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Comparing deliantra/server/include/define.h (file contents):
Revision 1.42 by root, Thu Jan 18 19:32:37 2007 UTC vs.
Revision 1.145 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* This file is best viewed with a window width of about 100 character */ 26/* This file is best viewed with a window width of about 100 character */
26 27
27/* This file is really too large. With all the .h files 28/* This file is really too large. With all the .h files
32 */ 33 */
33 34
34#ifndef DEFINE_H 35#ifndef DEFINE_H
35#define DEFINE_H 36#define DEFINE_H
36 37
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> 38#include <autoconf.h>
50 39
51#define FONTDIR "" 40#define FONTDIR ""
52#define FONTNAME "" 41#define FONTNAME ""
53
54/* Decstations have trouble with fabs()... */
55#define FABS(x) ((x)<0?-(x):(x))
56 42
57#ifdef __NetBSD__ 43#ifdef __NetBSD__
58# include <sys/param.h> 44# include <sys/param.h>
59#endif 45#endif
60#ifndef MIN
61# define MIN(x,y) min (x, y)
62#endif
63#ifndef MAX
64# define MAX(x,y) max (x, y)
65#endif
66 46
67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 47#define MAXNUMLEVELS 256 // maximum number of levels possible
68#ifndef NAME_MAX 48#define MAXLEVEL_TREASURE 115 // for treasure calculations only
69# define NAME_MAX 255
70#endif
71 49
72/* MAX3 is basically like MAX, but instead does 3 values. */ 50// maximum length of an object name in the protocol
73#ifndef MAX3 51#define NAME_LEN 127
74# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
75#endif
76
77/* MIN3 is basically like MIN, but instead does 3 values. */
78#ifndef MIN3
79# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
80#endif
81 52
82#define MAX_STAT 30 /* The maximum legal value of any stat */ 53#define MAX_STAT 30 /* The maximum legal value of any stat */
83#define MIN_STAT 1 /* The minimum legal value of any stat */ 54#define MIN_STAT 1 /* The minimum legal value of any stat */
84 55
56#define MAX_FOOD 999
57
58//TODO: not only use more reasonable values, also enforce them
59#define MIN_WC -120
60#define MAX_WC 120
61#define MIN_AC -120
85#define MAX_BUF 1024 62#define MAX_AC 120
86 /* Used for all kinds of things */ 63#define MIN_DAM 0
87#define VERY_BIG_BUF 2048 64#define MAX_DAM 200
88#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 65#define MIN_DIGESTION -35
89#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 66#define MAX_DIGESTION 70
90 67
91#define FONTSIZE 3000 /* Max chars in font */ 68#define MAX_BUF 1024 /* Used for all kinds of things */
92
93#define MAX_ANIMATIONS 256
94 69
95#define MAX_NAME 48 70#define MAX_NAME 48
96#define MAX_EXT_TITLE 98
97 71
98/* Fatal variables: */ 72#define ATTUNE_REPELL 16 // levels diff for attune/repell
99#define OUT_OF_MEMORY 0
100#define MAP_ERROR 1
101#define ARCHTABLE_TOO_SMALL 2
102#define TOO_MANY_ERRORS 3
103 73
104/* TYPE DEFINES */ 74/* TYPE DEFINES */
105 75
106/* Only add new values to this list if somewhere in the program code, 76/* Only add new values to this list if somewhere in the program code,
107 * it is actually needed. Just because you add a new monster does not 77 * it is actually needed. Just because you add a new monster does not
126#define POTION 5 96#define POTION 5
127#define FOOD 6 97#define FOOD 6
128#define POISON 7 98#define POISON 7
129#define BOOK 8 99#define BOOK 8
130#define CLOCK 9 100#define CLOCK 9
131 101#define VEIN 10 // deliantra: mineral/ore/whatever vein
102#define RANGED 11 // deliantra: other range item (skill based)
103#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
132#define ARROW 13 104#define ARROW 13
133#define BOW 14 105#define BOW 14
134#define WEAPON 15 106#define WEAPON 15
135#define ARMOUR 16 107#define ARMOUR 16
136#define PEDESTAL 17 108#define PEDESTAL 17
137#define ALTAR 18 109#define ALTAR 18
138 110#define T_MATCH 19
139#define LOCKED_DOOR 20 111#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 112#define SPECIAL_KEY 21
141#define MAP 22 113#define MAP 22
142#define DOOR 23 114#define DOOR 23
143#define KEY 24 115#define KEY 24
144 116#define PHYSICS 25 // deliantra: "things that move"
145#define TIMED_GATE 26 117#define TIMED_GATE 26
146#define TRIGGER 27 118#define TRIGGER 27
147#define GRIMREAPER 28 119#define GRIMREAPER 28
148#define MAGIC_EAR 29 120#define MAGIC_EAR 29
149#define TRIGGER_BUTTON 30 121#define TRIGGER_BUTTON 30
158#define AMULET 39 130#define AMULET 39
159#define PLAYERMOVER 40 131#define PLAYERMOVER 40
160#define TELEPORTER 41 132#define TELEPORTER 41
161#define CREATOR 42 133#define CREATOR 42
162#define SKILL 43 /* also see SKILL_TOOL (74) below */ 134#define SKILL 43 /* also see SKILL_TOOL (74) below */
163 135#define IDENTIFY_ALTAR 44
164#define EARTHWALL 45 136#define EARTHWALL 45
165#define GOLEM 46 137#define GOLEM 46
166 138#define DEEP_SWAMP 47
167#define THROWN_OBJ 48 139#define THROWN_OBJ 48
168#define BLINDNESS 49 140#define BLINDNESS 49
169#define GOD 50 141#define GOD 50
170#define DETECTOR 51 /* peterm: detector is an object 142#define DETECTOR 51 /* peterm: detector is an object
171 * which notices the presense of 143 * which notices the presense of
186 158
187#define PEACEMAKER 59 /* Object owned by a player which can convert 159#define PEACEMAKER 59 /* Object owned by a player which can convert
188 * a monster into a peaceful being incapable of attack. 160 * a monster into a peaceful being incapable of attack.
189 */ 161 */
190#define GEM 60 162#define GEM 60
191 163#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
192#define FIREWALL 62 164#define FIREWALL 62
193#define ANVIL 63 165#define ANVIL 63
194#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 166#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 167#define MOOD_FLOOR 65 /*
196 * values of last_sp set how to change: 168 * values of last_sp set how to change:
197 * 0 = furious, all monsters become aggressive 169 * 0 = furious, all monsters become aggressive
198 * 1 = angry, all but friendly become aggressive 170 * 1 = angry, all but friendly become aggressive
199 * 2 = calm, all aggressive monsters calm down 171 * 2 = calm, all aggressive monsters calm down
200 * 3 = sleep, all monsters fall asleep 172 * 3 = sleep, all monsters fall asleep
201 * 4 = charm, monsters become pets */ 173 * 4 = charm, monsters become pets
174 * 5 = destroy monsters
175 * 6 = destroy pets / friendlies
176 */
202#define EXIT 66 177#define EXIT 66
203#define ENCOUNTER 67 178#define ENCOUNTER 67
204#define SHOP_FLOOR 68 179#define SHOP_FLOOR 68
205#define SHOP_MAT 69 180#define SHOP_MAT 69
206#define RING 70 181#define RING 70
207#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 182//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
208#define FLESH 72 /* animal 'body parts' -b.t. */ 183#define FLESH 72 /* animal 'body parts' -b.t. */
209#define INORGANIC 73 /* metals and minerals */ 184#define INORGANIC 73 /* metals and minerals */
210#define SKILL_TOOL 74 /* Allows the use of a skill */ 185#define SKILL_TOOL 74 /* Allows the use of a skill */
211#define LIGHTER 75 186#define LIGHTER 75
212 187//76
213#define BUILDABLE_WALL 77 /* this is a buildable wall */ 188#define BUILDABLE_WALL 77 /* this is a buildable wall */
214 189//78
215
216#define MISC_OBJECT 79 /* misc. objects are for objects without a function 190#define MISC_OBJECT 79 /* misc. objects are for objects without a function
217 in the engine. Like statues, clocks, chairs,... 191 in the engine. Like statues, clocks, chairs,...
218 If perhaps we create a function where we can sit 192 If perhaps we create a function where we can sit
219 on chairs, we create a new type and remove all 193 on chairs, we create a new type and remove all
220 chairs from here. */ 194 chairs from here. */
221 195//80
196#define TORCH 81 /* a torch */
222#define LAMP 82 /* a lamp */ 197#define LAMP 82 /* a lamp */
223#define DUPLICATOR 83 /* duplicator/multiplier object */ 198#define DUPLICATOR 83 /* duplicator/multiplier object */
224 199//84
225#define SPELLBOOK 85 200#define SPELLBOOK 85
226 201//86
227#define CLOAK 87 202#define CLOAK 87
228 203#define MAPSCRIPT 88 /* A perl-scripted connectable */
204#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
205 potions, alchemy, or magic works here (elmex) */
229#define SPINNER 90 206#define SPINNER 90
230#define GATE 91 207#define GATE 91
231#define BUTTON 92 208#define BUTTON 92
232#define CF_HANDLE 93 209#define T_HANDLE 93
233#define HOLE 94 210#define HOLE 94
234#define TRAPDOOR 95 211#define TRAPDOOR 95
235 212#define RUNE 96
213#define TRAP 97
236#define SIGN 98 214#define SIGN 98
237#define BOOTS 99 215#define BOOTS 99
238#define GLOVES 100 216#define GLOVES 100
239#define SPELL 101 217#define SPELL 101
240#define SPELL_EFFECT 102 218#define SPELL_EFFECT 102
241#define CONVERTER 103 219#define CONVERTER 103
242#define BRACERS 104 220#define BRACERS 104
243#define POISONING 105 221#define POISONING 105
244#define SAVEBED 106 222#define SAVEBED 106
245 223#define DISEASE 107
224#define SYMPTOM 108
246#define WAND 109 225#define WAND 109
247 226#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248#define SCROLL 111 227#define SCROLL 111
249#define DIRECTOR 112 228#define DIRECTOR 112
250#define GIRDLE 113 229#define GIRDLE 113
251#define FORCE 114 230#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 231#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 232#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254 233#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
234#define POWER_CRYSTAL 118
235#define CORPSE 119
236//120
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 237#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122 238#define CONTAINER 122
257#define ARMOUR_IMPROVER 123 239#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124 240#define WEAPON_IMPROVER 124
259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */ 241#define BUILDER 125 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */ 242#define MATERIAL 126 /* Material for building */
276 243
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 244#define NUM_TYPES 127 // must be max(type) + 1
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295/* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308//#define MONSTER 80 /* yes, thats a real, living creature */
309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310//#define TOOL 84 /* a tool for building objects */
311//#define BUILDFAC 86 /* facilities for building objects */
312//#define CONE 88
313//#define AURA 89 /* aura spell object */
314//#define WORD_OF_RECALL 96
315//#define PARAIMAGE 97
316//#define POISONCLOUD 107
317//#define FIREHOLES 108
318//#define ABILITY 110
319/* unused: 125 - 129
320 * type 125 was MONEY_CHANGER
321 */
322//#define CANCELLATION 141 /* not used with new spell code */
323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
324//#define SWARM_SPELL 153
325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
326//#define QUEST 164 /* See below for subtypes */
327 245
328/* END TYPE DEFINE */ 246/* END TYPE DEFINE */
329 247
248typedef std::bitset<NUM_TYPES> typeset;
249
250/* These are the items that currently can change digestion, regeneration,
251 * spell point recovery and mana point recovery. Seems sort of an arbitary
252 * list, but other items store other info into stats array.
253 * As a special exception, bows use stats.sp for their own purposes.
254 */
255static const struct digest_types : typeset
256{
257 digest_types ()
258 {
259 set (WEAPON);
260 set (BOW);
261 set (ARMOUR);
262 set (HELMET);
263 set (SHIELD);
264 set (RING);
265 set (BOOTS);
266 set (GLOVES);
267 set (AMULET);
268 set (GIRDLE);
269 set (BRACERS);
270 set (CLOAK);
271 set (DISEASE);
272 set (FORCE);
273 set (SKILL);
274 }
275} digest_types;
276
330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 277// maximum supported subtype number + 1, can be increased to 256
278// currently (2007-09) in use: 50
279#define NUM_SUBTYPES 64
331 280
332/* Subtypes for BUILDER */ 281/* Subtypes for BUILDER */
333#define ST_BD_BUILD 1 /* Builds an item */ 282#define ST_BD_BUILD 1 /* Builds an item */
334#define ST_BD_REMOVE 2 /* Removes an item */ 283#define ST_BD_REMOVE 2 /* Removes an item */
335 284
336/* Subtypes for MATERIAL */ 285/* Subtypes for MATERIAL */
337#define ST_MAT_FLOOR 1 /* Floor */ 286#define ST_MAT_FLOOR 1 /* Floor */
338#define ST_MAT_WALL 2 /* Wall */ 287#define ST_MAT_WALL 2 /* Wall */
339#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 288#define ST_MAT_ITEM 3 /* All other items, including doors & such */
289#define ST_MAT_QUAD 4 /* Quad build material */
340 290
341/* definitions for weapontypes */ 291/* definitions for weapontypes */
342 292
343#define WEAP_HIT 0 /* the basic */ 293#define WEAP_HIT 0 /* the basic */
344#define WEAP_SLASH 1 /* slash */ 294#define WEAP_SLASH 1 /* slash */
370#define PU_NOTHING 0x00000000 320#define PU_NOTHING 0x00000000
371 321
372#define PU_DEBUG 0x10000000 322#define PU_DEBUG 0x10000000
373#define PU_INHIBIT 0x20000000 323#define PU_INHIBIT 0x20000000
374#define PU_STOP 0x40000000 324#define PU_STOP 0x40000000
375#define PU_NEWMODE 0x80000000 325#define PU_ENABLE 0x80000000 // used to distinguish value density
376 326
377#define PU_RATIO 0x0000000F 327#define PU_RATIO 0x0000000F
378 328
379#define PU_FOOD 0x00000010 329#define PU_FOOD 0x00000010
380#define PU_DRINK 0x00000020 330#define PU_DRINK 0x00000020
406#define PU_FLESH 0x04000000 356#define PU_FLESH 0x04000000
407 357
408 358
409/* Instead of using arbitrary constants for indexing the 359/* Instead of using arbitrary constants for indexing the
410 * freearr, add these values. <= SIZEOFFREE1 will get you 360 * freearr, add these values. <= SIZEOFFREE1 will get you
411 * within 1 space. <= SIZEOFFREE2 wll get you withing 361 * within 1 space. <= SIZEOFFREE2 wll get you withing
412 * 2 spaces, and the entire array (< SIZEOFFREE) is 362 * 2 spaces, and the entire array (< SIZEOFFREE) is
413 * three spaces 363 * three spaces
414 */ 364 */
365#define SIZEOFFREE0 0
415#define SIZEOFFREE1 8 366#define SIZEOFFREE1 8
416#define SIZEOFFREE2 24 367#define SIZEOFFREE2 24
368#define SIZEOFFREE3 48
417#define SIZEOFFREE 49 369#define SIZEOFFREE 49
418 370
419#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 371#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
420 372
421/* 373/*
422 * If any FLAG's are added or changed, make sure the flag_names structure in 374 * If any FLAG's are added or changed, make sure the flag_names structure in
423 * common/loader.l is updated. 375 * common/loader.C is updated.
424 */ 376 */
425
426/* Basic routines to do above */
427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
430 377
431/* the flags */ 378/* the flags */
432 379
433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 380#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
434#define FLAG_WIZ 1 /* Object has special privilegies */ 381#define FLAG_WIZ 1 /* Object has special privilegies */
435#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 382#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
436#define FLAG_FREED 3 /* Object is in the list of free objects */ 383#define FLAG_FREED 3 /* Object is in the list of free objects */
437#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 384#define FLAG_WIZLOOK 4 /* disable los and lighting */
438#define FLAG_APPLIED 5 /* Object is ready for use by living */ 385#define FLAG_APPLIED 5 /* Object is ready for use by living */
439#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 386#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
440#define FLAG_USE_SHIELD 7 387#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
441 /* Can this creature use a shield? */
442
443#define FLAG_NO_PICK 8 /* Object can't be picked up */ 388#define FLAG_NO_PICK 8 /* Object can't be picked up */
444 389#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 390/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 391#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
449
450/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
451/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 393/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452 394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
453#define FLAG_MONSTER 14 /* Will attack players */ 395#define FLAG_MONSTER 14 /* Will attack players */
454#define FLAG_FRIENDLY 15 /* Will help players */ 396#define FLAG_FRIENDLY 15 /* Will help players */
455
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 397#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 398#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
458#define FLAG_AUTO_APPLY 18 399#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
459 /* Will be applied when created */ 400#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 401#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 402#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 403#define FLAG_CAN_ROLL 22 /* Object can be rolled */
464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 404#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 405#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
466
467/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
468/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
469/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 408/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
470 409#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
471#define FLAG_IS_USED_UP 28 410#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
472 /* When (--food<0) the object will exit */ 411#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
473#define FLAG_IDENTIFIED 29 412#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
474 /* Player knows full info about item */
475#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */
477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
478
479#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 413#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
480#define FLAG_HITBACK 33 /* Object will hit back when hit */ 414#define FLAG_HITBACK 33 /* Object will hit back when hit */
481#define FLAG_STARTEQUIP 34 415#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
482 /* Object was given to player at start */ 416#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
483#define FLAG_BLOCKSVIEW 35
484 /* Object blocks view */
485#define FLAG_UNDEAD 36 /* Monster is undead */ 417#define FLAG_UNDEAD 36 /* Monster is undead */
486#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 418#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
487#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 419#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
488#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 420#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
489 421#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
490#define FLAG_REFL_SPELL 40
491 /* Spells (some) will reflect from object */
492#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 422#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
493#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 423//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 424#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
495#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 425#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 426#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
497 but can still attack at a distance */ 427 but can still attack at a distance */
498
499/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 428/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
500 thru this object as if it wasn't there */ 429 thru this object as if it wasn't there */
501/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 430/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
502
503#define FLAG_PICK_UP 48 /* Can pick up */ 431#define FLAG_PICK_UP 48 /* Can pick up */
504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 432#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
505#define FLAG_NO_DROP 50 /* Object can't be dropped */ 433#define FLAG_NO_DROP 50 /* Object can't be dropped */
506#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 434#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
507#define FLAG_CAST_SPELL 52 435#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
508 /* (Monster) can learn and cast spells */ 436#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
509#define FLAG_USE_SCROLL 53
510 /* (Monster) can read scroll */
511#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 437#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
512#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 438#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
513 439#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
514#define FLAG_USE_ARMOUR 56 440#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
515 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_WEAPON 57
517 /* (Monster) can wield weapons */
518#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 441#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
519#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 442#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
520#define FLAG_READY_BOW 60 /* not implemented yet */ 443#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
521#define FLAG_XRAYS 61 /* X-ray vision */ 444#define FLAG_XRAYS 61 /* X-ray vision */
522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 445#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 446#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
524
525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 447#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
526#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 448#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
527#define FLAG_SLEEP 66 /* NPC is sleeping */ 449#define FLAG_SLEEP 66 /* NPC is sleeping */
528#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 450#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
529#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 451#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
530#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 452#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
531#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 453#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
532#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 454#define FLAG_STEALTH 71 /* Will wake monsters with less range */
533
534#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 455#define FLAG_WIZPASS 72 /* The wizard can go through walls */
535#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 456#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
536#define FLAG_CURSED 74 /* The object is cursed */ 457#define FLAG_CURSED 74 /* The object is cursed */
537#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 458#define FLAG_DAMNED 75 /* The object is _very_ cursed */
538#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 459#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
539#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 460#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
540#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 461#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
541#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 462#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
542
543#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 463#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
544#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 464#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
545#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 465#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546 466#define FLAG_PRECIOUS 83 // object is precious (pets)
547/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
548#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 467#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
549#define FLAG_MAKE_INVIS 85 468#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
550 /* (Item) gives invisibility when applied */ 469#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
551#define FLAG_INV_LOCKED 86
552 /* Item will not be dropped from inventory */
553#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 470#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
554
555#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 471#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
556#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 472#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
557#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 473#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
558#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 474#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
559#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 475#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
560#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 476#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
561#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 477#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
562
563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 478/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
564
565#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 479#define FLAG_NO_STEAL 96 /* Item can't be stolen */
566#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 480#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
567 * away (replaces ghosthit) 481 * away (replaces ghosthit)
568 */ 482 */
569#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 483#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
570 * detect cases were the server is trying
571 * to send an upditem when we have not
572 * actually sent the item.
573 */ 484
574
575#define FLAG_BERSERK 99 /* monster will attack closest living 485#define FLAG_BERSERK 99 /* monster will attack closest living
576 object */ 486 object */
577#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 487#define FLAG_NEUTRAL 100 /* monster is from type neutral */
578#define FLAG_NO_ATTACK 101 /* monster don't attack */ 488#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
579#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 489#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
580#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 490#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
581 * load_original_map() */ 491 * load_original_map() */
582#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 492#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
583 * the overlay, and is not subject to
584 * decay. */
585#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 493#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
586#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 494#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
587#define FLAG_IS_WATER 107 495#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
588#define FLAG_CONTENT_ON_GEN 108 496#define FLAG_CONTENT_ON_GEN 108
589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 497#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
590#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 498#define FLAG_IS_BUILDABLE 110 /* Can build on item */
591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 499#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map 500#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502 * (for the quads world for instance)
503 */
593 504
505// temporary assignments
506#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507
594#define NUM_FLAGS 113 /* Should always be equal to the last 508#define NUM_FLAGS 115 /* Should always be equal to the last
595 * defined flag + 1. If you change this, 509 * defined flag + 1.
596 * make sure you update the flag_links
597 * in common/loader.l
598 */ 510 */
599
600/* Values can go up to 127 before the size of the flags array in the
601 * object structure needs to be enlarged.
602 * So there are 18 available flags slots
603 */
604
605#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
606 511
607/* If you add new movement types, you may need to update 512/* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types. 513 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also. 514 * change_abil() probably should be updated also.
610 */ 515 */
611#define MOVE_WALK 0x1 /* Object walks */ 516#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_LOW 0x2 /* Low flying object */ 517#define MOVE_FLY_LOW 0x02 /* Low flying object */
613#define MOVE_FLY_HIGH 0x4 /* High flying object */ 518#define MOVE_FLY_HIGH 0x04 /* High flying object */
614#define MOVE_FLYING 0x6
615 /* Combo of fly_low and fly_high */
616#define MOVE_SWIM 0x8 /* Swimming object */ 519#define MOVE_SWIM 0x08 /* Swimming object */
617#define MOVE_BOAT 0x10 /* Boats/sailing */ 520#define MOVE_BOAT 0x10 /* Boats/sailing */
521#define MOVE_SHIP 0x20 /* boats suitable for oceans */
522
523#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
618#define MOVE_ALL 0x1f /* Mask of all movement types */ 524#define MOVE_ALL 0x3f /* Mask of all movement types */
619
620/* the normal assumption is that objects are walking/flying.
621 * So often we don't want to block movement, but still don't want
622 * to allow all types (swimming is rather specialized) - I also
623 * expect as more movement types show up, this is likely to get
624 * updated. Basically, this is the default for spaces that allow
625 * movement - anything but swimming right now. If you really
626 * want nothing at all, then can always set move_block to 0
627 */
628#define MOVE_BLOCK_DEFAULT MOVE_SWIM
629 525
630/* typdef here to define type large enough to hold bitmask of 526/* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update. 527 * all movement types. Make one declaration so easy to update.
632 * uint8 is defined yet, so just use what that would define it
633 * at anyways.
634 */ 528 */
635typedef unsigned char MoveType; 529typedef unsigned char MoveType;
636 530
637/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 531/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
638 * Basically, ob2 has to block all of ob1 movement types. 532 * Basically, ob2 has to block all of ob1 movement types.
642 536
643/* Basic macro to see if if ob1 can not move onto a space based 537/* Basic macro to see if if ob1 can not move onto a space based
644 * on the 'type' move_block parameter 538 * on the 'type' move_block parameter
645 * Add check - if type is 0, don't stop anything from moving 539 * Add check - if type is 0, don't stop anything from moving
646 * onto it. 540 * onto it.
647 * 541 *
648 */ 542 */
649#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 543#define OB_TYPE_MOVE_BLOCK(ob1, type) \
650 ((type) && (ob1->move_type & type) == ob1->move_type) 544 ((type) && (ob1->move_type & type) == ob1->move_type)
651 545
652
653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 546#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
656
657/* Note: These values are only a default value, resizing can change them */
658#define INV_SIZE 12 /* How many items can be viewed in inventory */
659#define LOOK_SIZE 6 /* ditto, but for the look-window */
660#define MAX_INV_SIZE 40 /* For initializing arrays */
661#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
662
663#define EDITABLE(xyz) ((xyz)->arch->editable)
664
665#define E_MONSTER 0x00000001
666#define E_EXIT 0x00000002
667#define E_TREASURE 0x00000004
668#define E_BACKGROUND 0x00000008
669#define E_DOOR 0x00000010
670#define E_SPECIAL 0x00000020
671#define E_SHOP 0x00000040
672#define E_NORMAL 0x00000080
673#define E_FALSE_WALL 0x00000100
674#define E_WALL 0x00000200
675#define E_EQUIPMENT 0x00000400
676#define E_OTHER 0x00000800
677#define E_ARTIFACT 0x00001000
678 547
679#define EXIT_PATH(xyz) (xyz)->slaying 548#define EXIT_PATH(xyz) (xyz)->slaying
680#define EXIT_LEVEL(xyz) (xyz)->stats.food 549#define EXIT_LEVEL(xyz) (xyz)->stats.food
681#define EXIT_X(xyz) (xyz)->stats.hp 550#define EXIT_X(xyz) (xyz)->stats.hp
682#define EXIT_Y(xyz) (xyz)->stats.sp 551#define EXIT_Y(xyz) (xyz)->stats.sp
683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 552#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 553#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
685 554
686/* for use by the lighting code */ 555/* for use by the lighting code */
687#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 556#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
688 * large values allow objects that can 557 * large values allow objects that can
689 * slow down the game */ 558 * slow down the game */
690#define MAX_DARKNESS 5 /* maximum map darkness, there is no 559#define MAX_DARKNESS 5 /* maximum map darkness, there is no
691 * practical reason to exceed this */ 560 * practical reason to exceed this */
561#define LOS_MAX 4 /* max. los value for non-blocked spaces */
562#define LOS_BLOCKED 100 /* fully blocked spaces */
692#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 563#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
693 MAX_LIGHT_RADII:(xyz)->glow_radius; 564 MAX_LIGHT_RADII : (xyz)->glow_radius;
565// player position in blocked_los code
566#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
567#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
568
694 569
695#define F_BUY 0 570#define F_BUY 0
696#define F_SELL 1 571#define F_SELL 1
697#define F_TRUE 2 /* True value of item, unadjusted */ 572#define F_TRUE 2 /* True value of item, unadjusted */
698#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 573#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
699#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 574#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
700#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 575#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
701#define F_APPROX 32 /* flag to give a guess of item value */ 576#define F_APPROX 32 /* flag to give a guess of item value */
702#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 577#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
703 578
704#define DIRX(xyz) freearr_x[(xyz)->direction] 579#define DIRX(xyz) freearr_x[(xyz)]
705#define DIRY(xyz) freearr_y[(xyz)->direction] 580#define DIRY(xyz) freearr_y[(xyz)]
706
707#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
708#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
709 581
710#define ARMOUR_SPEED(xyz) (xyz)->last_sp 582#define ARMOUR_SPEED(xyz) (xyz)->last_sp
711#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 583#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
712#define WEAPON_SPEED(xyz) (xyz)->last_sp 584#define WEAPON_SPEED(xyz) (xyz)->last_sp
713 585
714/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 586/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
715 each of them signed char, concatenated in a int16 */ 587 each of them signed char, concatenated in a int16 */
716#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 588#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
717#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 589#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
718#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 590#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
591
719#define FIRE_DIRECTIONAL 0 592#define FIRE_DIRECTIONAL 0
720#define FIRE_POSITIONAL 1 593#define FIRE_POSITIONAL 1
721 594
722/******************************************************************************/ 595/******************************************************************************/
723/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 596/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
736/* CIRCLE1 = 32 */ 609/* CIRCLE1 = 32 */
737/* + DISTATT = 1 */ 610/* + DISTATT = 1 */
738/* ------------------- */ 611/* ------------------- */
739/* attack_movement = 33 */ 612/* attack_movement = 33 */
740/******************************************************************************/ 613/******************************************************************************/
741#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 614#define DISTATT 1 /* move toward a player if far, but mantain some space, */
742 /* attack from a distance - good for missile users only */ 615 /* attack from a distance - good for missile users only */
743#define RUNATT 2 /* run but attack if player catches up to object */ 616#define RUNATT 2 /* run but attack if player catches up to object */
744#define HITRUN 3 /* run to then hit player then run away cyclicly */ 617#define HITRUN 3 /* run to then hit player then run away cyclicly */
745#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 618#define WAITATT 4 /* wait for player to approach then hit, move if hit */
746#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 619#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
747#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 620#define ALLRUN 6 /* always run never attack good for sim. of weak player */
748#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 621#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
749#define WAIT2 8 /* monster does not try to move towards player if far */ 622#define WAIT2 8 /* monster does not try to move towards player if far */
750 /* maintains comfortable distance */ 623 /* maintains comfortable distance */
624
751#define PETMOVE 16 /* if the upper four bits of attack_movement */ 625#define PETMOVE 16 /* if the upper four bits of attack_movement */
752 /* are set to this number, the monster follows a player */ 626 /* are set to this number, the monster follows a player */
753 /* until the owner calls it back or off */ 627 /* until the owner calls it back or off */
754 /* player followed denoted by 0b->owner */ 628 /* player followed denoted by 0b->owner */
755 /* the monster will try to attack whatever the player is */ 629 /* the monster will try to attack whatever the player is */
756 /* attacking, and will continue to do so until the owner */ 630 /* attacking, and will continue to do so until the owner */
757 /* calls off the monster - a key command will be */ 631 /* calls off the monster - a key command will be */
758 /* inserted to do so */ 632 /* inserted to do so */
759#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 633#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
760 /* are set to this number, the monster will move in a */ 634 /* are set to this number, the monster will move in a */
761 /* circle until it is attacked, or the enemy field is */ 635 /* circle until it is attacked, or the enemy field is */
762 /* set, this is good for non-aggressive monsters and NPC */ 636 /* set, this is good for non-aggressive monsters and NPC */
763#define CIRCLE2 48 /* same as above but a larger circle is used */ 637#define CIRCLE2 48 /* same as above but a larger circle is used */
764#define PACEH 64 /* The Monster will pace back and forth until attacked */ 638#define PACEH 64 /* The Monster will pace back and forth until attacked */
765 /* this is HORIZONTAL movement */ 639 /* this is HORIZONTAL movement */
766#define PACEH2 80 /* the monster will pace as above but the length of the */ 640#define PACEH2 80 /* the monster will pace as above but the length of the */
767 /* pace area is longer and the monster stops before */ 641 /* pace area is longer and the monster stops before */
768 /* changing directions */ 642 /* changing directions */
769 /* this is HORIZONTAL movement */ 643 /* this is HORIZONTAL movement */
770#define RANDO 96 /* the monster will go in a random direction until */ 644#define RANDO 96 /* the monster will go in a random direction until */
771 /* it is stopped by an obstacle, then it chooses another */ 645 /* it is stopped by an obstacle, then it chooses another */
772 /* direction. */ 646 /* direction. */
773#define RANDO2 112 /* constantly move in a different random direction */ 647#define RANDO2 112 /* constantly move in a different random direction */
774#define PACEV 128 /* The Monster will pace back and forth until attacked */ 648#define PACEV 128 /* The Monster will pace back and forth until attacked */
775 /* this is VERTICAL movement */ 649 /* this is VERTICAL movement */
776#define PACEV2 144 /* the monster will pace as above but the length of the */ 650#define PACEV2 144 /* the monster will pace as above but the length of the */
777 /* pace area is longer and the monster stops before */ 651 /* pace area is longer and the monster stops before */
778 /* changing directions */ 652 /* changing directions */
779 /* this is VERTICAL movement */ 653 /* this is VERTICAL movement */
780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 654#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
781#define HI4 240 655#define HI4 240
782 656
783#define BLANK_FACE_NAME "blank.x11" 657#define BLANK_FACE_NAME "blank.x11"
784#define EMPTY_FACE_NAME "empty.x11" 658#define EMPTY_FACE_NAME "empty.x11"
785#define DARK_FACE1_NAME "dark1.x11" 659#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
786#define DARK_FACE2_NAME "dark2.x11"
787#define DARK_FACE3_NAME "dark3.x11"
788#define SMOOTH_FACE_NAME "default_smoothed.111"
789 660
790/* 661/*
791 * Defines for the luck/random functions to make things more readable 662 * Defines for the luck/random functions to make things more readable
792 */ 663 */
793 664
794#define PREFER_HIGH 1 665#define PREFER_HIGH 1
795#define PREFER_LOW 0 666#define PREFER_LOW 0
796
797/* Simple function we use below to keep adding to the same string
798 * but also make sure we don't overwrite that string.
799 */
800static inline void
801safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
802{
803 if (*curlen == (maxlen - 1))
804 return;
805
806 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
807 dest[maxlen - 1] = 0;
808 *curlen += strlen (orig);
809
810 if (*curlen > (maxlen - 1))
811 *curlen = maxlen - 1;
812}
813
814
815/* The SAFE versions of these call the safe_strcat function above.
816 * Ideally, all functions should use the SAFE functions, but they
817 * require some extra support in the calling function to remain as
818 * efficient.
819 */
820#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
821 if(variable) { \
822 int i,j=0; \
823 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
824 for(i=0; i<NROFATTACKS; i++) \
825 if(variable & (1<<i)) { \
826 if (j) \
827 safe_strcat(retbuf,", ", len, maxlen); \
828 else \
829 j = 1; \
830 safe_strcat(retbuf, attacks[i], len, maxlen); \
831 } \
832 safe_strcat(retbuf,")",len,maxlen); \
833 }
834
835
836/* separated this from the common/item.c file. b.t. Dec 1995 */
837
838#define DESCRIBE_ABILITY(retbuf, variable, name) \
839 if(variable) { \
840 int i,j=0; \
841 strcat(retbuf,"(" name ": "); \
842 for(i=0; i<NROFATTACKS; i++) \
843 if(variable & (1<<i)) { \
844 if (j) \
845 strcat(retbuf,", "); \
846 else \
847 j = 1; \
848 strcat(retbuf, attacks[i]); \
849 } \
850 strcat(retbuf,")"); \
851 }
852
853
854#define DESCRIBE_PATH(retbuf, variable, name) \
855 if(variable) { \
856 int i,j=0; \
857 strcat(retbuf,"(" name ": "); \
858 for(i=0; i<NRSPELLPATHS; i++) \
859 if(variable & (1<<i)) { \
860 if (j) \
861 strcat(retbuf,", "); \
862 else \
863 j = 1; \
864 strcat(retbuf, spellpathnames[i]); \
865 } \
866 strcat(retbuf,")"); \
867 }
868
869
870#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
871 if(variable) { \
872 int i,j=0; \
873 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
874 for(i=0; i<NRSPELLPATHS; i++) \
875 if(variable & (1<<i)) { \
876 if (j) \
877 safe_strcat(retbuf,", ", len, maxlen); \
878 else \
879 j = 1; \
880 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
881 } \
882 safe_strcat(retbuf,")", len, maxlen); \
883 }
884 667
885/* Flags for apply_special() */ 668/* Flags for apply_special() */
886enum apply_flag 669enum apply_flag
887{ 670{
888 /* Basic flags, always use one of these */ 671 /* Basic flags/mode, always use one of these */
889 AP_NULL = 0, 672 AP_TOGGLE = 0,
890 AP_APPLY = 1, 673 AP_APPLY = 0x01,
891 AP_UNAPPLY = 2, 674 AP_UNAPPLY = 0x02,
892 675 AP_MODE = 0x03,
893 AP_BASIC_FLAGS = 15,
894 676
895 /* Optional flags, for bitwise or with a basic flag */ 677 /* Optional flags, for bitwise or with a basic flag */
896 AP_NO_MERGE = 16, 678 AP_NO_MERGE = 0x10,
897 AP_IGNORE_CURSE = 32, 679 AP_IGNORE_CURSE = 0x20,
898 AP_PRINT = 64 /* Print what to do, don't actually do it */ 680 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
899 /* Note this is supported in all the functions */ 681 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
900}; 682};
901 683
902/* Bitmask values for 'can_apply_object()' return values. 684/* Bitmask values for 'can_apply_object()' return values.
903 * the CAN_APPLY_ prefix is to just note what function the 685 * the CAN_APPLY_ prefix is to just note what function the
904 * are returned from. 686 * are returned from.
923 * this one can be applied. Think of rings - human is wearing two 705 * this one can be applied. Think of rings - human is wearing two
924 * rings and tries to apply one - there are two possible rings he 706 * rings and tries to apply one - there are two possible rings he
925 * could remove. 707 * could remove.
926 * 708 *
927 */ 709 */
928#define CAN_APPLY_NEVER 0x1 710#define CAN_APPLY_NEVER 0x01
929#define CAN_APPLY_RESTRICTION 0x2 711#define CAN_APPLY_RESTRICTION 0x02
930#define CAN_APPLY_NOT_MASK 0xf 712#define CAN_APPLY_NOT_MASK 0x0f
713
931#define CAN_APPLY_UNAPPLY 0x10 714#define CAN_APPLY_UNAPPLY 0x10
932#define CAN_APPLY_UNAPPLY_MULT 0x20 715#define CAN_APPLY_UNAPPLY_MULT 0x20
933#define CAN_APPLY_UNAPPLY_CHOICE 0x40 716#define CAN_APPLY_UNAPPLY_CHOICE 0x40
934 717
935/* Cut off point of when an object is put on the active list or not */ 718// Cut off point of when an object is put on the active list or not
719// we use 2**-n because that can be represented exactly
720// also make sure that this is a float, not double, constant.
721// some areas in the server divide by this value, so
722// to avoid integer overflows it should not be much lower.
936#define MIN_ACTIVE_SPEED 1e-5 723#define MIN_ACTIVE_SPEED (1.f / 65536.f)
937 724
938/* 725/* have mercy on players and guarantee a somewhat higher speed */
939 * random() is much better than rand(). If you have random(), use it instead. 726#define MIN_PLAYER_SPEED 0.04f
940 * You shouldn't need to change any of this
941 *
942 * 0.93.3: It looks like linux has random (previously, it was set below
943 * to use rand). Perhaps old version of linux lack rand? IF you run into
944 * problems, add || defined(__linux__) the #if immediately below.
945 *
946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
947 * here.
948 */
949
950#define RANDOM() rndm.next ()
951#define SRANDOM(xyz) //TODO, get rid of
952
953/* Returns the weight of the given object. Note: it does not take the number of
954 * items (nrof) into account.
955 */
956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
957
958
959/* Code fastening defines
960 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
961 * buf__ and increment buf__ position so it will point to the end of buf__.
962 * the '\0' caracter will not be put at end of buf__.
963 * use preparefastcat and finishfastcat on buf__ to prepare
964 * and clean up the string. (Lots faster than doing each time...)
965 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
966 * keep in mind FAST_STRNCAT is faster since length of second argument is
967 * kown in advance.
968 */
969
970#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
971#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
972#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
973#define FINISH_FASTCAT(buf__) buf__[0]='\0';
974 727
975/* 728/*
976 * Warning! 729 * Warning!
977 * If you add message types here, don't forget 730 * If you add message types here, don't forget
978 * to keep the client up to date too! 731 * to keep the client up to date too!
1063 816
1064/* admin messages */ 817/* admin messages */
1065#define MSG_TYPE_ADMIN_RULES 1 818#define MSG_TYPE_ADMIN_RULES 1
1066#define MSG_TYPE_ADMIN_NEWS 2 819#define MSG_TYPE_ADMIN_NEWS 2
1067 820
821/**
822 * Maximum distance a player may hear a sound from.
823 * This is only used for client/server sound and say. If the sound source
824 * on the map is farther away than this, we don't sent it to the client.
825 */
826#define MAX_SOUND_DISTANCE 16
827
828#define LOG_CHANNEL "log" // the plain and ugly standard server log
829#define INFO_CHANNEL "info" // lower_left box
830#define SAY_CHANNEL "say"
831#define CHAT_CHANNEL "chat"
832#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
833
834/* The following are the color flags passed to new_draw_info.
835 *
836 * We also set up some control flags
837 *
838 * NDI = New Draw Info
839 */
840
841/* Color specifications - note these match the order in xutil.c */
842/* Note 2: Black, the default color, is 0. Thus, it does not need to
843 * be implicitly specified.
844 */
845#define NDI_BLACK 0
846#define NDI_WHITE 1
847#define NDI_NAVY 2
848#define NDI_RED 3
849#define NDI_ORANGE 4
850#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
851#define NDI_DK_ORANGE 6 /* DarkOrange2 */
852#define NDI_GREEN 7 /* SeaGreen */
853#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
854 /* Than seagreen - also background color */
855#define NDI_GREY 9
856#define NDI_BROWN 10 /* Sienna */
857#define NDI_GOLD 11
858#define NDI_TAN 12 /* Khaki */
859
860#define NDI_MAX_COLOR 12 /* Last value in */
861#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
862 /* using an int anyways, so we have the space */
863 /* to still do all the flags */
864
865#define NDI_REPLY 0x20 // is a direct reply to a user command
866#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
867#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
868#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
869
870#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
871#define NDI_ALL 0x2000 /* Inform all players of this message */
872#define NDI_DEF 0x4000 // ignore colour for channel protocol
873#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
874
1068#endif /* DEFINE_H */ 875#endif /* DEFINE_H */
1069 876

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