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Comparing deliantra/server/include/define.h (file contents):
Revision 1.18 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.61 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52 41
53/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
55 44
56#ifdef __NetBSD__ 45#ifdef __NetBSD__
57# include <sys/param.h> 46# include <sys/param.h>
58#endif 47#endif
59#ifndef MIN 48#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
61#endif 50#endif
62#ifndef MAX 51#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
64#endif 53#endif
65 54
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55// maximum length of an object name in the protocol
67#ifndef NAME_MAX 56#define NAME_LEN 127
68# define NAME_MAX 255
69#endif
70 57
71/* MAX3 is basically like MAX, but instead does 3 values. */ 58/* MAX3 is basically like MAX, but instead does 3 values. */
72#ifndef MAX3 59#ifndef MAX3
73# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 60# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif 61#endif
78# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 65# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif 66#endif
80 67
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 68#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 69#define MIN_STAT 1 /* The minimum legal value of any stat */
70
71//TODO: not only use more reasonable values, also enforce them
72#define MIN_WC -120
73#define MAX_WC 120
74#define MIN_AC -120
75#define MAX_AC 120
76#define MIN_DAM 0
77#define MAX_DAM 200
83 78
84#define MAX_BUF 1024 79#define MAX_BUF 1024
85 /* Used for all kinds of things */ 80 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 81#define VERY_BIG_BUF 2048
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 82#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93 88
94#define MAX_NAME 48 89#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 90#define MAX_EXT_TITLE 98
96 91
97/* Fatal variables: */ 92/* Fatal variables: */
93//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 94#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 95#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 96#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 97#define TOO_MANY_ERRORS 3
102 98
103/* TYPE DEFINES */ 99/* TYPE DEFINES */
104 100
105/* Only add new values to this list if somewhere in the program code, 101/* Only add new values to this list if somewhere in the program code,
110 * flags 106 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 107 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 108 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 109 */
114 110
115/* type 0 will be undefined and shows a non valid type information */ 111/* USED TYPES: (for dead types please look at the bottom of the type
112 * definitions)
113 */
116 114
117#define PLAYER 1 115/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 116
119#define ROD 3 117#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3
120#define TREASURE 4 120#define TREASURE 4
121#define POTION 5 121#define POTION 5
122#define FOOD 6 122#define FOOD 6
123#define POISON 7 123#define POISON 7
124#define BOOK 8 124#define BOOK 8
125#define CLOCK 9 125#define CLOCK 9
126 126
127/*#define FBULLET 10 */ 127#define ARROW 13
128 128#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 129#define WEAPON 15
134#define ARMOUR 16 130#define ARMOUR 16
135#define PEDESTAL 17 131#define PEDESTAL 17
136#define ALTAR 18 132#define ALTAR 18
137 133
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 134#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 135#define SPECIAL_KEY 21
141#define MAP 22 136#define MAP 22
142#define DOOR 23 137#define DOOR 23
143#define KEY 24 138#define KEY 24
144 139
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 140#define TIMED_GATE 26
147#define TRIGGER 27 141#define TRIGGER 27
148#define GRIMREAPER 28 142#define GRIMREAPER 28
149#define MAGIC_EAR 29 143#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 144#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 145#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 146#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 147#define SHIELD 33
154#define HELMET 34 148#define HELMET 34
155#define HORN 35 149#define HORN 35
156#define MONEY 36 150#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 151#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 152#define GRAVESTONE 38
159#define AMULET 39 153#define AMULET 39
160#define PLAYERMOVER 40 154#define PLAYERMOVER 40
161#define TELEPORTER 41 155#define TELEPORTER 41
162#define CREATOR 42 156#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 157#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 158
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 159#define EARTHWALL 45
168#define GOLEM 46 160#define GOLEM 46
169 161
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 162#define THROWN_OBJ 48
172#define BLINDNESS 49 163#define BLINDNESS 49
173#define GOD 50 164#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 165#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 166 * which notices the presense of
177 /* another object and is triggered */ 167 * another object and is triggered
178 /* like buttons. */ 168 * like buttons.
169 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 170#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 171 * force into a player with a specified string WHEN TRIGGERED.
172 */
181#define DEAD_OBJECT 53 173#define DEAD_OBJECT 53
182#define DRINK 54 174#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 175#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 176 * force into a player with a specified string.
177 */
185#define HOLY_ALTAR 56 178#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 179#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 180#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 181
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 182#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 183 * a monster into a peaceful being incapable of attack.
191#define GEM 60 184 */
185#define GEM 60
192 186
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 187#define FIREWALL 62
195#define ANVIL 63 188#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 189#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 190#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 191 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 192 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 193 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 194 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 195 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 196 * 4 = charm, monsters become pets */
204#define EXIT 66 197#define EXIT 66
205#define ENCOUNTER 67 198#define ENCOUNTER 67
206#define SHOP_FLOOR 68 199#define SHOP_FLOOR 68
207#define SHOP_MAT 69 200#define SHOP_MAT 69
208#define RING 70 201#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 202#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 203#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 204#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 205#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 206#define LIGHTER 75
214 207
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 208#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 209
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 210
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 211#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 212 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 213 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 214 on chairs, we create a new type and remove all
226 chairs from here. */ 215 chairs from here. */
227#define MONSTER 80 216
228 /* yes, thats a real, living creature */ 217#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 218#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 219
234#define SPELLBOOK 85 220#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 221
238/*#define CONE 88 */ 222#define CLOAK 87
239 223
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 224#define SPINNER 90
243#define GATE 91 225#define GATE 91
244#define BUTTON 92 226#define BUTTON 92
245#define CF_HANDLE 93 227#define CF_HANDLE 93
246#define HOLE 94 228#define HOLE 94
247#define TRAPDOOR 95 229#define TRAPDOOR 95
248 230
249/*#define WORD_OF_RECALL 96 */ 231#define SIGN 98
250 232#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 233#define GLOVES 100
255#define SPELL 101 234#define SPELL 101
256#define SPELL_EFFECT 102 235#define SPELL_EFFECT 102
257#define CONVERTER 103 236#define CONVERTER 103
258#define BRACERS 104 237#define BRACERS 104
259#define POISONING 105 238#define POISONING 105
260#define SAVEBED 106 239#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 240
265/*#define ABILITY 110*/ 241#define WAND 109
242
266#define SCROLL 111 243#define SCROLL 111
267#define DIRECTOR 112 244#define DIRECTOR 112
268#define GIRDLE 113 245#define GIRDLE 113
269#define FORCE 114 246#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 247#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 248#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
249
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 250#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 251#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 252#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 253#define WEAPON_IMPROVER 124
276 254
255#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
256#define DEEP_SWAMP 138
257#define IDENTIFY_ALTAR 139
258
259#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
260
261#define RUNE 154
262#define TRAP 155
263
264#define POWER_CRYSTAL 156
265#define CORPSE 157
266
267#define DISEASE 158
268#define SYMPTOM 159
269#define BUILDER 160 /* Generic item builder, see subtypes */
270#define MATERIAL 161 /* Material for building */
271
272#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
273
274#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
275 potions, alchemy, or magic works here (elmex) */
276
277#define NUM_TYPES 166 // must be max(type) + 1
278
279/* DEAD TYPES: */
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
277/* unused: 125 - 129 316/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 317 * type 125 was MONEY_CHANGER
279 */ 318 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 319//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 321//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 323//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 324
307/* END TYPE DEFINE */ 325/* END TYPE DEFINE */
308 326
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 327#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 328
395#define SIZEOFFREE2 24 413#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 414#define SIZEOFFREE 49
397 415
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 416#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 417
400/* Flag structure now changed. 418/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 419 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 420 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 421 */
428 422
429/* Basic routines to do above */ 423/* Basic routines to do above */
430#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 424#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 425#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 426#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433
434/* convenience macros to determine what kind of things we are dealing with */
435
436#define IS_WEAPON(op) \
437 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
438
439#define IS_ARMOR(op) \
440 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
441 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
442 op->type == BRACERS || op->type == GIRDLE)
443
444#define IS_LIVE(op) \
445 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
446 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
447 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
448
449#define IS_ARROW(op) \
450 (op->type==ARROW || \
451 (op->type==SPELL_EFFECT && \
452 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
453
454/* This return TRUE if object has still randomitems which
455 * could be expanded.
456 */
457#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458 427
459/* the flags */ 428/* the flags */
460 429
461#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
462#define FLAG_WIZ 1 /* Object has special privilegies */ 431#define FLAG_WIZ 1 /* Object has special privilegies */
463#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 432#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
464#define FLAG_FREED 3 /* Object is in the list of free objects */ 433#define FLAG_FREED 3 /* Object is in the list of free objects */
465#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 434//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
466#define FLAG_APPLIED 5 /* Object is ready for use by living */ 435#define FLAG_APPLIED 5 /* Object is ready for use by living */
467#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
468#define FLAG_USE_SHIELD 7 437#define FLAG_USE_SHIELD 7
469 /* Can this creature use a shield? */ 438 /* Can this creature use a shield? */
470 439
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 440#define FLAG_NO_PICK 8 /* Object can't be picked up */
472 441
473 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
474
475 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444
476#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
477 446
478 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
479
480 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449
481#define FLAG_MONSTER 14 /* Will attack players */ 450#define FLAG_MONSTER 14 /* Will attack players */
482#define FLAG_FRIENDLY 15 /* Will help players */ 451#define FLAG_FRIENDLY 15 /* Will help players */
483 452
484#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
485#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
486#define FLAG_AUTO_APPLY 18 455#define FLAG_AUTO_APPLY 18
487 /* Will be applied when created */ 456 /* Will be applied when created */
488#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
489#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
490#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
491#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 460#define FLAG_CAN_ROLL 22 /* Object can be rolled */
492#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
493#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
494 463
495 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
496
497 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
498
499 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467
500#define FLAG_IS_USED_UP 28 468#define FLAG_IS_USED_UP 28
501 /* When (--food<0) the object will exit */ 469 /* When (--food<0) the object will exit */
502#define FLAG_IDENTIFIED 29 470#define FLAG_IDENTIFIED 29
503 /* Player knows full info about item */ 471 /* Player knows full info about item */
504#define FLAG_REFLECTING 30 472#define FLAG_REFLECTING 30
505 /* Object reflects from walls (lightning) */ 473 /* Object reflects from walls (lightning) */
506#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
507 475
508/* Start of values in flags[1] */
509#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
510#define FLAG_HITBACK 33 /* Object will hit back when hit */ 477#define FLAG_HITBACK 33 /* Object will hit back when hit */
511#define FLAG_STARTEQUIP 34 478#define FLAG_STARTEQUIP 34
512 /* Object was given to player at start */ 479 /* Object was given to player at start */
513#define FLAG_BLOCKSVIEW 35 480#define FLAG_BLOCKSVIEW 35
524#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
525#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
526#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
527 but can still attack at a distance */ 494 but can still attack at a distance */
528 495
529 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 496/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
530 thru this object as if it wasn't there */ 497 thru this object as if it wasn't there */
531 498/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
532 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
533 499
534#define FLAG_PICK_UP 48 /* Can pick up */ 500#define FLAG_PICK_UP 48 /* Can pick up */
535#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
536#define FLAG_NO_DROP 50 /* Object can't be dropped */ 502#define FLAG_NO_DROP 50 /* Object can't be dropped */
537#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
546 /* (Monster) can wear armour/shield/helmet */ 512 /* (Monster) can wear armour/shield/helmet */
547#define FLAG_USE_WEAPON 57 513#define FLAG_USE_WEAPON 57
548 /* (Monster) can wield weapons */ 514 /* (Monster) can wield weapons */
549#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
550#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
551#define FLAG_READY_BOW 60 /* not implemented yet */ 517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
552#define FLAG_XRAYS 61 /* X-ray vision */ 518#define FLAG_XRAYS 61 /* X-ray vision */
553#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
554#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
555 521
556/* Start of values in flags[2] */
557#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
558#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 523#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
559#define FLAG_SLEEP 66 /* NPC is sleeping */ 524#define FLAG_SLEEP 66 /* NPC is sleeping */
560#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 525#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
561#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 526#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
574 539
575#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 540#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
576#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
577#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
578 543
579/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 544#define FLAG_PRECIOUS 83 // object is precious (pets)
580#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
581#define FLAG_MAKE_INVIS 85 546#define FLAG_MAKE_INVIS 85
582 /* (Item) gives invisibility when applied */ 547 /* (Item) gives invisibility when applied */
583#define FLAG_INV_LOCKED 86 548#define FLAG_INV_LOCKED 86
584 /* Item will not be dropped from inventory */ 549 /* Item will not be dropped from inventory */
590#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
591#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
592#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 557#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
593#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 558#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
594 559
595 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 560/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
596 561
597/* Start of values in flags[3] */
598#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 562#define FLAG_NO_STEAL 96 /* Item can't be stolen */
599#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
600 * away (replaces ghosthit) 564 * away (replaces ghosthit)
601 */ 565 */
602#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
609 object */ 573 object */
610#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 574#define FLAG_NEUTRAL 100 /* monster is from type neutral */
611#define FLAG_NO_ATTACK 101 /* monster don't attack */ 575#define FLAG_NO_ATTACK 101 /* monster don't attack */
612#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
613#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
614 * load_original_map() */ 578 * load_original_map() */
615#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
616 * the overlay, and is not subject to 580 * the overlay, and is not subject to
617 * decay. */ 581 * decay. */
618#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
619#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
620#define FLAG_IS_WATER 107 584#define FLAG_IS_WATER 107
621#define FLAG_CONTENT_ON_GEN 108 585#define FLAG_CONTENT_ON_GEN 108
622#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
623#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 587#define FLAG_IS_BUILDABLE 110 /* Can build on item */
624#define FLAG_AFK 111 /* Player is AFK */ 588#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
590
625#define NUM_FLAGS 111 /* Should always be equal to the last 591#define NUM_FLAGS 113 /* Should always be equal to the last
626 * defined flag. If you change this, 592 * defined flag + 1. If you change this,
627 * make sure you update the flag_links 593 * make sure you update the flag_links
628 * in common/loader.l 594 * in common/loader.l
629 */ 595 */
630 596
631/* Values can go up to 127 before the size of the flags array in the 597/* Values can go up to 127 before the size of the flags array in the
632 * object structure needs to be enlarged. 598 * object structure needs to be enlarged.
633 * So there are 18 available flags slots 599 * So there are 18 available flags slots
634 */ 600 */
635 601
636
637#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
638
639#if 0
640
641/* These should no longer be needed - access move_slow_penalty
642 * directly.
643 */
644# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
645# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
646#endif
647 603
648/* If you add new movement types, you may need to update 604/* If you add new movement types, you may need to update
649 * describe_item() so properly describe those types. 605 * describe_item() so properly describe those types.
650 * change_abil() probably should be updated also. 606 * change_abil() probably should be updated also.
651 */ 607 */
652#define MOVE_WALK 0x1 /* Object walks */ 608#define MOVE_WALK 0x01 /* Object walks */
653#define MOVE_FLY_LOW 0x2 /* Low flying object */ 609#define MOVE_FLY_LOW 0x02 /* Low flying object */
654#define MOVE_FLY_HIGH 0x4 /* High flying object */ 610#define MOVE_FLY_HIGH 0x04 /* High flying object */
655#define MOVE_FLYING 0x6 611#define MOVE_FLYING 0x06
656 /* Combo of fly_low and fly_high */ 612 /* Combo of fly_low and fly_high */
657#define MOVE_SWIM 0x8 /* Swimming object */ 613#define MOVE_SWIM 0x08 /* Swimming object */
658#define MOVE_BOAT 0x10 /* Boats/sailing */ 614#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616
659#define MOVE_ALL 0x1f /* Mask of all movement types */ 617#define MOVE_ALL 0x3f /* Mask of all movement types */
660
661/* the normal assumption is that objects are walking/flying.
662 * So often we don't want to block movement, but still don't want
663 * to allow all types (swimming is rather specialized) - I also
664 * expect as more movement types show up, this is likely to get
665 * updated. Basically, this is the default for spaces that allow
666 * movement - anything but swimming right now. If you really
667 * want nothing at all, then can always set move_block to 0
668 */
669#define MOVE_BLOCK_DEFAULT MOVE_SWIM
670 618
671/* typdef here to define type large enough to hold bitmask of 619/* typdef here to define type large enough to hold bitmask of
672 * all movement types. Make one declaration so easy to update. 620 * all movement types. Make one declaration so easy to update.
673 * uint8 is defined yet, so just use what that would define it 621 * uint8 is defined yet, so just use what that would define it
674 * at anyways. 622 * at anyways.
686 * Add check - if type is 0, don't stop anything from moving 634 * Add check - if type is 0, don't stop anything from moving
687 * onto it. 635 * onto it.
688 * 636 *
689 */ 637 */
690#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
691 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
692 640
693 641
694#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
695#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
696#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
723#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
724#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
725#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
726 674
727/* for use by the lighting code */ 675/* for use by the lighting code */
728#define MAX_LIGHT_RADII 4 676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
729 /* max radii for 'light' object, really
730 * large values allow objects that can 677 * large values allow objects that can
731 * slow down the game */ 678 * slow down the game */
732#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
733 * practical reason to exceed this */ 680 * practical reason to exceed this */
734#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
760#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
761#define FIRE_DIRECTIONAL 0 708#define FIRE_DIRECTIONAL 0
762#define FIRE_POSITIONAL 1 709#define FIRE_POSITIONAL 1
763 710
764/******************************************************************************/ 711/******************************************************************************/
765
766/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
767
768/******************************************************************************/ 713/******************************************************************************/
769
770/* if your monsters start acting wierd, mail me */ 714/* if your monsters start acting wierd, mail me */
771
772/******************************************************************************/ 715/******************************************************************************/
773
774/* the following definitions are for the attack_movement variable in monsters */ 716/* the following definitions are for the attack_movement variable in monsters */
775
776/* if the attack_variable movement is left out of the monster archetype, or is*/ 717/* if the attack_variable movement is left out of the monster archetype, or is*/
777
778/* set to zero */ 718/* set to zero */
779
780/* the standard mode of movement from previous versions of crossfire will be */ 719/* the standard mode of movement from previous versions of crossfire will be */
781
782/* used. the upper four bits of movement data are not in effect when the monst*/ 720/* used. the upper four bits of movement data are not in effect when the monst*/
783
784/* er has an enemy. these should only be used for non agressive monsters. */ 721/* er has an enemy. these should only be used for non agressive monsters. */
785
786/* to program a monsters movement add the attack movement numbers to the movem*/ 722/* to program a monsters movement add the attack movement numbers to the movem*/
787
788/* ment numbers example a monster that moves in a circle until attacked and */ 723/* ment numbers example a monster that moves in a circle until attacked and */
789
790/* then attacks from a distance: */ 724/* then attacks from a distance: */
791
792/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
793
794/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
795
796/* ------------------- */ 727/* ------------------- */
797
798/* attack_movement = 33 */ 728/* attack_movement = 33 */
799
800/******************************************************************************/ 729/******************************************************************************/
801#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 730#define DISTATT 1 /* move toward a player if far, but mantain some space, */
802 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
803#define RUNATT 2 /* run but attack if player catches up to object */ 732#define RUNATT 2 /* run but attack if player catches up to object */
804#define HITRUN 3 /* run to then hit player then run away cyclicly */ 733#define HITRUN 3 /* run to then hit player then run away cyclicly */
838 /* changing directions */ 767 /* changing directions */
839 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
840#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
841#define HI4 240 770#define HI4 240
842 771
843/*
844 * Use of the state-variable in player objects:
845 */
846
847#define ST_PLAYING 0
848#define ST_PLAY_AGAIN 1
849#define ST_ROLL_STAT 2
850#define ST_CHANGE_CLASS 3
851#define ST_CONFIRM_QUIT 4
852#define ST_CONFIGURE 5
853#define ST_GET_NAME 6
854#define ST_GET_PASSWORD 7
855#define ST_CONFIRM_PASSWORD 8
856#define ST_GET_PARTY_PASSWORD 10
857
858#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
859#define EMPTY_FACE_NAME "empty.111" 773#define EMPTY_FACE_NAME "empty.x11"
860#define DARK_FACE1_NAME "dark1.111"
861#define DARK_FACE2_NAME "dark2.111"
862#define DARK_FACE3_NAME "dark3.111"
863#define SMOOTH_FACE_NAME "default_smoothed.111"
864 774
865/* 775/*
866 * Defines for the luck/random functions to make things more readable 776 * Defines for the luck/random functions to make things more readable
867 */ 777 */
868 778
958 } 868 }
959 869
960/* Flags for apply_special() */ 870/* Flags for apply_special() */
961enum apply_flag 871enum apply_flag
962{ 872{
963 /* Basic flags, always use one of these */ 873 /* Basic flags/mode, always use one of these */
964 AP_NULL = 0, 874 AP_TOGGLE = 0,
965 AP_APPLY = 1, 875 AP_APPLY = 1,
966 AP_UNAPPLY = 2, 876 AP_UNAPPLY = 2,
967 877
968 AP_BASIC_FLAGS = 15, 878 AP_BASIC_FLAGS = 0x0f,
969 879
970 /* Optional flags, for bitwise or with a basic flag */ 880 /* Optional flags, for bitwise or with a basic flag */
971 AP_NO_MERGE = 16, 881 AP_NO_MERGE = 0x10,
972 AP_IGNORE_CURSE = 32, 882 AP_IGNORE_CURSE = 0x20,
973 AP_PRINT = 64 /* Print what to do, don't actually do it */ 883 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
974 /* Note this is supported in all the functions */ 884 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
975}; 885};
976 886
977/* Bitmask values for 'can_apply_object()' return values. 887/* Bitmask values for 'can_apply_object()' return values.
978 * the CAN_APPLY_ prefix is to just note what function the 888 * the CAN_APPLY_ prefix is to just note what function the
979 * are returned from. 889 * are returned from.
1006#define CAN_APPLY_UNAPPLY 0x10 916#define CAN_APPLY_UNAPPLY 0x10
1007#define CAN_APPLY_UNAPPLY_MULT 0x20 917#define CAN_APPLY_UNAPPLY_MULT 0x20
1008#define CAN_APPLY_UNAPPLY_CHOICE 0x40 918#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1009 919
1010/* Cut off point of when an object is put on the active list or not */ 920/* Cut off point of when an object is put on the active list or not */
1011#define MIN_ACTIVE_SPEED 0.00001 921#define MIN_ACTIVE_SPEED 1e-5
1012 922
1013/* 923#define RANDOM() (rndm.next () & 0xffffffU)
1014 * random() is much better than rand(). If you have random(), use it instead. 924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
1015 * You shouldn't need to change any of this
1016 *
1017 * 0.93.3: It looks like linux has random (previously, it was set below
1018 * to use rand). Perhaps old version of linux lack rand? IF you run into
1019 * problems, add || defined(__linux__) the #if immediately below.
1020 *
1021 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1022 * here.
1023 */
1024
1025#define RANDOM() random()
1026#define SRANDOM(xyz) srandom(xyz)
1027 925
1028/* Returns the weight of the given object. Note: it does not take the number of 926/* Returns the weight of the given object. Note: it does not take the number of
1029 * items (nrof) into account. 927 * items (nrof) into account.
1030 */ 928 */
1031#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1045#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1046#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1047#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1048#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1049 947
1050 /* You may uncomment following define to check sanity of code.
1051 * But use as debug only (loses all speed gained by those macros)
1052 */
1053
1054/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1055 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1056
1057
1058
1059
1060
1061
1062
1063/* 948/*
1064 * Warning! 949 * Warning!
1065 * If you add message types here, don't forget 950 * If you add message types here, don't forget
1066 * to keep the client up to date too! 951 * to keep the client up to date too!
1067 */ 952 */
1068
1069 953
1070/* message types */ 954/* message types */
1071#define MSG_TYPE_BOOK 1 955#define MSG_TYPE_BOOK 1
1072#define MSG_TYPE_CARD 2 956#define MSG_TYPE_CARD 2
1073#define MSG_TYPE_PAPER 3 957#define MSG_TYPE_PAPER 3

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