove all
225 chairs from here. */ 229 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 230#define MONSTER 80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 231 /* yes, thats a real, living creature */
232#define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */
228#define LAMP 82 /* a lamp */ 234#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 235#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 236#define TOOL 84 /* a tool for building objects */
231#define SPELLBOOK 85 237#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 238#define BUILDFAC 86 /* facilities for building objects */
233#define CLOAK 87 239#define CLOAK 87
240
234/*#define CONE 88 */ 241/*#define CONE 88 */
235/*#define AURA 89 *//* aura spell object */ 242
243 /*#define AURA 89 *//* aura spell object */
236 244
237#define SPINNER 90 245#define SPINNER 90
238#define GATE 91 246#define GATE 91
239#define BUTTON 92 247#define BUTTON 92
240#define CF_HANDLE 93 248#define CF_HANDLE 93
241#define HOLE 94 249#define HOLE 94
242#define TRAPDOOR 95 250#define TRAPDOOR 95
251
243/*#define WORD_OF_RECALL 96 */ 252/*#define WORD_OF_RECALL 96 */
253
244/*#define PARAIMAGE 97 */ 254/*#define PARAIMAGE 97 */
245#define SIGN 98 255#define SIGN 98
246#define BOOTS 99 256#define BOOTS 99
247#define GLOVES 100 257#define GLOVES 100
248#define SPELL 101 258#define SPELL 101
252#define POISONING 105 262#define POISONING 105
253#define SAVEBED 106 263#define SAVEBED 106
254#define POISONCLOUD 107 264#define POISONCLOUD 107
255#define FIREHOLES 108 265#define FIREHOLES 108
256#define WAND 109 266#define WAND 109
267
257/*#define ABILITY 110*/ 268/*#define ABILITY 110*/
258#define SCROLL 111 269#define SCROLL 111
259#define DIRECTOR 112 270#define DIRECTOR 112
260#define GIRDLE 113 271#define GIRDLE 113
261#define FORCE 114 272#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 273#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 274#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 275#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 276#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 277#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 278#define WEAPON_IMPROVER 124
268 279
269/* unused: 125 - 129 280/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 281 * type 125 was MONEY_CHANGER
271 */ 282 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ 283#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
273#define DEEP_SWAMP 138 284#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139 285#define IDENTIFY_ALTAR 139
286
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 287 /*#define CANCELLATION 141*//* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 288#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291
278/*#define SWARM_SPELL 153*/ 292/*#define SWARM_SPELL 153*/
279#define RUNE 154 293#define RUNE 154
280#define TRAP 155 294#define TRAP 155
281 295
282#define POWER_CRYSTAL 156 296#define POWER_CRYSTAL 156
283#define CORPSE 157 297#define CORPSE 157
284 298
285#define DISEASE 158 299#define DISEASE 158
286#define SYMPTOM 159 300#define SYMPTOM 159
287
288#define BUILDER 160 /* Generic item builder, see subtypes */ 301#define BUILDER 160 /* Generic item builder, see subtypes */
289#define MATERIAL 161 /* Material for building */ 302#define MATERIAL 161/* Material for building */
303
290/* #define GPS 162 Ground positionning system, moved to Python plugin */ 304/* #define GPS 162 Ground positionning system, moved to Python plugin */
291#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 305#define ITEM_TRANSFORMER 163/* Transforming one item with another */
292#define QUEST 164 /* See below for subtypes */ 306#define QUEST 164/* See below for subtypes */
307#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */
309
293/* END TYPE DEFINE */ 310/* END TYPE DEFINE */
294 311
312#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
313
295/* Subtypes for BUILDER */ 314/* Subtypes for BUILDER */
296#define ST_BD_BUILD 1 /* Builds an item */ 315#define ST_BD_BUILD 1 /* Builds an item */
297#define ST_BD_REMOVE 2 /* Removes an item */ 316#define ST_BD_REMOVE 2 /* Removes an item */
298 317
299/* Subtypes for MATERIAL */ 318/* Subtypes for MATERIAL */
300#define ST_MAT_FLOOR 1 /* Floor */ 319#define ST_MAT_FLOOR 1 /* Floor */
301#define ST_MAT_WALL 2 /* Wall */ 320#define ST_MAT_WALL 2 /* Wall */
302#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 321#define ST_MAT_ITEM 3 /* All other items, including doors & such */
303
304/* Subtypes for QUEST */
305#define QUEST_IN_PROGRESS 1
306#define QUEST_DONE_QUEST 2
307#define QUEST_DONE_TASK 3
308#define QUEST_START_QUEST 4
309#define QUEST_END_QUEST 5
310#define QUEST_START_TASK 6
311#define QUEST_END_TASK 7
312#define QUEST_OVERRIDE 8
313#define QUEST_ON_ACTIVATE 9
314 322
315/* definitions for weapontypes */ 323/* definitions for weapontypes */
316 324
317#define WEAP_HIT 0 /* the basic */ 325#define WEAP_HIT 0 /* the basic */
318#define WEAP_SLASH 1 /* slash */ 326#define WEAP_SLASH 1 /* slash */
319#define WEAP_PIERCE 2 /* arrows, stiletto */ 327#define WEAP_PIERCE 2 /* arrows, stiletto */
320#define WEAP_CLEAVE 3 /* axe */ 328#define WEAP_CLEAVE 3 /* axe */
321#define WEAP_SLICE 4 /* katana */ 329#define WEAP_SLICE 4 /* katana */
322#define WEAP_STAB 5 /* knife, dagger */ 330#define WEAP_STAB 5 /* knife, dagger */
323#define WEAP_WHIP 6 /* whips n chains */ 331#define WEAP_WHIP 6 /* whips n chains */
324#define WEAP_CRUSH 7 /* big hammers, flails */ 332#define WEAP_CRUSH 7 /* big hammers, flails */
325#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 333#define WEAP_BLUD 8 /* bludgeoning, club, stick */
326 334
327typedef struct typedata { 335typedef struct typedata
336{
328 int number; 337 int number;
329 const char *name; 338 const char *name;
330 const char *name_pl; 339 const char *name_pl;
331 int identifyskill; 340 int identifyskill;
332 int identifyskill2; 341 int identifyskill2;
333} typedata; 342} typedata;
334 343
335extern const int ItemTypesSize; 344extern const int ItemTypesSize;
336extern typedata ItemTypes[]; 345extern typedata ItemTypes[];
337 346
386 */ 395 */
387#define SIZEOFFREE1 8 396#define SIZEOFFREE1 8
388#define SIZEOFFREE2 24 397#define SIZEOFFREE2 24
389#define SIZEOFFREE 49 398#define SIZEOFFREE 49
390 399
391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 400#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392 401
393/* Flag structure now changed. 402/* Flag structure now changed.
394 * Each flag is now a bit offset, starting at zero. The macros 403 * Each flag is now a bit offset, starting at zero. The macros
395 * will update/read the appropriate flag element in the object 404 * will update/read the appropriate flag element in the object
396 * structure. 405 * structure.
416 * flags[0] is 0 to 31 425 * flags[0] is 0 to 31
417 * flags[1] is 32 to 63 426 * flags[1] is 32 to 63
418 * flags[2] is 64 to 95 427 * flags[2] is 64 to 95
419 * flags[3] is 96 to 127 428 * flags[3] is 96 to 127
420 */ 429 */
430
421/* Basic routines to do above */ 431/* Basic routines to do above */
422#define SET_FLAG(xyz, p) \ 432#define SET_FLAG(xyz, p) \
423 ((xyz)->flags[p/32] |= (1U << (p % 32))) 433 ((xyz)->flags[p/32] |= (1U << (p % 32)))
424#define CLEAR_FLAG(xyz, p) \ 434#define CLEAR_FLAG(xyz, p) \
425 ((xyz)->flags[p/32] &= ~(1U << (p % 32))) 435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
426#define QUERY_FLAG(xyz, p) \ 436#define QUERY_FLAG(xyz, p) \
427 ((xyz)->flags[p/32] & (1U << (p % 32))) 437 ((xyz)->flags[p/32] & (1U << (p % 32)))
428#define COMPARE_FLAGS(p,q) \ 438#define COMPARE_FLAGS(p,q) \
429 ( \ 439 ( \
430 ((p)->flags[0] == (q)->flags[0]) && \ 440 ((p)->flags[0] == (q)->flags[0]) && \
431 ((p)->flags[1] == (q)->flags[1]) && \ 441 ((p)->flags[1] == (q)->flags[1]) && \
432 ((p)->flags[2] == (q)->flags[2]) && \ 442 ((p)->flags[2] == (q)->flags[2]) && \
433 ((p)->flags[3] == (q)->flags[3]) \ 443 ((p)->flags[3] == (q)->flags[3]) \
434 ) 444 )
445
435/* convenience macros to determine what kind of things we are dealing with */ 446/* convenience macros to determine what kind of things we are dealing with */
436 447
437#define IS_WEAPON(op) \ 448#define IS_WEAPON(op) \
438 (op->type == ARROW || op->type == BOW || op->type == WEAPON) 449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
439 450
440#define IS_ARMOR(op) \ 451#define IS_ARMOR(op) \
441 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ 452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
442 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ 453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
443 op->type == BRACERS || op->type == GIRDLE) 454 op->type == BRACERS || op->type == GIRDLE)
444 455
445#define IS_LIVE(op) \ 456#define IS_LIVE(op) \
446 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ 457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
447 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ 458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
448 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
449 460
450#define IS_ARROW(op) \ 461#define IS_ARROW(op) \
451 (op->type==ARROW || \ 462 (op->type==ARROW || \
452 (op->type==SPELL_EFFECT && \ 463 (op->type==SPELL_EFFECT && \
453 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) 464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
454 465
455/* This return TRUE if object has still randomitems which 466/* This return TRUE if object has still randomitems which
456 * could be expanded. 467 * could be expanded.
457 */ 468 */
458#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 469#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459 470
460/* the flags */ 471/* the flags */
461 472
462#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 473#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
463#define FLAG_WIZ 1 /* Object has special privilegies */ 474#define FLAG_WIZ 1 /* Object has special privilegies */
464#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 475#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
465#define FLAG_FREED 3 /* Object is in the list of free objects */ 476#define FLAG_FREED 3 /* Object is in the list of free objects */
466#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 477#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
467#define FLAG_APPLIED 5 /* Object is ready for use by living */ 478#define FLAG_APPLIED 5 /* Object is ready for use by living */
468#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 479#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
469#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 480#define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */
470 482
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 483#define FLAG_NO_PICK 8 /* Object can't be picked up */
484
472/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486
473/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
474#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 488#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489
475/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491
476/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
477#define FLAG_MONSTER 14 /* Will attack players */ 493#define FLAG_MONSTER 14 /* Will attack players */
478#define FLAG_FRIENDLY 15 /* Will help players */ 494#define FLAG_FRIENDLY 15 /* Will help players */
479 495
480#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 496#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
481#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 497#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
482#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 498#define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */
483#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 500#define FLAG_TREASURE 19 /* Will generate treasure when applied */
484#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 501#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
485#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 502#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
486#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 503#define FLAG_CAN_ROLL 22 /* Object can be rolled */
487#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 504#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
488#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 505#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506
489/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508
490/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510
491/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
492#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 512#define FLAG_IS_USED_UP 28
493#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 513 /* When (--food<0) the object will exit */
494#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 514#define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */
516#define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */
495#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 518#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
496 519
497/* Start of values in flags[1] */ 520/* Start of values in flags[1] */
498#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 521#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
499#define FLAG_HITBACK 33 /* Object will hit back when hit */ 522#define FLAG_HITBACK 33 /* Object will hit back when hit */
500#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 523#define FLAG_STARTEQUIP 34
501#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 524 /* Object was given to player at start */
525#define FLAG_BLOCKSVIEW 35
526 /* Object blocks view */
502#define FLAG_UNDEAD 36 /* Monster is undead */ 527#define FLAG_UNDEAD 36 /* Monster is undead */
503#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 528#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
504#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 529#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
505#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 530#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
506 531
507#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 532#define FLAG_REFL_SPELL 40
533 /* Spells (some) will reflect from object */
508#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 534#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
509#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 535#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
510#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 536#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
511#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 537#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
512#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 538#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
513 but can still attack at a distance */ 539 but can still attack at a distance */
540
514/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
515 thru this object as if it wasn't there */ 542 thru this object as if it wasn't there */
516/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
517 543
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545
518#define FLAG_PICK_UP 48 /* Can pick up */ 546#define FLAG_PICK_UP 48 /* Can pick up */
519#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 547#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
520#define FLAG_NO_DROP 50 /* Object can't be dropped */ 548#define FLAG_NO_DROP 50 /* Object can't be dropped */
521#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 549#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
522#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 550#define FLAG_CAST_SPELL 52
523#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 551 /* (Monster) can learn and cast spells */
552#define FLAG_USE_SCROLL 53
553 /* (Monster) can read scroll */
524#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 554#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
525#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 555#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
526 556
527#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 557#define FLAG_USE_ARMOUR 56
528#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 558 /* (Monster) can wear armour/shield/helmet */
559#define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */
529#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 561#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
530#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 562#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
531#define FLAG_READY_BOW 60 /* not implemented yet */ 563#define FLAG_READY_BOW 60 /* not implemented yet */
532#define FLAG_XRAYS 61 /* X-ray vision */ 564#define FLAG_XRAYS 61 /* X-ray vision */
533#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 565#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
534#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 566#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
535 567
536/* Start of values in flags[2] */ 568/* Start of values in flags[2] */
537#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 569#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
538#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 570#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
539#define FLAG_SLEEP 66 /* NPC is sleeping */ 571#define FLAG_SLEEP 66 /* NPC is sleeping */
540#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 572#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
541#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 573#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
542#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 574#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
543#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 575#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
544#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 576#define FLAG_STEALTH 71 /* Will wake monsters with less range */
545 577
546#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 578#define FLAG_WIZPASS 72 /* The wizard can go through walls */
547#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 579#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
548#define FLAG_CURSED 74 /* The object is cursed */ 580#define FLAG_CURSED 74 /* The object is cursed */
549#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 581#define FLAG_DAMNED 75 /* The object is _very_ cursed */
550#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 582#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
551#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 583#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
552#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 584#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
553#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 585#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
554 586
555#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 587#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
556#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 588#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
557#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 589#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590
558/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
559#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 592#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
560#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 593#define FLAG_MAKE_INVIS 85
561#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 594 /* (Item) gives invisibility when applied */
595#define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */
562#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 597#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
563 598
564#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 599#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
565#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 600#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
566#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 601#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
567#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 602#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
568#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 603#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 604#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
570#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 605#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606
571/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
572 608
573/* Start of values in flags[3] */ 609/* Start of values in flags[3] */
574#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 610#define FLAG_NO_STEAL 96 /* Item can't be stolen */
575#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 611#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
576 * away (replaces ghosthit) 612 * away (replaces ghosthit)
577 */ 613 */
578#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 614#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
579 * detect cases were the server is trying 615 * detect cases were the server is trying
580 * to send an upditem when we have not 616 * to send an upditem when we have not
581 * actually sent the item. 617 * actually sent the item.
582 */ 618 */
583 619
584#define FLAG_BERSERK 99 /* monster will attack closest living 620#define FLAG_BERSERK 99 /* monster will attack closest living
585 object */ 621 object */
586#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 622#define FLAG_NEUTRAL 100 /* monster is from type neutral */
587#define FLAG_NO_ATTACK 101 /* monster don't attack */ 623#define FLAG_NO_ATTACK 101 /* monster don't attack */
588#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 624#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
589#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 625#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
590 * load_original_map() */ 626 * load_original_map() */
591#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 627#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
592 * the overlay, and is not subject to 628 * the overlay, and is not subject to
593 * decay. */ 629 * decay. */
594#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 630#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
595#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 631#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
596#define FLAG_IS_WATER 107 632#define FLAG_IS_WATER 107
597#define FLAG_CONTENT_ON_GEN 108 633#define FLAG_CONTENT_ON_GEN 108
598#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 634#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
599#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 635#define FLAG_IS_BUILDABLE 110 /* Can build on item */
600#define FLAG_AFK 111 /* Player is AFK */ 636#define FLAG_AFK 111 /* Player is AFK */
601#define NUM_FLAGS 111 /* Should always be equal to the last 637#define NUM_FLAGS 111 /* Should always be equal to the last
602 * defined flag. If you change this, 638 * defined flag. If you change this,
603 * make sure you update the flag_links 639 * make sure you update the flag_links
604 * in common/loader.l 640 * in common/loader.l
605 */ 641 */
606 642
607/* Values can go up to 127 before the size of the flags array in the 643/* Values can go up to 127 before the size of the flags array in the
608 * object structure needs to be enlarged. 644 * object structure needs to be enlarged.
609 * So there are 18 available flags slots 645 * So there are 18 available flags slots
610 */ 646 */
611 647
612 648
613#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 649#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
614 650
615#if 0 651#if 0
652
616/* These should no longer be needed - access move_slow_penalty 653/* These should no longer be needed - access move_slow_penalty
617 * directly. 654 * directly.
618 */ 655 */
619#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
620#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
621#endif 658#endif
622 659
623/* If you add new movement types, you may need to update 660/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 661 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 662 * change_abil() probably should be updated also.
626 */ 663 */
627#define MOVE_WALK 0x1 /* Object walks */ 664#define MOVE_WALK 0x1 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 665#define MOVE_FLY_LOW 0x2 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 666#define MOVE_FLY_HIGH 0x4 /* High flying object */
630#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 667#define MOVE_FLYING 0x6
668 /* Combo of fly_low and fly_high */
631#define MOVE_SWIM 0x8 /* Swimming object */ 669#define MOVE_SWIM 0x8 /* Swimming object */
632#define MOVE_BOAT 0x10 /* Boats/sailing */ 670#define MOVE_BOAT 0x10 /* Boats/sailing */
633#define MOVE_ALL 0x1f /* Mask of all movement types */ 671#define MOVE_ALL 0x1f /* Mask of all movement types */
634 672
635/* the normal assumption is that objects are walking/flying. 673/* the normal assumption is that objects are walking/flying.
636 * So often we don't want to block movement, but still don't want 674 * So often we don't want to block movement, but still don't want
637 * to allow all types (swimming is rather specialized) - I also 675 * to allow all types (swimming is rather specialized) - I also
638 * expect as more movement types show up, this is likely to get 676 * expect as more movement types show up, this is likely to get
645/* typdef here to define type large enough to hold bitmask of 683/* typdef here to define type large enough to hold bitmask of
646 * all movement types. Make one declaration so easy to update. 684 * all movement types. Make one declaration so easy to update.
647 * uint8 is defined yet, so just use what that would define it 685 * uint8 is defined yet, so just use what that would define it
648 * at anyways. 686 * at anyways.
649 */ 687 */
650typedef unsigned char MoveType; 688typedef unsigned char MoveType;
651 689
652/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 690/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
653 * Basically, ob2 has to block all of ob1 movement types. 691 * Basically, ob2 has to block all of ob1 movement types.
654 */ 692 */
655#define OB_MOVE_BLOCK(ob1, ob2) \ 693#define OB_MOVE_BLOCK(ob1, ob2) \
665 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
666 704
667 705
668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 706#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 707#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 708#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
671 709
672/* Note: These values are only a default value, resizing can change them */ 710/* Note: These values are only a default value, resizing can change them */
673#define INV_SIZE 12 /* How many items can be viewed in inventory */ 711#define INV_SIZE 12 /* How many items can be viewed in inventory */
674#define LOOK_SIZE 6 /* ditto, but for the look-window */ 712#define LOOK_SIZE 6 /* ditto, but for the look-window */
675#define MAX_INV_SIZE 40 /* For initializing arrays */ 713#define MAX_INV_SIZE 40 /* For initializing arrays */
676#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 714#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
677 715
678#define EDITABLE(xyz) ((xyz)->arch->editable) 716#define EDITABLE(xyz) ((xyz)->arch->editable)
679 717
680#define E_MONSTER 0x00000001 718#define E_MONSTER 0x00000001
681#define E_EXIT 0x00000002 719#define E_EXIT 0x00000002
697#define EXIT_Y(xyz) (xyz)->stats.sp 735#define EXIT_Y(xyz) (xyz)->stats.sp
698#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 736#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
699#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 737#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
700 738
701/* for use by the lighting code */ 739/* for use by the lighting code */
702#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 740#define MAX_LIGHT_RADII 4
703 * large values allow objects that can 741 /* max radii for 'light' object, really
704 * slow down the game */ 742 * large values allow objects that can
743 * slow down the game */
705#define MAX_DARKNESS 5 /* maximum map darkness, there is no 744#define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */ 745 * practical reason to exceed this */
707#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 746#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
708 MAX_LIGHT_RADII:(xyz)->glow_radius; 747 MAX_LIGHT_RADII:(xyz)->glow_radius;
709 748
710#define F_BUY 0 749#define F_BUY 0
711#define F_SELL 1 750#define F_SELL 1
712#define F_TRUE 2 /* True value of item, unadjusted */ 751#define F_TRUE 2 /* True value of item, unadjusted */
713#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 752#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
714#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 753#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
715#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 754#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
716#define F_APPROX 32 /* flag to give a guess of item value */ 755#define F_APPROX 32 /* flag to give a guess of item value */
717#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 756#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
718 757
719#define DIRX(xyz) freearr_x[(xyz)->direction] 758#define DIRX(xyz) freearr_x[(xyz)->direction]
720#define DIRY(xyz) freearr_y[(xyz)->direction] 759#define DIRY(xyz) freearr_y[(xyz)->direction]
721 760
722#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 761#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
733#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 772#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
734#define FIRE_DIRECTIONAL 0 773#define FIRE_DIRECTIONAL 0
735#define FIRE_POSITIONAL 1 774#define FIRE_POSITIONAL 1
736 775
737/******************************************************************************/ 776/******************************************************************************/
777
738/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
739/******************************************************************************/ 780/******************************************************************************/
781
740/* if your monsters start acting wierd, mail me */ 782/* if your monsters start acting wierd, mail me */
783
741/******************************************************************************/ 784/******************************************************************************/
785
742/* the following definitions are for the attack_movement variable in monsters */ 786/* the following definitions are for the attack_movement variable in monsters */
787
743/* if the attack_variable movement is left out of the monster archetype, or is*/ 788/* if the attack_variable movement is left out of the monster archetype, or is*/
789
744/* set to zero */ 790/* set to zero */
791
745/* the standard mode of movement from previous versions of crossfire will be */ 792/* the standard mode of movement from previous versions of crossfire will be */
793
746/* used. the upper four bits of movement data are not in effect when the monst*/ 794/* used. the upper four bits of movement data are not in effect when the monst*/
795
747/* er has an enemy. these should only be used for non agressive monsters. */ 796/* er has an enemy. these should only be used for non agressive monsters. */
797
748/* to program a monsters movement add the attack movement numbers to the movem*/ 798/* to program a monsters movement add the attack movement numbers to the movem*/
799
749/* ment numbers example a monster that moves in a circle until attacked and */ 800/* ment numbers example a monster that moves in a circle until attacked and */
801
750/* then attacks from a distance: */ 802/* then attacks from a distance: */
803
751/* CIRCLE1 = 32 */ 804/* CIRCLE1 = 32 */
805
752/* + DISTATT = 1 */ 806/* + DISTATT = 1 */
807
753/* ------------------- */ 808/* ------------------- */
809
754/* attack_movement = 33 */ 810/* attack_movement = 33 */
811
755/******************************************************************************/ 812/******************************************************************************/
756#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 813#define DISTATT 1 /* move toward a player if far, but mantain some space, */
757 /* attack from a distance - good for missile users only */ 814 /* attack from a distance - good for missile users only */
758#define RUNATT 2 /* run but attack if player catches up to object */ 815#define RUNATT 2 /* run but attack if player catches up to object */
759#define HITRUN 3 /* run to then hit player then run away cyclicly */ 816#define HITRUN 3 /* run to then hit player then run away cyclicly */
760#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 817#define WAITATT 4 /* wait for player to approach then hit, move if hit */
761#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 818#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
762#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 819#define ALLRUN 6 /* always run never attack good for sim. of weak player */
763#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 820#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
764#define WAIT2 8 /* monster does not try to move towards player if far */ 821#define WAIT2 8 /* monster does not try to move towards player if far */
765 /* maintains comfortable distance */ 822 /* maintains comfortable distance */
766#define PETMOVE 16 /* if the upper four bits of attack_movement */ 823#define PETMOVE 16 /* if the upper four bits of attack_movement */
767 /* are set to this number, the monster follows a player */ 824 /* are set to this number, the monster follows a player */
768 /* until the owner calls it back or off */ 825 /* until the owner calls it back or off */
769 /* player followed denoted by 0b->owner */ 826 /* player followed denoted by 0b->owner */
770 /* the monster will try to attack whatever the player is */ 827 /* the monster will try to attack whatever the player is */
771 /* attacking, and will continue to do so until the owner */ 828 /* attacking, and will continue to do so until the owner */
772 /* calls off the monster - a key command will be */ 829 /* calls off the monster - a key command will be */
773 /* inserted to do so */ 830 /* inserted to do so */
774#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 831#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
775 /* are set to this number, the monster will move in a */ 832 /* are set to this number, the monster will move in a */
776 /* circle until it is attacked, or the enemy field is */ 833 /* circle until it is attacked, or the enemy field is */
777 /* set, this is good for non-aggressive monsters and NPC */ 834 /* set, this is good for non-aggressive monsters and NPC */
778#define CIRCLE2 48 /* same as above but a larger circle is used */ 835#define CIRCLE2 48 /* same as above but a larger circle is used */
779#define PACEH 64 /* The Monster will pace back and forth until attacked */ 836#define PACEH 64 /* The Monster will pace back and forth until attacked */
780 /* this is HORIZONTAL movement */ 837 /* this is HORIZONTAL movement */
781#define PACEH2 80 /* the monster will pace as above but the length of the */ 838#define PACEH2 80 /* the monster will pace as above but the length of the */
782 /* pace area is longer and the monster stops before */ 839 /* pace area is longer and the monster stops before */
783 /* changing directions */ 840 /* changing directions */
784 /* this is HORIZONTAL movement */ 841 /* this is HORIZONTAL movement */
785#define RANDO 96 /* the monster will go in a random direction until */ 842#define RANDO 96 /* the monster will go in a random direction until */
786 /* it is stopped by an obstacle, then it chooses another */ 843 /* it is stopped by an obstacle, then it chooses another */
787 /* direction. */ 844 /* direction. */
788#define RANDO2 112 /* constantly move in a different random direction */ 845#define RANDO2 112 /* constantly move in a different random direction */
789#define PACEV 128 /* The Monster will pace back and forth until attacked */ 846#define PACEV 128 /* The Monster will pace back and forth until attacked */
790 /* this is VERTICAL movement */ 847 /* this is VERTICAL movement */
791#define PACEV2 144 /* the monster will pace as above but the length of the */ 848#define PACEV2 144 /* the monster will pace as above but the length of the */
792 /* pace area is longer and the monster stops before */ 849 /* pace area is longer and the monster stops before */
793 /* changing directions */ 850 /* changing directions */
794 /* this is VERTICAL movement */ 851 /* this is VERTICAL movement */
795#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 852#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
796#define HI4 240 853#define HI4 240
797 854
798/* 855/*
799 * Use of the state-variable in player objects: 856 * Use of the state-variable in player objects:
800 */ 857 */
825#define PREFER_LOW 0 882#define PREFER_LOW 0
826 883
827/* Simple function we use below to keep adding to the same string 884/* Simple function we use below to keep adding to the same string
828 * but also make sure we don't overwrite that string. 885 * but also make sure we don't overwrite that string.
829 */ 886 */
887static inline void
830static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 888safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
831{ 889{
832 if (*curlen == (maxlen-1)) return; 890 if (*curlen == (maxlen - 1))
891 return;
892
833 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 893 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
834 dest[maxlen-1]=0; 894 dest[maxlen - 1] = 0;
835 *curlen += strlen(orig); 895 *curlen += strlen (orig);
836 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 896
897 if (*curlen > (maxlen - 1))
898 *curlen = maxlen - 1;
837} 899}
838 900
839 901
840/* The SAFE versions of these call the safe_strcat function above. 902/* The SAFE versions of these call the safe_strcat function above.
841 * Ideally, all functions should use the SAFE functions, but they 903 * Ideally, all functions should use the SAFE functions, but they
854 j = 1; \ 916 j = 1; \
855 safe_strcat(retbuf, attacks[i], len, maxlen); \ 917 safe_strcat(retbuf, attacks[i], len, maxlen); \
856 } \ 918 } \
857 safe_strcat(retbuf,")",len,maxlen); \ 919 safe_strcat(retbuf,")",len,maxlen); \
858 } 920 }
859 921
860 922
861/* separated this from the common/item.c file. b.t. Dec 1995 */ 923/* separated this from the common/item.c file. b.t. Dec 1995 */
862 924
863#define DESCRIBE_ABILITY(retbuf, variable, name) \ 925#define DESCRIBE_ABILITY(retbuf, variable, name) \
864 if(variable) { \ 926 if(variable) { \
872 j = 1; \ 934 j = 1; \
873 strcat(retbuf, attacks[i]); \ 935 strcat(retbuf, attacks[i]); \
874 } \ 936 } \
875 strcat(retbuf,")"); \ 937 strcat(retbuf,")"); \
876 } 938 }
877 939
878 940
879#define DESCRIBE_PATH(retbuf, variable, name) \ 941#define DESCRIBE_PATH(retbuf, variable, name) \
880 if(variable) { \ 942 if(variable) { \
881 int i,j=0; \ 943 int i,j=0; \
882 strcat(retbuf,"(" name ": "); \ 944 strcat(retbuf,"(" name ": "); \
883 for(i=0; i<NRSPELLPATHS; i++) \ 945 for(i=0; i<NRSPELLPATHS; i++) \
906 } \ 968 } \
907 safe_strcat(retbuf,")", len, maxlen); \ 969 safe_strcat(retbuf,")", len, maxlen); \
908 } 970 }
909 971
910/* Flags for apply_special() */ 972/* Flags for apply_special() */
911enum apply_flag { 973enum apply_flag
974{
912 /* Basic flags, always use one of these */ 975 /* Basic flags, always use one of these */
913 AP_NULL = 0, 976 AP_NULL = 0,
914 AP_APPLY = 1, 977 AP_APPLY = 1,
915 AP_UNAPPLY = 2, 978 AP_UNAPPLY = 2,
916 979
917 AP_BASIC_FLAGS = 15, 980 AP_BASIC_FLAGS = 15,
918 981
919 /* Optional flags, for bitwise or with a basic flag */ 982 /* Optional flags, for bitwise or with a basic flag */
920 AP_NO_MERGE = 16, 983 AP_NO_MERGE = 16,
921 AP_IGNORE_CURSE = 32, 984 AP_IGNORE_CURSE = 32,
922 AP_PRINT = 64 /* Print what to do, don't actually do it */ 985 AP_PRINT = 64 /* Print what to do, don't actually do it */
923 /* Note this is supported in all the functions */ 986 /* Note this is supported in all the functions */
924
925}; 987};
926 988
927/* Bitmask values for 'can_apply_object()' return values. 989/* Bitmask values for 'can_apply_object()' return values.
928 * the CAN_APPLY_ prefix is to just note what function the 990 * the CAN_APPLY_ prefix is to just note what function the
929 * are returned from. 991 * are returned from.
971 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
972 * here. 1034 * here.
973 */ 1035 */
974 1036
975#ifdef HAVE_SRANDOM 1037#ifdef HAVE_SRANDOM
976#define RANDOM() random() 1038# define RANDOM() random()
977#define SRANDOM(xyz) srandom(xyz) 1039# define SRANDOM(xyz) srandom(xyz)
978#else 1040#else
979# ifdef HAVE_SRAND48 1041# ifdef HAVE_SRAND48
980# define RANDOM() lrand48() 1042# define RANDOM() lrand48()
981# define SRANDOM(xyz) srand48(xyz) 1043# define SRANDOM(xyz) srand48(xyz)
1044# else
1045# ifdef HAVE_SRAND
1046# define RANDOM() rand()
1047# define SRANDOM(xyz) srand(xyz)
982# else 1048# else
983# ifdef HAVE_SRAND
984# define RANDOM() rand()
985# define SRANDOM(xyz) srand(xyz)
986# else
987# error "Could not find a usable random routine" 1049# error "Could not find a usable random routine"
988# endif
989# endif 1050# endif
1051# endif
990#endif 1052#endif
991 1053
992/* Returns the weight of the given object. Note: it does not take the number of 1054/* Returns the weight of the given object. Note: it does not take the number of
993 * items (nrof) into account. 1055 * items (nrof) into account.
994 */ 1056 */
1004 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1005 * keep in mind FAST_STRNCAT is faster since length of second argument is 1067 * keep in mind FAST_STRNCAT is faster since length of second argument is
1006 * kown in advance. 1068 * kown in advance.
1007 */ 1069 */
1008 1070
1009 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1071#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1010 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1072#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1011 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 1073#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1012 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1074#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1013 1075
1014 /* You may uncomment following define to check sanity of code. 1076 /* You may uncomment following define to check sanity of code.
1015 * But use as debug only (loses all speed gained by those macros) 1077 * But use as debug only (loses all speed gained by those macros)
1016 */ 1078 */
1079
1017/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ 1080/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ 1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019 1082
1020 1083
1021 1084
1022 1085
1023 1086
1024 1087
1025 1088
1026/* 1089/*
1027 * Warning! 1090 * Warning!
1028 * If you add message types here, don't forget 1091 * If you add message types here, don't forget
1029 * to keep the client up to date too! 1092 * to keep the client up to date too!
1030 */ 1093 */
1031 1094
1032 1095
1033/* message types */ 1096/* message types */
1034#define MSG_TYPE_BOOK 1 1097#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 1098#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 1099#define MSG_TYPE_PAPER 3
1037#define MSG_TYPE_SIGN 4 1100#define MSG_TYPE_SIGN 4
1107#define MSG_TYPE_MONUMENT_WALL_3 12 1170#define MSG_TYPE_MONUMENT_WALL_3 12
1108 1171
1109/*some readable flags*/ 1172/*some readable flags*/
1110 1173
1111/* dialog messsage */ 1174/* dialog messsage */
1112#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1175#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1113#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1176#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1114#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1177#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1115 1178
1116/* admin messages */ 1179/* admin messages */
1117#define MSG_TYPE_ADMIN_RULES 1 1180#define MSG_TYPE_ADMIN_RULES 1
1118#define MSG_TYPE_ADMIN_NEWS 2 1181#define MSG_TYPE_ADMIN_NEWS 2
1119 1182
1120#endif /* DEFINE_H */ 1183#endif /* DEFINE_H */
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