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Comparing deliantra/server/include/define.h (file contents):
Revision 1.6 by elmex, Tue Aug 15 18:12:20 2006 UTC vs.
Revision 1.12 by root, Fri Sep 29 11:53:08 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.6 2006/08/15 18:12:20 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
41/* 36/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly. 38 * Thus the prototypes made by cextract don't get included correctly.
44 */ 39 */
45#if !defined(__STDC__) 40#if !defined(__STDC__)
41
46/* Removed # from start of following line. makedepend was picking it up. 42/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
48 */ 44 */
49error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
50#endif 46#endif
51 47
52#ifndef WIN32 /* ---win32 exclude unix configuration part */ 48#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 49# include <autoconf.h>
54#endif 50#endif
55 51
56#define FONTDIR "" 52#define FONTDIR ""
57#define FONTNAME "" 53#define FONTNAME ""
58 54
59/* Decstations have trouble with fabs()... */ 55/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 56#define FABS(x) ((x)<0?-(x):(x))
61 57
62#ifdef __NetBSD__ 58#ifdef __NetBSD__
63#include <sys/param.h> 59# include <sys/param.h>
64#endif 60#endif
65#ifndef MIN 61#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 62# define MIN(x,y) ((x)<(y)?(x):(y))
67#endif 63#endif
68#ifndef MAX 64#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 65# define MAX(x,y) ((x)>(y)?(x):(y))
70#endif 66#endif
71 67
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX 69#ifndef NAME_MAX
74#define NAME_MAX 255 70# define NAME_MAX 255
75#endif 71#endif
76 72
77/* MAX3 is basically like MAX, but instead does 3 values. */ 73/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 74#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 75# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 76#endif
81 77
82/* MIN3 is basically like MIN, but instead does 3 values. */ 78/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 79#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 80# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 81#endif
86 82
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 83#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 84#define MIN_STAT 1 /* The minimum legal value of any stat */
89 85
90#define MAX_BUF 1024 /* Used for all kinds of things */ 86#define MAX_BUF 1024
87 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 88#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 89#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 90#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 91
95#define FONTSIZE 3000 /* Max chars in font */ 92#define FONTSIZE 3000 /* Max chars in font */
96 93
97#define MAX_ANIMATIONS 256 94#define MAX_ANIMATIONS 256
98 95
99#define MAX_NAME 48 96#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 97#define MAX_EXT_TITLE 98
102 98
103/* Fatal variables: */ 99/* Fatal variables: */
104#define OUT_OF_MEMORY 0 100#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 101#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 102#define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3 103#define TOO_MANY_ERRORS 3
108 104
109/* TYPE DEFINES */ 105/* TYPE DEFINES */
106
110/* Only add new values to this list if somewhere in the program code, 107/* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not 108 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen 109 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 110 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 111 * the monster type, that can not be handled by any of the numerous
118 */ 115 */
119 116
120/* type 0 will be undefined and shows a non valid type information */ 117/* type 0 will be undefined and shows a non valid type information */
121 118
122#define PLAYER 1 119#define PLAYER 1
123#define TRANSPORT 2 /* see doc/Developers/objects */ 120#define TRANSPORT 2 /* see doc/Developers/objects */
124#define ROD 3 121#define ROD 3
125#define TREASURE 4 122#define TREASURE 4
126#define POTION 5 123#define POTION 5
127#define FOOD 6 124#define FOOD 6
128#define POISON 7 125#define POISON 7
129#define BOOK 8 126#define BOOK 8
130#define CLOCK 9 127#define CLOCK 9
128
131/*#define FBULLET 10 */ 129/*#define FBULLET 10 */
130
132/*#define FBALL 11 */ 131/*#define FBALL 11 */
133#define LIGHTNING 12 132#define LIGHTNING 12
134#define ARROW 13 133#define ARROW 13
135#define BOW 14 134#define BOW 14
136#define WEAPON 15 135#define WEAPON 15
137#define ARMOUR 16 136#define ARMOUR 16
138#define PEDESTAL 17 137#define PEDESTAL 17
139#define ALTAR 18 138#define ALTAR 18
139
140/*#define CONFUSION 19 */ 140/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 141#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 142#define SPECIAL_KEY 21
143#define MAP 22 143#define MAP 22
144#define DOOR 23 144#define DOOR 23
145#define KEY 24 145#define KEY 24
146
146/*#define MMISSILE 25 */ 147/*#define MMISSILE 25 */
147#define TIMED_GATE 26 148#define TIMED_GATE 26
148#define TRIGGER 27 149#define TRIGGER 27
149#define GRIMREAPER 28 150#define GRIMREAPER 28
150#define MAGIC_EAR 29 151#define MAGIC_EAR 29
159#define GRAVESTONE 38 160#define GRAVESTONE 38
160#define AMULET 39 161#define AMULET 39
161#define PLAYERMOVER 40 162#define PLAYERMOVER 40
162#define TELEPORTER 41 163#define TELEPORTER 41
163#define CREATOR 42 164#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 165#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
166 /* experience for broad skill categories. This value */ 167 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */ 168 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 169#define EARTHWALL 45
169#define GOLEM 46 170#define GOLEM 46
171
170/*#define BOMB 47 */ 172/*#define BOMB 47 */
171#define THROWN_OBJ 48 173#define THROWN_OBJ 48
172#define BLINDNESS 49 174#define BLINDNESS 49
173#define GOD 50 175#define GOD 50
174 176
175#define DETECTOR 51 /* peterm: detector is an object */ 177#define DETECTOR 51 /* peterm: detector is an object */
176 /* which notices the presense of */ 178 /* which notices the presense of */
177 /* another object and is triggered */ 179 /* another object and is triggered */
178 /* like buttons. */ 180 /* like buttons. */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 181#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 /* force into a player with a specified string WHEN TRIGGERED. */ 182 /* force into a player with a specified string WHEN TRIGGERED. */
181#define DEAD_OBJECT 53 183#define DEAD_OBJECT 53
182#define DRINK 54 184#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 185#define MARKER 55 /* inserts an invisible, weightless */
184 /* force into a player with a specified string. */ 186 /* force into a player with a specified string. */
185#define HOLY_ALTAR 56 187#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 188#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 189#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 190
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 191#define PEACEMAKER 59 /* Object owned by a player which can convert */
190 /* a monster into a peaceful being incapable of attack. */ 192 /* a monster into a peaceful being incapable of attack. */
191#define GEM 60 193#define GEM 60
194
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 195 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
193#define FIREWALL 62 196#define FIREWALL 62
194#define ANVIL 63 197#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 198#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 199#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 200 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 201 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 202 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 203 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 204 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 205 * 4 = charm, monsters become pets */
203#define EXIT 66 206#define EXIT 66
204#define ENCOUNTER 67 207#define ENCOUNTER 67
205#define SHOP_FLOOR 68 208#define SHOP_FLOOR 68
206#define SHOP_MAT 69 209#define SHOP_MAT 69
207#define RING 70 210#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 211#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 212#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 213#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 214#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 215#define LIGHTER 75
213 216
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 217/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215 * types are not used in any archetypes, and should perhaps be removed. 218 * types are not used in any archetypes, and should perhaps be removed.
216 */ 219 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 220#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218 221
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 222#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 223#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 224#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 225 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 226 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 227 on chairs, we create a new type and remove all
225 chairs from here. */ 228 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 229#define MONSTER 80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 230 /* yes, thats a real, living creature */
231#define SPAWN_GENERATOR 81
232 /* a spawn point or monster generator object */
228#define LAMP 82 /* a lamp */ 233#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 234#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 235#define TOOL 84 /* a tool for building objects */
231#define SPELLBOOK 85 236#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 237#define BUILDFAC 86 /* facilities for building objects */
233#define CLOAK 87 238#define CLOAK 87
239
234/*#define CONE 88 */ 240/*#define CONE 88 */
235/*#define AURA 89 *//* aura spell object */ 241
242 /*#define AURA 89 *//* aura spell object */
236 243
237#define SPINNER 90 244#define SPINNER 90
238#define GATE 91 245#define GATE 91
239#define BUTTON 92 246#define BUTTON 92
240#define CF_HANDLE 93 247#define CF_HANDLE 93
241#define HOLE 94 248#define HOLE 94
242#define TRAPDOOR 95 249#define TRAPDOOR 95
250
243/*#define WORD_OF_RECALL 96 */ 251/*#define WORD_OF_RECALL 96 */
252
244/*#define PARAIMAGE 97 */ 253/*#define PARAIMAGE 97 */
245#define SIGN 98 254#define SIGN 98
246#define BOOTS 99 255#define BOOTS 99
247#define GLOVES 100 256#define GLOVES 100
248#define SPELL 101 257#define SPELL 101
252#define POISONING 105 261#define POISONING 105
253#define SAVEBED 106 262#define SAVEBED 106
254#define POISONCLOUD 107 263#define POISONCLOUD 107
255#define FIREHOLES 108 264#define FIREHOLES 108
256#define WAND 109 265#define WAND 109
266
257/*#define ABILITY 110*/ 267/*#define ABILITY 110*/
258#define SCROLL 111 268#define SCROLL 111
259#define DIRECTOR 112 269#define DIRECTOR 112
260#define GIRDLE 113 270#define GIRDLE 113
261#define FORCE 114 271#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 272#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 273#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 274#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 275#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 276#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 277#define WEAPON_IMPROVER 124
268 278
269/* unused: 125 - 129 279/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 280 * type 125 was MONEY_CHANGER
271 */ 281 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ 282#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
273#define DEEP_SWAMP 138 283#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139 284#define IDENTIFY_ALTAR 139
285
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 286 /*#define CANCELLATION 141*//* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 287#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
288
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 289 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
290
278/*#define SWARM_SPELL 153*/ 291/*#define SWARM_SPELL 153*/
279#define RUNE 154 292#define RUNE 154
280#define TRAP 155 293#define TRAP 155
281 294
282#define POWER_CRYSTAL 156 295#define POWER_CRYSTAL 156
283#define CORPSE 157 296#define CORPSE 157
284 297
285#define DISEASE 158 298#define DISEASE 158
286#define SYMPTOM 159 299#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 300#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 301#define MATERIAL 161/* Material for building */
302
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 303/* #define GPS 162 Ground positionning system, moved to Python plugin */
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 304#define ITEM_TRANSFORMER 163/* Transforming one item with another */
291#define QUEST 164 /* See below for subtypes */ 305#define QUEST 164/* See below for subtypes */
292#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,
293 potions, alchemy, or magic works here (elmex) */ 307 potions, alchemy, or magic works here (elmex) */
308
294/* END TYPE DEFINE */ 309/* END TYPE DEFINE */
295 310
311#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
312
296/* Subtypes for BUILDER */ 313/* Subtypes for BUILDER */
297#define ST_BD_BUILD 1 /* Builds an item */ 314#define ST_BD_BUILD 1 /* Builds an item */
298#define ST_BD_REMOVE 2 /* Removes an item */ 315#define ST_BD_REMOVE 2 /* Removes an item */
299 316
300/* Subtypes for MATERIAL */ 317/* Subtypes for MATERIAL */
301#define ST_MAT_FLOOR 1 /* Floor */ 318#define ST_MAT_FLOOR 1 /* Floor */
302#define ST_MAT_WALL 2 /* Wall */ 319#define ST_MAT_WALL 2 /* Wall */
303#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 320#define ST_MAT_ITEM 3 /* All other items, including doors & such */
304
305/* Subtypes for QUEST */
306#define QUEST_IN_PROGRESS 1
307#define QUEST_DONE_QUEST 2
308#define QUEST_DONE_TASK 3
309#define QUEST_START_QUEST 4
310#define QUEST_END_QUEST 5
311#define QUEST_START_TASK 6
312#define QUEST_END_TASK 7
313#define QUEST_OVERRIDE 8
314#define QUEST_ON_ACTIVATE 9
315 321
316/* definitions for weapontypes */ 322/* definitions for weapontypes */
317 323
318#define WEAP_HIT 0 /* the basic */ 324#define WEAP_HIT 0 /* the basic */
319#define WEAP_SLASH 1 /* slash */ 325#define WEAP_SLASH 1 /* slash */
320#define WEAP_PIERCE 2 /* arrows, stiletto */ 326#define WEAP_PIERCE 2 /* arrows, stiletto */
321#define WEAP_CLEAVE 3 /* axe */ 327#define WEAP_CLEAVE 3 /* axe */
322#define WEAP_SLICE 4 /* katana */ 328#define WEAP_SLICE 4 /* katana */
323#define WEAP_STAB 5 /* knife, dagger */ 329#define WEAP_STAB 5 /* knife, dagger */
324#define WEAP_WHIP 6 /* whips n chains */ 330#define WEAP_WHIP 6 /* whips n chains */
325#define WEAP_CRUSH 7 /* big hammers, flails */ 331#define WEAP_CRUSH 7 /* big hammers, flails */
326#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 332#define WEAP_BLUD 8 /* bludgeoning, club, stick */
327 333
328typedef struct typedata { 334typedef struct typedata
335{
329 int number; 336 int number;
330 const char *name; 337 const char *name;
331 const char *name_pl; 338 const char *name_pl;
332 int identifyskill; 339 int identifyskill;
333 int identifyskill2; 340 int identifyskill2;
334} typedata; 341} typedata;
335 342
336extern const int ItemTypesSize; 343extern const int ItemTypesSize;
337extern typedata ItemTypes[]; 344extern typedata ItemTypes[];
338 345
387 */ 394 */
388#define SIZEOFFREE1 8 395#define SIZEOFFREE1 8
389#define SIZEOFFREE2 24 396#define SIZEOFFREE2 24
390#define SIZEOFFREE 49 397#define SIZEOFFREE 49
391 398
392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 399#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393 400
394/* Flag structure now changed. 401/* Flag structure now changed.
395 * Each flag is now a bit offset, starting at zero. The macros 402 * Each flag is now a bit offset, starting at zero. The macros
396 * will update/read the appropriate flag element in the object 403 * will update/read the appropriate flag element in the object
397 * structure. 404 * structure.
417 * flags[0] is 0 to 31 424 * flags[0] is 0 to 31
418 * flags[1] is 32 to 63 425 * flags[1] is 32 to 63
419 * flags[2] is 64 to 95 426 * flags[2] is 64 to 95
420 * flags[3] is 96 to 127 427 * flags[3] is 96 to 127
421 */ 428 */
429
422/* Basic routines to do above */ 430/* Basic routines to do above */
423#define SET_FLAG(xyz, p) \ 431#define SET_FLAG(xyz, p) \
424 ((xyz)->flags[p/32] |= (1U << (p % 32))) 432 ((xyz)->flags[p/32] |= (1U << (p % 32)))
425#define CLEAR_FLAG(xyz, p) \ 433#define CLEAR_FLAG(xyz, p) \
426 ((xyz)->flags[p/32] &= ~(1U << (p % 32))) 434 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
427#define QUERY_FLAG(xyz, p) \ 435#define QUERY_FLAG(xyz, p) \
428 ((xyz)->flags[p/32] & (1U << (p % 32))) 436 ((xyz)->flags[p/32] & (1U << (p % 32)))
429#define COMPARE_FLAGS(p,q) \ 437#define COMPARE_FLAGS(p,q) \
430 ( \ 438 ( \
431 ((p)->flags[0] == (q)->flags[0]) && \ 439 ((p)->flags[0] == (q)->flags[0]) && \
432 ((p)->flags[1] == (q)->flags[1]) && \ 440 ((p)->flags[1] == (q)->flags[1]) && \
433 ((p)->flags[2] == (q)->flags[2]) && \ 441 ((p)->flags[2] == (q)->flags[2]) && \
434 ((p)->flags[3] == (q)->flags[3]) \ 442 ((p)->flags[3] == (q)->flags[3]) \
435 ) 443 )
444
436/* convenience macros to determine what kind of things we are dealing with */ 445/* convenience macros to determine what kind of things we are dealing with */
437 446
438#define IS_WEAPON(op) \ 447#define IS_WEAPON(op) \
439 (op->type == ARROW || op->type == BOW || op->type == WEAPON) 448 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
440 449
441#define IS_ARMOR(op) \ 450#define IS_ARMOR(op) \
442 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ 451 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
443 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ 452 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
444 op->type == BRACERS || op->type == GIRDLE) 453 op->type == BRACERS || op->type == GIRDLE)
445 454
446#define IS_LIVE(op) \ 455#define IS_LIVE(op) \
447 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ 456 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
448 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ 457 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
449 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 458 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
450 459
451#define IS_ARROW(op) \ 460#define IS_ARROW(op) \
452 (op->type==ARROW || \ 461 (op->type==ARROW || \
453 (op->type==SPELL_EFFECT && \ 462 (op->type==SPELL_EFFECT && \
454 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) 463 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
455 464
456/* This return TRUE if object has still randomitems which 465/* This return TRUE if object has still randomitems which
457 * could be expanded. 466 * could be expanded.
458 */ 467 */
459#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 468#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460 469
461/* the flags */ 470/* the flags */
462 471
463#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 472#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
464#define FLAG_WIZ 1 /* Object has special privilegies */ 473#define FLAG_WIZ 1 /* Object has special privilegies */
465#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 474#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
466#define FLAG_FREED 3 /* Object is in the list of free objects */ 475#define FLAG_FREED 3 /* Object is in the list of free objects */
467#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 476#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
468#define FLAG_APPLIED 5 /* Object is ready for use by living */ 477#define FLAG_APPLIED 5 /* Object is ready for use by living */
469#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 478#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
470#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 479#define FLAG_USE_SHIELD 7
480 /* Can this creature use a shield? */
471 481
472#define FLAG_NO_PICK 8 /* Object can't be picked up */ 482#define FLAG_NO_PICK 8 /* Object can't be picked up */
483
473/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 484 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
485
474/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 486 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
475#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 487#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
488
476/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 489 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
490
477/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 491 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
478#define FLAG_MONSTER 14 /* Will attack players */ 492#define FLAG_MONSTER 14 /* Will attack players */
479#define FLAG_FRIENDLY 15 /* Will help players */ 493#define FLAG_FRIENDLY 15 /* Will help players */
480 494
481#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 495#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
482#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 496#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
483#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 497#define FLAG_AUTO_APPLY 18
498 /* Will be applied when created */
484#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 499#define FLAG_TREASURE 19 /* Will generate treasure when applied */
485#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 500#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
486#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 501#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
487#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 502#define FLAG_CAN_ROLL 22 /* Object can be rolled */
488#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 503#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
489#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 504#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
505
490/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 506 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
507
491/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 508 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
509
492/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 510 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
493#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 511#define FLAG_IS_USED_UP 28
494#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 512 /* When (--food<0) the object will exit */
495#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 513#define FLAG_IDENTIFIED 29
514 /* Player knows full info about item */
515#define FLAG_REFLECTING 30
516 /* Object reflects from walls (lightning) */
496#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 517#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
497 518
498/* Start of values in flags[1] */ 519/* Start of values in flags[1] */
499#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 520#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
500#define FLAG_HITBACK 33 /* Object will hit back when hit */ 521#define FLAG_HITBACK 33 /* Object will hit back when hit */
501#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 522#define FLAG_STARTEQUIP 34
502#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 523 /* Object was given to player at start */
524#define FLAG_BLOCKSVIEW 35
525 /* Object blocks view */
503#define FLAG_UNDEAD 36 /* Monster is undead */ 526#define FLAG_UNDEAD 36 /* Monster is undead */
504#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 527#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
505#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 528#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
506#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 529#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
507 530
508#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 531#define FLAG_REFL_SPELL 40
532 /* Spells (some) will reflect from object */
509#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 533#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
510#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 534#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
511#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 535#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
512#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 536#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
513#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 537#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
514 but can still attack at a distance */ 538 but can still attack at a distance */
539
515/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 540 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
516 thru this object as if it wasn't there */ 541 thru this object as if it wasn't there */
517/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
518 542
543 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
544
519#define FLAG_PICK_UP 48 /* Can pick up */ 545#define FLAG_PICK_UP 48 /* Can pick up */
520#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 546#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
521#define FLAG_NO_DROP 50 /* Object can't be dropped */ 547#define FLAG_NO_DROP 50 /* Object can't be dropped */
522#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 548#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
523#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 549#define FLAG_CAST_SPELL 52
524#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 550 /* (Monster) can learn and cast spells */
551#define FLAG_USE_SCROLL 53
552 /* (Monster) can read scroll */
525#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 553#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
526#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 554#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
527 555
528#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 556#define FLAG_USE_ARMOUR 56
529#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 557 /* (Monster) can wear armour/shield/helmet */
558#define FLAG_USE_WEAPON 57
559 /* (Monster) can wield weapons */
530#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 560#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
531#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 561#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
532#define FLAG_READY_BOW 60 /* not implemented yet */ 562#define FLAG_READY_BOW 60 /* not implemented yet */
533#define FLAG_XRAYS 61 /* X-ray vision */ 563#define FLAG_XRAYS 61 /* X-ray vision */
534#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 564#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
535#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 565#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
536 566
537/* Start of values in flags[2] */ 567/* Start of values in flags[2] */
538#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 568#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
539#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 569#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
540#define FLAG_SLEEP 66 /* NPC is sleeping */ 570#define FLAG_SLEEP 66 /* NPC is sleeping */
541#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 571#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
542#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 572#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
543#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 573#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
544#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 574#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
545#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 575#define FLAG_STEALTH 71 /* Will wake monsters with less range */
546 576
547#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 577#define FLAG_WIZPASS 72 /* The wizard can go through walls */
548#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 578#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
549#define FLAG_CURSED 74 /* The object is cursed */ 579#define FLAG_CURSED 74 /* The object is cursed */
550#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 580#define FLAG_DAMNED 75 /* The object is _very_ cursed */
551#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 581#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
552#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 582#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
553#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 583#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
554#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 584#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
555 585
556#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 586#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
557#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 587#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
558#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 588#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
589
559/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 590/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
560#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 591#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
561#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 592#define FLAG_MAKE_INVIS 85
562#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 593 /* (Item) gives invisibility when applied */
594#define FLAG_INV_LOCKED 86
595 /* Item will not be dropped from inventory */
563#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 596#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
564 597
565#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 598#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
566#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 599#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
567#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 600#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
568#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 601#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
569#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 602#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
570#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 603#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
571#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 604#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
605
572/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 606 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
573 607
574/* Start of values in flags[3] */ 608/* Start of values in flags[3] */
575#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 609#define FLAG_NO_STEAL 96 /* Item can't be stolen */
576#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 610#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
577 * away (replaces ghosthit) 611 * away (replaces ghosthit)
578 */ 612 */
579#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 613#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
580 * detect cases were the server is trying 614 * detect cases were the server is trying
581 * to send an upditem when we have not 615 * to send an upditem when we have not
582 * actually sent the item. 616 * actually sent the item.
583 */ 617 */
584 618
585#define FLAG_BERSERK 99 /* monster will attack closest living 619#define FLAG_BERSERK 99 /* monster will attack closest living
586 object */ 620 object */
587#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 621#define FLAG_NEUTRAL 100 /* monster is from type neutral */
588#define FLAG_NO_ATTACK 101 /* monster don't attack */ 622#define FLAG_NO_ATTACK 101 /* monster don't attack */
589#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 623#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
590#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 624#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
591 * load_original_map() */ 625 * load_original_map() */
592#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 626#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
593 * the overlay, and is not subject to 627 * the overlay, and is not subject to
594 * decay. */ 628 * decay. */
595#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 629#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
596#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 630#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
597#define FLAG_IS_WATER 107 631#define FLAG_IS_WATER 107
598#define FLAG_CONTENT_ON_GEN 108 632#define FLAG_CONTENT_ON_GEN 108
599#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 633#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
600#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 634#define FLAG_IS_BUILDABLE 110 /* Can build on item */
601#define FLAG_AFK 111 /* Player is AFK */ 635#define FLAG_AFK 111 /* Player is AFK */
602#define NUM_FLAGS 111 /* Should always be equal to the last 636#define NUM_FLAGS 111 /* Should always be equal to the last
603 * defined flag. If you change this, 637 * defined flag. If you change this,
604 * make sure you update the flag_links 638 * make sure you update the flag_links
605 * in common/loader.l 639 * in common/loader.l
606 */ 640 */
607 641
608/* Values can go up to 127 before the size of the flags array in the 642/* Values can go up to 127 before the size of the flags array in the
609 * object structure needs to be enlarged. 643 * object structure needs to be enlarged.
610 * So there are 18 available flags slots 644 * So there are 18 available flags slots
611 */ 645 */
612 646
613 647
614#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 648#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
615 649
616#if 0 650#if 0
651
617/* These should no longer be needed - access move_slow_penalty 652/* These should no longer be needed - access move_slow_penalty
618 * directly. 653 * directly.
619 */ 654 */
620#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 655# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
621#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 656# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
622#endif 657#endif
623 658
624/* If you add new movement types, you may need to update 659/* If you add new movement types, you may need to update
625 * describe_item() so properly describe those types. 660 * describe_item() so properly describe those types.
626 * change_abil() probably should be updated also. 661 * change_abil() probably should be updated also.
627 */ 662 */
628#define MOVE_WALK 0x1 /* Object walks */ 663#define MOVE_WALK 0x1 /* Object walks */
629#define MOVE_FLY_LOW 0x2 /* Low flying object */ 664#define MOVE_FLY_LOW 0x2 /* Low flying object */
630#define MOVE_FLY_HIGH 0x4 /* High flying object */ 665#define MOVE_FLY_HIGH 0x4 /* High flying object */
631#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 666#define MOVE_FLYING 0x6
667 /* Combo of fly_low and fly_high */
632#define MOVE_SWIM 0x8 /* Swimming object */ 668#define MOVE_SWIM 0x8 /* Swimming object */
633#define MOVE_BOAT 0x10 /* Boats/sailing */ 669#define MOVE_BOAT 0x10 /* Boats/sailing */
634#define MOVE_ALL 0x1f /* Mask of all movement types */ 670#define MOVE_ALL 0x1f /* Mask of all movement types */
635 671
636/* the normal assumption is that objects are walking/flying. 672/* the normal assumption is that objects are walking/flying.
637 * So often we don't want to block movement, but still don't want 673 * So often we don't want to block movement, but still don't want
638 * to allow all types (swimming is rather specialized) - I also 674 * to allow all types (swimming is rather specialized) - I also
639 * expect as more movement types show up, this is likely to get 675 * expect as more movement types show up, this is likely to get
646/* typdef here to define type large enough to hold bitmask of 682/* typdef here to define type large enough to hold bitmask of
647 * all movement types. Make one declaration so easy to update. 683 * all movement types. Make one declaration so easy to update.
648 * uint8 is defined yet, so just use what that would define it 684 * uint8 is defined yet, so just use what that would define it
649 * at anyways. 685 * at anyways.
650 */ 686 */
651typedef unsigned char MoveType; 687typedef unsigned char MoveType;
652 688
653/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 689/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
654 * Basically, ob2 has to block all of ob1 movement types. 690 * Basically, ob2 has to block all of ob1 movement types.
655 */ 691 */
656#define OB_MOVE_BLOCK(ob1, ob2) \ 692#define OB_MOVE_BLOCK(ob1, ob2) \
666 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 702 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
667 703
668 704
669#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 705#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
670#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 706#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
671#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 707#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
672 708
673/* Note: These values are only a default value, resizing can change them */ 709/* Note: These values are only a default value, resizing can change them */
674#define INV_SIZE 12 /* How many items can be viewed in inventory */ 710#define INV_SIZE 12 /* How many items can be viewed in inventory */
675#define LOOK_SIZE 6 /* ditto, but for the look-window */ 711#define LOOK_SIZE 6 /* ditto, but for the look-window */
676#define MAX_INV_SIZE 40 /* For initializing arrays */ 712#define MAX_INV_SIZE 40 /* For initializing arrays */
677#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 713#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
678 714
679#define EDITABLE(xyz) ((xyz)->arch->editable) 715#define EDITABLE(xyz) ((xyz)->arch->editable)
680 716
681#define E_MONSTER 0x00000001 717#define E_MONSTER 0x00000001
682#define E_EXIT 0x00000002 718#define E_EXIT 0x00000002
698#define EXIT_Y(xyz) (xyz)->stats.sp 734#define EXIT_Y(xyz) (xyz)->stats.sp
699#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 735#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
700#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 736#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
701 737
702/* for use by the lighting code */ 738/* for use by the lighting code */
703#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 739#define MAX_LIGHT_RADII 4
704 * large values allow objects that can 740 /* max radii for 'light' object, really
705 * slow down the game */ 741 * large values allow objects that can
742 * slow down the game */
706#define MAX_DARKNESS 5 /* maximum map darkness, there is no 743#define MAX_DARKNESS 5 /* maximum map darkness, there is no
707 * practical reason to exceed this */ 744 * practical reason to exceed this */
708#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 745#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
709 MAX_LIGHT_RADII:(xyz)->glow_radius; 746 MAX_LIGHT_RADII:(xyz)->glow_radius;
710 747
711#define F_BUY 0 748#define F_BUY 0
712#define F_SELL 1 749#define F_SELL 1
713#define F_TRUE 2 /* True value of item, unadjusted */ 750#define F_TRUE 2 /* True value of item, unadjusted */
714#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 751#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
715#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 752#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
716#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 753#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
717#define F_APPROX 32 /* flag to give a guess of item value */ 754#define F_APPROX 32 /* flag to give a guess of item value */
718#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 755#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
719 756
720#define DIRX(xyz) freearr_x[(xyz)->direction] 757#define DIRX(xyz) freearr_x[(xyz)->direction]
721#define DIRY(xyz) freearr_y[(xyz)->direction] 758#define DIRY(xyz) freearr_y[(xyz)->direction]
722 759
723#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 760#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
734#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 771#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
735#define FIRE_DIRECTIONAL 0 772#define FIRE_DIRECTIONAL 0
736#define FIRE_POSITIONAL 1 773#define FIRE_POSITIONAL 1
737 774
738/******************************************************************************/ 775/******************************************************************************/
776
739/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 777/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
778
740/******************************************************************************/ 779/******************************************************************************/
780
741/* if your monsters start acting wierd, mail me */ 781/* if your monsters start acting wierd, mail me */
782
742/******************************************************************************/ 783/******************************************************************************/
784
743/* the following definitions are for the attack_movement variable in monsters */ 785/* the following definitions are for the attack_movement variable in monsters */
786
744/* if the attack_variable movement is left out of the monster archetype, or is*/ 787/* if the attack_variable movement is left out of the monster archetype, or is*/
788
745/* set to zero */ 789/* set to zero */
790
746/* the standard mode of movement from previous versions of crossfire will be */ 791/* the standard mode of movement from previous versions of crossfire will be */
792
747/* used. the upper four bits of movement data are not in effect when the monst*/ 793/* used. the upper four bits of movement data are not in effect when the monst*/
794
748/* er has an enemy. these should only be used for non agressive monsters. */ 795/* er has an enemy. these should only be used for non agressive monsters. */
796
749/* to program a monsters movement add the attack movement numbers to the movem*/ 797/* to program a monsters movement add the attack movement numbers to the movem*/
798
750/* ment numbers example a monster that moves in a circle until attacked and */ 799/* ment numbers example a monster that moves in a circle until attacked and */
800
751/* then attacks from a distance: */ 801/* then attacks from a distance: */
802
752/* CIRCLE1 = 32 */ 803/* CIRCLE1 = 32 */
804
753/* + DISTATT = 1 */ 805/* + DISTATT = 1 */
806
754/* ------------------- */ 807/* ------------------- */
808
755/* attack_movement = 33 */ 809/* attack_movement = 33 */
810
756/******************************************************************************/ 811/******************************************************************************/
757#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 812#define DISTATT 1 /* move toward a player if far, but mantain some space, */
758 /* attack from a distance - good for missile users only */ 813 /* attack from a distance - good for missile users only */
759#define RUNATT 2 /* run but attack if player catches up to object */ 814#define RUNATT 2 /* run but attack if player catches up to object */
760#define HITRUN 3 /* run to then hit player then run away cyclicly */ 815#define HITRUN 3 /* run to then hit player then run away cyclicly */
761#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 816#define WAITATT 4 /* wait for player to approach then hit, move if hit */
762#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 817#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
763#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 818#define ALLRUN 6 /* always run never attack good for sim. of weak player */
764#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 819#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
765#define WAIT2 8 /* monster does not try to move towards player if far */ 820#define WAIT2 8 /* monster does not try to move towards player if far */
766 /* maintains comfortable distance */ 821 /* maintains comfortable distance */
767#define PETMOVE 16 /* if the upper four bits of attack_movement */ 822#define PETMOVE 16 /* if the upper four bits of attack_movement */
768 /* are set to this number, the monster follows a player */ 823 /* are set to this number, the monster follows a player */
769 /* until the owner calls it back or off */ 824 /* until the owner calls it back or off */
770 /* player followed denoted by 0b->owner */ 825 /* player followed denoted by 0b->owner */
771 /* the monster will try to attack whatever the player is */ 826 /* the monster will try to attack whatever the player is */
772 /* attacking, and will continue to do so until the owner */ 827 /* attacking, and will continue to do so until the owner */
773 /* calls off the monster - a key command will be */ 828 /* calls off the monster - a key command will be */
774 /* inserted to do so */ 829 /* inserted to do so */
775#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 830#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
776 /* are set to this number, the monster will move in a */ 831 /* are set to this number, the monster will move in a */
777 /* circle until it is attacked, or the enemy field is */ 832 /* circle until it is attacked, or the enemy field is */
778 /* set, this is good for non-aggressive monsters and NPC */ 833 /* set, this is good for non-aggressive monsters and NPC */
779#define CIRCLE2 48 /* same as above but a larger circle is used */ 834#define CIRCLE2 48 /* same as above but a larger circle is used */
780#define PACEH 64 /* The Monster will pace back and forth until attacked */ 835#define PACEH 64 /* The Monster will pace back and forth until attacked */
781 /* this is HORIZONTAL movement */ 836 /* this is HORIZONTAL movement */
782#define PACEH2 80 /* the monster will pace as above but the length of the */ 837#define PACEH2 80 /* the monster will pace as above but the length of the */
783 /* pace area is longer and the monster stops before */ 838 /* pace area is longer and the monster stops before */
784 /* changing directions */ 839 /* changing directions */
785 /* this is HORIZONTAL movement */ 840 /* this is HORIZONTAL movement */
786#define RANDO 96 /* the monster will go in a random direction until */ 841#define RANDO 96 /* the monster will go in a random direction until */
787 /* it is stopped by an obstacle, then it chooses another */ 842 /* it is stopped by an obstacle, then it chooses another */
788 /* direction. */ 843 /* direction. */
789#define RANDO2 112 /* constantly move in a different random direction */ 844#define RANDO2 112 /* constantly move in a different random direction */
790#define PACEV 128 /* The Monster will pace back and forth until attacked */ 845#define PACEV 128 /* The Monster will pace back and forth until attacked */
791 /* this is VERTICAL movement */ 846 /* this is VERTICAL movement */
792#define PACEV2 144 /* the monster will pace as above but the length of the */ 847#define PACEV2 144 /* the monster will pace as above but the length of the */
793 /* pace area is longer and the monster stops before */ 848 /* pace area is longer and the monster stops before */
794 /* changing directions */ 849 /* changing directions */
795 /* this is VERTICAL movement */ 850 /* this is VERTICAL movement */
796#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 851#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
797#define HI4 240 852#define HI4 240
798 853
799/* 854/*
800 * Use of the state-variable in player objects: 855 * Use of the state-variable in player objects:
801 */ 856 */
826#define PREFER_LOW 0 881#define PREFER_LOW 0
827 882
828/* Simple function we use below to keep adding to the same string 883/* Simple function we use below to keep adding to the same string
829 * but also make sure we don't overwrite that string. 884 * but also make sure we don't overwrite that string.
830 */ 885 */
886static inline void
831static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 887safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
832{ 888{
833 if (*curlen == (maxlen-1)) return; 889 if (*curlen == (maxlen - 1))
890 return;
891
834 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 892 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
835 dest[maxlen-1]=0; 893 dest[maxlen - 1] = 0;
836 *curlen += strlen(orig); 894 *curlen += strlen (orig);
837 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 895
896 if (*curlen > (maxlen - 1))
897 *curlen = maxlen - 1;
838} 898}
839 899
840 900
841/* The SAFE versions of these call the safe_strcat function above. 901/* The SAFE versions of these call the safe_strcat function above.
842 * Ideally, all functions should use the SAFE functions, but they 902 * Ideally, all functions should use the SAFE functions, but they
855 j = 1; \ 915 j = 1; \
856 safe_strcat(retbuf, attacks[i], len, maxlen); \ 916 safe_strcat(retbuf, attacks[i], len, maxlen); \
857 } \ 917 } \
858 safe_strcat(retbuf,")",len,maxlen); \ 918 safe_strcat(retbuf,")",len,maxlen); \
859 } 919 }
860 920
861 921
862/* separated this from the common/item.c file. b.t. Dec 1995 */ 922/* separated this from the common/item.c file. b.t. Dec 1995 */
863 923
864#define DESCRIBE_ABILITY(retbuf, variable, name) \ 924#define DESCRIBE_ABILITY(retbuf, variable, name) \
865 if(variable) { \ 925 if(variable) { \
873 j = 1; \ 933 j = 1; \
874 strcat(retbuf, attacks[i]); \ 934 strcat(retbuf, attacks[i]); \
875 } \ 935 } \
876 strcat(retbuf,")"); \ 936 strcat(retbuf,")"); \
877 } 937 }
878 938
879 939
880#define DESCRIBE_PATH(retbuf, variable, name) \ 940#define DESCRIBE_PATH(retbuf, variable, name) \
881 if(variable) { \ 941 if(variable) { \
882 int i,j=0; \ 942 int i,j=0; \
883 strcat(retbuf,"(" name ": "); \ 943 strcat(retbuf,"(" name ": "); \
884 for(i=0; i<NRSPELLPATHS; i++) \ 944 for(i=0; i<NRSPELLPATHS; i++) \
907 } \ 967 } \
908 safe_strcat(retbuf,")", len, maxlen); \ 968 safe_strcat(retbuf,")", len, maxlen); \
909 } 969 }
910 970
911/* Flags for apply_special() */ 971/* Flags for apply_special() */
912enum apply_flag { 972enum apply_flag
973{
913 /* Basic flags, always use one of these */ 974 /* Basic flags, always use one of these */
914 AP_NULL = 0, 975 AP_NULL = 0,
915 AP_APPLY = 1, 976 AP_APPLY = 1,
916 AP_UNAPPLY = 2, 977 AP_UNAPPLY = 2,
917 978
918 AP_BASIC_FLAGS = 15, 979 AP_BASIC_FLAGS = 15,
919 980
920 /* Optional flags, for bitwise or with a basic flag */ 981 /* Optional flags, for bitwise or with a basic flag */
921 AP_NO_MERGE = 16, 982 AP_NO_MERGE = 16,
922 AP_IGNORE_CURSE = 32, 983 AP_IGNORE_CURSE = 32,
923 AP_PRINT = 64 /* Print what to do, don't actually do it */ 984 AP_PRINT = 64 /* Print what to do, don't actually do it */
924 /* Note this is supported in all the functions */ 985 /* Note this is supported in all the functions */
925
926}; 986};
927 987
928/* Bitmask values for 'can_apply_object()' return values. 988/* Bitmask values for 'can_apply_object()' return values.
929 * the CAN_APPLY_ prefix is to just note what function the 989 * the CAN_APPLY_ prefix is to just note what function the
930 * are returned from. 990 * are returned from.
972 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 1032 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
973 * here. 1033 * here.
974 */ 1034 */
975 1035
976#ifdef HAVE_SRANDOM 1036#ifdef HAVE_SRANDOM
977#define RANDOM() random() 1037# define RANDOM() random()
978#define SRANDOM(xyz) srandom(xyz) 1038# define SRANDOM(xyz) srandom(xyz)
979#else 1039#else
980# ifdef HAVE_SRAND48 1040# ifdef HAVE_SRAND48
981# define RANDOM() lrand48() 1041# define RANDOM() lrand48()
982# define SRANDOM(xyz) srand48(xyz) 1042# define SRANDOM(xyz) srand48(xyz)
1043# else
1044# ifdef HAVE_SRAND
1045# define RANDOM() rand()
1046# define SRANDOM(xyz) srand(xyz)
983# else 1047# else
984# ifdef HAVE_SRAND
985# define RANDOM() rand()
986# define SRANDOM(xyz) srand(xyz)
987# else
988# error "Could not find a usable random routine" 1048# error "Could not find a usable random routine"
989# endif
990# endif 1049# endif
1050# endif
991#endif 1051#endif
992 1052
993/* Returns the weight of the given object. Note: it does not take the number of 1053/* Returns the weight of the given object. Note: it does not take the number of
994 * items (nrof) into account. 1054 * items (nrof) into account.
995 */ 1055 */
1005 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 1065 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1006 * keep in mind FAST_STRNCAT is faster since length of second argument is 1066 * keep in mind FAST_STRNCAT is faster since length of second argument is
1007 * kown in advance. 1067 * kown in advance.
1008 */ 1068 */
1009 1069
1010 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1070#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1011 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1071#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1012 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 1072#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1013 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1073#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1014 1074
1015 /* You may uncomment following define to check sanity of code. 1075 /* You may uncomment following define to check sanity of code.
1016 * But use as debug only (loses all speed gained by those macros) 1076 * But use as debug only (loses all speed gained by those macros)
1017 */ 1077 */
1078
1018/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ 1079/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1019 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ 1080 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1020 1081
1021 1082
1022 1083
1023 1084
1024 1085
1025 1086
1026 1087
1027/* 1088/*
1028 * Warning! 1089 * Warning!
1029 * If you add message types here, don't forget 1090 * If you add message types here, don't forget
1030 * to keep the client up to date too! 1091 * to keep the client up to date too!
1031 */ 1092 */
1032 1093
1033 1094
1034/* message types */ 1095/* message types */
1035#define MSG_TYPE_BOOK 1 1096#define MSG_TYPE_BOOK 1
1036#define MSG_TYPE_CARD 2 1097#define MSG_TYPE_CARD 2
1037#define MSG_TYPE_PAPER 3 1098#define MSG_TYPE_PAPER 3
1038#define MSG_TYPE_SIGN 4 1099#define MSG_TYPE_SIGN 4
1108#define MSG_TYPE_MONUMENT_WALL_3 12 1169#define MSG_TYPE_MONUMENT_WALL_3 12
1109 1170
1110/*some readable flags*/ 1171/*some readable flags*/
1111 1172
1112/* dialog messsage */ 1173/* dialog messsage */
1113#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1174#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1114#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1175#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1115#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1176#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1116 1177
1117/* admin messages */ 1178/* admin messages */
1118#define MSG_TYPE_ADMIN_RULES 1 1179#define MSG_TYPE_ADMIN_RULES 1
1119#define MSG_TYPE_ADMIN_NEWS 2 1180#define MSG_TYPE_ADMIN_NEWS 2
1120 1181
1121#endif /* DEFINE_H */ 1182#endif /* DEFINE_H */
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