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Comparing deliantra/server/include/define.h (file contents):
Revision 1.52 by root, Sat Apr 28 17:51:58 2007 UTC vs.
Revision 1.75 by root, Mon Sep 10 10:43:10 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
50#endif 49#endif
51#ifndef MAX 50#ifndef MAX
52# define MAX(x,y) max (x, y) 51# define MAX(x,y) max (x, y)
53#endif 52#endif
54 53
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
56#ifndef NAME_MAX 55#define NAME_LEN 127
57# define NAME_MAX 255
58#endif
59 56
60/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
61#ifndef MAX3 58#ifndef MAX3
62# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif 60#endif
68#endif 65#endif
69 66
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
72 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
73#define MAX_BUF 1024 80#define MAX_BUF 1024
74 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
75#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
78 85
79#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
80 87
81#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
115#define POTION 5 122#define POTION 5
116#define FOOD 6 123#define FOOD 6
117#define POISON 7 124#define POISON 7
118#define BOOK 8 125#define BOOK 8
119#define CLOCK 9 126#define CLOCK 9
120 127//10
128//11
129//12
121#define ARROW 13 130#define ARROW 13
122#define BOW 14 131#define BOW 14
123#define WEAPON 15 132#define WEAPON 15
124#define ARMOUR 16 133#define ARMOUR 16
125#define PEDESTAL 17 134#define PEDESTAL 17
126#define ALTAR 18 135#define ALTAR 18
127 136//19
128#define LOCKED_DOOR 20 137#define LOCKED_DOOR 20
129#define SPECIAL_KEY 21 138#define SPECIAL_KEY 21
130#define MAP 22 139#define MAP 22
131#define DOOR 23 140#define DOOR 23
132#define KEY 24 141#define KEY 24
133 142//25
134#define TIMED_GATE 26 143#define TIMED_GATE 26
135#define TRIGGER 27 144#define TRIGGER 27
136#define GRIMREAPER 28 145#define GRIMREAPER 28
137#define MAGIC_EAR 29 146#define MAGIC_EAR 29
138#define TRIGGER_BUTTON 30 147#define TRIGGER_BUTTON 30
147#define AMULET 39 156#define AMULET 39
148#define PLAYERMOVER 40 157#define PLAYERMOVER 40
149#define TELEPORTER 41 158#define TELEPORTER 41
150#define CREATOR 42 159#define CREATOR 42
151#define SKILL 43 /* also see SKILL_TOOL (74) below */ 160#define SKILL 43 /* also see SKILL_TOOL (74) below */
152 161//44
153#define EARTHWALL 45 162#define EARTHWALL 45
154#define GOLEM 46 163#define GOLEM 46
155 164//47
156#define THROWN_OBJ 48 165#define THROWN_OBJ 48
157#define BLINDNESS 49 166#define BLINDNESS 49
158#define GOD 50 167#define GOD 50
159#define DETECTOR 51 /* peterm: detector is an object 168#define DETECTOR 51 /* peterm: detector is an object
160 * which notices the presense of 169 * which notices the presense of
175 184
176#define PEACEMAKER 59 /* Object owned by a player which can convert 185#define PEACEMAKER 59 /* Object owned by a player which can convert
177 * a monster into a peaceful being incapable of attack. 186 * a monster into a peaceful being incapable of attack.
178 */ 187 */
179#define GEM 60 188#define GEM 60
180 189//61
181#define FIREWALL 62 190#define FIREWALL 62
182#define ANVIL 63 191#define ANVIL 63
183#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 192#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 193#define MOOD_FLOOR 65 /*
185 * values of last_sp set how to change: 194 * values of last_sp set how to change:
186 * 0 = furious, all monsters become aggressive 195 * 0 = furious, all monsters become aggressive
187 * 1 = angry, all but friendly become aggressive 196 * 1 = angry, all but friendly become aggressive
188 * 2 = calm, all aggressive monsters calm down 197 * 2 = calm, all aggressive monsters calm down
189 * 3 = sleep, all monsters fall asleep 198 * 3 = sleep, all monsters fall asleep
190 * 4 = charm, monsters become pets */ 199 * 4 = charm, monsters become pets
200 * 5 = destroy monsters
201 * 6 = destroy pets / friendlies
202 */
191#define EXIT 66 203#define EXIT 66
192#define ENCOUNTER 67 204#define ENCOUNTER 67
193#define SHOP_FLOOR 68 205#define SHOP_FLOOR 68
194#define SHOP_MAT 69 206#define SHOP_MAT 69
195#define RING 70 207#define RING 70
196#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 208#define FLOOR 71 /* this is a floor tile -> native layer 0 */
197#define FLESH 72 /* animal 'body parts' -b.t. */ 209#define FLESH 72 /* animal 'body parts' -b.t. */
198#define INORGANIC 73 /* metals and minerals */ 210#define INORGANIC 73 /* metals and minerals */
199#define SKILL_TOOL 74 /* Allows the use of a skill */ 211#define SKILL_TOOL 74 /* Allows the use of a skill */
200#define LIGHTER 75 212#define LIGHTER 75
201 213//76
202#define BUILDABLE_WALL 77 /* this is a buildable wall */ 214#define BUILDABLE_WALL 77 /* this is a buildable wall */
203 215//78
204
205#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
206 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
207 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
208 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
209 chairs from here. */ 220 chairs from here. */
210 221//80
222//81
211#define LAMP 82 /* a lamp */ 223#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 224#define DUPLICATOR 83 /* duplicator/multiplier object */
213 225//84
214#define SPELLBOOK 85 226#define SPELLBOOK 85
215 227//86
216#define CLOAK 87 228#define CLOAK 87
217 229//88
230//89
218#define SPINNER 90 231#define SPINNER 90
219#define GATE 91 232#define GATE 91
220#define BUTTON 92 233#define BUTTON 92
221#define CF_HANDLE 93 234#define CF_HANDLE 93
222#define HOLE 94 235#define HOLE 94
223#define TRAPDOOR 95 236#define TRAPDOOR 95
224 237//96
238//97
225#define SIGN 98 239#define SIGN 98
226#define BOOTS 99 240#define BOOTS 99
227#define GLOVES 100 241#define GLOVES 100
228#define SPELL 101 242#define SPELL 101
229#define SPELL_EFFECT 102 243#define SPELL_EFFECT 102
230#define CONVERTER 103 244#define CONVERTER 103
231#define BRACERS 104 245#define BRACERS 104
232#define POISONING 105 246#define POISONING 105
233#define SAVEBED 106 247#define SAVEBED 106
234 248//107
249//108
235#define WAND 109 250#define WAND 109
236 251#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
237#define SCROLL 111 252#define SCROLL 111
238#define DIRECTOR 112 253#define DIRECTOR 112
239#define GIRDLE 113 254#define GIRDLE 113
240#define FORCE 114 255#define FORCE 114
241#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 256#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
242#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 257#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
243 258//117
259//118
260//119
261//120
244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 262#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
245#define CONTAINER 122 263#define CONTAINER 122
246#define ARMOUR_IMPROVER 123 264#define ARMOUR_IMPROVER 123
247#define WEAPON_IMPROVER 124 265#define WEAPON_IMPROVER 124
248 266//125
267//126
268//127
269//128
270//129
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 271#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
272//131
273//132
274//133
275//134
276//135
277//136
278//137
250#define DEEP_SWAMP 138 279#define DEEP_SWAMP 138
251#define IDENTIFY_ALTAR 139 280#define IDENTIFY_ALTAR 139
252 281//140
282//141
283//142
284//143
285//144
286//145
287//146
288//147
289//148
290//149
253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 291#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254 292//151
293//152
294//153
255#define RUNE 154 295#define RUNE 154
256#define TRAP 155 296#define TRAP 155
257
258#define POWER_CRYSTAL 156 297#define POWER_CRYSTAL 156
259#define CORPSE 157 298#define CORPSE 157
260
261#define DISEASE 158 299#define DISEASE 158
262#define SYMPTOM 159 300#define SYMPTOM 159
263#define BUILDER 160 /* Generic item builder, see subtypes */ 301#define BUILDER 160 /* Generic item builder, see subtypes */
264#define MATERIAL 161 /* Material for building */ 302#define MATERIAL 161 /* Material for building */
265 303//162
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 304#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267 305//164
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */ 307 potions, alchemy, or magic works here (elmex) */
270 308
271/* DEAD TYPES: */ 309#define NUM_TYPES 166 // must be max(type) + 1
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
308/* unused: 125 - 129
309 * type 125 was MONEY_CHANGER
310 */
311//#define CANCELLATION 141 /* not used with new spell code */
312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
313//#define SWARM_SPELL 153
314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
315//#define QUEST 164 /* See below for subtypes */
316 310
317/* END TYPE DEFINE */ 311/* END TYPE DEFINE */
318 312
319#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 313// maximum supported subtype number + 1, can be increased to 256
314// currently (2007-09) in use: 50
315#define NUM_SUBTYPES 64
320 316
321/* Subtypes for BUILDER */ 317/* Subtypes for BUILDER */
322#define ST_BD_BUILD 1 /* Builds an item */ 318#define ST_BD_BUILD 1 /* Builds an item */
323#define ST_BD_REMOVE 2 /* Removes an item */ 319#define ST_BD_REMOVE 2 /* Removes an item */
324 320
325/* Subtypes for MATERIAL */ 321/* Subtypes for MATERIAL */
326#define ST_MAT_FLOOR 1 /* Floor */ 322#define ST_MAT_FLOOR 1 /* Floor */
327#define ST_MAT_WALL 2 /* Wall */ 323#define ST_MAT_WALL 2 /* Wall */
328#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 324#define ST_MAT_ITEM 3 /* All other items, including doors & such */
421 417
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 418#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 419#define FLAG_WIZ 1 /* Object has special privilegies */
424#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 420#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
425#define FLAG_FREED 3 /* Object is in the list of free objects */ 421#define FLAG_FREED 3 /* Object is in the list of free objects */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 422//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 423#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 424#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 425#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
430 /* Can this creature use a shield? */
431 426
432#define FLAG_NO_PICK 8 /* Object can't be picked up */ 427#define FLAG_NO_PICK 8 /* Object can't be picked up */
433 428
434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 429/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 430/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
439/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 434/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
440/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 435/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441 436
442#define FLAG_MONSTER 14 /* Will attack players */ 437#define FLAG_MONSTER 14 /* Will attack players */
443#define FLAG_FRIENDLY 15 /* Will help players */ 438#define FLAG_FRIENDLY 15 /* Will help players */
444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 439#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 440#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 441#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
448 /* Will be applied when created */
449#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 442#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 443#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 444#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 445#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 446#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
455 448
456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 449/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 450/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
458/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 451/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
459 452
460#define FLAG_IS_USED_UP 28 453#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
461 /* When (--food<0) the object will exit */ 454#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
462#define FLAG_IDENTIFIED 29 455#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
463 /* Player knows full info about item */
464#define FLAG_REFLECTING 30
465 /* Object reflects from walls (lightning) */
466#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 456#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
467
468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 457#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469#define FLAG_HITBACK 33 /* Object will hit back when hit */ 458#define FLAG_HITBACK 33 /* Object will hit back when hit */
470#define FLAG_STARTEQUIP 34 459#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
471 /* Object was given to player at start */ 460#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
472#define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
474#define FLAG_UNDEAD 36 /* Monster is undead */ 461#define FLAG_UNDEAD 36 /* Monster is undead */
475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 462#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 463#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
477#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 464#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
465#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
478 466
479#define FLAG_REFL_SPELL 40
480 /* Spells (some) will reflect from object */
481#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 467#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
482#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 468#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 469#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 470#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 471#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
491 477
492#define FLAG_PICK_UP 48 /* Can pick up */ 478#define FLAG_PICK_UP 48 /* Can pick up */
493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 479#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
494#define FLAG_NO_DROP 50 /* Object can't be dropped */ 480#define FLAG_NO_DROP 50 /* Object can't be dropped */
495#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 481#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
496#define FLAG_CAST_SPELL 52 482
497 /* (Monster) can learn and cast spells */ 483#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
498#define FLAG_USE_SCROLL 53 484#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
499 /* (Monster) can read scroll */
500#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 485#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
501#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 486#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
502 487#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
503#define FLAG_USE_ARMOUR 56 488#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
504 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */
507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 489#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 490#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 491#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
492
510#define FLAG_XRAYS 61 /* X-ray vision */ 493#define FLAG_XRAYS 61 /* X-ray vision */
511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 494#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 495#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
513 496
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 497#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 516#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 517#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 518
536#define FLAG_PRECIOUS 83 // object is precious (pets) 519#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 520#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 521#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
539 /* (Item) gives invisibility when applied */ 522#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
540#define FLAG_INV_LOCKED 86 523
541 /* Item will not be dropped from inventory */
542#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 524#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
543
544#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 525#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
545#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 526#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
546#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 527#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
547#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 528#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 529#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
562 */ 543 */
563 544
564#define FLAG_BERSERK 99 /* monster will attack closest living 545#define FLAG_BERSERK 99 /* monster will attack closest living
565 object */ 546 object */
566#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 547#define FLAG_NEUTRAL 100 /* monster is from type neutral */
567#define FLAG_NO_ATTACK 101 /* monster don't attack */ 548#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 549#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
569#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 550#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
570 * load_original_map() */ 551 * load_original_map() */
571#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 552//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
572 * the overlay, and is not subject to 553// * the overlay, and is not subject to
573 * decay. */ 554// * decay. */
574#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 555#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
575#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 556#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
576#define FLAG_IS_WATER 107 557#define FLAG_IS_WATER 107
577#define FLAG_CONTENT_ON_GEN 108 558#define FLAG_CONTENT_ON_GEN 108
578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 559#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
584 * defined flag + 1. If you change this, 565 * defined flag + 1. If you change this,
585 * make sure you update the flag_links 566 * make sure you update the flag_links
586 * in common/loader.l 567 * in common/loader.l
587 */ 568 */
588 569
589/* Values can go up to 127 before the size of the flags array in the
590 * object structure needs to be enlarged.
591 * So there are 18 available flags slots
592 */
593
594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
595
596/* If you add new movement types, you may need to update 570/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 571 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 572 * change_abil() probably should be updated also.
599 */ 573 */
600#define MOVE_WALK 0x01 /* Object walks */ 574#define MOVE_WALK 0x01 /* Object walks */
608 582
609#define MOVE_ALL 0x3f /* Mask of all movement types */ 583#define MOVE_ALL 0x3f /* Mask of all movement types */
610 584
611/* typdef here to define type large enough to hold bitmask of 585/* typdef here to define type large enough to hold bitmask of
612 * all movement types. Make one declaration so easy to update. 586 * all movement types. Make one declaration so easy to update.
613 * uint8 is defined yet, so just use what that would define it
614 * at anyways.
615 */ 587 */
616typedef unsigned char MoveType; 588typedef unsigned char MoveType;
617 589
618/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 590/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
619 * Basically, ob2 has to block all of ob1 movement types. 591 * Basically, ob2 has to block all of ob1 movement types.
628 * 600 *
629 */ 601 */
630#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 602#define OB_TYPE_MOVE_BLOCK(ob1, type) \
631 ((type) && (ob1->move_type & type) == ob1->move_type) 603 ((type) && (ob1->move_type & type) == ob1->move_type)
632 604
633
634#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 605#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
635#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 606#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
636#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 607#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
637
638/* Note: These values are only a default value, resizing can change them */
639#define INV_SIZE 12 /* How many items can be viewed in inventory */
640#define LOOK_SIZE 6 /* ditto, but for the look-window */
641#define MAX_INV_SIZE 40 /* For initializing arrays */
642#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
643
644#define EDITABLE(xyz) ((xyz)->arch->editable)
645
646#define E_MONSTER 0x00000001
647#define E_EXIT 0x00000002
648#define E_TREASURE 0x00000004
649#define E_BACKGROUND 0x00000008
650#define E_DOOR 0x00000010
651#define E_SPECIAL 0x00000020
652#define E_SHOP 0x00000040
653#define E_NORMAL 0x00000080
654#define E_FALSE_WALL 0x00000100
655#define E_WALL 0x00000200
656#define E_EQUIPMENT 0x00000400
657#define E_OTHER 0x00000800
658#define E_ARTIFACT 0x00001000
659 608
660#define EXIT_PATH(xyz) (xyz)->slaying 609#define EXIT_PATH(xyz) (xyz)->slaying
661#define EXIT_LEVEL(xyz) (xyz)->stats.food 610#define EXIT_LEVEL(xyz) (xyz)->stats.food
662#define EXIT_X(xyz) (xyz)->stats.hp 611#define EXIT_X(xyz) (xyz)->stats.hp
663#define EXIT_Y(xyz) (xyz)->stats.sp 612#define EXIT_Y(xyz) (xyz)->stats.sp
683#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 632#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
684 633
685#define DIRX(xyz) freearr_x[(xyz)->direction] 634#define DIRX(xyz) freearr_x[(xyz)->direction]
686#define DIRY(xyz) freearr_y[(xyz)->direction] 635#define DIRY(xyz) freearr_y[(xyz)->direction]
687 636
688#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
689#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
690
691#define ARMOUR_SPEED(xyz) (xyz)->last_sp 637#define ARMOUR_SPEED(xyz) (xyz)->last_sp
692#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 638#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
693#define WEAPON_SPEED(xyz) (xyz)->last_sp 639#define WEAPON_SPEED(xyz) (xyz)->last_sp
694 640
695/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 641/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
696 each of them signed char, concatenated in a int16 */ 642 each of them signed char, concatenated in a int16 */
697#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 643#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
698#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 644#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
699#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 645#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
646
700#define FIRE_DIRECTIONAL 0 647#define FIRE_DIRECTIONAL 0
701#define FIRE_POSITIONAL 1 648#define FIRE_POSITIONAL 1
702 649
703/******************************************************************************/ 650/******************************************************************************/
704/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 651/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
769 */ 716 */
770 717
771#define PREFER_HIGH 1 718#define PREFER_HIGH 1
772#define PREFER_LOW 0 719#define PREFER_LOW 0
773 720
774/* Simple function we use below to keep adding to the same string
775 * but also make sure we don't overwrite that string.
776 */
777static inline void
778safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
779{
780 if (*curlen == (maxlen - 1))
781 return;
782
783 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
784 dest[maxlen - 1] = 0;
785 *curlen += strlen (orig);
786
787 if (*curlen > (maxlen - 1))
788 *curlen = maxlen - 1;
789}
790
791
792/* The SAFE versions of these call the safe_strcat function above.
793 * Ideally, all functions should use the SAFE functions, but they
794 * require some extra support in the calling function to remain as
795 * efficient.
796 */
797#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
798 if(variable) { \
799 int i,j=0; \
800 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
801 for(i=0; i<NROFATTACKS; i++) \
802 if(variable & (1<<i)) { \
803 if (j) \
804 safe_strcat(retbuf,", ", len, maxlen); \
805 else \
806 j = 1; \
807 safe_strcat(retbuf, attacks[i], len, maxlen); \
808 } \
809 safe_strcat(retbuf,")",len,maxlen); \
810 }
811
812
813/* separated this from the common/item.c file. b.t. Dec 1995 */
814
815#define DESCRIBE_ABILITY(retbuf, variable, name) \
816 if(variable) { \
817 int i,j=0; \
818 strcat(retbuf,"(" name ": "); \
819 for(i=0; i<NROFATTACKS; i++) \
820 if(variable & (1<<i)) { \
821 if (j) \
822 strcat(retbuf,", "); \
823 else \
824 j = 1; \
825 strcat(retbuf, attacks[i]); \
826 } \
827 strcat(retbuf,")"); \
828 }
829
830
831#define DESCRIBE_PATH(retbuf, variable, name) \
832 if(variable) { \
833 int i,j=0; \
834 strcat(retbuf,"(" name ": "); \
835 for(i=0; i<NRSPELLPATHS; i++) \
836 if(variable & (1<<i)) { \
837 if (j) \
838 strcat(retbuf,", "); \
839 else \
840 j = 1; \
841 strcat(retbuf, spellpathnames[i]); \
842 } \
843 strcat(retbuf,")"); \
844 }
845
846
847#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
848 if(variable) { \
849 int i,j=0; \
850 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
851 for(i=0; i<NRSPELLPATHS; i++) \
852 if(variable & (1<<i)) { \
853 if (j) \
854 safe_strcat(retbuf,", ", len, maxlen); \
855 else \
856 j = 1; \
857 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
858 } \
859 safe_strcat(retbuf,")", len, maxlen); \
860 }
861
862/* Flags for apply_special() */ 721/* Flags for apply_special() */
863enum apply_flag 722enum apply_flag
864{ 723{
865 /* Basic flags, always use one of these */ 724 /* Basic flags/mode, always use one of these */
866 AP_NULL = 0, 725 AP_TOGGLE = 0,
867 AP_APPLY = 1, 726 AP_APPLY = 1,
868 AP_UNAPPLY = 2, 727 AP_UNAPPLY = 2,
869 728
870 AP_BASIC_FLAGS = 15, 729 AP_BASIC_FLAGS = 0x0f,
871 730
872 /* Optional flags, for bitwise or with a basic flag */ 731 /* Optional flags, for bitwise or with a basic flag */
873 AP_NO_MERGE = 16, 732 AP_NO_MERGE = 0x10,
874 AP_IGNORE_CURSE = 32, 733 AP_IGNORE_CURSE = 0x20,
875 AP_PRINT = 64 /* Print what to do, don't actually do it */ 734 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
876 /* Note this is supported in all the functions */ 735 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
877}; 736};
878 737
879/* Bitmask values for 'can_apply_object()' return values. 738/* Bitmask values for 'can_apply_object()' return values.
880 * the CAN_APPLY_ prefix is to just note what function the 739 * the CAN_APPLY_ prefix is to just note what function the
881 * are returned from. 740 * are returned from.
907#define CAN_APPLY_NOT_MASK 0xf 766#define CAN_APPLY_NOT_MASK 0xf
908#define CAN_APPLY_UNAPPLY 0x10 767#define CAN_APPLY_UNAPPLY 0x10
909#define CAN_APPLY_UNAPPLY_MULT 0x20 768#define CAN_APPLY_UNAPPLY_MULT 0x20
910#define CAN_APPLY_UNAPPLY_CHOICE 0x40 769#define CAN_APPLY_UNAPPLY_CHOICE 0x40
911 770
912/* Cut off point of when an object is put on the active list or not */ 771// Cut off point of when an object is put on the active list or not
772// we use 2**-n because that can be represented exactly
773// also make sure that this is a float, not double, constant
913#define MIN_ACTIVE_SPEED 1e-5 774#define MIN_ACTIVE_SPEED (1.f / 65536.f)
914 775
915#define RANDOM() (rndm.next () & 0xffffffU) 776#define RANDOM() (rndm.next () & 0xffffffU)
916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
917 777
918/* Returns the weight of the given object. Note: it does not take the number of 778/* Returns the weight of the given object. Note: it does not take the number of
919 * items (nrof) into account. 779 * items (nrof) into account.
780 * (this looks rather bogus, schmorp)
920 */ 781 */
921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 782#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
922
923
924/* Code fastening defines
925 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
926 * buf__ and increment buf__ position so it will point to the end of buf__.
927 * the '\0' caracter will not be put at end of buf__.
928 * use preparefastcat and finishfastcat on buf__ to prepare
929 * and clean up the string. (Lots faster than doing each time...)
930 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
931 * keep in mind FAST_STRNCAT is faster since length of second argument is
932 * kown in advance.
933 */
934
935#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
936#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
937#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
938#define FINISH_FASTCAT(buf__) buf__[0]='\0';
939 783
940/* 784/*
941 * Warning! 785 * Warning!
942 * If you add message types here, don't forget 786 * If you add message types here, don't forget
943 * to keep the client up to date too! 787 * to keep the client up to date too!
1028 872
1029/* admin messages */ 873/* admin messages */
1030#define MSG_TYPE_ADMIN_RULES 1 874#define MSG_TYPE_ADMIN_RULES 1
1031#define MSG_TYPE_ADMIN_NEWS 2 875#define MSG_TYPE_ADMIN_NEWS 2
1032 876
877/**
878 * Maximum distance a player may hear a sound from.
879 * This is only used for new client/server sound. If the sound source
880 * on the map is farther away than this, we don't sent it to the client.
881 */
882#define MAX_SOUND_DISTANCE 16
883
884#define LOG_CHANNEL "log" // the plain and ugly standard server log
885#define INFO_CHANNEL "info" // lower_left box
886#define SAY_CHANNEL "channel-say"
887#define CHAT_CHANNEL "channel-chat"
888#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
889
890/* The following are the color flags passed to new_draw_info.
891 *
892 * We also set up some control flags
893 *
894 * NDI = New Draw Info
895 */
896
897/* Color specifications - note these match the order in xutil.c */
898/* Note 2: Black, the default color, is 0. Thus, it does not need to
899 * be implicitly specified.
900 */
901#define NDI_BLACK 0
902#define NDI_WHITE 1
903#define NDI_NAVY 2
904#define NDI_RED 3
905#define NDI_ORANGE 4
906#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
907#define NDI_DK_ORANGE 6 /* DarkOrange2 */
908#define NDI_GREEN 7 /* SeaGreen */
909#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
910 /* Than seagreen - also background color */
911#define NDI_GREY 9
912#define NDI_BROWN 10 /* Sienna */
913#define NDI_GOLD 11
914#define NDI_TAN 12 /* Khaki */
915
916#define NDI_MAX_COLOR 12 /* Last value in */
917#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
918 /* using an int anyways, so we have the space */
919 /* to still do all the flags */
920
921#define NDI_REPLY 0x20 // is a direct reply to a user command
922#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
923#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
924#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
925
926#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
927#define NDI_ALL 0x2000 /* Inform all players of this message */
928#define NDI_DEF 0x4000 // ignore colour for channel protocol
929
1033#endif /* DEFINE_H */ 930#endif /* DEFINE_H */
1034 931

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