--- deliantra/server/include/define.h 2006/09/16 22:06:17 1.11 +++ deliantra/server/include/define.h 2007/04/15 14:15:15 1.49 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ + * CrossFire, A Multiplayer game + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at crossfire@schmorp.de + */ /* This file is best viewed with a window width of about 100 character */ @@ -33,36 +34,22 @@ #ifndef DEFINE_H #define DEFINE_H -/* - * Crossfire requires ANSI-C, but some compilers "forget" to define it. - * Thus the prototypes made by cextract don't get included correctly. - */ -#if !defined(__STDC__) - -/* Removed # from start of following line. makedepend was picking it up. - * The following should still hopefully result in an error. - */ -error - Your ANSI C compiler should be defining __STDC__; -#endif - -#ifndef WIN32 /* ---win32 exclude unix configuration part */ -# include -#endif +#include #define FONTDIR "" #define FONTNAME "" /* Decstations have trouble with fabs()... */ -#define FABS(x) ((x)<0?-(x):(x)) +#define FABS(x) fabs (x) #ifdef __NetBSD__ # include #endif #ifndef MIN -# define MIN(x,y) ((x)<(y)?(x):(y)) +# define MIN(x,y) min (x, y) #endif #ifndef MAX -# define MAX(x,y) ((x)>(y)?(x):(y)) +# define MAX(x,y) max (x, y) #endif /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ @@ -94,13 +81,13 @@ #define MAX_ANIMATIONS 256 #define MAX_NAME 48 -#define BIG_NAME 32 #define MAX_EXT_TITLE 98 /* Fatal variables: */ +//TODO: remove all calls to fatal and replace them by cleanup #define OUT_OF_MEMORY 0 #define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 +#define ARCHTABLE_TOO_SMALL 2 // unused #define TOO_MANY_ERRORS 3 /* TYPE DEFINES */ @@ -115,197 +102,217 @@ * Additionally, when you add a new entry, include it in the table in item.c */ -/* type 0 will be undefined and shows a non valid type information */ - -#define PLAYER 1 -#define TRANSPORT 2 /* see doc/Developers/objects */ -#define ROD 3 -#define TREASURE 4 -#define POTION 5 -#define FOOD 6 -#define POISON 7 -#define BOOK 8 -#define CLOCK 9 - -/*#define FBULLET 10 */ - -/*#define FBALL 11 */ -#define LIGHTNING 12 -#define ARROW 13 -#define BOW 14 -#define WEAPON 15 -#define ARMOUR 16 -#define PEDESTAL 17 -#define ALTAR 18 - -/*#define CONFUSION 19 */ -#define LOCKED_DOOR 20 -#define SPECIAL_KEY 21 -#define MAP 22 -#define DOOR 23 -#define KEY 24 - -/*#define MMISSILE 25 */ -#define TIMED_GATE 26 -#define TRIGGER 27 -#define GRIMREAPER 28 -#define MAGIC_EAR 29 -#define TRIGGER_BUTTON 30 -#define TRIGGER_ALTAR 31 -#define TRIGGER_PEDESTAL 32 -#define SHIELD 33 -#define HELMET 34 -#define HORN 35 -#define MONEY 36 -#define CLASS 37 /* object for applying character class modifications to someone */ -#define GRAVESTONE 38 -#define AMULET 39 -#define PLAYERMOVER 40 -#define TELEPORTER 41 -#define CREATOR 42 -#define SKILL 43 /* also see SKILL_TOOL (74) below */ -#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ - /* experience for broad skill categories. This value */ - /* is now automatically converteed at load time. */ -#define EARTHWALL 45 -#define GOLEM 46 - -/*#define BOMB 47 */ -#define THROWN_OBJ 48 -#define BLINDNESS 49 -#define GOD 50 - -#define DETECTOR 51 /* peterm: detector is an object */ - /* which notices the presense of */ - /* another object and is triggered */ - /* like buttons. */ -#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ - /* force into a player with a specified string WHEN TRIGGERED. */ -#define DEAD_OBJECT 53 -#define DRINK 54 -#define MARKER 55 /* inserts an invisible, weightless */ - /* force into a player with a specified string. */ -#define HOLY_ALTAR 56 -#define PLAYER_CHANGER 57 -#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ - -#define PEACEMAKER 59 /* Object owned by a player which can convert */ - /* a monster into a peaceful being incapable of attack. */ -#define GEM 60 - - /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ -#define FIREWALL 62 -#define ANVIL 63 -#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu - * values of last_sp set how to change: - * 0 = furious, all monsters become aggressive - * 1 = angry, all but friendly become aggressive - * 2 = calm, all aggressive monsters calm down - * 3 = sleep, all monsters fall asleep - * 4 = charm, monsters become pets */ -#define EXIT 66 -#define ENCOUNTER 67 -#define SHOP_FLOOR 68 -#define SHOP_MAT 69 -#define RING 70 -#define FLOOR 71 /* this is a floor tile -> native layer 0 */ -#define FLESH 72 /* animal 'body parts' -b.t. */ -#define INORGANIC 73 /* metals and minerals */ -#define SKILL_TOOL 74 /* Allows the use of a skill */ -#define LIGHTER 75 - -/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator - * types are not used in any archetypes, and should perhaps be removed. +/* USED TYPES: (for dead types please look at the bottom of the type + * definitions) */ -#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ -#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ -#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -#define MISC_OBJECT 79 /* misc. objects are for objects without a function - in the engine. Like statues, clocks, chairs,... - If perhaps we create a function where we can sit - on chairs, we create a new type and remove all - chairs from here. */ -#define MONSTER 80 - /* yes, thats a real, living creature */ -#define SPAWN_GENERATOR 81 - /* a spawn point or monster generator object */ -#define LAMP 82 /* a lamp */ -#define DUPLICATOR 83 /* duplicator/multiplier object */ -#define TOOL 84 /* a tool for building objects */ -#define SPELLBOOK 85 -#define BUILDFAC 86 /* facilities for building objects */ -#define CLOAK 87 - -/*#define CONE 88 */ - - /*#define AURA 89 *//* aura spell object */ - -#define SPINNER 90 -#define GATE 91 -#define BUTTON 92 -#define CF_HANDLE 93 -#define HOLE 94 -#define TRAPDOOR 95 - -/*#define WORD_OF_RECALL 96 */ - -/*#define PARAIMAGE 97 */ -#define SIGN 98 -#define BOOTS 99 -#define GLOVES 100 -#define SPELL 101 -#define SPELL_EFFECT 102 -#define CONVERTER 103 -#define BRACERS 104 -#define POISONING 105 -#define SAVEBED 106 -#define POISONCLOUD 107 -#define FIREHOLES 108 -#define WAND 109 - -/*#define ABILITY 110*/ -#define SCROLL 111 -#define DIRECTOR 112 -#define GIRDLE 113 -#define FORCE 114 -#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ -#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ -#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ -#define CONTAINER 122 -#define ARMOUR_IMPROVER 123 -#define WEAPON_IMPROVER 124 +/* type 0 objects have the default behaviour */ +#define PLAYER 1 +#define TRANSPORT 2 /* see pod/objects.pod */ +#define ROD 3 +#define TREASURE 4 +#define POTION 5 +#define FOOD 6 +#define POISON 7 +#define BOOK 8 +#define CLOCK 9 + +#define ARROW 13 +#define BOW 14 +#define WEAPON 15 +#define ARMOUR 16 +#define PEDESTAL 17 +#define ALTAR 18 + +#define LOCKED_DOOR 20 +#define SPECIAL_KEY 21 +#define MAP 22 +#define DOOR 23 +#define KEY 24 + +#define TIMED_GATE 26 +#define TRIGGER 27 +#define GRIMREAPER 28 +#define MAGIC_EAR 29 +#define TRIGGER_BUTTON 30 +#define TRIGGER_ALTAR 31 +#define TRIGGER_PEDESTAL 32 +#define SHIELD 33 +#define HELMET 34 +#define HORN 35 +#define MONEY 36 +#define CLASS 37 /* object for applying character class modifications to someone */ +#define GRAVESTONE 38 +#define AMULET 39 +#define PLAYERMOVER 40 +#define TELEPORTER 41 +#define CREATOR 42 +#define SKILL 43 /* also see SKILL_TOOL (74) below */ + +#define EARTHWALL 45 +#define GOLEM 46 + +#define THROWN_OBJ 48 +#define BLINDNESS 49 +#define GOD 50 +#define DETECTOR 51 /* peterm: detector is an object + * which notices the presense of + * another object and is triggered + * like buttons. + */ +#define TRIGGER_MARKER 52 /* inserts an invisible, weightless + * force into a player with a specified string WHEN TRIGGERED. + */ +#define DEAD_OBJECT 53 +#define DRINK 54 +#define MARKER 55 /* inserts an invisible, weightless + * force into a player with a specified string. + */ +#define HOLY_ALTAR 56 +#define PLAYER_CHANGER 57 +#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ + +#define PEACEMAKER 59 /* Object owned by a player which can convert + * a monster into a peaceful being incapable of attack. + */ +#define GEM 60 + +#define FIREWALL 62 +#define ANVIL 63 +#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ +#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu + * values of last_sp set how to change: + * 0 = furious, all monsters become aggressive + * 1 = angry, all but friendly become aggressive + * 2 = calm, all aggressive monsters calm down + * 3 = sleep, all monsters fall asleep + * 4 = charm, monsters become pets */ +#define EXIT 66 +#define ENCOUNTER 67 +#define SHOP_FLOOR 68 +#define SHOP_MAT 69 +#define RING 70 +#define FLOOR 71 /* this is a floor tile -> native layer 0 */ +#define FLESH 72 /* animal 'body parts' -b.t. */ +#define INORGANIC 73 /* metals and minerals */ +#define SKILL_TOOL 74 /* Allows the use of a skill */ +#define LIGHTER 75 + +#define BUILDABLE_WALL 77 /* this is a buildable wall */ + + +#define MISC_OBJECT 79 /* misc. objects are for objects without a function + in the engine. Like statues, clocks, chairs,... + If perhaps we create a function where we can sit + on chairs, we create a new type and remove all + chairs from here. */ + +#define LAMP 82 /* a lamp */ +#define DUPLICATOR 83 /* duplicator/multiplier object */ + +#define SPELLBOOK 85 + +#define CLOAK 87 + +#define SPINNER 90 +#define GATE 91 +#define BUTTON 92 +#define CF_HANDLE 93 +#define HOLE 94 +#define TRAPDOOR 95 + +#define SIGN 98 +#define BOOTS 99 +#define GLOVES 100 +#define SPELL 101 +#define SPELL_EFFECT 102 +#define CONVERTER 103 +#define BRACERS 104 +#define POISONING 105 +#define SAVEBED 106 + +#define WAND 109 + +#define SCROLL 111 +#define DIRECTOR 112 +#define GIRDLE 113 +#define FORCE 114 +#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ +#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ + +#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ +#define CONTAINER 122 +#define ARMOUR_IMPROVER 123 +#define WEAPON_IMPROVER 124 + +#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ +#define DEEP_SWAMP 138 +#define IDENTIFY_ALTAR 139 + +#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ + +#define RUNE 154 +#define TRAP 155 + +#define POWER_CRYSTAL 156 +#define CORPSE 157 + +#define DISEASE 158 +#define SYMPTOM 159 +#define BUILDER 160 /* Generic item builder, see subtypes */ +#define MATERIAL 161 /* Material for building */ + +#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ + +#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, + potions, alchemy, or magic works here (elmex) */ + +/* DEAD TYPES: */ +//#define FBULLET 10 +//#define FBALL 11 +//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 +//#define CONFUSION 19 +//#define MMISSILE 25 +/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain + * experience for broad skill categories. This value + * is now automatically converteed at load time. + */ +//#define BOMB 47 +//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ + +/* random crossfire developer: The trap_part, wall, light_source, + * misc_object, monster, and spawn_generator + * types are not used in any archetypes, + * and should perhaps be removed. + * + * Wed Dec 20 13:35:24 CET 2006: + * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. + * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. + * renamed WALL to BUILDABLE_WALL. + */ + +//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ +//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ +//#define MONSTER 80 /* yes, thats a real, living creature */ +//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ +//#define TOOL 84 /* a tool for building objects */ +//#define BUILDFAC 86 /* facilities for building objects */ +//#define CONE 88 +//#define AURA 89 /* aura spell object */ +//#define WORD_OF_RECALL 96 +//#define PARAIMAGE 97 +//#define POISONCLOUD 107 +//#define FIREHOLES 108 +//#define ABILITY 110 /* unused: 125 - 129 * type 125 was MONEY_CHANGER */ -#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ -#define DEEP_SWAMP 138 -#define IDENTIFY_ALTAR 139 - - /*#define CANCELLATION 141*//* not used with new spell code */ -#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ - - /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ - -/*#define SWARM_SPELL 153*/ -#define RUNE 154 -#define TRAP 155 - -#define POWER_CRYSTAL 156 -#define CORPSE 157 - -#define DISEASE 158 -#define SYMPTOM 159 -#define BUILDER 160 /* Generic item builder, see subtypes */ -#define MATERIAL 161/* Material for building */ - -/* #define GPS 162 Ground positionning system, moved to Python plugin */ -#define ITEM_TRANSFORMER 163/* Transforming one item with another */ -#define QUEST 164/* See below for subtypes */ -#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, - potions, alchemy, or magic works here (elmex) */ +//#define CANCELLATION 141 /* not used with new spell code */ +//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ +//#define SWARM_SPELL 153 +//#define GPS 162 /* Ground positionning system, moved to Python plugin */ +//#define QUEST 164 /* See below for subtypes */ /* END TYPE DEFINE */ @@ -385,6 +392,7 @@ #define PU_NOT_CURSED 0x01000000 #define PU_JEWELS 0x02000000 +#define PU_FLESH 0x04000000 /* Instead of using arbitrary constants for indexing the @@ -399,74 +407,15 @@ #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ -/* Flag structure now changed. - * Each flag is now a bit offset, starting at zero. The macros - * will update/read the appropriate flag element in the object - * structure. - * - * Hopefully, since these offsets are integer constants set at run time, - * the compiler will reduce the macros something as simple as the - * old system was. - * - * Flags now have FLAG as the prefix. This to be clearer, and also - * to make sure F_ names are not still being used anyplace. - * - * The macros below assume that the flag size for each element is 32 - * bits. IF it is smaller, bad things will happen. See structs.h - * for more info. - * - * All functions should use the macros below. In process of converting - * to the new system, I find several files that did not use the previous - * macros. - * - * If any FLAG's are or changed, make sure the flag_names structure in +/* + * If any FLAG's are added or changed, make sure the flag_names structure in * common/loader.l is updated. - * - * flags[0] is 0 to 31 - * flags[1] is 32 to 63 - * flags[2] is 64 to 95 - * flags[3] is 96 to 127 */ /* Basic routines to do above */ -#define SET_FLAG(xyz, p) \ - ((xyz)->flags[p/32] |= (1U << (p % 32))) -#define CLEAR_FLAG(xyz, p) \ - ((xyz)->flags[p/32] &= ~(1U << (p % 32))) -#define QUERY_FLAG(xyz, p) \ - ((xyz)->flags[p/32] & (1U << (p % 32))) -#define COMPARE_FLAGS(p,q) \ - ( \ - ((p)->flags[0] == (q)->flags[0]) && \ - ((p)->flags[1] == (q)->flags[1]) && \ - ((p)->flags[2] == (q)->flags[2]) && \ - ((p)->flags[3] == (q)->flags[3]) \ - ) - -/* convenience macros to determine what kind of things we are dealing with */ - -#define IS_WEAPON(op) \ - (op->type == ARROW || op->type == BOW || op->type == WEAPON) - -#define IS_ARMOR(op) \ - (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ - op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ - op->type == BRACERS || op->type == GIRDLE) - -#define IS_LIVE(op) \ - ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ - (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ - !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) - -#define IS_ARROW(op) \ - (op->type==ARROW || \ - (op->type==SPELL_EFFECT && \ - (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) - -/* This return TRUE if object has still randomitems which - * could be expanded. - */ -#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) +#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 +#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 +#define QUERY_FLAG(obj, flg) (obj)->flag [flg] /* the flags */ @@ -482,14 +431,14 @@ #define FLAG_NO_PICK 8 /* Object can't be picked up */ - /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ +/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ +/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ - /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ - /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ #define FLAG_MONSTER 14 /* Will attack players */ #define FLAG_FRIENDLY 15 /* Will help players */ @@ -497,18 +446,17 @@ #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ -#define FLAG_TREASURE 19 /* Will generate treasure when applied */ + // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ #define FLAG_CAN_ROLL 22 /* Object can be rolled */ #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ - - /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ +/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ - /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ #define FLAG_IDENTIFIED 29 @@ -517,7 +465,6 @@ /* Object reflects from walls (lightning) */ #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ -/* Start of values in flags[1] */ #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ #define FLAG_HITBACK 33 /* Object will hit back when hit */ #define FLAG_STARTEQUIP 34 @@ -538,10 +485,9 @@ #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ - /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ - - /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ +/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ +/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ #define FLAG_PICK_UP 48 /* Can pick up */ #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ @@ -565,7 +511,6 @@ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ -/* Start of values in flags[2] */ #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ #define FLAG_SLEEP 66 /* NPC is sleeping */ @@ -604,9 +549,8 @@ #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ +/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ -/* Start of values in flags[3] */ #define FLAG_NO_STEAL 96 /* Item can't be stolen */ #define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) @@ -623,40 +567,32 @@ #define FLAG_NO_ATTACK 101 /* monster don't attack */ #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ + * load_original_map() */ #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ + * the overlay, and is not subject to + * decay. */ #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ #define FLAG_IS_WATER 107 #define FLAG_CONTENT_ON_GEN 108 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ -#define FLAG_AFK 111 /* Player is AFK */ -#define NUM_FLAGS 111 /* Should always be equal to the last - * defined flag. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ +#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map + +#define NUM_FLAGS 113 /* Should always be equal to the last + * defined flag + 1. If you change this, + * make sure you update the flag_links + * in common/loader.l + */ /* Values can go up to 127 before the size of the flags array in the * object structure needs to be enlarged. * So there are 18 available flags slots */ - #define NROFNEWOBJS(xyz) ((xyz)->stats.food) -#if 0 - -/* These should no longer be needed - access move_slow_penalty - * directly. - */ -# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 -#endif - /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. @@ -670,16 +606,6 @@ #define MOVE_BOAT 0x10 /* Boats/sailing */ #define MOVE_ALL 0x1f /* Mask of all movement types */ -/* the normal assumption is that objects are walking/flying. - * So often we don't want to block movement, but still don't want - * to allow all types (swimming is rather specialized) - I also - * expect as more movement types show up, this is likely to get - * updated. Basically, this is the default for spaces that allow - * movement - anything but swimming right now. If you really - * want nothing at all, then can always set move_block to 0 - */ -#define MOVE_BLOCK_DEFAULT MOVE_SWIM - /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. * uint8 is defined yet, so just use what that would define it @@ -700,7 +626,7 @@ * */ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ - ( (type != 0) && (ob1->move_type & type) == ob1->move_type) + ((type) && (ob1->move_type & type) == ob1->move_type) #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) @@ -737,8 +663,7 @@ #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 - /* max radii for 'light' object, really +#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really * large values allow objects that can * slow down the game */ #define MAX_DARKNESS 5 /* maximum map darkness, there is no @@ -774,41 +699,23 @@ #define FIRE_POSITIONAL 1 /******************************************************************************/ - /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ - /******************************************************************************/ - /* if your monsters start acting wierd, mail me */ - /******************************************************************************/ - /* the following definitions are for the attack_movement variable in monsters */ - /* if the attack_variable movement is left out of the monster archetype, or is*/ - /* set to zero */ - /* the standard mode of movement from previous versions of crossfire will be */ - /* used. the upper four bits of movement data are not in effect when the monst*/ - /* er has an enemy. these should only be used for non agressive monsters. */ - /* to program a monsters movement add the attack movement numbers to the movem*/ - /* ment numbers example a monster that moves in a circle until attacked and */ - /* then attacks from a distance: */ - /* CIRCLE1 = 32 */ - /* + DISTATT = 1 */ - /* ------------------- */ - /* attack_movement = 33 */ - /******************************************************************************/ #define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ @@ -852,27 +759,8 @@ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 -/* - * Use of the state-variable in player objects: - */ - -#define ST_PLAYING 0 -#define ST_PLAY_AGAIN 1 -#define ST_ROLL_STAT 2 -#define ST_CHANGE_CLASS 3 -#define ST_CONFIRM_QUIT 4 -#define ST_CONFIGURE 5 -#define ST_GET_NAME 6 -#define ST_GET_PASSWORD 7 -#define ST_CONFIRM_PASSWORD 8 -#define ST_GET_PARTY_PASSWORD 10 - -#define BLANK_FACE_NAME "blank.111" -#define EMPTY_FACE_NAME "empty.111" -#define DARK_FACE1_NAME "dark1.111" -#define DARK_FACE2_NAME "dark2.111" -#define DARK_FACE3_NAME "dark3.111" -#define SMOOTH_FACE_NAME "default_smoothed.111" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" /* * Defines for the luck/random functions to make things more readable @@ -1020,36 +908,10 @@ #define CAN_APPLY_UNAPPLY_CHOICE 0x40 /* Cut off point of when an object is put on the active list or not */ -#define MIN_ACTIVE_SPEED 0.00001 +#define MIN_ACTIVE_SPEED 1e-5 -/* - * random() is much better than rand(). If you have random(), use it instead. - * You shouldn't need to change any of this - * - * 0.93.3: It looks like linux has random (previously, it was set below - * to use rand). Perhaps old version of linux lack rand? IF you run into - * problems, add || defined(__linux__) the #if immediately below. - * - * 0.94.2 - you probably shouldn't need to change any of the rand stuff - * here. - */ - -#ifdef HAVE_SRANDOM -# define RANDOM() random() -# define SRANDOM(xyz) srandom(xyz) -#else -# ifdef HAVE_SRAND48 -# define RANDOM() lrand48() -# define SRANDOM(xyz) srand48(xyz) -# else -# ifdef HAVE_SRAND -# define RANDOM() rand() -# define SRANDOM(xyz) srand(xyz) -# else -# error "Could not find a usable random routine" -# endif -# endif -#endif +#define RANDOM() (rndm.next () & 0xffffffU) +#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of /* Returns the weight of the given object. Note: it does not take the number of * items (nrof) into account. @@ -1073,26 +935,12 @@ #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} #define FINISH_FASTCAT(buf__) buf__[0]='\0'; - /* You may uncomment following define to check sanity of code. - * But use as debug only (loses all speed gained by those macros) - */ - -/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ - if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - - - /* * Warning! * If you add message types here, don't forget * to keep the client up to date too! */ - /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2