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Comparing deliantra/server/include/define.h (file contents):
Revision 1.38 by root, Thu Jan 11 01:10:01 2007 UTC vs.
Revision 1.59 by root, Sat May 19 00:08:11 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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
23*/ 23 */
24 24
25/* 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 */
26 26
27/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
28 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
32 */ 32 */
33 33
34#ifndef DEFINE_H 34#ifndef DEFINE_H
35#define DEFINE_H 35#define DEFINE_H
36 36
37/*
38 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
39 * Thus the prototypes made by cextract don't get included correctly.
40 */
41#if !defined(__STDC__)
42
43/* Removed # from start of following line. makedepend was picking it up.
44 * The following should still hopefully result in an error.
45 */
46error - Your ANSI C compiler should be defining __STDC__;
47#endif
48
49#include <autoconf.h> 37#include <autoconf.h>
50 38
51#define FONTDIR "" 39#define FONTDIR ""
52#define FONTNAME "" 40#define FONTNAME ""
53 41
54/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
55#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
56 44
57#ifdef __NetBSD__ 45#ifdef __NetBSD__
58# include <sys/param.h> 46# include <sys/param.h>
59#endif 47#endif
60#ifndef MIN 48#ifndef MIN
61# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
62#endif 50#endif
63#ifndef MAX 51#ifndef MAX
64# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
65#endif 53#endif
66 54
67/*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*/
68#ifndef NAME_MAX 56#ifndef NAME_MAX
69# define NAME_MAX 255 57# define NAME_MAX 255
79# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
80#endif 68#endif
81 69
82#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
83#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
84 80
85#define MAX_BUF 1024 81#define MAX_BUF 1024
86 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
87#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
88#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 */
94 90
95#define MAX_NAME 48 91#define MAX_NAME 48
96#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
97 93
98/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
99#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
100#define MAP_ERROR 1 97#define MAP_ERROR 1
101#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
102#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
103 100
104/* TYPE DEFINES */ 101/* TYPE DEFINES */
105 102
106/* 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,
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 275
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */ 277 potions, alchemy, or magic works here (elmex) */
281 278
279#define NUM_TYPES 166 // must be max(type) + 1
280
282/* DEAD TYPES: */ 281/* DEAD TYPES: */
283//#define FBULLET 10 282//#define FBULLET 10
284//#define FBALL 11 283//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19 285//#define CONFUSION 19
296 * misc_object, monster, and spawn_generator 295 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes, 296 * types are not used in any archetypes,
298 * and should perhaps be removed. 297 * and should perhaps be removed.
299 * 298 *
300 * Wed Dec 20 13:35:24 CET 2006: 299 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL. 302 * renamed WALL to BUILDABLE_WALL.
304 */ 303 */
305 304
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
432 431
433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
434#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
435#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
436#define FLAG_FREED 3 /* Object is in the list of free objects */ 435#define FLAG_FREED 3 /* Object is in the list of free objects */
437#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
438#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
439#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
440#define FLAG_USE_SHIELD 7 439#define FLAG_USE_SHIELD 7
441 /* Can this creature use a shield? */ 440 /* Can this creature use a shield? */
442 441
443#define FLAG_NO_PICK 8 /* Object can't be picked up */ 442#define FLAG_NO_PICK 8 /* Object can't be picked up */
444 443
445 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 444/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
446
447 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 445/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446
448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
449 448
450 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 449/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
451
452 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 450/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
451
453#define FLAG_MONSTER 14 /* Will attack players */ 452#define FLAG_MONSTER 14 /* Will attack players */
454#define FLAG_FRIENDLY 15 /* Will help players */ 453#define FLAG_FRIENDLY 15 /* Will help players */
455 454
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
458#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
459 /* Will be applied when created */ 458 /* Will be applied when created */
460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
466 465
467 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
468
469 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
470
471 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469
472#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28
473 /* When (--food<0) the object will exit */ 471 /* When (--food<0) the object will exit */
474#define FLAG_IDENTIFIED 29 472#define FLAG_IDENTIFIED 29
475 /* Player knows full info about item */ 473 /* Player knows full info about item */
476#define FLAG_REFLECTING 30 474#define FLAG_REFLECTING 30
477 /* Object reflects from walls (lightning) */ 475 /* Object reflects from walls (lightning) */
478#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 476#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
479 477
480/* Start of values in flags[1] */
481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 478#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
482#define FLAG_HITBACK 33 /* Object will hit back when hit */ 479#define FLAG_HITBACK 33 /* Object will hit back when hit */
483#define FLAG_STARTEQUIP 34 480#define FLAG_STARTEQUIP 34
484 /* Object was given to player at start */ 481 /* Object was given to player at start */
485#define FLAG_BLOCKSVIEW 35 482#define FLAG_BLOCKSVIEW 35
496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 493#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
497#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 494#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 495#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 but can still attack at a distance */ 496 but can still attack at a distance */
500 497
501 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 498/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
502 thru this object as if it wasn't there */ 499 thru this object as if it wasn't there */
503 500/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
505 501
506#define FLAG_PICK_UP 48 /* Can pick up */ 502#define FLAG_PICK_UP 48 /* Can pick up */
507#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 503#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
508#define FLAG_NO_DROP 50 /* Object can't be dropped */ 504#define FLAG_NO_DROP 50 /* Object can't be dropped */
509#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 505#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
518 /* (Monster) can wear armour/shield/helmet */ 514 /* (Monster) can wear armour/shield/helmet */
519#define FLAG_USE_WEAPON 57 515#define FLAG_USE_WEAPON 57
520 /* (Monster) can wield weapons */ 516 /* (Monster) can wield weapons */
521#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
522#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
523#define FLAG_READY_BOW 60 /* not implemented yet */ 519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
524#define FLAG_XRAYS 61 /* X-ray vision */ 520#define FLAG_XRAYS 61 /* X-ray vision */
525#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
526#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
527 523
528/* Start of values in flags[2] */
529#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 525#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
531#define FLAG_SLEEP 66 /* NPC is sleeping */ 526#define FLAG_SLEEP 66 /* NPC is sleeping */
532#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 527#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
533#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 528#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
546 541
547#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 542#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
548#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
549#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
550 545
551/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 546#define FLAG_PRECIOUS 83 // object is precious (pets)
552#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
553#define FLAG_MAKE_INVIS 85 548#define FLAG_MAKE_INVIS 85
554 /* (Item) gives invisibility when applied */ 549 /* (Item) gives invisibility when applied */
555#define FLAG_INV_LOCKED 86 550#define FLAG_INV_LOCKED 86
556 /* Item will not be dropped from inventory */ 551 /* Item will not be dropped from inventory */
562#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 557#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
563#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 558#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
564#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 559#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
565#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 560#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
566 561
567 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 562/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
568 563
569/* Start of values in flags[3] */
570#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 564#define FLAG_NO_STEAL 96 /* Item can't be stolen */
571#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 565#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
572 * away (replaces ghosthit) 566 * away (replaces ghosthit)
573 */ 567 */
574#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 568#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
592#define FLAG_IS_WATER 107 586#define FLAG_IS_WATER 107
593#define FLAG_CONTENT_ON_GEN 108 587#define FLAG_CONTENT_ON_GEN 108
594#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
595#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 589#define FLAG_IS_BUILDABLE 110 /* Can build on item */
596#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 590#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
597#define FLAG_NO_SAVE 112 // item doesn't get saved with map 591#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
598 592
599#define NUM_FLAGS 113 /* Should always be equal to the last 593#define NUM_FLAGS 113 /* Should always be equal to the last
600 * defined flag + 1. If you change this, 594 * defined flag + 1. If you change this,
601 * make sure you update the flag_links 595 * make sure you update the flag_links
602 * in common/loader.l 596 * in common/loader.l
605/* Values can go up to 127 before the size of the flags array in the 599/* Values can go up to 127 before the size of the flags array in the
606 * object structure needs to be enlarged. 600 * object structure needs to be enlarged.
607 * So there are 18 available flags slots 601 * So there are 18 available flags slots
608 */ 602 */
609 603
610
611#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 604#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
612
613#if 0
614
615/* These should no longer be needed - access move_slow_penalty
616 * directly.
617 */
618# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
619# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
620#endif
621 605
622/* If you add new movement types, you may need to update 606/* If you add new movement types, you may need to update
623 * describe_item() so properly describe those types. 607 * describe_item() so properly describe those types.
624 * change_abil() probably should be updated also. 608 * change_abil() probably should be updated also.
625 */ 609 */
626#define MOVE_WALK 0x1 /* Object walks */ 610#define MOVE_WALK 0x01 /* Object walks */
627#define MOVE_FLY_LOW 0x2 /* Low flying object */ 611#define MOVE_FLY_LOW 0x02 /* Low flying object */
628#define MOVE_FLY_HIGH 0x4 /* High flying object */ 612#define MOVE_FLY_HIGH 0x04 /* High flying object */
629#define MOVE_FLYING 0x6 613#define MOVE_FLYING 0x06
630 /* Combo of fly_low and fly_high */ 614 /* Combo of fly_low and fly_high */
631#define MOVE_SWIM 0x8 /* Swimming object */ 615#define MOVE_SWIM 0x08 /* Swimming object */
632#define MOVE_BOAT 0x10 /* Boats/sailing */ 616#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
618
633#define MOVE_ALL 0x1f /* Mask of all movement types */ 619#define MOVE_ALL 0x3f /* Mask of all movement types */
634
635/* the normal assumption is that objects are walking/flying.
636 * 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
638 * expect as more movement types show up, this is likely to get
639 * updated. Basically, this is the default for spaces that allow
640 * movement - anything but swimming right now. If you really
641 * want nothing at all, then can always set move_block to 0
642 */
643#define MOVE_BLOCK_DEFAULT MOVE_SWIM
644 620
645/* typdef here to define type large enough to hold bitmask of 621/* typdef here to define type large enough to hold bitmask of
646 * all movement types. Make one declaration so easy to update. 622 * all movement types. Make one declaration so easy to update.
647 * uint8 is defined yet, so just use what that would define it 623 * uint8 is defined yet, so just use what that would define it
648 * at anyways. 624 * at anyways.
660 * Add check - if type is 0, don't stop anything from moving 636 * Add check - if type is 0, don't stop anything from moving
661 * onto it. 637 * onto it.
662 * 638 *
663 */ 639 */
664#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 640#define OB_TYPE_MOVE_BLOCK(ob1, type) \
665 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 641 ((type) && (ob1->move_type & type) == ob1->move_type)
666 642
667 643
668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 644#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 645#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 646#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
697#define EXIT_Y(xyz) (xyz)->stats.sp 673#define EXIT_Y(xyz) (xyz)->stats.sp
698#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 674#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
699#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 675#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
700 676
701/* for use by the lighting code */ 677/* for use by the lighting code */
702#define MAX_LIGHT_RADII 4 678#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
703 /* max radii for 'light' object, really
704 * large values allow objects that can 679 * large values allow objects that can
705 * slow down the game */ 680 * slow down the game */
706#define MAX_DARKNESS 5 /* maximum map darkness, there is no 681#define MAX_DARKNESS 5 /* maximum map darkness, there is no
707 * practical reason to exceed this */ 682 * practical reason to exceed this */
708#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 683#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
734#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 709#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
735#define FIRE_DIRECTIONAL 0 710#define FIRE_DIRECTIONAL 0
736#define FIRE_POSITIONAL 1 711#define FIRE_POSITIONAL 1
737 712
738/******************************************************************************/ 713/******************************************************************************/
739
740/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 714/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
741
742/******************************************************************************/ 715/******************************************************************************/
743
744/* if your monsters start acting wierd, mail me */ 716/* if your monsters start acting wierd, mail me */
745
746/******************************************************************************/ 717/******************************************************************************/
747
748/* the following definitions are for the attack_movement variable in monsters */ 718/* the following definitions are for the attack_movement variable in monsters */
749
750/* if the attack_variable movement is left out of the monster archetype, or is*/ 719/* if the attack_variable movement is left out of the monster archetype, or is*/
751
752/* set to zero */ 720/* set to zero */
753
754/* the standard mode of movement from previous versions of crossfire will be */ 721/* the standard mode of movement from previous versions of crossfire will be */
755
756/* used. the upper four bits of movement data are not in effect when the monst*/ 722/* used. the upper four bits of movement data are not in effect when the monst*/
757
758/* er has an enemy. these should only be used for non agressive monsters. */ 723/* er has an enemy. these should only be used for non agressive monsters. */
759
760/* to program a monsters movement add the attack movement numbers to the movem*/ 724/* to program a monsters movement add the attack movement numbers to the movem*/
761
762/* ment numbers example a monster that moves in a circle until attacked and */ 725/* ment numbers example a monster that moves in a circle until attacked and */
763
764/* then attacks from a distance: */ 726/* then attacks from a distance: */
765
766/* CIRCLE1 = 32 */ 727/* CIRCLE1 = 32 */
767
768/* + DISTATT = 1 */ 728/* + DISTATT = 1 */
769
770/* ------------------- */ 729/* ------------------- */
771
772/* attack_movement = 33 */ 730/* attack_movement = 33 */
773
774/******************************************************************************/ 731/******************************************************************************/
775#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 732#define DISTATT 1 /* move toward a player if far, but mantain some space, */
776 /* attack from a distance - good for missile users only */ 733 /* attack from a distance - good for missile users only */
777#define RUNATT 2 /* run but attack if player catches up to object */ 734#define RUNATT 2 /* run but attack if player catches up to object */
778#define HITRUN 3 /* run to then hit player then run away cyclicly */ 735#define HITRUN 3 /* run to then hit player then run away cyclicly */
814#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 771#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
815#define HI4 240 772#define HI4 240
816 773
817#define BLANK_FACE_NAME "blank.x11" 774#define BLANK_FACE_NAME "blank.x11"
818#define EMPTY_FACE_NAME "empty.x11" 775#define EMPTY_FACE_NAME "empty.x11"
819#define DARK_FACE1_NAME "dark1.x11"
820#define DARK_FACE2_NAME "dark2.x11"
821#define DARK_FACE3_NAME "dark3.x11"
822#define SMOOTH_FACE_NAME "default_smoothed.111"
823 776
824/* 777/*
825 * Defines for the luck/random functions to make things more readable 778 * Defines for the luck/random functions to make things more readable
826 */ 779 */
827 780
917 } 870 }
918 871
919/* Flags for apply_special() */ 872/* Flags for apply_special() */
920enum apply_flag 873enum apply_flag
921{ 874{
922 /* Basic flags, always use one of these */ 875 /* Basic flags/mode, always use one of these */
923 AP_NULL = 0, 876 AP_TOGGLE = 0,
924 AP_APPLY = 1, 877 AP_APPLY = 1,
925 AP_UNAPPLY = 2, 878 AP_UNAPPLY = 2,
926 879
927 AP_BASIC_FLAGS = 15, 880 AP_BASIC_FLAGS = 0x0f,
928 881
929 /* Optional flags, for bitwise or with a basic flag */ 882 /* Optional flags, for bitwise or with a basic flag */
930 AP_NO_MERGE = 16, 883 AP_NO_MERGE = 0x10,
931 AP_IGNORE_CURSE = 32, 884 AP_IGNORE_CURSE = 0x20,
932 AP_PRINT = 64 /* Print what to do, don't actually do it */ 885 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
933 /* Note this is supported in all the functions */ 886 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
934}; 887};
935 888
936/* Bitmask values for 'can_apply_object()' return values. 889/* Bitmask values for 'can_apply_object()' return values.
937 * the CAN_APPLY_ prefix is to just note what function the 890 * the CAN_APPLY_ prefix is to just note what function the
938 * are returned from. 891 * are returned from.
967#define CAN_APPLY_UNAPPLY_CHOICE 0x40 920#define CAN_APPLY_UNAPPLY_CHOICE 0x40
968 921
969/* Cut off point of when an object is put on the active list or not */ 922/* Cut off point of when an object is put on the active list or not */
970#define MIN_ACTIVE_SPEED 1e-5 923#define MIN_ACTIVE_SPEED 1e-5
971 924
972/* 925#define RANDOM() (rndm.next () & 0xffffffU)
973 * random() is much better than rand(). If you have random(), use it instead. 926#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
974 * You shouldn't need to change any of this
975 *
976 * 0.93.3: It looks like linux has random (previously, it was set below
977 * to use rand). Perhaps old version of linux lack rand? IF you run into
978 * problems, add || defined(__linux__) the #if immediately below.
979 *
980 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
981 * here.
982 */
983
984#define RANDOM() random()
985#define SRANDOM(xyz) srandom(xyz)
986 927
987/* Returns the weight of the given object. Note: it does not take the number of 928/* Returns the weight of the given object. Note: it does not take the number of
988 * items (nrof) into account. 929 * items (nrof) into account.
989 */ 930 */
990#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 931#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1004#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 945#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1005#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 946#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1006#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 947#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1007#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 948#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1008 949
1009 /* You may uncomment following define to check sanity of code.
1010 * But use as debug only (loses all speed gained by those macros)
1011 */
1012
1013/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1014 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1015
1016
1017
1018
1019
1020
1021
1022/* 950/*
1023 * Warning! 951 * Warning!
1024 * If you add message types here, don't forget 952 * If you add message types here, don't forget
1025 * to keep the client up to date too! 953 * to keep the client up to date too!
1026 */ 954 */
1027
1028 955
1029/* message types */ 956/* message types */
1030#define MSG_TYPE_BOOK 1 957#define MSG_TYPE_BOOK 1
1031#define MSG_TYPE_CARD 2 958#define MSG_TYPE_CARD 2
1032#define MSG_TYPE_PAPER 3 959#define MSG_TYPE_PAPER 3

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