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Comparing deliantra/server/include/define.h (file contents):
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC vs.
Revision 1.105 by root, Thu Oct 15 21:59:48 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 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 */
26 26
27/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
43#define FABS(x) fabs (x) 43#define FABS(x) fabs (x)
44 44
45#ifdef __NetBSD__ 45#ifdef __NetBSD__
46# include <sys/param.h> 46# include <sys/param.h>
47#endif 47#endif
48
49// maximum length of an object name in the protocol
50#define NAME_LEN 127
51
48#ifndef MIN 52#undef MIN
49# define MIN(x,y) min (x, y)
50#endif
51#ifndef MAX 53#undef MAX
52# define MAX(x,y) max (x, y)
53#endif
54
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
56#ifndef NAME_MAX
57# define NAME_MAX 255
58#endif
59
60/* MAX3 is basically like MAX, but instead does 3 values. */
61#ifndef MAX3
62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif
64
65/* MIN3 is basically like MIN, but instead does 3 values. */
66#ifndef MIN3
67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
68#endif
69 54
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 55#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 56#define MIN_STAT 1 /* The minimum legal value of any stat */
72 57
73//TODO: not only use more reasonable values, also enforce them 58//TODO: not only use more reasonable values, also enforce them
75#define MAX_WC 120 60#define MAX_WC 120
76#define MIN_AC -120 61#define MIN_AC -120
77#define MAX_AC 120 62#define MAX_AC 120
78#define MIN_DAM 0 63#define MIN_DAM 0
79#define MAX_DAM 200 64#define MAX_DAM 200
65#define MIN_DIGESTION -35
66#define MAX_DIGESTION 70
80 67
81#define MAX_BUF 1024 68#define MAX_BUF 1024 /* Used for all kinds of things */
82 /* Used for all kinds of things */
83#define VERY_BIG_BUF 2048
84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
85#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
86
87#define FONTSIZE 3000 /* Max chars in font */
88
89#define MAX_ANIMATIONS 256
90 69
91#define MAX_NAME 48 70#define MAX_NAME 48
92#define MAX_EXT_TITLE 98
93 71
94/* Fatal variables: */ 72#define ATTUNE_REPELL 16 // levels diff for attune/repell
73
95//TODO: remove all calls to fatal and replace them by cleanup 74//TODO: remove all calls to fatal and replace them by cleanup
96#define OUT_OF_MEMORY 0 75#define OUT_OF_MEMORY 0
97#define MAP_ERROR 1 76#define MAP_ERROR 1
98#define ARCHTABLE_TOO_SMALL 2 // unused 77#define ARCHTABLE_TOO_SMALL 2 // unused
99#define TOO_MANY_ERRORS 3 78#define TOO_MANY_ERRORS 3
123#define POTION 5 102#define POTION 5
124#define FOOD 6 103#define FOOD 6
125#define POISON 7 104#define POISON 7
126#define BOOK 8 105#define BOOK 8
127#define CLOCK 9 106#define CLOCK 9
128 107//10
108//11
109//12
129#define ARROW 13 110#define ARROW 13
130#define BOW 14 111#define BOW 14
131#define WEAPON 15 112#define WEAPON 15
132#define ARMOUR 16 113#define ARMOUR 16
133#define PEDESTAL 17 114#define PEDESTAL 17
134#define ALTAR 18 115#define ALTAR 18
135 116#define T_MATCH 19
136#define LOCKED_DOOR 20 117#define LOCKED_DOOR 20
137#define SPECIAL_KEY 21 118#define SPECIAL_KEY 21
138#define MAP 22 119#define MAP 22
139#define DOOR 23 120#define DOOR 23
140#define KEY 24 121#define KEY 24
141 122//25
142#define TIMED_GATE 26 123#define TIMED_GATE 26
143#define TRIGGER 27 124#define TRIGGER 27
144#define GRIMREAPER 28 125#define GRIMREAPER 28
145#define MAGIC_EAR 29 126#define MAGIC_EAR 29
146#define TRIGGER_BUTTON 30 127#define TRIGGER_BUTTON 30
155#define AMULET 39 136#define AMULET 39
156#define PLAYERMOVER 40 137#define PLAYERMOVER 40
157#define TELEPORTER 41 138#define TELEPORTER 41
158#define CREATOR 42 139#define CREATOR 42
159#define SKILL 43 /* also see SKILL_TOOL (74) below */ 140#define SKILL 43 /* also see SKILL_TOOL (74) below */
160 141//44
161#define EARTHWALL 45 142#define EARTHWALL 45
162#define GOLEM 46 143#define GOLEM 46
163 144//47
164#define THROWN_OBJ 48 145#define THROWN_OBJ 48
165#define BLINDNESS 49 146#define BLINDNESS 49
166#define GOD 50 147#define GOD 50
167#define DETECTOR 51 /* peterm: detector is an object 148#define DETECTOR 51 /* peterm: detector is an object
168 * which notices the presense of 149 * which notices the presense of
183 164
184#define PEACEMAKER 59 /* Object owned by a player which can convert 165#define PEACEMAKER 59 /* Object owned by a player which can convert
185 * a monster into a peaceful being incapable of attack. 166 * a monster into a peaceful being incapable of attack.
186 */ 167 */
187#define GEM 60 168#define GEM 60
188 169//61
189#define FIREWALL 62 170#define FIREWALL 62
190#define ANVIL 63 171#define ANVIL 63
191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 172#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 173#define MOOD_FLOOR 65 /*
193 * values of last_sp set how to change: 174 * values of last_sp set how to change:
194 * 0 = furious, all monsters become aggressive 175 * 0 = furious, all monsters become aggressive
195 * 1 = angry, all but friendly become aggressive 176 * 1 = angry, all but friendly become aggressive
196 * 2 = calm, all aggressive monsters calm down 177 * 2 = calm, all aggressive monsters calm down
197 * 3 = sleep, all monsters fall asleep 178 * 3 = sleep, all monsters fall asleep
198 * 4 = charm, monsters become pets */ 179 * 4 = charm, monsters become pets
180 * 5 = destroy monsters
181 * 6 = destroy pets / friendlies
182 */
199#define EXIT 66 183#define EXIT 66
200#define ENCOUNTER 67 184#define ENCOUNTER 67
201#define SHOP_FLOOR 68 185#define SHOP_FLOOR 68
202#define SHOP_MAT 69 186#define SHOP_MAT 69
203#define RING 70 187#define RING 70
204#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 188#define FLOOR 71 /* this is a floor tile -> native layer 0 */
205#define FLESH 72 /* animal 'body parts' -b.t. */ 189#define FLESH 72 /* animal 'body parts' -b.t. */
206#define INORGANIC 73 /* metals and minerals */ 190#define INORGANIC 73 /* metals and minerals */
207#define SKILL_TOOL 74 /* Allows the use of a skill */ 191#define SKILL_TOOL 74 /* Allows the use of a skill */
208#define LIGHTER 75 192#define LIGHTER 75
209 193//76
210#define BUILDABLE_WALL 77 /* this is a buildable wall */ 194#define BUILDABLE_WALL 77 /* this is a buildable wall */
211 195//78
212
213#define MISC_OBJECT 79 /* misc. objects are for objects without a function 196#define MISC_OBJECT 79 /* misc. objects are for objects without a function
214 in the engine. Like statues, clocks, chairs,... 197 in the engine. Like statues, clocks, chairs,...
215 If perhaps we create a function where we can sit 198 If perhaps we create a function where we can sit
216 on chairs, we create a new type and remove all 199 on chairs, we create a new type and remove all
217 chairs from here. */ 200 chairs from here. */
218 201//80
202#define TORCH 81 /* a torch */
219#define LAMP 82 /* a lamp */ 203#define LAMP 82 /* a lamp */
220#define DUPLICATOR 83 /* duplicator/multiplier object */ 204#define DUPLICATOR 83 /* duplicator/multiplier object */
221 205//84
222#define SPELLBOOK 85 206#define SPELLBOOK 85
223 207//86
224#define CLOAK 87 208#define CLOAK 87
225 209//88
210//89
226#define SPINNER 90 211#define SPINNER 90
227#define GATE 91 212#define GATE 91
228#define BUTTON 92 213#define BUTTON 92
229#define CF_HANDLE 93 214#define T_HANDLE 93
230#define HOLE 94 215#define HOLE 94
231#define TRAPDOOR 95 216#define TRAPDOOR 95
232 217//96
218//97
233#define SIGN 98 219#define SIGN 98
234#define BOOTS 99 220#define BOOTS 99
235#define GLOVES 100 221#define GLOVES 100
236#define SPELL 101 222#define SPELL 101
237#define SPELL_EFFECT 102 223#define SPELL_EFFECT 102
238#define CONVERTER 103 224#define CONVERTER 103
239#define BRACERS 104 225#define BRACERS 104
240#define POISONING 105 226#define POISONING 105
241#define SAVEBED 106 227#define SAVEBED 106
242 228//107
229//108
243#define WAND 109 230#define WAND 109
244 231#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
245#define SCROLL 111 232#define SCROLL 111
246#define DIRECTOR 112 233#define DIRECTOR 112
247#define GIRDLE 113 234#define GIRDLE 113
248#define FORCE 114 235#define FORCE 114
249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 236#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 237#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251 238//117
239//118
240//119
241//120
252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 242#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
253#define CONTAINER 122 243#define CONTAINER 122
254#define ARMOUR_IMPROVER 123 244#define ARMOUR_IMPROVER 123
255#define WEAPON_IMPROVER 124 245#define WEAPON_IMPROVER 124
256 246//125
247//126
248//127
249//128
250//129
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 251#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
252//131
253//132
254//133
255//134
256//135
257//136
258//137
258#define DEEP_SWAMP 138 259#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139 260#define IDENTIFY_ALTAR 139
260 261//140
262//141
263//142
264//143
265//144
266//145
267//146
268//147
269//148
270//149
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 271#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262 272//151
273//152
274//153
263#define RUNE 154 275#define RUNE 154
264#define TRAP 155 276#define TRAP 155
265
266#define POWER_CRYSTAL 156 277#define POWER_CRYSTAL 156
267#define CORPSE 157 278#define CORPSE 157
268
269#define DISEASE 158 279#define DISEASE 158
270#define SYMPTOM 159 280#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */ 281#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */ 282#define MATERIAL 161 /* Material for building */
273 283//162
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 284#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275 285#define MAPSCRIPT 164 /* A perl-scripted connectable */
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 286#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */ 287 potions, alchemy, or magic works here (elmex) */
278 288
279/* DEAD TYPES: */ 289#define NUM_TYPES 166 // must be max(type) + 1
280//#define FBULLET 10
281//#define FBALL 11
282//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283//#define CONFUSION 19
284//#define MMISSILE 25
285/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286 * experience for broad skill categories. This value
287 * is now automatically converteed at load time.
288 */
289//#define BOMB 47
290//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291
292/* random crossfire developer: The trap_part, wall, light_source,
293 * misc_object, monster, and spawn_generator
294 * types are not used in any archetypes,
295 * and should perhaps be removed.
296 *
297 * Wed Dec 20 13:35:24 CET 2006:
298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300 * renamed WALL to BUILDABLE_WALL.
301 */
302
303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305//#define MONSTER 80 /* yes, thats a real, living creature */
306//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307//#define TOOL 84 /* a tool for building objects */
308//#define BUILDFAC 86 /* facilities for building objects */
309//#define CONE 88
310//#define AURA 89 /* aura spell object */
311//#define WORD_OF_RECALL 96
312//#define PARAIMAGE 97
313//#define POISONCLOUD 107
314//#define FIREHOLES 108
315//#define ABILITY 110
316/* unused: 125 - 129
317 * type 125 was MONEY_CHANGER
318 */
319//#define CANCELLATION 141 /* not used with new spell code */
320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
321//#define SWARM_SPELL 153
322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
323//#define QUEST 164 /* See below for subtypes */
324 290
325/* END TYPE DEFINE */ 291/* END TYPE DEFINE */
326 292
327#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 293// maximum supported subtype number + 1, can be increased to 256
294// currently (2007-09) in use: 50
295#define NUM_SUBTYPES 64
328 296
329/* Subtypes for BUILDER */ 297/* Subtypes for BUILDER */
330#define ST_BD_BUILD 1 /* Builds an item */ 298#define ST_BD_BUILD 1 /* Builds an item */
331#define ST_BD_REMOVE 2 /* Removes an item */ 299#define ST_BD_REMOVE 2 /* Removes an item */
332 300
333/* Subtypes for MATERIAL */ 301/* Subtypes for MATERIAL */
334#define ST_MAT_FLOOR 1 /* Floor */ 302#define ST_MAT_FLOOR 1 /* Floor */
335#define ST_MAT_WALL 2 /* Wall */ 303#define ST_MAT_WALL 2 /* Wall */
336#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 304#define ST_MAT_ITEM 3 /* All other items, including doors & such */
367#define PU_NOTHING 0x00000000 335#define PU_NOTHING 0x00000000
368 336
369#define PU_DEBUG 0x10000000 337#define PU_DEBUG 0x10000000
370#define PU_INHIBIT 0x20000000 338#define PU_INHIBIT 0x20000000
371#define PU_STOP 0x40000000 339#define PU_STOP 0x40000000
372#define PU_NEWMODE 0x80000000 340#define PU_ENABLE 0x80000000 // used to distinguish value density
373 341
374#define PU_RATIO 0x0000000F 342#define PU_RATIO 0x0000000F
375 343
376#define PU_FOOD 0x00000010 344#define PU_FOOD 0x00000010
377#define PU_DRINK 0x00000020 345#define PU_DRINK 0x00000020
407 * freearr, add these values. <= SIZEOFFREE1 will get you 375 * freearr, add these values. <= SIZEOFFREE1 will get you
408 * within 1 space. <= SIZEOFFREE2 wll get you withing 376 * within 1 space. <= SIZEOFFREE2 wll get you withing
409 * 2 spaces, and the entire array (< SIZEOFFREE) is 377 * 2 spaces, and the entire array (< SIZEOFFREE) is
410 * three spaces 378 * three spaces
411 */ 379 */
380#define SIZEOFFREE0 0
412#define SIZEOFFREE1 8 381#define SIZEOFFREE1 8
413#define SIZEOFFREE2 24 382#define SIZEOFFREE2 24
383#define SIZEOFFREE3 48
414#define SIZEOFFREE 49 384#define SIZEOFFREE 49
415 385
416#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 386#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
417 387
418/* 388/*
419 * If any FLAG's are added or changed, make sure the flag_names structure in 389 * If any FLAG's are added or changed, make sure the flag_names structure in
420 * common/loader.l is updated. 390 * common/loader.C is updated.
421 */ 391 */
422 392
423/* Basic routines to do above */ 393/* Basic routines to do above */
424#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 394#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
425#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 395#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
429 399
430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 400#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
431#define FLAG_WIZ 1 /* Object has special privilegies */ 401#define FLAG_WIZ 1 /* Object has special privilegies */
432#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 402#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
433#define FLAG_FREED 3 /* Object is in the list of free objects */ 403#define FLAG_FREED 3 /* Object is in the list of free objects */
434#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 404#define FLAG_WIZLOOK 4 /* disable los and lighting */
435#define FLAG_APPLIED 5 /* Object is ready for use by living */ 405#define FLAG_APPLIED 5 /* Object is ready for use by living */
436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 406#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
437#define FLAG_USE_SHIELD 7 407#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
438 /* Can this creature use a shield? */
439 408
440#define FLAG_NO_PICK 8 /* Object can't be picked up */ 409#define FLAG_NO_PICK 8 /* Object can't be picked up */
441 410
442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 411/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 412/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444 413
445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 414#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
446 415
447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 416/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 417/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
418#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
449 419
450#define FLAG_MONSTER 14 /* Will attack players */ 420#define FLAG_MONSTER 14 /* Will attack players */
451#define FLAG_FRIENDLY 15 /* Will help players */ 421#define FLAG_FRIENDLY 15 /* Will help players */
452
453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 422#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 423#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
455#define FLAG_AUTO_APPLY 18 424#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
456 /* Will be applied when created */
457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 425#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 426#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 427#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
460#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 428#define FLAG_CAN_ROLL 22 /* Object can be rolled */
461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 429#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
463 431
464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 432/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 433/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 434/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467 435
468#define FLAG_IS_USED_UP 28 436#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
469 /* When (--food<0) the object will exit */ 437#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
470#define FLAG_IDENTIFIED 29 438#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
471 /* Player knows full info about item */
472#define FLAG_REFLECTING 30
473 /* Object reflects from walls (lightning) */
474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 439#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
475
476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 440#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
477#define FLAG_HITBACK 33 /* Object will hit back when hit */ 441#define FLAG_HITBACK 33 /* Object will hit back when hit */
478#define FLAG_STARTEQUIP 34 442#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
479 /* Object was given to player at start */ 443#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
480#define FLAG_BLOCKSVIEW 35
481 /* Object blocks view */
482#define FLAG_UNDEAD 36 /* Monster is undead */ 444#define FLAG_UNDEAD 36 /* Monster is undead */
483#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 445#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
484#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 446#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
485#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 447#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
448#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
486 449
487#define FLAG_REFL_SPELL 40
488 /* Spells (some) will reflect from object */
489#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 450#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
490#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 451#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 452#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 453#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 454#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 460
500#define FLAG_PICK_UP 48 /* Can pick up */ 461#define FLAG_PICK_UP 48 /* Can pick up */
501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 462#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
502#define FLAG_NO_DROP 50 /* Object can't be dropped */ 463#define FLAG_NO_DROP 50 /* Object can't be dropped */
503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 464#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
504#define FLAG_CAST_SPELL 52 465
505 /* (Monster) can learn and cast spells */ 466#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
506#define FLAG_USE_SCROLL 53 467#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
507 /* (Monster) can read scroll */
508#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 468#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
509#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 469#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
510 470#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
511#define FLAG_USE_ARMOUR 56 471#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
512 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_WEAPON 57
514 /* (Monster) can wield weapons */
515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 472#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 473#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 474#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
475
518#define FLAG_XRAYS 61 /* X-ray vision */ 476#define FLAG_XRAYS 61 /* X-ray vision */
519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 477#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 478#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
521 479
522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 480#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 499#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 500#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
543 501
544#define FLAG_PRECIOUS 83 // object is precious (pets) 502#define FLAG_PRECIOUS 83 // object is precious (pets)
545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 503#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
546#define FLAG_MAKE_INVIS 85 504#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
547 /* (Item) gives invisibility when applied */ 505#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
548#define FLAG_INV_LOCKED 86 506
549 /* Item will not be dropped from inventory */
550#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 507#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
551
552#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 508#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
553#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 509#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
554#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 510#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 511#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 512#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
561 517
562#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 518#define FLAG_NO_STEAL 96 /* Item can't be stolen */
563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 519#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
564 * away (replaces ghosthit) 520 * away (replaces ghosthit)
565 */ 521 */
566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 522#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
567 * detect cases were the server is trying
568 * to send an upditem when we have not
569 * actually sent the item.
570 */
571 523
572#define FLAG_BERSERK 99 /* monster will attack closest living 524#define FLAG_BERSERK 99 /* monster will attack closest living
573 object */ 525 object */
574#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 526#define FLAG_NEUTRAL 100 /* monster is from type neutral */
575#define FLAG_NO_ATTACK 101 /* monster don't attack */ 527#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 528#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 529#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
578 * load_original_map() */ 530 * load_original_map() */
579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 531//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
580 * the overlay, and is not subject to 532// * the overlay, and is not subject to
581 * decay. */ 533// * decay. */
582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 534#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 535#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
584#define FLAG_IS_WATER 107 536#define FLAG_IS_WATER 107
585#define FLAG_CONTENT_ON_GEN 108 537#define FLAG_CONTENT_ON_GEN 108
586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 538#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
592 * defined flag + 1. If you change this, 544 * defined flag + 1. If you change this,
593 * make sure you update the flag_links 545 * make sure you update the flag_links
594 * in common/loader.l 546 * in common/loader.l
595 */ 547 */
596 548
597/* Values can go up to 127 before the size of the flags array in the
598 * object structure needs to be enlarged.
599 * So there are 18 available flags slots
600 */
601
602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
603
604/* If you add new movement types, you may need to update 549/* If you add new movement types, you may need to update
605 * describe_item() so properly describe those types. 550 * describe_item() so properly describe those types.
606 * change_abil() probably should be updated also. 551 * change_abil() probably should be updated also.
607 */ 552 */
608#define MOVE_WALK 0x01 /* Object walks */ 553#define MOVE_WALK 0x01 /* Object walks */
610#define MOVE_FLY_HIGH 0x04 /* High flying object */ 555#define MOVE_FLY_HIGH 0x04 /* High flying object */
611#define MOVE_FLYING 0x06 556#define MOVE_FLYING 0x06
612 /* Combo of fly_low and fly_high */ 557 /* Combo of fly_low and fly_high */
613#define MOVE_SWIM 0x08 /* Swimming object */ 558#define MOVE_SWIM 0x08 /* Swimming object */
614#define MOVE_BOAT 0x10 /* Boats/sailing */ 559#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 560#define MOVE_SHIP 0x20 /* boats suitable for oceans */
616 561
617#define MOVE_ALL 0x3f /* Mask of all movement types */ 562#define MOVE_ALL 0x3f /* Mask of all movement types */
618 563
619/* typdef here to define type large enough to hold bitmask of 564/* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update. 565 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it
622 * at anyways.
623 */ 566 */
624typedef unsigned char MoveType; 567typedef unsigned char MoveType;
625 568
626/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 569/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
627 * Basically, ob2 has to block all of ob1 movement types. 570 * Basically, ob2 has to block all of ob1 movement types.
636 * 579 *
637 */ 580 */
638#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 581#define OB_TYPE_MOVE_BLOCK(ob1, type) \
639 ((type) && (ob1->move_type & type) == ob1->move_type) 582 ((type) && (ob1->move_type & type) == ob1->move_type)
640 583
641
642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 584#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
645
646/* Note: These values are only a default value, resizing can change them */
647#define INV_SIZE 12 /* How many items can be viewed in inventory */
648#define LOOK_SIZE 6 /* ditto, but for the look-window */
649#define MAX_INV_SIZE 40 /* For initializing arrays */
650#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
651
652#define EDITABLE(xyz) ((xyz)->arch->editable)
653
654#define E_MONSTER 0x00000001
655#define E_EXIT 0x00000002
656#define E_TREASURE 0x00000004
657#define E_BACKGROUND 0x00000008
658#define E_DOOR 0x00000010
659#define E_SPECIAL 0x00000020
660#define E_SHOP 0x00000040
661#define E_NORMAL 0x00000080
662#define E_FALSE_WALL 0x00000100
663#define E_WALL 0x00000200
664#define E_EQUIPMENT 0x00000400
665#define E_OTHER 0x00000800
666#define E_ARTIFACT 0x00001000
667 585
668#define EXIT_PATH(xyz) (xyz)->slaying 586#define EXIT_PATH(xyz) (xyz)->slaying
669#define EXIT_LEVEL(xyz) (xyz)->stats.food 587#define EXIT_LEVEL(xyz) (xyz)->stats.food
670#define EXIT_X(xyz) (xyz)->stats.hp 588#define EXIT_X(xyz) (xyz)->stats.hp
671#define EXIT_Y(xyz) (xyz)->stats.sp 589#define EXIT_Y(xyz) (xyz)->stats.sp
672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 590#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 591#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
674 592
675/* for use by the lighting code */ 593/* for use by the lighting code */
676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 594#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
677 * large values allow objects that can 595 * large values allow objects that can
678 * slow down the game */ 596 * slow down the game */
679#define MAX_DARKNESS 5 /* maximum map darkness, there is no 597#define MAX_DARKNESS 5 /* maximum map darkness, there is no
680 * practical reason to exceed this */ 598 * practical reason to exceed this */
599#define LOS_MAX 4 /* max. los value for non-blocked spaces */
600#define LOS_BLOCKED 100 /* fully blocked spaces */
681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 601#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
682 MAX_LIGHT_RADII:(xyz)->glow_radius; 602 MAX_LIGHT_RADII:(xyz)->glow_radius;
603// player position in blocked_los code
604#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
605#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
606
683 607
684#define F_BUY 0 608#define F_BUY 0
685#define F_SELL 1 609#define F_SELL 1
686#define F_TRUE 2 /* True value of item, unadjusted */ 610#define F_TRUE 2 /* True value of item, unadjusted */
687#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 611#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
691#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 615#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
692 616
693#define DIRX(xyz) freearr_x[(xyz)->direction] 617#define DIRX(xyz) freearr_x[(xyz)->direction]
694#define DIRY(xyz) freearr_y[(xyz)->direction] 618#define DIRY(xyz) freearr_y[(xyz)->direction]
695 619
696#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
697#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
698
699#define ARMOUR_SPEED(xyz) (xyz)->last_sp 620#define ARMOUR_SPEED(xyz) (xyz)->last_sp
700#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 621#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
701#define WEAPON_SPEED(xyz) (xyz)->last_sp 622#define WEAPON_SPEED(xyz) (xyz)->last_sp
702 623
703/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 624/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
704 each of them signed char, concatenated in a int16 */ 625 each of them signed char, concatenated in a int16 */
705#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 626#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
706#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 627#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 628#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
629
708#define FIRE_DIRECTIONAL 0 630#define FIRE_DIRECTIONAL 0
709#define FIRE_POSITIONAL 1 631#define FIRE_POSITIONAL 1
710 632
711/******************************************************************************/ 633/******************************************************************************/
712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 634/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
725/* CIRCLE1 = 32 */ 647/* CIRCLE1 = 32 */
726/* + DISTATT = 1 */ 648/* + DISTATT = 1 */
727/* ------------------- */ 649/* ------------------- */
728/* attack_movement = 33 */ 650/* attack_movement = 33 */
729/******************************************************************************/ 651/******************************************************************************/
730#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 652#define DISTATT 1 /* move toward a player if far, but mantain some space, */
731 /* attack from a distance - good for missile users only */ 653 /* attack from a distance - good for missile users only */
732#define RUNATT 2 /* run but attack if player catches up to object */ 654#define RUNATT 2 /* run but attack if player catches up to object */
733#define HITRUN 3 /* run to then hit player then run away cyclicly */ 655#define HITRUN 3 /* run to then hit player then run away cyclicly */
734#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 656#define WAITATT 4 /* wait for player to approach then hit, move if hit */
735#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 657#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
736#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 658#define ALLRUN 6 /* always run never attack good for sim. of weak player */
737#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 659#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
738#define WAIT2 8 /* monster does not try to move towards player if far */ 660#define WAIT2 8 /* monster does not try to move towards player if far */
739 /* maintains comfortable distance */ 661 /* maintains comfortable distance */
662
740#define PETMOVE 16 /* if the upper four bits of attack_movement */ 663#define PETMOVE 16 /* if the upper four bits of attack_movement */
741 /* are set to this number, the monster follows a player */ 664 /* are set to this number, the monster follows a player */
742 /* until the owner calls it back or off */ 665 /* until the owner calls it back or off */
743 /* player followed denoted by 0b->owner */ 666 /* player followed denoted by 0b->owner */
744 /* the monster will try to attack whatever the player is */ 667 /* the monster will try to attack whatever the player is */
745 /* attacking, and will continue to do so until the owner */ 668 /* attacking, and will continue to do so until the owner */
746 /* calls off the monster - a key command will be */ 669 /* calls off the monster - a key command will be */
747 /* inserted to do so */ 670 /* inserted to do so */
748#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 671#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
749 /* are set to this number, the monster will move in a */ 672 /* are set to this number, the monster will move in a */
750 /* circle until it is attacked, or the enemy field is */ 673 /* circle until it is attacked, or the enemy field is */
751 /* set, this is good for non-aggressive monsters and NPC */ 674 /* set, this is good for non-aggressive monsters and NPC */
752#define CIRCLE2 48 /* same as above but a larger circle is used */ 675#define CIRCLE2 48 /* same as above but a larger circle is used */
753#define PACEH 64 /* The Monster will pace back and forth until attacked */ 676#define PACEH 64 /* The Monster will pace back and forth until attacked */
754 /* this is HORIZONTAL movement */ 677 /* this is HORIZONTAL movement */
755#define PACEH2 80 /* the monster will pace as above but the length of the */ 678#define PACEH2 80 /* the monster will pace as above but the length of the */
756 /* pace area is longer and the monster stops before */ 679 /* pace area is longer and the monster stops before */
757 /* changing directions */ 680 /* changing directions */
758 /* this is HORIZONTAL movement */ 681 /* this is HORIZONTAL movement */
759#define RANDO 96 /* the monster will go in a random direction until */ 682#define RANDO 96 /* the monster will go in a random direction until */
760 /* it is stopped by an obstacle, then it chooses another */ 683 /* it is stopped by an obstacle, then it chooses another */
761 /* direction. */ 684 /* direction. */
762#define RANDO2 112 /* constantly move in a different random direction */ 685#define RANDO2 112 /* constantly move in a different random direction */
763#define PACEV 128 /* The Monster will pace back and forth until attacked */ 686#define PACEV 128 /* The Monster will pace back and forth until attacked */
764 /* this is VERTICAL movement */ 687 /* this is VERTICAL movement */
765#define PACEV2 144 /* the monster will pace as above but the length of the */ 688#define PACEV2 144 /* the monster will pace as above but the length of the */
766 /* pace area is longer and the monster stops before */ 689 /* pace area is longer and the monster stops before */
767 /* changing directions */ 690 /* changing directions */
768 /* this is VERTICAL movement */ 691 /* this is VERTICAL movement */
769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 692#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
770#define HI4 240 693#define HI4 240
771 694
772#define BLANK_FACE_NAME "blank.x11" 695#define BLANK_FACE_NAME "blank.x11"
773#define EMPTY_FACE_NAME "empty.x11" 696#define EMPTY_FACE_NAME "empty.x11"
774 697
776 * Defines for the luck/random functions to make things more readable 699 * Defines for the luck/random functions to make things more readable
777 */ 700 */
778 701
779#define PREFER_HIGH 1 702#define PREFER_HIGH 1
780#define PREFER_LOW 0 703#define PREFER_LOW 0
781
782/* Simple function we use below to keep adding to the same string
783 * but also make sure we don't overwrite that string.
784 */
785static inline void
786safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
787{
788 if (*curlen == (maxlen - 1))
789 return;
790
791 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
792 dest[maxlen - 1] = 0;
793 *curlen += strlen (orig);
794
795 if (*curlen > (maxlen - 1))
796 *curlen = maxlen - 1;
797}
798
799
800/* The SAFE versions of these call the safe_strcat function above.
801 * Ideally, all functions should use the SAFE functions, but they
802 * require some extra support in the calling function to remain as
803 * efficient.
804 */
805#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
806 if(variable) { \
807 int i,j=0; \
808 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
809 for(i=0; i<NROFATTACKS; i++) \
810 if(variable & (1<<i)) { \
811 if (j) \
812 safe_strcat(retbuf,", ", len, maxlen); \
813 else \
814 j = 1; \
815 safe_strcat(retbuf, attacks[i], len, maxlen); \
816 } \
817 safe_strcat(retbuf,")",len,maxlen); \
818 }
819
820
821/* separated this from the common/item.c file. b.t. Dec 1995 */
822
823#define DESCRIBE_ABILITY(retbuf, variable, name) \
824 if(variable) { \
825 int i,j=0; \
826 strcat(retbuf,"(" name ": "); \
827 for(i=0; i<NROFATTACKS; i++) \
828 if(variable & (1<<i)) { \
829 if (j) \
830 strcat(retbuf,", "); \
831 else \
832 j = 1; \
833 strcat(retbuf, attacks[i]); \
834 } \
835 strcat(retbuf,")"); \
836 }
837
838
839#define DESCRIBE_PATH(retbuf, variable, name) \
840 if(variable) { \
841 int i,j=0; \
842 strcat(retbuf,"(" name ": "); \
843 for(i=0; i<NRSPELLPATHS; i++) \
844 if(variable & (1<<i)) { \
845 if (j) \
846 strcat(retbuf,", "); \
847 else \
848 j = 1; \
849 strcat(retbuf, spellpathnames[i]); \
850 } \
851 strcat(retbuf,")"); \
852 }
853
854
855#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
856 if(variable) { \
857 int i,j=0; \
858 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
859 for(i=0; i<NRSPELLPATHS; i++) \
860 if(variable & (1<<i)) { \
861 if (j) \
862 safe_strcat(retbuf,", ", len, maxlen); \
863 else \
864 j = 1; \
865 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
866 } \
867 safe_strcat(retbuf,")", len, maxlen); \
868 }
869 704
870/* Flags for apply_special() */ 705/* Flags for apply_special() */
871enum apply_flag 706enum apply_flag
872{ 707{
873 /* Basic flags, always use one of these */ 708 /* Basic flags/mode, always use one of these */
874 AP_NULL = 0, 709 AP_TOGGLE = 0,
875 AP_APPLY = 1, 710 AP_APPLY = 1,
876 AP_UNAPPLY = 2, 711 AP_UNAPPLY = 2,
877 712
878 AP_BASIC_FLAGS = 15, 713 AP_BASIC_FLAGS = 0x0f,
879 714
880 /* Optional flags, for bitwise or with a basic flag */ 715 /* Optional flags, for bitwise or with a basic flag */
881 AP_NO_MERGE = 16, 716 AP_NO_MERGE = 0x10,
882 AP_IGNORE_CURSE = 32, 717 AP_IGNORE_CURSE = 0x20,
883 AP_PRINT = 64 /* Print what to do, don't actually do it */ 718 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
884 /* Note this is supported in all the functions */ 719 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
885}; 720};
886 721
887/* Bitmask values for 'can_apply_object()' return values. 722/* Bitmask values for 'can_apply_object()' return values.
888 * the CAN_APPLY_ prefix is to just note what function the 723 * the CAN_APPLY_ prefix is to just note what function the
889 * are returned from. 724 * are returned from.
915#define CAN_APPLY_NOT_MASK 0xf 750#define CAN_APPLY_NOT_MASK 0xf
916#define CAN_APPLY_UNAPPLY 0x10 751#define CAN_APPLY_UNAPPLY 0x10
917#define CAN_APPLY_UNAPPLY_MULT 0x20 752#define CAN_APPLY_UNAPPLY_MULT 0x20
918#define CAN_APPLY_UNAPPLY_CHOICE 0x40 753#define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 754
920/* Cut off point of when an object is put on the active list or not */ 755// Cut off point of when an object is put on the active list or not
756// we use 2**-n because that can be represented exactly
757// also make sure that this is a float, not double, constant
921#define MIN_ACTIVE_SPEED 1e-5 758#define MIN_ACTIVE_SPEED (1.f / 65536.f)
922
923#define RANDOM() (rndm.next () & 0xffffffU)
924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925
926/* Returns the weight of the given object. Note: it does not take the number of
927 * items (nrof) into account.
928 */
929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
930
931
932/* Code fastening defines
933 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
934 * buf__ and increment buf__ position so it will point to the end of buf__.
935 * the '\0' caracter will not be put at end of buf__.
936 * use preparefastcat and finishfastcat on buf__ to prepare
937 * and clean up the string. (Lots faster than doing each time...)
938 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
939 * keep in mind FAST_STRNCAT is faster since length of second argument is
940 * kown in advance.
941 */
942
943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
947 759
948/* 760/*
949 * Warning! 761 * Warning!
950 * If you add message types here, don't forget 762 * If you add message types here, don't forget
951 * to keep the client up to date too! 763 * to keep the client up to date too!
1036 848
1037/* admin messages */ 849/* admin messages */
1038#define MSG_TYPE_ADMIN_RULES 1 850#define MSG_TYPE_ADMIN_RULES 1
1039#define MSG_TYPE_ADMIN_NEWS 2 851#define MSG_TYPE_ADMIN_NEWS 2
1040 852
853/**
854 * Maximum distance a player may hear a sound from.
855 * This is only used for client/server sound and say. If the sound source
856 * on the map is farther away than this, we don't sent it to the client.
857 */
858#define MAX_SOUND_DISTANCE 16
859
860#define LOG_CHANNEL "log" // the plain and ugly standard server log
861#define INFO_CHANNEL "info" // lower_left box
862#define SAY_CHANNEL "say"
863#define CHAT_CHANNEL "chat"
864#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
865
866/* The following are the color flags passed to new_draw_info.
867 *
868 * We also set up some control flags
869 *
870 * NDI = New Draw Info
871 */
872
873/* Color specifications - note these match the order in xutil.c */
874/* Note 2: Black, the default color, is 0. Thus, it does not need to
875 * be implicitly specified.
876 */
877#define NDI_BLACK 0
878#define NDI_WHITE 1
879#define NDI_NAVY 2
880#define NDI_RED 3
881#define NDI_ORANGE 4
882#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
883#define NDI_DK_ORANGE 6 /* DarkOrange2 */
884#define NDI_GREEN 7 /* SeaGreen */
885#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
886 /* Than seagreen - also background color */
887#define NDI_GREY 9
888#define NDI_BROWN 10 /* Sienna */
889#define NDI_GOLD 11
890#define NDI_TAN 12 /* Khaki */
891
892#define NDI_MAX_COLOR 12 /* Last value in */
893#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
894 /* using an int anyways, so we have the space */
895 /* to still do all the flags */
896
897#define NDI_REPLY 0x20 // is a direct reply to a user command
898#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
899#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
900#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
901
902#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
903#define NDI_ALL 0x2000 /* Inform all players of this message */
904#define NDI_DEF 0x4000 // ignore colour for channel protocol
905#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
906
1041#endif /* DEFINE_H */ 907#endif /* DEFINE_H */
1042 908

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