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Comparing deliantra/server/include/define.h (file contents):
Revision 1.23 by elmex, Wed Dec 20 11:20:50 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@schmorp.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 */
108
109/* type 0 objects have the default behaviour */
116 110
117#define PLAYER 1 111#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 112#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 113#define ROD 3
120#define TREASURE 4 114#define TREASURE 4
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 */
128/*#define FBALL 11 */
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 121#define ARROW 13
132#define BOW 14 122#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
140#define LOCKED_DOOR 20 128#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 129#define SPECIAL_KEY 21
142#define MAP 22 130#define MAP 22
143#define DOOR 23 131#define DOOR 23
144#define KEY 24 132#define KEY 24
145
146/*#define MMISSILE 25 */
147 133
148#define TIMED_GATE 26 134#define TIMED_GATE 26
149#define TRIGGER 27 135#define TRIGGER 27
150#define GRIMREAPER 28 136#define GRIMREAPER 28
151#define MAGIC_EAR 29 137#define MAGIC_EAR 29
162#define PLAYERMOVER 40 148#define PLAYERMOVER 40
163#define TELEPORTER 41 149#define TELEPORTER 41
164#define CREATOR 42 150#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 151#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 152
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 153#define EARTHWALL 45
173#define GOLEM 46 154#define GOLEM 46
174 155
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 156#define THROWN_OBJ 48
177#define BLINDNESS 49 157#define BLINDNESS 49
178#define GOD 50 158#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 159#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 160 * which notices the presense of
195 175
196#define PEACEMAKER 59 /* Object owned by a player which can convert 176#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 177 * a monster into a peaceful being incapable of attack.
198 */ 178 */
199#define GEM 60 179#define GEM 60
200
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202 180
203#define FIREWALL 62 181#define FIREWALL 62
204#define ANVIL 63 182#define ANVIL 63
205#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 */
206#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
219#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 200#define LIGHTER 75
223 201
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
225 * types are not used in any archetypes, and should perhaps be removed.
226 */
227 203
228#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
229 204
230#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
231#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
232#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
233 in the engine. Like statues, clocks, chairs,... 206 in the engine. Like statues, clocks, chairs,...
234 If perhaps we create a function where we can sit 207 If perhaps we create a function where we can sit
235 on chairs, we create a new type and remove all 208 on chairs, we create a new type and remove all
236 chairs from here. */ 209 chairs from here. */
237#define MONSTER 80 /* yes, thats a real, living creature */ 210
238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
239#define LAMP 82 /* a lamp */ 211#define LAMP 82 /* a lamp */
240#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
241#define TOOL 84 /* a tool for building objects */ 213
242#define SPELLBOOK 85 214#define SPELLBOOK 85
243#define BUILDFAC 86 /* facilities for building objects */ 215
244#define CLOAK 87 216#define CLOAK 87
245
246/*#define CONE 88 */
247/*#define AURA 89 */ /* aura spell object */
248 217
249#define SPINNER 90 218#define SPINNER 90
250#define GATE 91 219#define GATE 91
251#define BUTTON 92 220#define BUTTON 92
252#define CF_HANDLE 93 221#define CF_HANDLE 93
253#define HOLE 94 222#define HOLE 94
254#define TRAPDOOR 95 223#define TRAPDOOR 95
255
256/*#define WORD_OF_RECALL 96 */
257/*#define PARAIMAGE 97 */
258 224
259#define SIGN 98 225#define SIGN 98
260#define BOOTS 99 226#define BOOTS 99
261#define GLOVES 100 227#define GLOVES 100
262#define SPELL 101 228#define SPELL 101
263#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
264#define CONVERTER 103 230#define CONVERTER 103
265#define BRACERS 104 231#define BRACERS 104
266#define POISONING 105 232#define POISONING 105
267#define SAVEBED 106 233#define SAVEBED 106
268#define POISONCLOUD 107 234
269#define FIREHOLES 108
270#define WAND 109 235#define WAND 109
271 236
272/*#define ABILITY 110*/
273#define SCROLL 111 237#define SCROLL 111
274#define DIRECTOR 112 238#define DIRECTOR 112
275#define GIRDLE 113 239#define GIRDLE 113
276#define FORCE 114 240#define FORCE 114
277#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 */
280#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. */
281#define CONTAINER 122 245#define CONTAINER 122
282#define ARMOUR_IMPROVER 123 246#define ARMOUR_IMPROVER 123
283#define WEAPON_IMPROVER 124 247#define WEAPON_IMPROVER 124
284 248
285/* unused: 125 - 129
286 * type 125 was MONEY_CHANGER
287 */
288
289#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
290#define DEEP_SWAMP 138 250#define DEEP_SWAMP 138
291#define IDENTIFY_ALTAR 139 251#define IDENTIFY_ALTAR 139
292 252
293/*#define CANCELLATION 141 */ /* not used with new spell code */
294
295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296
297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
298/*#define SWARM_SPELL 153*/
299 254
300#define RUNE 154 255#define RUNE 154
301#define TRAP 155 256#define TRAP 155
302 257
303#define POWER_CRYSTAL 156 258#define POWER_CRYSTAL 156
306#define DISEASE 158 261#define DISEASE 158
307#define SYMPTOM 159 262#define SYMPTOM 159
308#define BUILDER 160 /* Generic item builder, see subtypes */ 263#define BUILDER 160 /* Generic item builder, see subtypes */
309#define MATERIAL 161 /* Material for building */ 264#define MATERIAL 161 /* Material for building */
310 265
311/* #define GPS 162 Ground positionning system, moved to Python plugin */
312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313
314/*#define QUEST 164 */ /* See below for subtypes */
315 267
316#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
317 potions, alchemy, or magic works here (elmex) */ 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
308/* unused: 125 - 129
309 * type 125 was MONEY_CHANGER
310 */
311//#define CANCELLATION 141 /* not used with new spell code */
312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
313//#define SWARM_SPELL 153
314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
315//#define QUEST 164 /* See below for subtypes */
318 316
319/* END TYPE DEFINE */ 317/* END TYPE DEFINE */
320 318
321#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
322 320
413 * If any FLAG's are added 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
414 * common/loader.l is updated. 412 * common/loader.l is updated.
415 */ 413 */
416 414
417/* Basic routines to do above */ 415/* Basic routines to do above */
418#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 416#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
419#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 417#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
420#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 418#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
421 419
422/* the flags */ 420/* the flags */
423 421
424#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
425#define FLAG_WIZ 1 /* Object has special privilegies */ 423#define FLAG_WIZ 1 /* Object has special privilegies */
431#define FLAG_USE_SHIELD 7 429#define FLAG_USE_SHIELD 7
432 /* Can this creature use a shield? */ 430 /* Can this creature use a shield? */
433 431
434#define FLAG_NO_PICK 8 /* Object can't be picked up */ 432#define FLAG_NO_PICK 8 /* Object can't be picked up */
435 433
436 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
437
438 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
439#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
440 438
441 /*#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 */
442
443 /*#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
444#define FLAG_MONSTER 14 /* Will attack players */ 442#define FLAG_MONSTER 14 /* Will attack players */
445#define FLAG_FRIENDLY 15 /* Will help players */ 443#define FLAG_FRIENDLY 15 /* Will help players */
446 444
447#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
448#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
453#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
454#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
455#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
456#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
457 455
458 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
459
460 /*#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 */
461
462 /*#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
463#define FLAG_IS_USED_UP 28 460#define FLAG_IS_USED_UP 28
464 /* When (--food<0) the object will exit */ 461 /* When (--food<0) the object will exit */
465#define FLAG_IDENTIFIED 29 462#define FLAG_IDENTIFIED 29
466 /* Player knows full info about item */ 463 /* Player knows full info about item */
467#define FLAG_REFLECTING 30 464#define FLAG_REFLECTING 30
468 /* Object reflects from walls (lightning) */ 465 /* Object reflects from walls (lightning) */
469#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 */
470 467
471/* Start of values in flags[1] */
472#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
473#define FLAG_HITBACK 33 /* Object will hit back when hit */ 469#define FLAG_HITBACK 33 /* Object will hit back when hit */
474#define FLAG_STARTEQUIP 34 470#define FLAG_STARTEQUIP 34
475 /* Object was given to player at start */ 471 /* Object was given to player at start */
476#define FLAG_BLOCKSVIEW 35 472#define FLAG_BLOCKSVIEW 35
487#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
488#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 */
489#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
490 but can still attack at a distance */ 486 but can still attack at a distance */
491 487
492 /*#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 \
493 thru this object as if it wasn't there */ 489 thru this object as if it wasn't there */
494 490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
495 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
496 491
497#define FLAG_PICK_UP 48 /* Can pick up */ 492#define FLAG_PICK_UP 48 /* Can pick up */
498#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
499#define FLAG_NO_DROP 50 /* Object can't be dropped */ 494#define FLAG_NO_DROP 50 /* Object can't be dropped */
500#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 */
514#define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* not implemented yet */
515#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
516#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 */
517#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 */
518 513
519/* Start of values in flags[2] */
520#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
521#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 */
522#define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
523#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
524#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
553#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 */
554#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
555#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 */
556#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
557 551
558 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
559 553
560/* Start of values in flags[3] */
561#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 554#define FLAG_NO_STEAL 96 /* Item can't be stolen */
562#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
563 * away (replaces ghosthit) 556 * away (replaces ghosthit)
564 */ 557 */
565#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
572 object */ 565 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 566#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 567#define FLAG_NO_ATTACK 101 /* monster don't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576#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
577 * load_original_map() */ 570 * load_original_map() */
578#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
579 * the overlay, and is not subject to 572 * the overlay, and is not subject to
580 * decay. */ 573 * decay. */
581#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' */
582#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' */
583#define FLAG_IS_WATER 107 576#define FLAG_IS_WATER 107
584#define FLAG_CONTENT_ON_GEN 108 577#define FLAG_CONTENT_ON_GEN 108
585#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 */
586#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 579#define FLAG_IS_BUILDABLE 110 /* Can build on item */
587#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
588#define NUM_FLAGS 111 /* Should always be equal to the last 583#define NUM_FLAGS 113 /* Should always be equal to the last
589 * defined flag. If you change this, 584 * defined flag + 1. If you change this,
590 * make sure you update the flag_links 585 * make sure you update the flag_links
591 * in common/loader.l 586 * in common/loader.l
592 */ 587 */
593 588
594/* 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
595 * object structure needs to be enlarged. 590 * object structure needs to be enlarged.
596 * So there are 18 available flags slots 591 * So there are 18 available flags slots
597 */ 592 */
598 593
599
600#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
601
602#if 0
603
604/* These should no longer be needed - access move_slow_penalty
605 * directly.
606 */
607# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
608# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
609#endif
610 595
611/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
612 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
613 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
614 */ 599 */
649 * 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
650 * onto it. 635 * onto it.
651 * 636 *
652 */ 637 */
653#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
654 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
655 640
656 641
657#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
658#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
659#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
686#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
687#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
688#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
689 674
690/* for use by the lighting code */ 675/* for use by the lighting code */
691#define MAX_LIGHT_RADII 4 676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
692 /* max radii for 'light' object, really
693 * large values allow objects that can 677 * large values allow objects that can
694 * slow down the game */ 678 * slow down the game */
695#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
696 * practical reason to exceed this */ 680 * practical reason to exceed this */
697#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
723#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)
724#define FIRE_DIRECTIONAL 0 708#define FIRE_DIRECTIONAL 0
725#define FIRE_POSITIONAL 1 709#define FIRE_POSITIONAL 1
726 710
727/******************************************************************************/ 711/******************************************************************************/
728
729/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
730
731/******************************************************************************/ 713/******************************************************************************/
732
733/* if your monsters start acting wierd, mail me */ 714/* if your monsters start acting wierd, mail me */
734
735/******************************************************************************/ 715/******************************************************************************/
736
737/* the following definitions are for the attack_movement variable in monsters */ 716/* the following definitions are for the attack_movement variable in monsters */
738
739/* 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*/
740
741/* set to zero */ 718/* set to zero */
742
743/* 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 */
744
745/* 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*/
746
747/* 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. */
748
749/* 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*/
750
751/* 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 */
752
753/* then attacks from a distance: */ 724/* then attacks from a distance: */
754
755/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
756
757/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
758
759/* ------------------- */ 727/* ------------------- */
760
761/* attack_movement = 33 */ 728/* attack_movement = 33 */
762
763/******************************************************************************/ 729/******************************************************************************/
764#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, */
765 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
766#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 */
767#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 */
801 /* changing directions */ 767 /* changing directions */
802 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
803#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 */
804#define HI4 240 770#define HI4 240
805 771
806/*
807 * Use of the state-variable in player objects:
808 */
809
810#define ST_PLAYING 0
811#define ST_PLAY_AGAIN 1
812#define ST_ROLL_STAT 2
813#define ST_CHANGE_CLASS 3
814#define ST_CONFIRM_QUIT 4
815#define ST_CONFIGURE 5
816#define ST_GET_NAME 6
817#define ST_GET_PASSWORD 7
818#define ST_CONFIRM_PASSWORD 8
819#define ST_GET_PARTY_PASSWORD 10
820
821#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
822#define EMPTY_FACE_NAME "empty.111" 773#define EMPTY_FACE_NAME "empty.x11"
823#define DARK_FACE1_NAME "dark1.111" 774#define DARK_FACE1_NAME "dark1.x11"
824#define DARK_FACE2_NAME "dark2.111" 775#define DARK_FACE2_NAME "dark2.x11"
825#define DARK_FACE3_NAME "dark3.111" 776#define DARK_FACE3_NAME "dark3.x11"
826#define SMOOTH_FACE_NAME "default_smoothed.111"
827 777
828/* 778/*
829 * Defines for the luck/random functions to make things more readable 779 * Defines for the luck/random functions to make things more readable
830 */ 780 */
831 781
969#define CAN_APPLY_UNAPPLY 0x10 919#define CAN_APPLY_UNAPPLY 0x10
970#define CAN_APPLY_UNAPPLY_MULT 0x20 920#define CAN_APPLY_UNAPPLY_MULT 0x20
971#define CAN_APPLY_UNAPPLY_CHOICE 0x40 921#define CAN_APPLY_UNAPPLY_CHOICE 0x40
972 922
973/* 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 */
974#define MIN_ACTIVE_SPEED 0.00001 924#define MIN_ACTIVE_SPEED 1e-5
975 925
976/* 926#define RANDOM() (rndm.next () & 0xffffffU)
977 * random() is much better than rand(). If you have random(), use it instead. 927#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
978 * You shouldn't need to change any of this
979 *
980 * 0.93.3: It looks like linux has random (previously, it was set below
981 * to use rand). Perhaps old version of linux lack rand? IF you run into
982 * problems, add || defined(__linux__) the #if immediately below.
983 *
984 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
985 * here.
986 */
987
988#define RANDOM() random()
989#define SRANDOM(xyz) srandom(xyz)
990 928
991/* 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
992 * items (nrof) into account. 930 * items (nrof) into account.
993 */ 931 */
994#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 932#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1008#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 946#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009#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__;}
1010#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__);}
1011#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 949#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012 950
1013 /* You may uncomment following define to check sanity of code.
1014 * But use as debug only (loses all speed gained by those macros)
1015 */
1016
1017/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019
1020
1021
1022
1023
1024
1025
1026/* 951/*
1027 * Warning! 952 * Warning!
1028 * If you add message types here, don't forget 953 * If you add message types here, don't forget
1029 * to keep the client up to date too! 954 * to keep the client up to date too!
1030 */ 955 */
1031
1032 956
1033/* message types */ 957/* message types */
1034#define MSG_TYPE_BOOK 1 958#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 959#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 960#define MSG_TYPE_PAPER 3

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