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 1.40 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.41 by root, Wed Jan 17 12:36:31 2007 UTC

56 56
57#ifdef __NetBSD__ 57#ifdef __NetBSD__
58# include <sys/param.h> 58# include <sys/param.h>
59#endif 59#endif
60#ifndef MIN 60#ifndef MIN
61# define MIN(x,y) ((x)<(y)?(x):(y)) 61# define MIN(x,y) min (x, y)
62#endif 62#endif
63#ifndef MAX 63#ifndef MAX
64# define MAX(x,y) ((x)>(y)?(x):(y)) 64# define MAX(x,y) max (x, y)
65#endif 65#endif
66 66
67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
68#ifndef NAME_MAX 68#ifndef NAME_MAX
69# define NAME_MAX 255 69# define NAME_MAX 255
440#define FLAG_USE_SHIELD 7 440#define FLAG_USE_SHIELD 7
441 /* Can this creature use a shield? */ 441 /* Can this creature use a shield? */
442 442
443#define FLAG_NO_PICK 8 /* Object can't be picked up */ 443#define FLAG_NO_PICK 8 /* Object can't be picked up */
444 444
445 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
446
447 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
449 449
450 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 450/*#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) */ 451/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452
453#define FLAG_MONSTER 14 /* Will attack players */ 453#define FLAG_MONSTER 14 /* Will attack players */
454#define FLAG_FRIENDLY 15 /* Will help players */ 454#define FLAG_FRIENDLY 15 /* Will help players */
455 455
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
466 466
467 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 467/*#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 */ 468/*#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 */ 469/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
470
472#define FLAG_IS_USED_UP 28 471#define FLAG_IS_USED_UP 28
473 /* When (--food<0) the object will exit */ 472 /* When (--food<0) the object will exit */
474#define FLAG_IDENTIFIED 29 473#define FLAG_IDENTIFIED 29
475 /* Player knows full info about item */ 474 /* Player knows full info about item */
476#define FLAG_REFLECTING 30 475#define FLAG_REFLECTING 30
477 /* Object reflects from walls (lightning) */ 476 /* Object reflects from walls (lightning) */
478#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
479 478
480/* Start of values in flags[1] */
481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 479#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
482#define FLAG_HITBACK 33 /* Object will hit back when hit */ 480#define FLAG_HITBACK 33 /* Object will hit back when hit */
483#define FLAG_STARTEQUIP 34 481#define FLAG_STARTEQUIP 34
484 /* Object was given to player at start */ 482 /* Object was given to player at start */
485#define FLAG_BLOCKSVIEW 35 483#define FLAG_BLOCKSVIEW 35
496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
497#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 495#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 but can still attack at a distance */ 497 but can still attack at a distance */
500 498
501 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 499/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
502 thru this object as if it wasn't there */ 500 thru this object as if it wasn't there */
503 501/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
505 502
506#define FLAG_PICK_UP 48 /* Can pick up */ 503#define FLAG_PICK_UP 48 /* Can pick up */
507#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
508#define FLAG_NO_DROP 50 /* Object can't be dropped */ 505#define FLAG_NO_DROP 50 /* Object can't be dropped */
509#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 506#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
523#define FLAG_READY_BOW 60 /* not implemented yet */ 520#define FLAG_READY_BOW 60 /* not implemented yet */
524#define FLAG_XRAYS 61 /* X-ray vision */ 521#define FLAG_XRAYS 61 /* X-ray vision */
525#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 522#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 */ 523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
527 524
528/* Start of values in flags[2] */
529#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 526#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
531#define FLAG_SLEEP 66 /* NPC is sleeping */ 527#define FLAG_SLEEP 66 /* NPC is sleeping */
532#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 528#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
533#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 529#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
562#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 558#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) */ 559#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
564#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 560#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
565#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 561#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
566 562
567 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
568 564
569/* Start of values in flags[3] */
570#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 565#define FLAG_NO_STEAL 96 /* Item can't be stolen */
571#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 566#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
572 * away (replaces ghosthit) 567 * away (replaces ghosthit)
573 */ 568 */
574#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 569#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
605/* Values can go up to 127 before the size of the flags array in the 600/* Values can go up to 127 before the size of the flags array in the
606 * object structure needs to be enlarged. 601 * object structure needs to be enlarged.
607 * So there are 18 available flags slots 602 * So there are 18 available flags slots
608 */ 603 */
609 604
610
611#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 605#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
621 606
622/* If you add new movement types, you may need to update 607/* If you add new movement types, you may need to update
623 * describe_item() so properly describe those types. 608 * describe_item() so properly describe those types.
624 * change_abil() probably should be updated also. 609 * change_abil() probably should be updated also.
625 */ 610 */
697#define EXIT_Y(xyz) (xyz)->stats.sp 682#define EXIT_Y(xyz) (xyz)->stats.sp
698#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
699#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
700 685
701/* for use by the lighting code */ 686/* for use by the lighting code */
702#define MAX_LIGHT_RADII 4 687#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 688 * large values allow objects that can
705 * slow down the game */ 689 * slow down the game */
706#define MAX_DARKNESS 5 /* maximum map darkness, there is no 690#define MAX_DARKNESS 5 /* maximum map darkness, there is no
707 * practical reason to exceed this */ 691 * practical reason to exceed this */
708#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 692#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
734#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 718#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
735#define FIRE_DIRECTIONAL 0 719#define FIRE_DIRECTIONAL 0
736#define FIRE_POSITIONAL 1 720#define FIRE_POSITIONAL 1
737 721
738/******************************************************************************/ 722/******************************************************************************/
739
740/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 723/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
741
742/******************************************************************************/ 724/******************************************************************************/
743
744/* if your monsters start acting wierd, mail me */ 725/* if your monsters start acting wierd, mail me */
745
746/******************************************************************************/ 726/******************************************************************************/
747
748/* the following definitions are for the attack_movement variable in monsters */ 727/* 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*/ 728/* if the attack_variable movement is left out of the monster archetype, or is*/
751
752/* set to zero */ 729/* set to zero */
753
754/* the standard mode of movement from previous versions of crossfire will be */ 730/* 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*/ 731/* 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. */ 732/* 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*/ 733/* 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 */ 734/* ment numbers example a monster that moves in a circle until attacked and */
763
764/* then attacks from a distance: */ 735/* then attacks from a distance: */
765
766/* CIRCLE1 = 32 */ 736/* CIRCLE1 = 32 */
767
768/* + DISTATT = 1 */ 737/* + DISTATT = 1 */
769
770/* ------------------- */ 738/* ------------------- */
771
772/* attack_movement = 33 */ 739/* attack_movement = 33 */
773
774/******************************************************************************/ 740/******************************************************************************/
775#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 741#define DISTATT 1 /* move toward a player if far, but mantain some space, */
776 /* attack from a distance - good for missile users only */ 742 /* attack from a distance - good for missile users only */
777#define RUNATT 2 /* run but attack if player catches up to object */ 743#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 */ 744#define HITRUN 3 /* run to then hit player then run away cyclicly */
1004#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 970#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1005#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 971#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__);} 972#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1007#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 973#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1008 974
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/* 975/*
1023 * Warning! 976 * Warning!
1024 * If you add message types here, don't forget 977 * If you add message types here, don't forget
1025 * to keep the client up to date too! 978 * to keep the client up to date too!
1026 */ 979 */
1027
1028 980
1029/* message types */ 981/* message types */
1030#define MSG_TYPE_BOOK 1 982#define MSG_TYPE_BOOK 1
1031#define MSG_TYPE_CARD 2 983#define MSG_TYPE_CARD 2
1032#define MSG_TYPE_PAPER 3 984#define MSG_TYPE_PAPER 3

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines