ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.32 by root, Sat Dec 23 15:49:40 2006 UTC vs.
Revision 1.58 by root, Thu May 17 20:27:01 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
78# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif 68#endif
80 69
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
72
73//TODO: not only use more reasonable values, also enforce them
74#define MIN_WC -120
75#define MAX_WC 120
76#define MIN_AC -120
77#define MAX_AC 120
78#define MIN_DAM 0
79#define MAX_DAM 200
83 80
84#define MAX_BUF 1024 81#define MAX_BUF 1024
85 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93 90
94#define MAX_NAME 48 91#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
96 93
97/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 97#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
102 100
103/* TYPE DEFINES */ 101/* TYPE DEFINES */
104 102
105/* Only add new values to this list if somewhere in the program code, 103/* Only add new values to this list if somewhere in the program code,
295 * misc_object, monster, and spawn_generator 293 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes, 294 * types are not used in any archetypes,
297 * and should perhaps be removed. 295 * and should perhaps be removed.
298 * 296 *
299 * Wed Dec 20 13:35:24 CET 2006: 297 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL. 300 * renamed WALL to BUILDABLE_WALL.
303 */ 301 */
304 302
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
431 429
432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
433#define FLAG_WIZ 1 /* Object has special privilegies */ 431#define FLAG_WIZ 1 /* Object has special privilegies */
434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 432#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
435#define FLAG_FREED 3 /* Object is in the list of free objects */ 433#define FLAG_FREED 3 /* Object is in the list of free objects */
436#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 434//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
437#define FLAG_APPLIED 5 /* Object is ready for use by living */ 435#define FLAG_APPLIED 5 /* Object is ready for use by living */
438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
439#define FLAG_USE_SHIELD 7 437#define FLAG_USE_SHIELD 7
440 /* Can this creature use a shield? */ 438 /* Can this creature use a shield? */
441 439
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 440#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 441
444 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445
446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444
447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448 446
449 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 447/*#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) */ 448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449
452#define FLAG_MONSTER 14 /* Will attack players */ 450#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 451#define FLAG_FRIENDLY 15 /* Will help players */
454 452
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457#define FLAG_AUTO_APPLY 18 455#define FLAG_AUTO_APPLY 18
458 /* Will be applied when created */ 456 /* Will be applied when created */
459 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 457#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. */ 458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 460#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465 463
466 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 464/*#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 */ 465/*#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 */ 466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467
471#define FLAG_IS_USED_UP 28 468#define FLAG_IS_USED_UP 28
472 /* When (--food<0) the object will exit */ 469 /* When (--food<0) the object will exit */
473#define FLAG_IDENTIFIED 29 470#define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */ 471 /* Player knows full info about item */
475#define FLAG_REFLECTING 30 472#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */ 473 /* Object reflects from walls (lightning) */
477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
478 475
479/* Start of values in flags[1] */
480#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
481#define FLAG_HITBACK 33 /* Object will hit back when hit */ 477#define FLAG_HITBACK 33 /* Object will hit back when hit */
482#define FLAG_STARTEQUIP 34 478#define FLAG_STARTEQUIP 34
483 /* Object was given to player at start */ 479 /* Object was given to player at start */
484#define FLAG_BLOCKSVIEW 35 480#define FLAG_BLOCKSVIEW 35
495#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
496#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
497#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 but can still attack at a distance */ 494 but can still attack at a distance */
499 495
500 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 496/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
501 thru this object as if it wasn't there */ 497 thru this object as if it wasn't there */
502 498/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 499
505#define FLAG_PICK_UP 48 /* Can pick up */ 500#define FLAG_PICK_UP 48 /* Can pick up */
506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507#define FLAG_NO_DROP 50 /* Object can't be dropped */ 502#define FLAG_NO_DROP 50 /* Object can't be dropped */
508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
517 /* (Monster) can wear armour/shield/helmet */ 512 /* (Monster) can wear armour/shield/helmet */
518#define FLAG_USE_WEAPON 57 513#define FLAG_USE_WEAPON 57
519 /* (Monster) can wield weapons */ 514 /* (Monster) can wield weapons */
520#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
521#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
522#define FLAG_READY_BOW 60 /* not implemented yet */ 517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
523#define FLAG_XRAYS 61 /* X-ray vision */ 518#define FLAG_XRAYS 61 /* X-ray vision */
524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 519#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 */ 520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526 521
527/* Start of values in flags[2] */
528#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
529#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 523#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
530#define FLAG_SLEEP 66 /* NPC is sleeping */ 524#define FLAG_SLEEP 66 /* NPC is sleeping */
531#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 525#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
532#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 526#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
545 539
546#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 540#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 */ 541#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 */ 542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
549 543
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 544#define FLAG_PRECIOUS 83 // object is precious (pets)
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 546#define FLAG_MAKE_INVIS 85
553 /* (Item) gives invisibility when applied */ 547 /* (Item) gives invisibility when applied */
554#define FLAG_INV_LOCKED 86 548#define FLAG_INV_LOCKED 86
555 /* Item will not be dropped from inventory */ 549 /* Item will not be dropped from inventory */
561#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 555#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) */ 556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 557#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
564#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 558#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
565 559
566 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 560/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
567 561
568/* Start of values in flags[3] */
569#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 562#define FLAG_NO_STEAL 96 /* Item can't be stolen */
570#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
571 * away (replaces ghosthit) 564 * away (replaces ghosthit)
572 */ 565 */
573#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
580 object */ 573 object */
581#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 574#define FLAG_NEUTRAL 100 /* monster is from type neutral */
582#define FLAG_NO_ATTACK 101 /* monster don't attack */ 575#define FLAG_NO_ATTACK 101 /* monster don't attack */
583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
584#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
585 * load_original_map() */ 578 * load_original_map() */
586#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
587 * the overlay, and is not subject to 580 * the overlay, and is not subject to
588 * decay. */ 581 * decay. */
589#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 582#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' */ 583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
591#define FLAG_IS_WATER 107 584#define FLAG_IS_WATER 107
592#define FLAG_CONTENT_ON_GEN 108 585#define FLAG_CONTENT_ON_GEN 108
593#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 587#define FLAG_IS_BUILDABLE 110 /* Can build on item */
588#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
595 590
596#define NUM_FLAGS 111 /* Should always be equal to the last 591#define NUM_FLAGS 113 /* Should always be equal to the last
597 * defined flag + 1. If you change this, 592 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 593 * make sure you update the flag_links
599 * in common/loader.l 594 * in common/loader.l
600 */ 595 */
601 596
602/* Values can go up to 127 before the size of the flags array in the 597/* Values can go up to 127 before the size of the flags array in the
603 * object structure needs to be enlarged. 598 * object structure needs to be enlarged.
604 * So there are 18 available flags slots 599 * So there are 18 available flags slots
605 */ 600 */
606 601
607
608#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 602#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
618 603
619/* If you add new movement types, you may need to update 604/* If you add new movement types, you may need to update
620 * describe_item() so properly describe those types. 605 * describe_item() so properly describe those types.
621 * change_abil() probably should be updated also. 606 * change_abil() probably should be updated also.
622 */ 607 */
623#define MOVE_WALK 0x1 /* Object walks */ 608#define MOVE_WALK 0x01 /* Object walks */
624#define MOVE_FLY_LOW 0x2 /* Low flying object */ 609#define MOVE_FLY_LOW 0x02 /* Low flying object */
625#define MOVE_FLY_HIGH 0x4 /* High flying object */ 610#define MOVE_FLY_HIGH 0x04 /* High flying object */
626#define MOVE_FLYING 0x6 611#define MOVE_FLYING 0x06
627 /* Combo of fly_low and fly_high */ 612 /* Combo of fly_low and fly_high */
628#define MOVE_SWIM 0x8 /* Swimming object */ 613#define MOVE_SWIM 0x08 /* Swimming object */
629#define MOVE_BOAT 0x10 /* Boats/sailing */ 614#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616
630#define MOVE_ALL 0x1f /* Mask of all movement types */ 617#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
641 618
642/* typdef here to define type large enough to hold bitmask of 619/* typdef here to define type large enough to hold bitmask of
643 * all movement types. Make one declaration so easy to update. 620 * all movement types. Make one declaration so easy to update.
644 * uint8 is defined yet, so just use what that would define it 621 * uint8 is defined yet, so just use what that would define it
645 * at anyways. 622 * at anyways.
657 * Add check - if type is 0, don't stop anything from moving 634 * Add check - if type is 0, don't stop anything from moving
658 * onto it. 635 * onto it.
659 * 636 *
660 */ 637 */
661#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
663 640
664 641
665#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
666#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
667#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
694#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
695#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
696#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
697 674
698/* for use by the lighting code */ 675/* for use by the lighting code */
699#define MAX_LIGHT_RADII 4 676#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 677 * large values allow objects that can
702 * slow down the game */ 678 * slow down the game */
703#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
704 * practical reason to exceed this */ 680 * practical reason to exceed this */
705#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
731#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
732#define FIRE_DIRECTIONAL 0 708#define FIRE_DIRECTIONAL 0
733#define FIRE_POSITIONAL 1 709#define FIRE_POSITIONAL 1
734 710
735/******************************************************************************/ 711/******************************************************************************/
736
737/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738
739/******************************************************************************/ 713/******************************************************************************/
740
741/* if your monsters start acting wierd, mail me */ 714/* if your monsters start acting wierd, mail me */
742
743/******************************************************************************/ 715/******************************************************************************/
744
745/* the following definitions are for the attack_movement variable in monsters */ 716/* 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*/ 717/* if the attack_variable movement is left out of the monster archetype, or is*/
748
749/* set to zero */ 718/* set to zero */
750
751/* the standard mode of movement from previous versions of crossfire will be */ 719/* 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*/ 720/* 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. */ 721/* 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*/ 722/* 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 */ 723/* ment numbers example a monster that moves in a circle until attacked and */
760
761/* then attacks from a distance: */ 724/* then attacks from a distance: */
762
763/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
764
765/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
766
767/* ------------------- */ 727/* ------------------- */
768
769/* attack_movement = 33 */ 728/* attack_movement = 33 */
770
771/******************************************************************************/ 729/******************************************************************************/
772#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 730#define DISTATT 1 /* move toward a player if far, but mantain some space, */
773 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
774#define RUNATT 2 /* run but attack if player catches up to object */ 732#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 */ 733#define HITRUN 3 /* run to then hit player then run away cyclicly */
809 /* changing directions */ 767 /* changing directions */
810 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
811#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
812#define HI4 240 770#define HI4 240
813 771
814#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
815#define EMPTY_FACE_NAME "empty.111" 773#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"
820 774
821/* 775/*
822 * Defines for the luck/random functions to make things more readable 776 * Defines for the luck/random functions to make things more readable
823 */ 777 */
824 778
914 } 868 }
915 869
916/* Flags for apply_special() */ 870/* Flags for apply_special() */
917enum apply_flag 871enum apply_flag
918{ 872{
919 /* Basic flags, always use one of these */ 873 /* Basic flags/mode, always use one of these */
920 AP_NULL = 0, 874 AP_TOGGLE = 0,
921 AP_APPLY = 1, 875 AP_APPLY = 1,
922 AP_UNAPPLY = 2, 876 AP_UNAPPLY = 2,
923 877
924 AP_BASIC_FLAGS = 15, 878 AP_BASIC_FLAGS = 0x0f,
925 879
926 /* Optional flags, for bitwise or with a basic flag */ 880 /* Optional flags, for bitwise or with a basic flag */
927 AP_NO_MERGE = 16, 881 AP_NO_MERGE = 0x10,
928 AP_IGNORE_CURSE = 32, 882 AP_IGNORE_CURSE = 0x20,
929 AP_PRINT = 64 /* Print what to do, don't actually do it */ 883 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
930 /* Note this is supported in all the functions */ 884 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
931}; 885};
932 886
933/* Bitmask values for 'can_apply_object()' return values. 887/* Bitmask values for 'can_apply_object()' return values.
934 * the CAN_APPLY_ prefix is to just note what function the 888 * the CAN_APPLY_ prefix is to just note what function the
935 * are returned from. 889 * are returned from.
962#define CAN_APPLY_UNAPPLY 0x10 916#define CAN_APPLY_UNAPPLY 0x10
963#define CAN_APPLY_UNAPPLY_MULT 0x20 917#define CAN_APPLY_UNAPPLY_MULT 0x20
964#define CAN_APPLY_UNAPPLY_CHOICE 0x40 918#define CAN_APPLY_UNAPPLY_CHOICE 0x40
965 919
966/* Cut off point of when an object is put on the active list or not */ 920/* Cut off point of when an object is put on the active list or not */
967#define MIN_ACTIVE_SPEED 0.00001 921#define MIN_ACTIVE_SPEED 1e-5
968 922
969/* 923#define RANDOM() (rndm.next () & 0xffffffU)
970 * random() is much better than rand(). If you have random(), use it instead. 924#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)
983 925
984/* Returns the weight of the given object. Note: it does not take the number of 926/* Returns the weight of the given object. Note: it does not take the number of
985 * items (nrof) into account. 927 * items (nrof) into account.
986 */ 928 */
987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1001#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1002#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 944#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__);} 945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1004#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1005 947
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/* 948/*
1020 * Warning! 949 * Warning!
1021 * If you add message types here, don't forget 950 * If you add message types here, don't forget
1022 * to keep the client up to date too! 951 * to keep the client up to date too!
1023 */ 952 */
1024
1025 953
1026/* message types */ 954/* message types */
1027#define MSG_TYPE_BOOK 1 955#define MSG_TYPE_BOOK 1
1028#define MSG_TYPE_CARD 2 956#define MSG_TYPE_CARD 2
1029#define MSG_TYPE_PAPER 3 957#define MSG_TYPE_PAPER 3

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines