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Comparing deliantra/server/include/define.h (file contents):
Revision 1.10 by root, Tue Sep 12 18:32:37 2006 UTC vs.
Revision 1.51 by root, Sat Apr 21 16:56:32 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-devel@real-time.com 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
29 * with players in player.h, etc. As it is, everything just seems 30 * with players in player.h, etc. As it is, everything just seems
30 * to be dumped in here. 31 * to be dumped in here.
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# ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 37#include <autoconf.h>
50# endif
51 38
52# define FONTDIR "" 39#define FONTDIR ""
53# define FONTNAME "" 40#define FONTNAME ""
54 41
55/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
56# define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
57 44
58# ifdef __NetBSD__ 45#ifdef __NetBSD__
59# include <sys/param.h> 46# include <sys/param.h>
60# endif 47#endif
61# ifndef MIN 48#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
63# endif 50#endif
64# ifndef MAX 51#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
66# endif 53#endif
67 54
68/*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*/
69# ifndef NAME_MAX 56#ifndef NAME_MAX
70# define NAME_MAX 255 57# define NAME_MAX 255
71# endif 58#endif
72 59
73/* MAX3 is basically like MAX, but instead does 3 values. */ 60/* MAX3 is basically like MAX, but instead does 3 values. */
74# ifndef MAX3 61#ifndef MAX3
75# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76# endif 63#endif
77 64
78/* MIN3 is basically like MIN, but instead does 3 values. */ 65/* MIN3 is basically like MIN, but instead does 3 values. */
79# ifndef MIN3 66#ifndef MIN3
80# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81# endif 68#endif
82 69
83# define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
84# define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
85 72
86# define MAX_BUF 1024 73#define MAX_BUF 1024
87 /* Used for all kinds of things */ 74 /* Used for all kinds of things */
88# define VERY_BIG_BUF 2048 75#define VERY_BIG_BUF 2048
89# define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
90# define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
91 78
92# define FONTSIZE 3000 /* Max chars in font */ 79#define FONTSIZE 3000 /* Max chars in font */
93 80
94# define MAX_ANIMATIONS 256 81#define MAX_ANIMATIONS 256
95 82
96# define MAX_NAME 48 83#define MAX_NAME 48
97# define BIG_NAME 32
98# define MAX_EXT_TITLE 98 84#define MAX_EXT_TITLE 98
99 85
100/* Fatal variables: */ 86/* Fatal variables: */
87//TODO: remove all calls to fatal and replace them by cleanup
101# define OUT_OF_MEMORY 0 88#define OUT_OF_MEMORY 0
102# define MAP_ERROR 1 89#define MAP_ERROR 1
103# define ARCHTABLE_TOO_SMALL 2 90#define ARCHTABLE_TOO_SMALL 2 // unused
104# define TOO_MANY_ERRORS 3 91#define TOO_MANY_ERRORS 3
105 92
106/* TYPE DEFINES */ 93/* TYPE DEFINES */
107 94
108/* 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,
109 * it is actually needed. Just because you add a new monster does not 96 * it is actually needed. Just because you add a new monster does not
113 * flags 100 * flags
114 * 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.
115 * 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
116 */ 103 */
117 104
118/* 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 */
119 108
120# define PLAYER 1 109/* type 0 objects have the default behaviour */
121# define TRANSPORT 2 /* see doc/Developers/objects */ 110
122# define ROD 3 111#define PLAYER 1
112#define TRANSPORT 2 /* see pod/objects.pod */
113#define ROD 3
123# define TREASURE 4 114#define TREASURE 4
124# define POTION 5 115#define POTION 5
125# define FOOD 6 116#define FOOD 6
126# define POISON 7 117#define POISON 7
127# define BOOK 8 118#define BOOK 8
128# define CLOCK 9 119#define CLOCK 9
129 120
130/*#define FBULLET 10 */ 121#define ARROW 13
131 122#define BOW 14
132/*#define FBALL 11 */ 123#define WEAPON 15
133# define LIGHTNING 12 124#define ARMOUR 16
134# define ARROW 13
135# define BOW 14
136# define WEAPON 15
137# define ARMOUR 16
138# define PEDESTAL 17 125#define PEDESTAL 17
139# define ALTAR 18 126#define ALTAR 18
140 127
141/*#define CONFUSION 19 */
142# define LOCKED_DOOR 20 128#define LOCKED_DOOR 20
143# define SPECIAL_KEY 21 129#define SPECIAL_KEY 21
144# define MAP 22 130#define MAP 22
145# define DOOR 23 131#define DOOR 23
146# define KEY 24 132#define KEY 24
147 133
148/*#define MMISSILE 25 */
149# define TIMED_GATE 26 134#define TIMED_GATE 26
150# define TRIGGER 27 135#define TRIGGER 27
151# define GRIMREAPER 28 136#define GRIMREAPER 28
152# define MAGIC_EAR 29 137#define MAGIC_EAR 29
153# define TRIGGER_BUTTON 30 138#define TRIGGER_BUTTON 30
154# define TRIGGER_ALTAR 31 139#define TRIGGER_ALTAR 31
155# define TRIGGER_PEDESTAL 32 140#define TRIGGER_PEDESTAL 32
156# define SHIELD 33 141#define SHIELD 33
157# define HELMET 34 142#define HELMET 34
158# define HORN 35 143#define HORN 35
159# define MONEY 36 144#define MONEY 36
160# define CLASS 37 /* object for applying character class modifications to someone */ 145#define CLASS 37 /* object for applying character class modifications to someone */
161# define GRAVESTONE 38 146#define GRAVESTONE 38
162# define AMULET 39 147#define AMULET 39
163# define PLAYERMOVER 40 148#define PLAYERMOVER 40
164# define TELEPORTER 41 149#define TELEPORTER 41
165# define CREATOR 42 150#define CREATOR 42
166# define SKILL 43 /* also see SKILL_TOOL (74) below */ 151#define SKILL 43 /* also see SKILL_TOOL (74) below */
167# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 152
168 /* experience for broad skill categories. This value */
169 /* is now automatically converteed at load time. */
170# define EARTHWALL 45 153#define EARTHWALL 45
171# define GOLEM 46 154#define GOLEM 46
172 155
173/*#define BOMB 47 */
174# define THROWN_OBJ 48 156#define THROWN_OBJ 48
175# define BLINDNESS 49 157#define BLINDNESS 49
176# define GOD 50 158#define GOD 50
177
178# define DETECTOR 51 /* peterm: detector is an object */ 159#define DETECTOR 51 /* peterm: detector is an object
179 /* which notices the presense of */ 160 * which notices the presense of
180 /* another object and is triggered */ 161 * another object and is triggered
181 /* like buttons. */ 162 * like buttons.
163 */
182# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 164#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
183 /* force into a player with a specified string WHEN TRIGGERED. */ 165 * force into a player with a specified string WHEN TRIGGERED.
166 */
184# define DEAD_OBJECT 53 167#define DEAD_OBJECT 53
185# define DRINK 54 168#define DRINK 54
186# define MARKER 55 /* inserts an invisible, weightless */ 169#define MARKER 55 /* inserts an invisible, weightless
187 /* force into a player with a specified string. */ 170 * force into a player with a specified string.
171 */
188# define HOLY_ALTAR 56 172#define HOLY_ALTAR 56
189# define PLAYER_CHANGER 57 173#define PLAYER_CHANGER 57
190# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 174#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191 175
192# define PEACEMAKER 59 /* Object owned by a player which can convert */ 176#define PEACEMAKER 59 /* Object owned by a player which can convert
193 /* a monster into a peaceful being incapable of attack. */ 177 * a monster into a peaceful being incapable of attack.
194# define GEM 60 178 */
179#define GEM 60
195 180
196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
197# define FIREWALL 62 181#define FIREWALL 62
198# define ANVIL 63 182#define ANVIL 63
199# 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 */
200# 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
201 * values of last_sp set how to change: 185 * values of last_sp set how to change:
202 * 0 = furious, all monsters become aggressive 186 * 0 = furious, all monsters become aggressive
203 * 1 = angry, all but friendly become aggressive 187 * 1 = angry, all but friendly become aggressive
204 * 2 = calm, all aggressive monsters calm down 188 * 2 = calm, all aggressive monsters calm down
205 * 3 = sleep, all monsters fall asleep 189 * 3 = sleep, all monsters fall asleep
206 * 4 = charm, monsters become pets */ 190 * 4 = charm, monsters become pets */
207# define EXIT 66 191#define EXIT 66
208# define ENCOUNTER 67 192#define ENCOUNTER 67
209# define SHOP_FLOOR 68 193#define SHOP_FLOOR 68
210# define SHOP_MAT 69 194#define SHOP_MAT 69
211# define RING 70 195#define RING 70
212# define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
213# define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
214# define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
215# define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
216# define LIGHTER 75 200#define LIGHTER 75
217 201
218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
219 * types are not used in any archetypes, and should perhaps be removed.
220 */
221# define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222 203
223# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 204
224# define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225# 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
226 in the engine. Like statues, clocks, chairs,... 206 in the engine. Like statues, clocks, chairs,...
227 If perhaps we create a function where we can sit 207 If perhaps we create a function where we can sit
228 on chairs, we create a new type and remove all 208 on chairs, we create a new type and remove all
229 chairs from here. */ 209 chairs from here. */
230# define MONSTER 80 210
231 /* yes, thats a real, living creature */ 211#define LAMP 82 /* a lamp */
232# define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */
234# define LAMP 82 /* a lamp */
235# define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
236# define TOOL 84 /* a tool for building objects */ 213
237# define SPELLBOOK 85 214#define SPELLBOOK 85
238# define BUILDFAC 86 /* facilities for building objects */
239# define CLOAK 87
240 215
241/*#define CONE 88 */ 216#define CLOAK 87
242 217
243 /*#define AURA 89 *//* aura spell object */
244
245# define SPINNER 90 218#define SPINNER 90
246# define GATE 91 219#define GATE 91
247# define BUTTON 92 220#define BUTTON 92
248# define CF_HANDLE 93 221#define CF_HANDLE 93
249# define HOLE 94 222#define HOLE 94
250# define TRAPDOOR 95 223#define TRAPDOOR 95
251 224
252/*#define WORD_OF_RECALL 96 */ 225#define SIGN 98
253 226#define BOOTS 99
254/*#define PARAIMAGE 97 */
255# define SIGN 98
256# define BOOTS 99
257# define GLOVES 100 227#define GLOVES 100
258# define SPELL 101 228#define SPELL 101
259# define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
260# define CONVERTER 103 230#define CONVERTER 103
261# define BRACERS 104 231#define BRACERS 104
262# define POISONING 105 232#define POISONING 105
263# define SAVEBED 106 233#define SAVEBED 106
264# define POISONCLOUD 107
265# define FIREHOLES 108
266# define WAND 109
267 234
268/*#define ABILITY 110*/ 235#define WAND 109
236
269# define SCROLL 111 237#define SCROLL 111
270# define DIRECTOR 112 238#define DIRECTOR 112
271# define GIRDLE 113 239#define GIRDLE 113
272# define FORCE 114 240#define FORCE 114
273# 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 */
274# 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
275# 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. */
276# define CONTAINER 122 245#define CONTAINER 122
277# define ARMOUR_IMPROVER 123 246#define ARMOUR_IMPROVER 123
278# define WEAPON_IMPROVER 124 247#define WEAPON_IMPROVER 124
279 248
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: 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
280/* unused: 125 - 129 308/* unused: 125 - 129
281 * type 125 was MONEY_CHANGER 309 * type 125 was MONEY_CHANGER
282 */ 310 */
283# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 311//#define CANCELLATION 141 /* not used with new spell code */
284# define DEEP_SWAMP 138 312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
285# define IDENTIFY_ALTAR 139 313//#define SWARM_SPELL 153
286
287 /*#define CANCELLATION 141*//* not used with new spell code */
288# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289
290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291
292/*#define SWARM_SPELL 153*/
293# define RUNE 154
294# define TRAP 155
295
296# define POWER_CRYSTAL 156
297# define CORPSE 157
298
299# define DISEASE 158
300# define SYMPTOM 159
301# define BUILDER 160 /* Generic item builder, see subtypes */
302# define MATERIAL 161/* Material for building */
303
304/* #define GPS 162 Ground positionning system, moved to Python plugin */ 314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
305# define ITEM_TRANSFORMER 163/* Transforming one item with another */
306# define QUEST 164/* See below for subtypes */ 315//#define QUEST 164 /* See below for subtypes */
307# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */
309 316
310/* END TYPE DEFINE */ 317/* END TYPE DEFINE */
311 318
312# 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
313 320
314/* Subtypes for BUILDER */ 321/* Subtypes for BUILDER */
315# define ST_BD_BUILD 1 /* Builds an item */ 322#define ST_BD_BUILD 1 /* Builds an item */
316# define ST_BD_REMOVE 2 /* Removes an item */ 323#define ST_BD_REMOVE 2 /* Removes an item */
317 324
318/* Subtypes for MATERIAL */ 325/* Subtypes for MATERIAL */
319# define ST_MAT_FLOOR 1 /* Floor */ 326#define ST_MAT_FLOOR 1 /* Floor */
320# define ST_MAT_WALL 2 /* Wall */ 327#define ST_MAT_WALL 2 /* Wall */
321# define ST_MAT_ITEM 3 /* All other items, including doors & such */ 328#define ST_MAT_ITEM 3 /* All other items, including doors & such */
322 329
323/* definitions for weapontypes */ 330/* definitions for weapontypes */
324 331
325# define WEAP_HIT 0 /* the basic */ 332#define WEAP_HIT 0 /* the basic */
326# define WEAP_SLASH 1 /* slash */ 333#define WEAP_SLASH 1 /* slash */
327# define WEAP_PIERCE 2 /* arrows, stiletto */ 334#define WEAP_PIERCE 2 /* arrows, stiletto */
328# define WEAP_CLEAVE 3 /* axe */ 335#define WEAP_CLEAVE 3 /* axe */
329# define WEAP_SLICE 4 /* katana */ 336#define WEAP_SLICE 4 /* katana */
330# define WEAP_STAB 5 /* knife, dagger */ 337#define WEAP_STAB 5 /* knife, dagger */
331# define WEAP_WHIP 6 /* whips n chains */ 338#define WEAP_WHIP 6 /* whips n chains */
332# define WEAP_CRUSH 7 /* big hammers, flails */ 339#define WEAP_CRUSH 7 /* big hammers, flails */
333# define WEAP_BLUD 8 /* bludgeoning, club, stick */ 340#define WEAP_BLUD 8 /* bludgeoning, club, stick */
334 341
335typedef struct typedata 342typedef struct typedata
336{ 343{
337 int number; 344 int number;
338 const char *name; 345 const char *name;
347/* definitions for detailed pickup descriptions. 354/* definitions for detailed pickup descriptions.
348 * The objective is to define intelligent groups of items that the 355 * The objective is to define intelligent groups of items that the
349 * user can pick up or leave as he likes. */ 356 * user can pick up or leave as he likes. */
350 357
351/* high bit as flag for new pickup options */ 358/* high bit as flag for new pickup options */
352# define PU_NOTHING 0x00000000 359#define PU_NOTHING 0x00000000
353 360
354# define PU_DEBUG 0x10000000 361#define PU_DEBUG 0x10000000
355# define PU_INHIBIT 0x20000000 362#define PU_INHIBIT 0x20000000
356# define PU_STOP 0x40000000 363#define PU_STOP 0x40000000
357# define PU_NEWMODE 0x80000000 364#define PU_NEWMODE 0x80000000
358 365
359# define PU_RATIO 0x0000000F 366#define PU_RATIO 0x0000000F
360 367
361# define PU_FOOD 0x00000010 368#define PU_FOOD 0x00000010
362# define PU_DRINK 0x00000020 369#define PU_DRINK 0x00000020
363# define PU_VALUABLES 0x00000040 370#define PU_VALUABLES 0x00000040
364# define PU_BOW 0x00000080 371#define PU_BOW 0x00000080
365 372
366# define PU_ARROW 0x00000100 373#define PU_ARROW 0x00000100
367# define PU_HELMET 0x00000200 374#define PU_HELMET 0x00000200
368# define PU_SHIELD 0x00000400 375#define PU_SHIELD 0x00000400
369# define PU_ARMOUR 0x00000800 376#define PU_ARMOUR 0x00000800
370 377
371# define PU_BOOTS 0x00001000 378#define PU_BOOTS 0x00001000
372# define PU_GLOVES 0x00002000 379#define PU_GLOVES 0x00002000
373# define PU_CLOAK 0x00004000 380#define PU_CLOAK 0x00004000
374# define PU_KEY 0x00008000 381#define PU_KEY 0x00008000
375 382
376# define PU_MISSILEWEAPON 0x00010000 383#define PU_MISSILEWEAPON 0x00010000
377# define PU_ALLWEAPON 0x00020000 384#define PU_ALLWEAPON 0x00020000
378# define PU_MAGICAL 0x00040000 385#define PU_MAGICAL 0x00040000
379# define PU_POTION 0x00080000 386#define PU_POTION 0x00080000
380 387
381# define PU_SPELLBOOK 0x00100000 388#define PU_SPELLBOOK 0x00100000
382# define PU_SKILLSCROLL 0x00200000 389#define PU_SKILLSCROLL 0x00200000
383# define PU_READABLES 0x00400000 390#define PU_READABLES 0x00400000
384# define PU_MAGIC_DEVICE 0x00800000 391#define PU_MAGIC_DEVICE 0x00800000
385 392
386# define PU_NOT_CURSED 0x01000000 393#define PU_NOT_CURSED 0x01000000
387# define PU_JEWELS 0x02000000 394#define PU_JEWELS 0x02000000
395#define PU_FLESH 0x04000000
388 396
389 397
390/* Instead of using arbitrary constants for indexing the 398/* Instead of using arbitrary constants for indexing the
391 * freearr, add these values. <= SIZEOFFREE1 will get you 399 * freearr, add these values. <= SIZEOFFREE1 will get you
392 * within 1 space. <= SIZEOFFREE2 wll get you withing 400 * within 1 space. <= SIZEOFFREE2 wll get you withing
393 * 2 spaces, and the entire array (< SIZEOFFREE) is 401 * 2 spaces, and the entire array (< SIZEOFFREE) is
394 * three spaces 402 * three spaces
395 */ 403 */
396# define SIZEOFFREE1 8 404#define SIZEOFFREE1 8
397# define SIZEOFFREE2 24 405#define SIZEOFFREE2 24
398# define SIZEOFFREE 49 406#define SIZEOFFREE 49
399 407
400# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 408#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 409
402/* Flag structure now changed. 410/*
403 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object
405 * structure.
406 *
407 * Hopefully, since these offsets are integer constants set at run time,
408 * the compiler will reduce the macros something as simple as the
409 * old system was.
410 *
411 * Flags now have FLAG as the prefix. This to be clearer, and also
412 * to make sure F_ names are not still being used anyplace.
413 *
414 * The macros below assume that the flag size for each element is 32
415 * bits. IF it is smaller, bad things will happen. See structs.h
416 * for more info.
417 *
418 * All functions should use the macros below. In process of converting
419 * to the new system, I find several files that did not use the previous
420 * macros.
421 *
422 * 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
423 * common/loader.l is updated. 412 * common/loader.l is updated.
424 *
425 * flags[0] is 0 to 31
426 * flags[1] is 32 to 63
427 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127
429 */ 413 */
430 414
431/* Basic routines to do above */ 415/* Basic routines to do above */
432# define SET_FLAG(xyz, p) \ 416#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
433 ((xyz)->flags[p/32] |= (1U << (p % 32))) 417#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
434# define CLEAR_FLAG(xyz, p) \ 418#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436# define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32)))
438# define COMPARE_FLAGS(p,q) \
439 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \
444 )
445
446/* convenience macros to determine what kind of things we are dealing with */
447
448# define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450
451# define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE)
455
456# define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460
461# define IS_ARROW(op) \
462 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465
466/* This return TRUE if object has still randomitems which
467 * could be expanded.
468 */
469# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 419
471/* the flags */ 420/* the flags */
472 421
473# define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474# define FLAG_WIZ 1 /* Object has special privilegies */ 423#define FLAG_WIZ 1 /* Object has special privilegies */
475# define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 424#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
476# define FLAG_FREED 3 /* Object is in the list of free objects */ 425#define FLAG_FREED 3 /* Object is in the list of free objects */
477# define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
478# define FLAG_APPLIED 5 /* Object is ready for use by living */ 427#define FLAG_APPLIED 5 /* Object is ready for use by living */
479# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
480# define FLAG_USE_SHIELD 7 429#define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */ 430 /* Can this creature use a shield? */
482 431
483# define FLAG_NO_PICK 8 /* Object can't be picked up */ 432#define FLAG_NO_PICK 8 /* Object can't be picked up */
484 433
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
488# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 438
490 /*#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 */
491
492 /*#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
493# define FLAG_MONSTER 14 /* Will attack players */ 442#define FLAG_MONSTER 14 /* Will attack players */
494# define FLAG_FRIENDLY 15 /* Will help players */ 443#define FLAG_FRIENDLY 15 /* Will help players */
495 444
496# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498# define FLAG_AUTO_APPLY 18 447#define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */ 448 /* Will be applied when created */
500# 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 */
501# 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. */
502# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503# define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
504# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 455
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508
509 /*#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 */
510
511 /*#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
512# define FLAG_IS_USED_UP 28 460#define FLAG_IS_USED_UP 28
513 /* When (--food<0) the object will exit */ 461 /* When (--food<0) the object will exit */
514# define FLAG_IDENTIFIED 29 462#define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */ 463 /* Player knows full info about item */
516# define FLAG_REFLECTING 30 464#define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */ 465 /* Object reflects from walls (lightning) */
518# 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 */
519 467
520/* Start of values in flags[1] */
521# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522# define FLAG_HITBACK 33 /* Object will hit back when hit */ 469#define FLAG_HITBACK 33 /* Object will hit back when hit */
523# define FLAG_STARTEQUIP 34 470#define FLAG_STARTEQUIP 34
524 /* Object was given to player at start */ 471 /* Object was given to player at start */
525# define FLAG_BLOCKSVIEW 35 472#define FLAG_BLOCKSVIEW 35
526 /* Object blocks view */ 473 /* Object blocks view */
527# define FLAG_UNDEAD 36 /* Monster is undead */ 474#define FLAG_UNDEAD 36 /* Monster is undead */
528# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
529# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
530# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 477#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
531 478
532# define FLAG_REFL_SPELL 40 479#define FLAG_REFL_SPELL 40
533 /* Spells (some) will reflect from object */ 480 /* Spells (some) will reflect from object */
534# define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 481#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
535# define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 482#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
536# define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537# 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 */
538# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */ 486 but can still attack at a distance */
540 487
541 /*#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 \
542 thru this object as if it wasn't there */ 489 thru this object as if it wasn't there */
490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543 491
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545
546# define FLAG_PICK_UP 48 /* Can pick up */ 492#define FLAG_PICK_UP 48 /* Can pick up */
547# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548# define FLAG_NO_DROP 50 /* Object can't be dropped */ 494#define FLAG_NO_DROP 50 /* Object can't be dropped */
549# 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 */
550# define FLAG_CAST_SPELL 52 496#define FLAG_CAST_SPELL 52
551 /* (Monster) can learn and cast spells */ 497 /* (Monster) can learn and cast spells */
552# define FLAG_USE_SCROLL 53 498#define FLAG_USE_SCROLL 53
553 /* (Monster) can read scroll */ 499 /* (Monster) can read scroll */
554# define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 500#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
555# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 501#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
556 502
557# define FLAG_USE_ARMOUR 56 503#define FLAG_USE_ARMOUR 56
558 /* (Monster) can wear armour/shield/helmet */ 504 /* (Monster) can wear armour/shield/helmet */
559# define FLAG_USE_WEAPON 57 505#define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */ 506 /* (Monster) can wield weapons */
561# define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
562# define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
563# define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* not implemented yet */
564# define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
565# 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 */
566# 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 */
567 513
568/* Start of values in flags[2] */
569# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570# 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 */
571# define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
572# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
574# define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 519#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
575# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 520#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
576# define FLAG_STEALTH 71 /* Will wake monsters with less range */ 521#define FLAG_STEALTH 71 /* Will wake monsters with less range */
577 522
578# define FLAG_WIZPASS 72 /* The wizard can go through walls */ 523#define FLAG_WIZPASS 72 /* The wizard can go through walls */
579# define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 524#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
580# define FLAG_CURSED 74 /* The object is cursed */ 525#define FLAG_CURSED 74 /* The object is cursed */
581# define FLAG_DAMNED 75 /* The object is _very_ cursed */ 526#define FLAG_DAMNED 75 /* The object is _very_ cursed */
582# define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 527#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
583# define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 528#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
584# define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 529#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
585# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 530#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
586 531
587# define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588# define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
589# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590 535
591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
592# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593# define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85
594 /* (Item) gives invisibility when applied */ 539 /* (Item) gives invisibility when applied */
595# define FLAG_INV_LOCKED 86 540#define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */ 541 /* Item will not be dropped from inventory */
597# define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 542#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
598 543
599# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 544#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
600# define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 545#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
601# define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 546#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
602# 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 */
603# define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604# 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 */
605# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 551
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608 553
609/* Start of values in flags[3] */
610# define FLAG_NO_STEAL 96 /* Item can't be stolen */ 554#define FLAG_NO_STEAL 96 /* Item can't be stolen */
611# 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
612 * away (replaces ghosthit) 556 * away (replaces ghosthit)
613 */ 557 */
614# 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
615 * detect cases were the server is trying 559 * detect cases were the server is trying
616 * to send an upditem when we have not 560 * to send an upditem when we have not
617 * actually sent the item. 561 * actually sent the item.
618 */ 562 */
619 563
620# define FLAG_BERSERK 99 /* monster will attack closest living 564#define FLAG_BERSERK 99 /* monster will attack closest living
621 object */ 565 object */
622# define FLAG_NEUTRAL 100 /* monster is from type neutral */ 566#define FLAG_NEUTRAL 100 /* monster is from type neutral */
623# define FLAG_NO_ATTACK 101 /* monster don't attack */ 567#define FLAG_NO_ATTACK 101 /* monster don't attack */
624# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625# 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
626 * load_original_map() */ 570 * load_original_map() */
627# 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
628 * the overlay, and is not subject to 572 * the overlay, and is not subject to
629 * decay. */ 573 * decay. */
630# 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' */
631# 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' */
632# define FLAG_IS_WATER 107 576#define FLAG_IS_WATER 107
633# define FLAG_CONTENT_ON_GEN 108 577#define FLAG_CONTENT_ON_GEN 108
634# 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 */
635# define FLAG_IS_BUILDABLE 110 /* Can build on item */ 579#define FLAG_IS_BUILDABLE 110 /* Can build on item */
636# 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
637# define NUM_FLAGS 111 /* Should always be equal to the last 583#define NUM_FLAGS 113 /* Should always be equal to the last
638 * defined flag. If you change this, 584 * defined flag + 1. If you change this,
639 * make sure you update the flag_links 585 * make sure you update the flag_links
640 * in common/loader.l 586 * in common/loader.l
641 */ 587 */
642 588
643/* 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
644 * object structure needs to be enlarged. 590 * object structure needs to be enlarged.
645 * So there are 18 available flags slots 591 * So there are 18 available flags slots
646 */ 592 */
647 593
648
649# define NROFNEWOBJS(xyz) ((xyz)->stats.food) 594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650
651# if 0
652
653/* These should no longer be needed - access move_slow_penalty
654 * directly.
655 */
656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658# endif
659 595
660/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
663 */ 599 */
664# define MOVE_WALK 0x1 /* Object walks */ 600#define MOVE_WALK 0x01 /* Object walks */
665# define MOVE_FLY_LOW 0x2 /* Low flying object */ 601#define MOVE_FLY_LOW 0x02 /* Low flying object */
666# define MOVE_FLY_HIGH 0x4 /* High flying object */ 602#define MOVE_FLY_HIGH 0x04 /* High flying object */
667# define MOVE_FLYING 0x6 603#define MOVE_FLYING 0x06
668 /* Combo of fly_low and fly_high */ 604 /* Combo of fly_low and fly_high */
669# define MOVE_SWIM 0x8 /* Swimming object */ 605#define MOVE_SWIM 0x08 /* Swimming object */
670# define MOVE_BOAT 0x10 /* Boats/sailing */ 606#define MOVE_BOAT 0x10 /* Boats/sailing */
607#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
608
671# define MOVE_ALL 0x1f /* Mask of all movement types */ 609#define MOVE_ALL 0x3f /* Mask of all movement types */
672
673/* the normal assumption is that objects are walking/flying.
674 * So often we don't want to block movement, but still don't want
675 * to allow all types (swimming is rather specialized) - I also
676 * expect as more movement types show up, this is likely to get
677 * updated. Basically, this is the default for spaces that allow
678 * movement - anything but swimming right now. If you really
679 * want nothing at all, then can always set move_block to 0
680 */
681# define MOVE_BLOCK_DEFAULT MOVE_SWIM
682 610
683/* typdef here to define type large enough to hold bitmask of 611/* typdef here to define type large enough to hold bitmask of
684 * all movement types. Make one declaration so easy to update. 612 * all movement types. Make one declaration so easy to update.
685 * uint8 is defined yet, so just use what that would define it 613 * uint8 is defined yet, so just use what that would define it
686 * at anyways. 614 * at anyways.
688typedef unsigned char MoveType; 616typedef unsigned char MoveType;
689 617
690/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 618/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
691 * Basically, ob2 has to block all of ob1 movement types. 619 * Basically, ob2 has to block all of ob1 movement types.
692 */ 620 */
693# define OB_MOVE_BLOCK(ob1, ob2) \ 621#define OB_MOVE_BLOCK(ob1, ob2) \
694 ((ob1->move_type & ob2->move_block) == ob1->move_type) 622 ((ob1->move_type & ob2->move_block) == ob1->move_type)
695 623
696/* Basic macro to see if if ob1 can not move onto a space based 624/* Basic macro to see if if ob1 can not move onto a space based
697 * on the 'type' move_block parameter 625 * on the 'type' move_block parameter
698 * Add check - if type is 0, don't stop anything from moving 626 * Add check - if type is 0, don't stop anything from moving
699 * onto it. 627 * onto it.
700 * 628 *
701 */ 629 */
702# define OB_TYPE_MOVE_BLOCK(ob1, type) \ 630#define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 631 ((type) && (ob1->move_type & type) == ob1->move_type)
704 632
705 633
706# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 634#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707# define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 635#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 636#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
709 637
710/* Note: These values are only a default value, resizing can change them */ 638/* Note: These values are only a default value, resizing can change them */
711# define INV_SIZE 12 /* How many items can be viewed in inventory */ 639#define INV_SIZE 12 /* How many items can be viewed in inventory */
712# define LOOK_SIZE 6 /* ditto, but for the look-window */ 640#define LOOK_SIZE 6 /* ditto, but for the look-window */
713# define MAX_INV_SIZE 40 /* For initializing arrays */ 641#define MAX_INV_SIZE 40 /* For initializing arrays */
714# define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 642#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
715 643
716# define EDITABLE(xyz) ((xyz)->arch->editable) 644#define EDITABLE(xyz) ((xyz)->arch->editable)
717 645
718# define E_MONSTER 0x00000001 646#define E_MONSTER 0x00000001
719# define E_EXIT 0x00000002 647#define E_EXIT 0x00000002
720# define E_TREASURE 0x00000004 648#define E_TREASURE 0x00000004
721# define E_BACKGROUND 0x00000008 649#define E_BACKGROUND 0x00000008
722# define E_DOOR 0x00000010 650#define E_DOOR 0x00000010
723# define E_SPECIAL 0x00000020 651#define E_SPECIAL 0x00000020
724# define E_SHOP 0x00000040 652#define E_SHOP 0x00000040
725# define E_NORMAL 0x00000080 653#define E_NORMAL 0x00000080
726# define E_FALSE_WALL 0x00000100 654#define E_FALSE_WALL 0x00000100
727# define E_WALL 0x00000200 655#define E_WALL 0x00000200
728# define E_EQUIPMENT 0x00000400 656#define E_EQUIPMENT 0x00000400
729# define E_OTHER 0x00000800 657#define E_OTHER 0x00000800
730# define E_ARTIFACT 0x00001000 658#define E_ARTIFACT 0x00001000
731 659
732# define EXIT_PATH(xyz) (xyz)->slaying 660#define EXIT_PATH(xyz) (xyz)->slaying
733# define EXIT_LEVEL(xyz) (xyz)->stats.food 661#define EXIT_LEVEL(xyz) (xyz)->stats.food
734# define EXIT_X(xyz) (xyz)->stats.hp 662#define EXIT_X(xyz) (xyz)->stats.hp
735# define EXIT_Y(xyz) (xyz)->stats.sp 663#define EXIT_Y(xyz) (xyz)->stats.sp
736# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 664#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 665#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 666
739/* for use by the lighting code */ 667/* for use by the lighting code */
740# define MAX_LIGHT_RADII 4 668#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
741 /* max radii for 'light' object, really
742 * large values allow objects that can 669 * large values allow objects that can
743 * slow down the game */ 670 * slow down the game */
744# define MAX_DARKNESS 5 /* maximum map darkness, there is no 671#define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * practical reason to exceed this */ 672 * practical reason to exceed this */
746# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 673#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
747 MAX_LIGHT_RADII:(xyz)->glow_radius; 674 MAX_LIGHT_RADII:(xyz)->glow_radius;
748 675
749# define F_BUY 0 676#define F_BUY 0
750# define F_SELL 1 677#define F_SELL 1
751# define F_TRUE 2 /* True value of item, unadjusted */ 678#define F_TRUE 2 /* True value of item, unadjusted */
752# define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 679#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
753# define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 680#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
754# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 681#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
755# define F_APPROX 32 /* flag to give a guess of item value */ 682#define F_APPROX 32 /* flag to give a guess of item value */
756# define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 683#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
757 684
758# define DIRX(xyz) freearr_x[(xyz)->direction] 685#define DIRX(xyz) freearr_x[(xyz)->direction]
759# define DIRY(xyz) freearr_y[(xyz)->direction] 686#define DIRY(xyz) freearr_y[(xyz)->direction]
760 687
761# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 688#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
762# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; 689#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
763 690
764# define ARMOUR_SPEED(xyz) (xyz)->last_sp 691#define ARMOUR_SPEED(xyz) (xyz)->last_sp
765# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 692#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
766# define WEAPON_SPEED(xyz) (xyz)->last_sp 693#define WEAPON_SPEED(xyz) (xyz)->last_sp
767 694
768/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 695/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
769 each of them signed char, concatenated in a int16 */ 696 each of them signed char, concatenated in a int16 */
770# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 697#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
771# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 698#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
772# define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 699#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773# define FIRE_DIRECTIONAL 0 700#define FIRE_DIRECTIONAL 0
774# define FIRE_POSITIONAL 1 701#define FIRE_POSITIONAL 1
775 702
776/******************************************************************************/ 703/******************************************************************************/
777
778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 704/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
780/******************************************************************************/ 705/******************************************************************************/
781
782/* if your monsters start acting wierd, mail me */ 706/* if your monsters start acting wierd, mail me */
783
784/******************************************************************************/ 707/******************************************************************************/
785
786/* the following definitions are for the attack_movement variable in monsters */ 708/* the following definitions are for the attack_movement variable in monsters */
787
788/* if the attack_variable movement is left out of the monster archetype, or is*/ 709/* if the attack_variable movement is left out of the monster archetype, or is*/
789
790/* set to zero */ 710/* set to zero */
791
792/* the standard mode of movement from previous versions of crossfire will be */ 711/* the standard mode of movement from previous versions of crossfire will be */
793
794/* used. the upper four bits of movement data are not in effect when the monst*/ 712/* used. the upper four bits of movement data are not in effect when the monst*/
795
796/* er has an enemy. these should only be used for non agressive monsters. */ 713/* er has an enemy. these should only be used for non agressive monsters. */
797
798/* to program a monsters movement add the attack movement numbers to the movem*/ 714/* to program a monsters movement add the attack movement numbers to the movem*/
799
800/* ment numbers example a monster that moves in a circle until attacked and */ 715/* ment numbers example a monster that moves in a circle until attacked and */
801
802/* then attacks from a distance: */ 716/* then attacks from a distance: */
803
804/* CIRCLE1 = 32 */ 717/* CIRCLE1 = 32 */
805
806/* + DISTATT = 1 */ 718/* + DISTATT = 1 */
807
808/* ------------------- */ 719/* ------------------- */
809
810/* attack_movement = 33 */ 720/* attack_movement = 33 */
811
812/******************************************************************************/ 721/******************************************************************************/
813# define DISTATT 1 /* move toward a player if far, but mantain some space, */ 722#define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 /* attack from a distance - good for missile users only */ 723 /* attack from a distance - good for missile users only */
815# define RUNATT 2 /* run but attack if player catches up to object */ 724#define RUNATT 2 /* run but attack if player catches up to object */
816# define HITRUN 3 /* run to then hit player then run away cyclicly */ 725#define HITRUN 3 /* run to then hit player then run away cyclicly */
817# define WAITATT 4 /* wait for player to approach then hit, move if hit */ 726#define WAITATT 4 /* wait for player to approach then hit, move if hit */
818# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 727#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
819# define ALLRUN 6 /* always run never attack good for sim. of weak player */ 728#define ALLRUN 6 /* always run never attack good for sim. of weak player */
820# define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 729#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
821# define WAIT2 8 /* monster does not try to move towards player if far */ 730#define WAIT2 8 /* monster does not try to move towards player if far */
822 /* maintains comfortable distance */ 731 /* maintains comfortable distance */
823# define PETMOVE 16 /* if the upper four bits of attack_movement */ 732#define PETMOVE 16 /* if the upper four bits of attack_movement */
824 /* are set to this number, the monster follows a player */ 733 /* are set to this number, the monster follows a player */
825 /* until the owner calls it back or off */ 734 /* until the owner calls it back or off */
826 /* player followed denoted by 0b->owner */ 735 /* player followed denoted by 0b->owner */
827 /* the monster will try to attack whatever the player is */ 736 /* the monster will try to attack whatever the player is */
828 /* attacking, and will continue to do so until the owner */ 737 /* attacking, and will continue to do so until the owner */
829 /* calls off the monster - a key command will be */ 738 /* calls off the monster - a key command will be */
830 /* inserted to do so */ 739 /* inserted to do so */
831# define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 740#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
832 /* are set to this number, the monster will move in a */ 741 /* are set to this number, the monster will move in a */
833 /* circle until it is attacked, or the enemy field is */ 742 /* circle until it is attacked, or the enemy field is */
834 /* set, this is good for non-aggressive monsters and NPC */ 743 /* set, this is good for non-aggressive monsters and NPC */
835# define CIRCLE2 48 /* same as above but a larger circle is used */ 744#define CIRCLE2 48 /* same as above but a larger circle is used */
836# define PACEH 64 /* The Monster will pace back and forth until attacked */ 745#define PACEH 64 /* The Monster will pace back and forth until attacked */
837 /* this is HORIZONTAL movement */ 746 /* this is HORIZONTAL movement */
838# define PACEH2 80 /* the monster will pace as above but the length of the */ 747#define PACEH2 80 /* the monster will pace as above but the length of the */
839 /* pace area is longer and the monster stops before */ 748 /* pace area is longer and the monster stops before */
840 /* changing directions */ 749 /* changing directions */
841 /* this is HORIZONTAL movement */ 750 /* this is HORIZONTAL movement */
842# define RANDO 96 /* the monster will go in a random direction until */ 751#define RANDO 96 /* the monster will go in a random direction until */
843 /* it is stopped by an obstacle, then it chooses another */ 752 /* it is stopped by an obstacle, then it chooses another */
844 /* direction. */ 753 /* direction. */
845# define RANDO2 112 /* constantly move in a different random direction */ 754#define RANDO2 112 /* constantly move in a different random direction */
846# define PACEV 128 /* The Monster will pace back and forth until attacked */ 755#define PACEV 128 /* The Monster will pace back and forth until attacked */
847 /* this is VERTICAL movement */ 756 /* this is VERTICAL movement */
848# define PACEV2 144 /* the monster will pace as above but the length of the */ 757#define PACEV2 144 /* the monster will pace as above but the length of the */
849 /* pace area is longer and the monster stops before */ 758 /* pace area is longer and the monster stops before */
850 /* changing directions */ 759 /* changing directions */
851 /* this is VERTICAL movement */ 760 /* this is VERTICAL movement */
852# define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 761#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853# define HI4 240 762#define HI4 240
854 763
855/*
856 * Use of the state-variable in player objects:
857 */
858
859# define ST_PLAYING 0
860# define ST_PLAY_AGAIN 1
861# define ST_ROLL_STAT 2
862# define ST_CHANGE_CLASS 3
863# define ST_CONFIRM_QUIT 4
864# define ST_CONFIGURE 5
865# define ST_GET_NAME 6
866# define ST_GET_PASSWORD 7
867# define ST_CONFIRM_PASSWORD 8
868# define ST_GET_PARTY_PASSWORD 10
869
870# define BLANK_FACE_NAME "blank.111" 764#define BLANK_FACE_NAME "blank.x11"
871# define EMPTY_FACE_NAME "empty.111" 765#define EMPTY_FACE_NAME "empty.x11"
872# define DARK_FACE1_NAME "dark1.111"
873# define DARK_FACE2_NAME "dark2.111"
874# define DARK_FACE3_NAME "dark3.111"
875# define SMOOTH_FACE_NAME "default_smoothed.111"
876 766
877/* 767/*
878 * Defines for the luck/random functions to make things more readable 768 * Defines for the luck/random functions to make things more readable
879 */ 769 */
880 770
881# define PREFER_HIGH 1 771#define PREFER_HIGH 1
882# define PREFER_LOW 0 772#define PREFER_LOW 0
883 773
884/* Simple function we use below to keep adding to the same string 774/* Simple function we use below to keep adding to the same string
885 * but also make sure we don't overwrite that string. 775 * but also make sure we don't overwrite that string.
886 */ 776 */
887static inline void 777static inline void
902/* The SAFE versions of these call the safe_strcat function above. 792/* The SAFE versions of these call the safe_strcat function above.
903 * Ideally, all functions should use the SAFE functions, but they 793 * Ideally, all functions should use the SAFE functions, but they
904 * require some extra support in the calling function to remain as 794 * require some extra support in the calling function to remain as
905 * efficient. 795 * efficient.
906 */ 796 */
907# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ 797#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
908 if(variable) { \ 798 if(variable) { \
909 int i,j=0; \ 799 int i,j=0; \
910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 800 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
911 for(i=0; i<NROFATTACKS; i++) \ 801 for(i=0; i<NROFATTACKS; i++) \
912 if(variable & (1<<i)) { \ 802 if(variable & (1<<i)) { \
920 } 810 }
921 811
922 812
923/* separated this from the common/item.c file. b.t. Dec 1995 */ 813/* separated this from the common/item.c file. b.t. Dec 1995 */
924 814
925# define DESCRIBE_ABILITY(retbuf, variable, name) \ 815#define DESCRIBE_ABILITY(retbuf, variable, name) \
926 if(variable) { \ 816 if(variable) { \
927 int i,j=0; \ 817 int i,j=0; \
928 strcat(retbuf,"(" name ": "); \ 818 strcat(retbuf,"(" name ": "); \
929 for(i=0; i<NROFATTACKS; i++) \ 819 for(i=0; i<NROFATTACKS; i++) \
930 if(variable & (1<<i)) { \ 820 if(variable & (1<<i)) { \
936 } \ 826 } \
937 strcat(retbuf,")"); \ 827 strcat(retbuf,")"); \
938 } 828 }
939 829
940 830
941# define DESCRIBE_PATH(retbuf, variable, name) \ 831#define DESCRIBE_PATH(retbuf, variable, name) \
942 if(variable) { \ 832 if(variable) { \
943 int i,j=0; \ 833 int i,j=0; \
944 strcat(retbuf,"(" name ": "); \ 834 strcat(retbuf,"(" name ": "); \
945 for(i=0; i<NRSPELLPATHS; i++) \ 835 for(i=0; i<NRSPELLPATHS; i++) \
946 if(variable & (1<<i)) { \ 836 if(variable & (1<<i)) { \
952 } \ 842 } \
953 strcat(retbuf,")"); \ 843 strcat(retbuf,")"); \
954 } 844 }
955 845
956 846
957# define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ 847#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
958 if(variable) { \ 848 if(variable) { \
959 int i,j=0; \ 849 int i,j=0; \
960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 850 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
961 for(i=0; i<NRSPELLPATHS; i++) \ 851 for(i=0; i<NRSPELLPATHS; i++) \
962 if(variable & (1<<i)) { \ 852 if(variable & (1<<i)) { \
1010 * this one can be applied. Think of rings - human is wearing two 900 * this one can be applied. Think of rings - human is wearing two
1011 * rings and tries to apply one - there are two possible rings he 901 * rings and tries to apply one - there are two possible rings he
1012 * could remove. 902 * could remove.
1013 * 903 *
1014 */ 904 */
1015# define CAN_APPLY_NEVER 0x1 905#define CAN_APPLY_NEVER 0x1
1016# define CAN_APPLY_RESTRICTION 0x2 906#define CAN_APPLY_RESTRICTION 0x2
1017# define CAN_APPLY_NOT_MASK 0xf 907#define CAN_APPLY_NOT_MASK 0xf
1018# define CAN_APPLY_UNAPPLY 0x10 908#define CAN_APPLY_UNAPPLY 0x10
1019# define CAN_APPLY_UNAPPLY_MULT 0x20 909#define CAN_APPLY_UNAPPLY_MULT 0x20
1020# define CAN_APPLY_UNAPPLY_CHOICE 0x40 910#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 911
1022/* Cut off point of when an object is put on the active list or not */ 912/* Cut off point of when an object is put on the active list or not */
1023# define MIN_ACTIVE_SPEED 0.00001 913#define MIN_ACTIVE_SPEED 1e-5
1024 914
1025/* 915#define RANDOM() (rndm.next () & 0xffffffU)
1026 * random() is much better than rand(). If you have random(), use it instead. 916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
1027 * You shouldn't need to change any of this
1028 *
1029 * 0.93.3: It looks like linux has random (previously, it was set below
1030 * to use rand). Perhaps old version of linux lack rand? IF you run into
1031 * problems, add || defined(__linux__) the #if immediately below.
1032 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here.
1035 */
1036
1037# ifdef HAVE_SRANDOM
1038# define RANDOM() random()
1039# define SRANDOM(xyz) srandom(xyz)
1040# else
1041# ifdef HAVE_SRAND48
1042# define RANDOM() lrand48()
1043# define SRANDOM(xyz) srand48(xyz)
1044# else
1045# ifdef HAVE_SRAND
1046# define RANDOM() rand()
1047# define SRANDOM(xyz) srand(xyz)
1048# else
1049# error "Could not find a usable random routine"
1050# endif
1051# endif
1052# endif
1053 917
1054/* Returns the weight of the given object. Note: it does not take the number of 918/* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account. 919 * items (nrof) into account.
1056 */ 920 */
1057# define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1058 922
1059 923
1060/* Code fastening defines 924/* Code fastening defines
1061 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by 925 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1062 * buf__ and increment buf__ position so it will point to the end of buf__. 926 * buf__ and increment buf__ position so it will point to the end of buf__.
1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 930 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1067 * keep in mind FAST_STRNCAT is faster since length of second argument is 931 * keep in mind FAST_STRNCAT is faster since length of second argument is
1068 * kown in advance. 932 * kown in advance.
1069 */ 933 */
1070 934
1071# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 935#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 936#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073# define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 937#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074# define FINISH_FASTCAT(buf__) buf__[0]='\0'; 938#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075
1076 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros)
1078 */
1079
1080/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1082
1083
1084
1085
1086
1087
1088 939
1089/* 940/*
1090 * Warning! 941 * Warning!
1091 * If you add message types here, don't forget 942 * If you add message types here, don't forget
1092 * to keep the client up to date too! 943 * to keep the client up to date too!
1093 */ 944 */
1094 945
1095
1096/* message types */ 946/* message types */
1097# define MSG_TYPE_BOOK 1 947#define MSG_TYPE_BOOK 1
1098# define MSG_TYPE_CARD 2 948#define MSG_TYPE_CARD 2
1099# define MSG_TYPE_PAPER 3 949#define MSG_TYPE_PAPER 3
1100# define MSG_TYPE_SIGN 4 950#define MSG_TYPE_SIGN 4
1101# define MSG_TYPE_MONUMENT 5 951#define MSG_TYPE_MONUMENT 5
1102# define MSG_TYPE_SCRIPTED_DIALOG 6 952#define MSG_TYPE_SCRIPTED_DIALOG 6
1103# define MSG_TYPE_MOTD 7 953#define MSG_TYPE_MOTD 7
1104# define MSG_TYPE_ADMIN 8 954#define MSG_TYPE_ADMIN 8
1105# define MSG_TYPE_LAST 9 955#define MSG_TYPE_LAST 9
1106 956
1107# define MSG_SUBTYPE_NONE 0 957#define MSG_SUBTYPE_NONE 0
1108 958
1109/* book messages subtypes */ 959/* book messages subtypes */
1110# define MSG_TYPE_BOOK_CLASP_1 1 960#define MSG_TYPE_BOOK_CLASP_1 1
1111# define MSG_TYPE_BOOK_CLASP_2 2 961#define MSG_TYPE_BOOK_CLASP_2 2
1112# define MSG_TYPE_BOOK_ELEGANT_1 3 962#define MSG_TYPE_BOOK_ELEGANT_1 3
1113# define MSG_TYPE_BOOK_ELEGANT_2 4 963#define MSG_TYPE_BOOK_ELEGANT_2 4
1114# define MSG_TYPE_BOOK_QUARTO_1 5 964#define MSG_TYPE_BOOK_QUARTO_1 5
1115# define MSG_TYPE_BOOK_QUARTO_2 6 965#define MSG_TYPE_BOOK_QUARTO_2 6
1116# define MSG_TYPE_BOOK_SPELL_EVOKER 7 966#define MSG_TYPE_BOOK_SPELL_EVOKER 7
1117# define MSG_TYPE_BOOK_SPELL_PRAYER 8 967#define MSG_TYPE_BOOK_SPELL_PRAYER 8
1118# define MSG_TYPE_BOOK_SPELL_PYRO 9 968#define MSG_TYPE_BOOK_SPELL_PYRO 9
1119# define MSG_TYPE_BOOK_SPELL_SORCERER 10 969#define MSG_TYPE_BOOK_SPELL_SORCERER 10
1120# define MSG_TYPE_BOOK_SPELL_SUMMONER 11 970#define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1121 971
1122/* card messages subtypes*/ 972/* card messages subtypes*/
1123# define MSG_TYPE_CARD_SIMPLE_1 1 973#define MSG_TYPE_CARD_SIMPLE_1 1
1124# define MSG_TYPE_CARD_SIMPLE_2 2 974#define MSG_TYPE_CARD_SIMPLE_2 2
1125# define MSG_TYPE_CARD_SIMPLE_3 3 975#define MSG_TYPE_CARD_SIMPLE_3 3
1126# define MSG_TYPE_CARD_ELEGANT_1 4 976#define MSG_TYPE_CARD_ELEGANT_1 4
1127# define MSG_TYPE_CARD_ELEGANT_2 5 977#define MSG_TYPE_CARD_ELEGANT_2 5
1128# define MSG_TYPE_CARD_ELEGANT_3 6 978#define MSG_TYPE_CARD_ELEGANT_3 6
1129# define MSG_TYPE_CARD_STRANGE_1 7 979#define MSG_TYPE_CARD_STRANGE_1 7
1130# define MSG_TYPE_CARD_STRANGE_2 8 980#define MSG_TYPE_CARD_STRANGE_2 8
1131# define MSG_TYPE_CARD_STRANGE_3 9 981#define MSG_TYPE_CARD_STRANGE_3 9
1132# define MSG_TYPE_CARD_MONEY_1 10 982#define MSG_TYPE_CARD_MONEY_1 10
1133# define MSG_TYPE_CARD_MONEY_2 11 983#define MSG_TYPE_CARD_MONEY_2 11
1134# define MSG_TYPE_CARD_MONEY_3 12 984#define MSG_TYPE_CARD_MONEY_3 12
1135 985
1136/* Paper messages subtypes */ 986/* Paper messages subtypes */
1137# define MSG_TYPE_PAPER_NOTE_1 1 987#define MSG_TYPE_PAPER_NOTE_1 1
1138# define MSG_TYPE_PAPER_NOTE_2 2 988#define MSG_TYPE_PAPER_NOTE_2 2
1139# define MSG_TYPE_PAPER_NOTE_3 3 989#define MSG_TYPE_PAPER_NOTE_3 3
1140# define MSG_TYPE_PAPER_LETTER_OLD_1 4 990#define MSG_TYPE_PAPER_LETTER_OLD_1 4
1141# define MSG_TYPE_PAPER_LETTER_OLD_2 5 991#define MSG_TYPE_PAPER_LETTER_OLD_2 5
1142# define MSG_TYPE_PAPER_LETTER_NEW_1 6 992#define MSG_TYPE_PAPER_LETTER_NEW_1 6
1143# define MSG_TYPE_PAPER_LETTER_NEW_2 7 993#define MSG_TYPE_PAPER_LETTER_NEW_2 7
1144# define MSG_TYPE_PAPER_ENVELOPE_1 8 994#define MSG_TYPE_PAPER_ENVELOPE_1 8
1145# define MSG_TYPE_PAPER_ENVELOPE_2 9 995#define MSG_TYPE_PAPER_ENVELOPE_2 9
1146# define MSG_TYPE_PAPER_SCROLL_OLD_1 10 996#define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1147# define MSG_TYPE_PAPER_SCROLL_OLD_2 11 997#define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1148# define MSG_TYPE_PAPER_SCROLL_NEW_1 12 998#define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1149# define MSG_TYPE_PAPER_SCROLL_NEW_2 13 999#define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1150# define MSG_TYPE_PAPER_SCROLL_MAGIC 14 1000#define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1151 1001
1152/* road signs messages subtypes */ 1002/* road signs messages subtypes */
1153# define MSG_TYPE_SIGN_BASIC 1 1003#define MSG_TYPE_SIGN_BASIC 1
1154# define MSG_TYPE_SIGN_DIR_LEFT 2 1004#define MSG_TYPE_SIGN_DIR_LEFT 2
1155# define MSG_TYPE_SIGN_DIR_RIGHT 3 1005#define MSG_TYPE_SIGN_DIR_RIGHT 3
1156# define MSG_TYPE_SIGN_DIR_BOTH 4 1006#define MSG_TYPE_SIGN_DIR_BOTH 4
1157 1007
1158/* stones and monument messages */ 1008/* stones and monument messages */
1159# define MSG_TYPE_MONUMENT_STONE_1 1 1009#define MSG_TYPE_MONUMENT_STONE_1 1
1160# define MSG_TYPE_MONUMENT_STONE_2 2 1010#define MSG_TYPE_MONUMENT_STONE_2 2
1161# define MSG_TYPE_MONUMENT_STONE_3 3 1011#define MSG_TYPE_MONUMENT_STONE_3 3
1162# define MSG_TYPE_MONUMENT_STATUE_1 4 1012#define MSG_TYPE_MONUMENT_STATUE_1 4
1163# define MSG_TYPE_MONUMENT_STATUE_2 5 1013#define MSG_TYPE_MONUMENT_STATUE_2 5
1164# define MSG_TYPE_MONUMENT_STATUE_3 6 1014#define MSG_TYPE_MONUMENT_STATUE_3 6
1165# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 1015#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1166# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 1016#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1167# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 1017#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1168# define MSG_TYPE_MONUMENT_WALL_1 10 1018#define MSG_TYPE_MONUMENT_WALL_1 10
1169# define MSG_TYPE_MONUMENT_WALL_2 11 1019#define MSG_TYPE_MONUMENT_WALL_2 11
1170# define MSG_TYPE_MONUMENT_WALL_3 12 1020#define MSG_TYPE_MONUMENT_WALL_3 12
1171 1021
1172/*some readable flags*/ 1022/*some readable flags*/
1173 1023
1174/* dialog messsage */ 1024/* dialog messsage */
1175# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ 1025#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1176# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ 1026#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1177# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ 1027#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1178 1028
1179/* admin messages */ 1029/* admin messages */
1180# define MSG_TYPE_ADMIN_RULES 1 1030#define MSG_TYPE_ADMIN_RULES 1
1181# define MSG_TYPE_ADMIN_NEWS 2 1031#define MSG_TYPE_ADMIN_NEWS 2
1182 1032
1183#endif /* DEFINE_H */ 1033#endif /* DEFINE_H */
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