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Comparing deliantra/server/include/define.h (file contents):
Revision 1.16 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.47 by root, Sun Mar 4 19:36:12 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52 41
53/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
55 44
56#ifdef __NetBSD__ 45#ifdef __NetBSD__
57# include <sys/param.h> 46# include <sys/param.h>
58#endif 47#endif
59#ifndef MIN 48#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
61#endif 50#endif
62#ifndef MAX 51#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
64#endif 53#endif
65 54
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX 56#ifndef NAME_MAX
68# define NAME_MAX 255 57# define NAME_MAX 255
93 82
94#define MAX_NAME 48 83#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 84#define MAX_EXT_TITLE 98
96 85
97/* Fatal variables: */ 86/* Fatal variables: */
87//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 88#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 89#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 90#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 91#define TOO_MANY_ERRORS 3
102 92
103/* TYPE DEFINES */ 93/* TYPE DEFINES */
104 94
105/* Only add new values to this list if somewhere in the program code, 95/* Only add new values to this list if somewhere in the program code,
110 * flags 100 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 101 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 102 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 103 */
114 104
115/* type 0 will be undefined and shows a non valid type information */ 105/* USED TYPES: (for dead types please look at the bottom of the type
106 * definitions)
107 */
116 108
117#define PLAYER 1 109/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 110
119#define ROD 3 111#define PLAYER 1
112#define TRANSPORT 2 /* see pod/objects.pod */
113#define ROD 3
120#define TREASURE 4 114#define TREASURE 4
121#define POTION 5 115#define POTION 5
122#define FOOD 6 116#define FOOD 6
123#define POISON 7 117#define POISON 7
124#define BOOK 8 118#define BOOK 8
125#define CLOCK 9 119#define CLOCK 9
126 120
127/*#define FBULLET 10 */ 121#define ARROW 13
128 122#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 123#define WEAPON 15
134#define ARMOUR 16 124#define ARMOUR 16
135#define PEDESTAL 17 125#define PEDESTAL 17
136#define ALTAR 18 126#define ALTAR 18
137 127
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 128#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 129#define SPECIAL_KEY 21
141#define MAP 22 130#define MAP 22
142#define DOOR 23 131#define DOOR 23
143#define KEY 24 132#define KEY 24
144 133
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 134#define TIMED_GATE 26
147#define TRIGGER 27 135#define TRIGGER 27
148#define GRIMREAPER 28 136#define GRIMREAPER 28
149#define MAGIC_EAR 29 137#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 138#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 139#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 140#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 141#define SHIELD 33
154#define HELMET 34 142#define HELMET 34
155#define HORN 35 143#define HORN 35
156#define MONEY 36 144#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 145#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 146#define GRAVESTONE 38
159#define AMULET 39 147#define AMULET 39
160#define PLAYERMOVER 40 148#define PLAYERMOVER 40
161#define TELEPORTER 41 149#define TELEPORTER 41
162#define CREATOR 42 150#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 151#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 152
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 153#define EARTHWALL 45
168#define GOLEM 46 154#define GOLEM 46
169 155
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 156#define THROWN_OBJ 48
172#define BLINDNESS 49 157#define BLINDNESS 49
173#define GOD 50 158#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 159#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 160 * which notices the presense of
177 /* another object and is triggered */ 161 * another object and is triggered
178 /* like buttons. */ 162 * like buttons.
163 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 164#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 165 * force into a player with a specified string WHEN TRIGGERED.
166 */
181#define DEAD_OBJECT 53 167#define DEAD_OBJECT 53
182#define DRINK 54 168#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 169#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 170 * force into a player with a specified string.
171 */
185#define HOLY_ALTAR 56 172#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 173#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 174#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 175
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 176#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 177 * a monster into a peaceful being incapable of attack.
191#define GEM 60 178 */
179#define GEM 60
192 180
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 181#define FIREWALL 62
195#define ANVIL 63 182#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 183#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 185 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 186 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 187 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 188 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 189 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 190 * 4 = charm, monsters become pets */
204#define EXIT 66 191#define EXIT 66
205#define ENCOUNTER 67 192#define ENCOUNTER 67
206#define SHOP_FLOOR 68 193#define SHOP_FLOOR 68
207#define SHOP_MAT 69 194#define SHOP_MAT 69
208#define RING 70 195#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 200#define LIGHTER 75
214 201
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 203
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 204
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 205#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 206 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 207 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 208 on chairs, we create a new type and remove all
226 chairs from here. */ 209 chairs from here. */
227#define MONSTER 80 210
228 /* yes, thats a real, living creature */ 211#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 213
234#define SPELLBOOK 85 214#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 215
238/*#define CONE 88 */ 216#define CLOAK 87
239 217
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 218#define SPINNER 90
243#define GATE 91 219#define GATE 91
244#define BUTTON 92 220#define BUTTON 92
245#define CF_HANDLE 93 221#define CF_HANDLE 93
246#define HOLE 94 222#define HOLE 94
247#define TRAPDOOR 95 223#define TRAPDOOR 95
248 224
249/*#define WORD_OF_RECALL 96 */ 225#define SIGN 98
250 226#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 227#define GLOVES 100
255#define SPELL 101 228#define SPELL 101
256#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
257#define CONVERTER 103 230#define CONVERTER 103
258#define BRACERS 104 231#define BRACERS 104
259#define POISONING 105 232#define POISONING 105
260#define SAVEBED 106 233#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 234
265/*#define ABILITY 110*/ 235#define WAND 109
236
266#define SCROLL 111 237#define SCROLL 111
267#define DIRECTOR 112 238#define DIRECTOR 112
268#define GIRDLE 113 239#define GIRDLE 113
269#define FORCE 114 240#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 241#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 242#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
243
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 245#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 246#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 247#define WEAPON_IMPROVER 124
276 248
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250#define DEEP_SWAMP 138
251#define IDENTIFY_ALTAR 139
252
253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254
255#define RUNE 154
256#define TRAP 155
257
258#define POWER_CRYSTAL 156
259#define CORPSE 157
260
261#define DISEASE 158
262#define SYMPTOM 159
263#define BUILDER 160 /* Generic item builder, see subtypes */
264#define MATERIAL 161 /* Material for building */
265
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */
270
271/* DEAD TYPES: */
272//#define FBULLET 10
273//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19
276//#define MMISSILE 25
277/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
278 * experience for broad skill categories. This value
279 * is now automatically converteed at load time.
280 */
281//#define BOMB 47
282//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
283
284/* random crossfire developer: The trap_part, wall, light_source,
285 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes,
287 * and should perhaps be removed.
288 *
289 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL.
293 */
294
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
296//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
297//#define MONSTER 80 /* yes, thats a real, living creature */
298//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
299//#define TOOL 84 /* a tool for building objects */
300//#define BUILDFAC 86 /* facilities for building objects */
301//#define CONE 88
302//#define AURA 89 /* aura spell object */
303//#define WORD_OF_RECALL 96
304//#define PARAIMAGE 97
305//#define POISONCLOUD 107
306//#define FIREHOLES 108
307//#define ABILITY 110
277/* unused: 125 - 129 308/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 309 * type 125 was MONEY_CHANGER
279 */ 310 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 311//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 313//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 315//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 316
307/* END TYPE DEFINE */ 317/* END TYPE DEFINE */
308 318
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 319#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 320
395#define SIZEOFFREE2 24 405#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 406#define SIZEOFFREE 49
397 407
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 408#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 409
400/* Flag structure now changed. 410/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 411 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 412 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 413 */
428 414
429/* Basic routines to do above */ 415/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 416#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 417#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define CLEAR_FLAG(xyz, p) \ 418#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 419
469/* the flags */ 420/* the flags */
470 421
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 423#define FLAG_WIZ 1 /* Object has special privilegies */
478#define FLAG_USE_SHIELD 7 429#define FLAG_USE_SHIELD 7
479 /* Can this creature use a shield? */ 430 /* Can this creature use a shield? */
480 431
481#define FLAG_NO_PICK 8 /* Object can't be picked up */ 432#define FLAG_NO_PICK 8 /* Object can't be picked up */
482 433
483 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
484
485 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
486#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
487 438
488 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 439/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
489
490 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 440/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441
491#define FLAG_MONSTER 14 /* Will attack players */ 442#define FLAG_MONSTER 14 /* Will attack players */
492#define FLAG_FRIENDLY 15 /* Will help players */ 443#define FLAG_FRIENDLY 15 /* Will help players */
493 444
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 447#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */ 448 /* Will be applied when created */
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 455
505 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
506
507 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 457/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508
509 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 458/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
459
510#define FLAG_IS_USED_UP 28 460#define FLAG_IS_USED_UP 28
511 /* When (--food<0) the object will exit */ 461 /* When (--food<0) the object will exit */
512#define FLAG_IDENTIFIED 29 462#define FLAG_IDENTIFIED 29
513 /* Player knows full info about item */ 463 /* Player knows full info about item */
514#define FLAG_REFLECTING 30 464#define FLAG_REFLECTING 30
515 /* Object reflects from walls (lightning) */ 465 /* Object reflects from walls (lightning) */
516#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 466#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
517 467
518/* Start of values in flags[1] */
519#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
520#define FLAG_HITBACK 33 /* Object will hit back when hit */ 469#define FLAG_HITBACK 33 /* Object will hit back when hit */
521#define FLAG_STARTEQUIP 34 470#define FLAG_STARTEQUIP 34
522 /* Object was given to player at start */ 471 /* Object was given to player at start */
523#define FLAG_BLOCKSVIEW 35 472#define FLAG_BLOCKSVIEW 35
534#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
535#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
536#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
537 but can still attack at a distance */ 486 but can still attack at a distance */
538 487
539 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 488/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
540 thru this object as if it wasn't there */ 489 thru this object as if it wasn't there */
541 490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
542 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543 491
544#define FLAG_PICK_UP 48 /* Can pick up */ 492#define FLAG_PICK_UP 48 /* Can pick up */
545#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
546#define FLAG_NO_DROP 50 /* Object can't be dropped */ 494#define FLAG_NO_DROP 50 /* Object can't be dropped */
547#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 495#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
561#define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* not implemented yet */
562#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
563#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 */
564#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 */
565 513
566/* Start of values in flags[2] */
567#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
568#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 515#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
569#define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
570#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
571#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
600#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 547#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
601#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
602#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 549#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
603#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
604 551
605 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
606 553
607/* Start of values in flags[3] */
608#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 554#define FLAG_NO_STEAL 96 /* Item can't be stolen */
609#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 555#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
610 * away (replaces ghosthit) 556 * away (replaces ghosthit)
611 */ 557 */
612#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 558#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
619 object */ 565 object */
620#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 566#define FLAG_NEUTRAL 100 /* monster is from type neutral */
621#define FLAG_NO_ATTACK 101 /* monster don't attack */ 567#define FLAG_NO_ATTACK 101 /* monster don't attack */
622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 569#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
624 * load_original_map() */ 570 * load_original_map() */
625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 571#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
626 * the overlay, and is not subject to 572 * the overlay, and is not subject to
627 * decay. */ 573 * decay. */
628#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 574#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 575#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
630#define FLAG_IS_WATER 107 576#define FLAG_IS_WATER 107
631#define FLAG_CONTENT_ON_GEN 108 577#define FLAG_CONTENT_ON_GEN 108
632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
633#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 579#define FLAG_IS_BUILDABLE 110 /* Can build on item */
634#define FLAG_AFK 111 /* Player is AFK */ 580#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
581#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
582
635#define NUM_FLAGS 111 /* Should always be equal to the last 583#define NUM_FLAGS 113 /* Should always be equal to the last
636 * defined flag. If you change this, 584 * defined flag + 1. If you change this,
637 * make sure you update the flag_links 585 * make sure you update the flag_links
638 * in common/loader.l 586 * in common/loader.l
639 */ 587 */
640 588
641/* Values can go up to 127 before the size of the flags array in the 589/* Values can go up to 127 before the size of the flags array in the
642 * object structure needs to be enlarged. 590 * object structure needs to be enlarged.
643 * So there are 18 available flags slots 591 * So there are 18 available flags slots
644 */ 592 */
645 593
646
647#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
648
649#if 0
650
651/* These should no longer be needed - access move_slow_penalty
652 * directly.
653 */
654# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
655# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
656#endif
657 595
658/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
659 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
660 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
661 */ 599 */
696 * Add check - if type is 0, don't stop anything from moving 634 * Add check - if type is 0, don't stop anything from moving
697 * onto it. 635 * onto it.
698 * 636 *
699 */ 637 */
700#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
701 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
702 640
703 641
704#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
705#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
706#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
733#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
734#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
735#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
736 674
737/* for use by the lighting code */ 675/* for use by the lighting code */
738#define MAX_LIGHT_RADII 4 676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
739 /* max radii for 'light' object, really
740 * large values allow objects that can 677 * large values allow objects that can
741 * slow down the game */ 678 * slow down the game */
742#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
743 * practical reason to exceed this */ 680 * practical reason to exceed this */
744#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
770#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
771#define FIRE_DIRECTIONAL 0 708#define FIRE_DIRECTIONAL 0
772#define FIRE_POSITIONAL 1 709#define FIRE_POSITIONAL 1
773 710
774/******************************************************************************/ 711/******************************************************************************/
775
776/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777
778/******************************************************************************/ 713/******************************************************************************/
779
780/* if your monsters start acting wierd, mail me */ 714/* if your monsters start acting wierd, mail me */
781
782/******************************************************************************/ 715/******************************************************************************/
783
784/* the following definitions are for the attack_movement variable in monsters */ 716/* the following definitions are for the attack_movement variable in monsters */
785
786/* if the attack_variable movement is left out of the monster archetype, or is*/ 717/* if the attack_variable movement is left out of the monster archetype, or is*/
787
788/* set to zero */ 718/* set to zero */
789
790/* the standard mode of movement from previous versions of crossfire will be */ 719/* the standard mode of movement from previous versions of crossfire will be */
791
792/* used. the upper four bits of movement data are not in effect when the monst*/ 720/* used. the upper four bits of movement data are not in effect when the monst*/
793
794/* er has an enemy. these should only be used for non agressive monsters. */ 721/* er has an enemy. these should only be used for non agressive monsters. */
795
796/* to program a monsters movement add the attack movement numbers to the movem*/ 722/* to program a monsters movement add the attack movement numbers to the movem*/
797
798/* ment numbers example a monster that moves in a circle until attacked and */ 723/* ment numbers example a monster that moves in a circle until attacked and */
799
800/* then attacks from a distance: */ 724/* then attacks from a distance: */
801
802/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
803
804/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
805
806/* ------------------- */ 727/* ------------------- */
807
808/* attack_movement = 33 */ 728/* attack_movement = 33 */
809
810/******************************************************************************/ 729/******************************************************************************/
811#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 730#define DISTATT 1 /* move toward a player if far, but mantain some space, */
812 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
813#define RUNATT 2 /* run but attack if player catches up to object */ 732#define RUNATT 2 /* run but attack if player catches up to object */
814#define HITRUN 3 /* run to then hit player then run away cyclicly */ 733#define HITRUN 3 /* run to then hit player then run away cyclicly */
848 /* changing directions */ 767 /* changing directions */
849 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
851#define HI4 240 770#define HI4 240
852 771
853/*
854 * Use of the state-variable in player objects:
855 */
856
857#define ST_PLAYING 0
858#define ST_PLAY_AGAIN 1
859#define ST_ROLL_STAT 2
860#define ST_CHANGE_CLASS 3
861#define ST_CONFIRM_QUIT 4
862#define ST_CONFIGURE 5
863#define ST_GET_NAME 6
864#define ST_GET_PASSWORD 7
865#define ST_CONFIRM_PASSWORD 8
866#define ST_GET_PARTY_PASSWORD 10
867
868#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
869#define EMPTY_FACE_NAME "empty.111" 773#define EMPTY_FACE_NAME "empty.x11"
870#define DARK_FACE1_NAME "dark1.111" 774#define DARK_FACE1_NAME "dark1.x11"
871#define DARK_FACE2_NAME "dark2.111" 775#define DARK_FACE2_NAME "dark2.x11"
872#define DARK_FACE3_NAME "dark3.111" 776#define DARK_FACE3_NAME "dark3.x11"
873#define SMOOTH_FACE_NAME "default_smoothed.111"
874 777
875/* 778/*
876 * Defines for the luck/random functions to make things more readable 779 * Defines for the luck/random functions to make things more readable
877 */ 780 */
878 781
1016#define CAN_APPLY_UNAPPLY 0x10 919#define CAN_APPLY_UNAPPLY 0x10
1017#define CAN_APPLY_UNAPPLY_MULT 0x20 920#define CAN_APPLY_UNAPPLY_MULT 0x20
1018#define CAN_APPLY_UNAPPLY_CHOICE 0x40 921#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1019 922
1020/* Cut off point of when an object is put on the active list or not */ 923/* Cut off point of when an object is put on the active list or not */
1021#define MIN_ACTIVE_SPEED 0.00001 924#define MIN_ACTIVE_SPEED 1e-5
1022 925
1023/* 926#define RANDOM() (rndm.next () & 0xffffffU)
1024 * random() is much better than rand(). If you have random(), use it instead. 927#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
1025 * You shouldn't need to change any of this
1026 *
1027 * 0.93.3: It looks like linux has random (previously, it was set below
1028 * to use rand). Perhaps old version of linux lack rand? IF you run into
1029 * problems, add || defined(__linux__) the #if immediately below.
1030 *
1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1032 * here.
1033 */
1034
1035#define RANDOM() random()
1036#define SRANDOM(xyz) srandom(xyz)
1037 928
1038/* Returns the weight of the given object. Note: it does not take the number of 929/* Returns the weight of the given object. Note: it does not take the number of
1039 * items (nrof) into account. 930 * items (nrof) into account.
1040 */ 931 */
1041#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 932#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1055#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 946#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1056#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 947#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1057#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 948#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1058#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 949#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1059 950
1060 /* You may uncomment following define to check sanity of code.
1061 * But use as debug only (loses all speed gained by those macros)
1062 */
1063
1064/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1065 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1066
1067
1068
1069
1070
1071
1072
1073/* 951/*
1074 * Warning! 952 * Warning!
1075 * If you add message types here, don't forget 953 * If you add message types here, don't forget
1076 * to keep the client up to date too! 954 * to keep the client up to date too!
1077 */ 955 */
1078
1079 956
1080/* message types */ 957/* message types */
1081#define MSG_TYPE_BOOK 1 958#define MSG_TYPE_BOOK 1
1082#define MSG_TYPE_CARD 2 959#define MSG_TYPE_CARD 2
1083#define MSG_TYPE_PAPER 3 960#define MSG_TYPE_PAPER 3

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