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Comparing deliantra/server/include/define.h (file contents):
Revision 1.32 by root, Sat Dec 23 15:49:40 2006 UTC vs.
Revision 1.52 by root, Sat Apr 28 17:51:58 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,
295 * misc_object, monster, and spawn_generator 285 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes, 286 * types are not used in any archetypes,
297 * and should perhaps be removed. 287 * and should perhaps be removed.
298 * 288 *
299 * Wed Dec 20 13:35:24 CET 2006: 289 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 290 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL. 292 * renamed WALL to BUILDABLE_WALL.
303 */ 293 */
304 294
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
439#define FLAG_USE_SHIELD 7 429#define FLAG_USE_SHIELD 7
440 /* Can this creature use a shield? */ 430 /* Can this creature use a shield? */
441 431
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 432#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 433
444 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445
446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448 438
449 /*#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 */
450
451 /*#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
452#define FLAG_MONSTER 14 /* Will attack players */ 442#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 443#define FLAG_FRIENDLY 15 /* Will help players */
454 444
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457#define FLAG_AUTO_APPLY 18 447#define FLAG_AUTO_APPLY 18
458 /* Will be applied when created */ 448 /* Will be applied when created */
459 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 449#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465 455
466 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467
468 /*#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 */
469
470 /*#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
471#define FLAG_IS_USED_UP 28 460#define FLAG_IS_USED_UP 28
472 /* When (--food<0) the object will exit */ 461 /* When (--food<0) the object will exit */
473#define FLAG_IDENTIFIED 29 462#define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */ 463 /* Player knows full info about item */
475#define FLAG_REFLECTING 30 464#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */ 465 /* Object reflects from walls (lightning) */
477#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 */
478 467
479/* Start of values in flags[1] */
480#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
481#define FLAG_HITBACK 33 /* Object will hit back when hit */ 469#define FLAG_HITBACK 33 /* Object will hit back when hit */
482#define FLAG_STARTEQUIP 34 470#define FLAG_STARTEQUIP 34
483 /* Object was given to player at start */ 471 /* Object was given to player at start */
484#define FLAG_BLOCKSVIEW 35 472#define FLAG_BLOCKSVIEW 35
495#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
496#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 */
497#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 but can still attack at a distance */ 486 but can still attack at a distance */
499 487
500 /*#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 \
501 thru this object as if it wasn't there */ 489 thru this object as if it wasn't there */
502 490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 491
505#define FLAG_PICK_UP 48 /* Can pick up */ 492#define FLAG_PICK_UP 48 /* Can pick up */
506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507#define FLAG_NO_DROP 50 /* Object can't be dropped */ 494#define FLAG_NO_DROP 50 /* Object can't be dropped */
508#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 */
522#define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* not implemented yet */
523#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
524#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 */
525#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 */
526 513
527/* Start of values in flags[2] */
528#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
529#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 */
530#define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
531#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
532#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
545 531
546#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
547#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
548#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
549 535
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536#define FLAG_PRECIOUS 83 // object is precious (pets)
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85
553 /* (Item) gives invisibility when applied */ 539 /* (Item) gives invisibility when applied */
554#define FLAG_INV_LOCKED 86 540#define FLAG_INV_LOCKED 86
555 /* Item will not be dropped from inventory */ 541 /* Item will not be dropped from inventory */
561#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 */
562#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563#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 */
564#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
565 551
566 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
567 553
568/* Start of values in flags[3] */
569#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 554#define FLAG_NO_STEAL 96 /* Item can't be stolen */
570#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
571 * away (replaces ghosthit) 556 * away (replaces ghosthit)
572 */ 557 */
573#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
580 object */ 565 object */
581#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 566#define FLAG_NEUTRAL 100 /* monster is from type neutral */
582#define FLAG_NO_ATTACK 101 /* monster don't attack */ 567#define FLAG_NO_ATTACK 101 /* monster don't attack */
583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
584#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
585 * load_original_map() */ 570 * load_original_map() */
586#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
587 * the overlay, and is not subject to 572 * the overlay, and is not subject to
588 * decay. */ 573 * decay. */
589#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' */
590#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' */
591#define FLAG_IS_WATER 107 576#define FLAG_IS_WATER 107
592#define FLAG_CONTENT_ON_GEN 108 577#define FLAG_CONTENT_ON_GEN 108
593#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 */
594#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 579#define FLAG_IS_BUILDABLE 110 /* Can build on item */
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
595 582
596#define NUM_FLAGS 111 /* Should always be equal to the last 583#define NUM_FLAGS 113 /* Should always be equal to the last
597 * defined flag + 1. If you change this, 584 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 585 * make sure you update the flag_links
599 * in common/loader.l 586 * in common/loader.l
600 */ 587 */
601 588
602/* 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
603 * object structure needs to be enlarged. 590 * object structure needs to be enlarged.
604 * So there are 18 available flags slots 591 * So there are 18 available flags slots
605 */ 592 */
606 593
607
608#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
609
610#if 0
611
612/* These should no longer be needed - access move_slow_penalty
613 * directly.
614 */
615# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
616# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
617#endif
618 595
619/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
620 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
621 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
622 */ 599 */
623#define MOVE_WALK 0x1 /* Object walks */ 600#define MOVE_WALK 0x01 /* Object walks */
624#define MOVE_FLY_LOW 0x2 /* Low flying object */ 601#define MOVE_FLY_LOW 0x02 /* Low flying object */
625#define MOVE_FLY_HIGH 0x4 /* High flying object */ 602#define MOVE_FLY_HIGH 0x04 /* High flying object */
626#define MOVE_FLYING 0x6 603#define MOVE_FLYING 0x06
627 /* Combo of fly_low and fly_high */ 604 /* Combo of fly_low and fly_high */
628#define MOVE_SWIM 0x8 /* Swimming object */ 605#define MOVE_SWIM 0x08 /* Swimming object */
629#define MOVE_BOAT 0x10 /* Boats/sailing */ 606#define MOVE_BOAT 0x10 /* Boats/sailing */
607#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
608
630#define MOVE_ALL 0x1f /* Mask of all movement types */ 609#define MOVE_ALL 0x3f /* Mask of all movement types */
631
632/* the normal assumption is that objects are walking/flying.
633 * So often we don't want to block movement, but still don't want
634 * to allow all types (swimming is rather specialized) - I also
635 * expect as more movement types show up, this is likely to get
636 * updated. Basically, this is the default for spaces that allow
637 * movement - anything but swimming right now. If you really
638 * want nothing at all, then can always set move_block to 0
639 */
640#define MOVE_BLOCK_DEFAULT MOVE_SWIM
641 610
642/* typdef here to define type large enough to hold bitmask of 611/* typdef here to define type large enough to hold bitmask of
643 * all movement types. Make one declaration so easy to update. 612 * all movement types. Make one declaration so easy to update.
644 * 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
645 * at anyways. 614 * at anyways.
657 * 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
658 * onto it. 627 * onto it.
659 * 628 *
660 */ 629 */
661#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 630#define OB_TYPE_MOVE_BLOCK(ob1, type) \
662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 631 ((type) && (ob1->move_type & type) == ob1->move_type)
663 632
664 633
665#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 634#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
666#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 635#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
667#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 636#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
694#define EXIT_Y(xyz) (xyz)->stats.sp 663#define EXIT_Y(xyz) (xyz)->stats.sp
695#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 664#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
696#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 665#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
697 666
698/* for use by the lighting code */ 667/* for use by the lighting code */
699#define MAX_LIGHT_RADII 4 668#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
700 /* max radii for 'light' object, really
701 * large values allow objects that can 669 * large values allow objects that can
702 * slow down the game */ 670 * slow down the game */
703#define MAX_DARKNESS 5 /* maximum map darkness, there is no 671#define MAX_DARKNESS 5 /* maximum map darkness, there is no
704 * practical reason to exceed this */ 672 * practical reason to exceed this */
705#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 673#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
731#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)
732#define FIRE_DIRECTIONAL 0 700#define FIRE_DIRECTIONAL 0
733#define FIRE_POSITIONAL 1 701#define FIRE_POSITIONAL 1
734 702
735/******************************************************************************/ 703/******************************************************************************/
736
737/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 704/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738
739/******************************************************************************/ 705/******************************************************************************/
740
741/* if your monsters start acting wierd, mail me */ 706/* if your monsters start acting wierd, mail me */
742
743/******************************************************************************/ 707/******************************************************************************/
744
745/* the following definitions are for the attack_movement variable in monsters */ 708/* the following definitions are for the attack_movement variable in monsters */
746
747/* 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*/
748
749/* set to zero */ 710/* set to zero */
750
751/* 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 */
752
753/* 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*/
754
755/* 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. */
756
757/* 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*/
758
759/* 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 */
760
761/* then attacks from a distance: */ 716/* then attacks from a distance: */
762
763/* CIRCLE1 = 32 */ 717/* CIRCLE1 = 32 */
764
765/* + DISTATT = 1 */ 718/* + DISTATT = 1 */
766
767/* ------------------- */ 719/* ------------------- */
768
769/* attack_movement = 33 */ 720/* attack_movement = 33 */
770
771/******************************************************************************/ 721/******************************************************************************/
772#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, */
773 /* attack from a distance - good for missile users only */ 723 /* attack from a distance - good for missile users only */
774#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 */
775#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 */
809 /* changing directions */ 759 /* changing directions */
810 /* this is VERTICAL movement */ 760 /* this is VERTICAL movement */
811#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 */
812#define HI4 240 762#define HI4 240
813 763
814#define BLANK_FACE_NAME "blank.111" 764#define BLANK_FACE_NAME "blank.x11"
815#define EMPTY_FACE_NAME "empty.111" 765#define EMPTY_FACE_NAME "empty.x11"
816#define DARK_FACE1_NAME "dark1.111"
817#define DARK_FACE2_NAME "dark2.111"
818#define DARK_FACE3_NAME "dark3.111"
819#define SMOOTH_FACE_NAME "default_smoothed.111"
820 766
821/* 767/*
822 * Defines for the luck/random functions to make things more readable 768 * Defines for the luck/random functions to make things more readable
823 */ 769 */
824 770
962#define CAN_APPLY_UNAPPLY 0x10 908#define CAN_APPLY_UNAPPLY 0x10
963#define CAN_APPLY_UNAPPLY_MULT 0x20 909#define CAN_APPLY_UNAPPLY_MULT 0x20
964#define CAN_APPLY_UNAPPLY_CHOICE 0x40 910#define CAN_APPLY_UNAPPLY_CHOICE 0x40
965 911
966/* 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 */
967#define MIN_ACTIVE_SPEED 0.00001 913#define MIN_ACTIVE_SPEED 1e-5
968 914
969/* 915#define RANDOM() (rndm.next () & 0xffffffU)
970 * random() is much better than rand(). If you have random(), use it instead. 916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
971 * You shouldn't need to change any of this
972 *
973 * 0.93.3: It looks like linux has random (previously, it was set below
974 * to use rand). Perhaps old version of linux lack rand? IF you run into
975 * problems, add || defined(__linux__) the #if immediately below.
976 *
977 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
978 * here.
979 */
980
981#define RANDOM() random()
982#define SRANDOM(xyz) srandom(xyz)
983 917
984/* 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
985 * items (nrof) into account. 919 * items (nrof) into account.
986 */ 920 */
987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1001#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 935#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1002#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__;}
1003#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__);}
1004#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 938#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1005 939
1006 /* You may uncomment following define to check sanity of code.
1007 * But use as debug only (loses all speed gained by those macros)
1008 */
1009
1010/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1011 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1012
1013
1014
1015
1016
1017
1018
1019/* 940/*
1020 * Warning! 941 * Warning!
1021 * If you add message types here, don't forget 942 * If you add message types here, don't forget
1022 * to keep the client up to date too! 943 * to keep the client up to date too!
1023 */ 944 */
1024
1025 945
1026/* message types */ 946/* message types */
1027#define MSG_TYPE_BOOK 1 947#define MSG_TYPE_BOOK 1
1028#define MSG_TYPE_CARD 2 948#define MSG_TYPE_CARD 2
1029#define MSG_TYPE_PAPER 3 949#define MSG_TYPE_PAPER 3

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