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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 1.73 by root, Sat Sep 1 08:03:44 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
32 */ 31 */
33 32
34#ifndef DEFINE_H 33#ifndef DEFINE_H
35#define DEFINE_H 34#define DEFINE_H
36 35
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> 36#include <autoconf.h>
50 37
51#define FONTDIR "" 38#define FONTDIR ""
52#define FONTNAME "" 39#define FONTNAME ""
53 40
54/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
55#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
56 43
57#ifdef __NetBSD__ 44#ifdef __NetBSD__
58# include <sys/param.h> 45# include <sys/param.h>
59#endif 46#endif
60#ifndef MIN 47#ifndef MIN
62#endif 49#endif
63#ifndef MAX 50#ifndef MAX
64# define MAX(x,y) max (x, y) 51# define MAX(x,y) max (x, y)
65#endif 52#endif
66 53
67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
68#ifndef NAME_MAX 55#define NAME_LEN 127
69# define NAME_MAX 255
70#endif
71 56
72/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
73#ifndef MAX3 58#ifndef MAX3
74# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
75#endif 60#endif
80#endif 65#endif
81 66
82#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
83#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
84 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
85#define MAX_BUF 1024 80#define MAX_BUF 1024
86 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
87#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
88#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
89#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
90 85
91#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
92 87
93#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
94 89
95#define MAX_NAME 48 90#define MAX_NAME 48
96#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
97 92
98/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
99#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
100#define MAP_ERROR 1 96#define MAP_ERROR 1
101#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
102#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
103 99
104/* TYPE DEFINES */ 100/* TYPE DEFINES */
105 101
106/* Only add new values to this list if somewhere in the program code, 102/* Only add new values to this list if somewhere in the program code,
190#define GEM 60 186#define GEM 60
191 187
192#define FIREWALL 62 188#define FIREWALL 62
193#define ANVIL 63 189#define ANVIL 63
194#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 190#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 191#define MOOD_FLOOR 65 /*
196 * values of last_sp set how to change: 192 * values of last_sp set how to change:
197 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
198 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
199 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
200 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
201 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
202#define EXIT 66 201#define EXIT 66
203#define ENCOUNTER 67 202#define ENCOUNTER 67
204#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
205#define SHOP_MAT 69 204#define SHOP_MAT 69
206#define RING 70 205#define RING 70
243#define POISONING 105 242#define POISONING 105
244#define SAVEBED 106 243#define SAVEBED 106
245 244
246#define WAND 109 245#define WAND 109
247 246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248#define SCROLL 111 248#define SCROLL 111
249#define DIRECTOR 112 249#define DIRECTOR 112
250#define GIRDLE 113 250#define GIRDLE 113
251#define FORCE 114 251#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
276 276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */ 280 potions, alchemy, or magic works here (elmex) */
281
282#define NUM_TYPES 166 // must be max(type) + 1
281 283
282/* DEAD TYPES: */ 284/* DEAD TYPES: */
283//#define FBULLET 10 285//#define FBULLET 10
284//#define FBALL 11 286//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
296 * misc_object, monster, and spawn_generator 298 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes, 299 * types are not used in any archetypes,
298 * and should perhaps be removed. 300 * and should perhaps be removed.
299 * 301 *
300 * Wed Dec 20 13:35:24 CET 2006: 302 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL. 305 * renamed WALL to BUILDABLE_WALL.
304 */ 306 */
305 307
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
432 434
433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
434#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
435#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 437#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 */ 438#define FLAG_FREED 3 /* Object is in the list of free objects */
437#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
438#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
439#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
440#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
441 /* Can this creature use a shield? */
442 443
443#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
444 445
445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
450/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 451/*#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) */ 452/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452 453
453#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
454#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
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. */
458#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
459 /* Will be applied when created */ 459#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. */ 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/*#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 */
469/*#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 */
470 469
471#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
472 /* When (--food<0) the object will exit */ 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
473#define FLAG_IDENTIFIED 29 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
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 */ 473#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 */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
480#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
481#define FLAG_STARTEQUIP 34 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
482 /* Object was given to player at start */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
483#define FLAG_BLOCKSVIEW 35
484 /* Object blocks view */
485#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
486#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
487#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
488#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 481#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
482#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
489 483
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 */ 484#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 */ 485#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
495#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 487#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
502 494
503#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
505#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
506#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 498#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
507#define FLAG_CAST_SPELL 52 499
508 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
509#define FLAG_USE_SCROLL 53 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
510 /* (Monster) can read scroll */
511#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 502#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
512#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
513 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
514#define FLAG_USE_ARMOUR 56 505#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 */ 506#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) */ 507#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
520#define FLAG_READY_BOW 60 /* not implemented yet */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
521#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
524 513
525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
542 531
543#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#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 */ 533#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 */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546 535
547/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536#define FLAG_PRECIOUS 83 // object is precious (pets)
548#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
549#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
550 /* (Item) gives invisibility when applied */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
551#define FLAG_INV_LOCKED 86 540
552 /* Item will not be dropped from inventory */
553#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
554
555#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
556#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 543#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 */ 544#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 */ 545#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) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
573 */ 560 */
574 561
575#define FLAG_BERSERK 99 /* monster will attack closest living 562#define FLAG_BERSERK 99 /* monster will attack closest living
576 object */ 563 object */
577#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 564#define FLAG_NEUTRAL 100 /* monster is from type neutral */
578#define FLAG_NO_ATTACK 101 /* monster don't attack */ 565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
579#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 566#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
580#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 567#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
581 * load_original_map() */ 568 * load_original_map() */
582#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 569//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
583 * the overlay, and is not subject to 570// * the overlay, and is not subject to
584 * decay. */ 571// * decay. */
585#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 572#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' */ 573#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
587#define FLAG_IS_WATER 107 574#define FLAG_IS_WATER 107
588#define FLAG_CONTENT_ON_GEN 108 575#define FLAG_CONTENT_ON_GEN 108
589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 576#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
590#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 577#define FLAG_IS_BUILDABLE 110 /* Can build on item */
591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 578#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 579#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
593 580
594#define NUM_FLAGS 113 /* Should always be equal to the last 581#define NUM_FLAGS 113 /* Should always be equal to the last
595 * defined flag + 1. If you change this, 582 * defined flag + 1. If you change this,
596 * make sure you update the flag_links 583 * make sure you update the flag_links
597 * in common/loader.l 584 * in common/loader.l
598 */ 585 */
599 586
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) 587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
606 588
607/* If you add new movement types, you may need to update 589/* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types. 590 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also. 591 * change_abil() probably should be updated also.
610 */ 592 */
611#define MOVE_WALK 0x1 /* Object walks */ 593#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_LOW 0x2 /* Low flying object */ 594#define MOVE_FLY_LOW 0x02 /* Low flying object */
613#define MOVE_FLY_HIGH 0x4 /* High flying object */ 595#define MOVE_FLY_HIGH 0x04 /* High flying object */
614#define MOVE_FLYING 0x6 596#define MOVE_FLYING 0x06
615 /* Combo of fly_low and fly_high */ 597 /* Combo of fly_low and fly_high */
616#define MOVE_SWIM 0x8 /* Swimming object */ 598#define MOVE_SWIM 0x08 /* Swimming object */
617#define MOVE_BOAT 0x10 /* Boats/sailing */ 599#define MOVE_BOAT 0x10 /* Boats/sailing */
600#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
601
618#define MOVE_ALL 0x1f /* Mask of all movement types */ 602#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
629 603
630/* typdef here to define type large enough to hold bitmask of 604/* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update. 605 * 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 */ 606 */
635typedef unsigned char MoveType; 607typedef unsigned char MoveType;
636 608
637/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 609/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
638 * Basically, ob2 has to block all of ob1 movement types. 610 * Basically, ob2 has to block all of ob1 movement types.
647 * 619 *
648 */ 620 */
649#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 621#define OB_TYPE_MOVE_BLOCK(ob1, type) \
650 ((type) && (ob1->move_type & type) == ob1->move_type) 622 ((type) && (ob1->move_type & type) == ob1->move_type)
651 623
652
653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 624#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 625#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 626#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
678 627
679#define EXIT_PATH(xyz) (xyz)->slaying 628#define EXIT_PATH(xyz) (xyz)->slaying
680#define EXIT_LEVEL(xyz) (xyz)->stats.food 629#define EXIT_LEVEL(xyz) (xyz)->stats.food
681#define EXIT_X(xyz) (xyz)->stats.hp 630#define EXIT_X(xyz) (xyz)->stats.hp
682#define EXIT_Y(xyz) (xyz)->stats.sp 631#define EXIT_Y(xyz) (xyz)->stats.sp
702#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 651#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
703 652
704#define DIRX(xyz) freearr_x[(xyz)->direction] 653#define DIRX(xyz) freearr_x[(xyz)->direction]
705#define DIRY(xyz) freearr_y[(xyz)->direction] 654#define DIRY(xyz) freearr_y[(xyz)->direction]
706 655
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
710#define ARMOUR_SPEED(xyz) (xyz)->last_sp 656#define ARMOUR_SPEED(xyz) (xyz)->last_sp
711#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 657#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
712#define WEAPON_SPEED(xyz) (xyz)->last_sp 658#define WEAPON_SPEED(xyz) (xyz)->last_sp
713 659
714/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 660/* 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 */ 661 each of them signed char, concatenated in a int16 */
716#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 662#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
717#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 663#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) 664#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
665
719#define FIRE_DIRECTIONAL 0 666#define FIRE_DIRECTIONAL 0
720#define FIRE_POSITIONAL 1 667#define FIRE_POSITIONAL 1
721 668
722/******************************************************************************/ 669/******************************************************************************/
723/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 670/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 727#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
781#define HI4 240 728#define HI4 240
782 729
783#define BLANK_FACE_NAME "blank.x11" 730#define BLANK_FACE_NAME "blank.x11"
784#define EMPTY_FACE_NAME "empty.x11" 731#define EMPTY_FACE_NAME "empty.x11"
785#define DARK_FACE1_NAME "dark1.x11"
786#define DARK_FACE2_NAME "dark2.x11"
787#define DARK_FACE3_NAME "dark3.x11"
788#define SMOOTH_FACE_NAME "default_smoothed.111"
789 732
790/* 733/*
791 * Defines for the luck/random functions to make things more readable 734 * Defines for the luck/random functions to make things more readable
792 */ 735 */
793 736
794#define PREFER_HIGH 1 737#define PREFER_HIGH 1
795#define PREFER_LOW 0 738#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 }
884 739
885/* Flags for apply_special() */ 740/* Flags for apply_special() */
886enum apply_flag 741enum apply_flag
887{ 742{
888 /* Basic flags, always use one of these */ 743 /* Basic flags/mode, always use one of these */
889 AP_NULL = 0, 744 AP_TOGGLE = 0,
890 AP_APPLY = 1, 745 AP_APPLY = 1,
891 AP_UNAPPLY = 2, 746 AP_UNAPPLY = 2,
892 747
893 AP_BASIC_FLAGS = 15, 748 AP_BASIC_FLAGS = 0x0f,
894 749
895 /* Optional flags, for bitwise or with a basic flag */ 750 /* Optional flags, for bitwise or with a basic flag */
896 AP_NO_MERGE = 16, 751 AP_NO_MERGE = 0x10,
897 AP_IGNORE_CURSE = 32, 752 AP_IGNORE_CURSE = 0x20,
898 AP_PRINT = 64 /* Print what to do, don't actually do it */ 753 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
899 /* Note this is supported in all the functions */ 754 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
900}; 755};
901 756
902/* Bitmask values for 'can_apply_object()' return values. 757/* Bitmask values for 'can_apply_object()' return values.
903 * the CAN_APPLY_ prefix is to just note what function the 758 * the CAN_APPLY_ prefix is to just note what function the
904 * are returned from. 759 * are returned from.
930#define CAN_APPLY_NOT_MASK 0xf 785#define CAN_APPLY_NOT_MASK 0xf
931#define CAN_APPLY_UNAPPLY 0x10 786#define CAN_APPLY_UNAPPLY 0x10
932#define CAN_APPLY_UNAPPLY_MULT 0x20 787#define CAN_APPLY_UNAPPLY_MULT 0x20
933#define CAN_APPLY_UNAPPLY_CHOICE 0x40 788#define CAN_APPLY_UNAPPLY_CHOICE 0x40
934 789
935/* Cut off point of when an object is put on the active list or not */ 790// Cut off point of when an object is put on the active list or not
791// we use 2**-n because that can be represented exactly
792// also make sure that this is a float, not double, constant
936#define MIN_ACTIVE_SPEED 1e-5 793#define MIN_ACTIVE_SPEED (1.f / 65536.f)
937 794
938/*
939 * random() is much better than rand(). If you have random(), use it instead.
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 () 795#define RANDOM() (rndm.next () & 0xffffffU)
951#define SRANDOM(xyz) //TODO, get rid of
952 796
953/* Returns the weight of the given object. Note: it does not take the number of 797/* Returns the weight of the given object. Note: it does not take the number of
954 * items (nrof) into account. 798 * items (nrof) into account.
799 * (this looks rather bogus, schmorp)
955 */ 800 */
956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 801#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';
974 802
975/* 803/*
976 * Warning! 804 * Warning!
977 * If you add message types here, don't forget 805 * If you add message types here, don't forget
978 * to keep the client up to date too! 806 * to keep the client up to date too!
1063 891
1064/* admin messages */ 892/* admin messages */
1065#define MSG_TYPE_ADMIN_RULES 1 893#define MSG_TYPE_ADMIN_RULES 1
1066#define MSG_TYPE_ADMIN_NEWS 2 894#define MSG_TYPE_ADMIN_NEWS 2
1067 895
896/**
897 * Maximum distance a player may hear a sound from.
898 * This is only used for new client/server sound. If the sound source
899 * on the map is farther away than this, we don't sent it to the client.
900 */
901#define MAX_SOUND_DISTANCE 16
902
903#define LOG_CHANNEL "log" // the plain and ugly standard server log
904#define INFO_CHANNEL "info" // lower_left box
905#define SAY_CHANNEL "channel-say"
906#define CHAT_CHANNEL "channel-chat"
907#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
908
909/* The following are the color flags passed to new_draw_info.
910 *
911 * We also set up some control flags
912 *
913 * NDI = New Draw Info
914 */
915
916/* Color specifications - note these match the order in xutil.c */
917/* Note 2: Black, the default color, is 0. Thus, it does not need to
918 * be implicitly specified.
919 */
920#define NDI_BLACK 0
921#define NDI_WHITE 1
922#define NDI_NAVY 2
923#define NDI_RED 3
924#define NDI_ORANGE 4
925#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
926#define NDI_DK_ORANGE 6 /* DarkOrange2 */
927#define NDI_GREEN 7 /* SeaGreen */
928#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
929 /* Than seagreen - also background color */
930#define NDI_GREY 9
931#define NDI_BROWN 10 /* Sienna */
932#define NDI_GOLD 11
933#define NDI_TAN 12 /* Khaki */
934
935#define NDI_MAX_COLOR 12 /* Last value in */
936#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
937 /* using an int anyways, so we have the space */
938 /* to still do all the flags */
939
940#define NDI_REPLY 0x20 // is a direct reply to a user command
941#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
942#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
943#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
944
945#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
946#define NDI_ALL 0x2000 /* Inform all players of this message */
947#define NDI_DEF 0x4000 // ignore colour for channel protocol
948
1068#endif /* DEFINE_H */ 949#endif /* DEFINE_H */
1069 950

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