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Comparing deliantra/server/include/define.h (file contents):
Revision 1.13 by root, Sun Dec 3 00:59:58 2006 UTC vs.
Revision 1.68 by root, Sun Aug 12 05:59:24 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
31 */ 31 */
32 32
33#ifndef DEFINE_H 33#ifndef DEFINE_H
34#define DEFINE_H 34#define DEFINE_H
35 35
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 36#include <autoconf.h>
50#endif
51 37
52#define FONTDIR "" 38#define FONTDIR ""
53#define FONTNAME "" 39#define FONTNAME ""
54 40
55/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
56#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
57 43
58#ifdef __NetBSD__ 44#ifdef __NetBSD__
59# include <sys/param.h> 45# include <sys/param.h>
60#endif 46#endif
61#ifndef MIN 47#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y)) 48# define MIN(x,y) min (x, y)
63#endif 49#endif
64#ifndef MAX 50#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y)) 51# define MAX(x,y) max (x, y)
66#endif 52#endif
67 53
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
69#ifndef NAME_MAX 55#define NAME_LEN 127
70# define NAME_MAX 255
71#endif
72 56
73/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
74#ifndef MAX3 58#ifndef MAX3
75# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76#endif 60#endif
81#endif 65#endif
82 66
83#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
84#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
85 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
86#define MAX_BUF 1024 80#define MAX_BUF 1024
87 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
88#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
89#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
90#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
91 85
92#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
93 87
94#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
95 89
96#define MAX_NAME 48 90#define MAX_NAME 48
97#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
98 92
99/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
100#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
101#define MAP_ERROR 1 96#define MAP_ERROR 1
102#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
103#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
104 99
105/* TYPE DEFINES */ 100/* TYPE DEFINES */
106 101
107/* Only add new values to this list if somewhere in the program code, 102/* Only add new values to this list if somewhere in the program code,
112 * flags 107 * flags
113 * Also, if you add new entries, try and fill up the holes in this list. 108 * Also, if you add new entries, try and fill up the holes in this list.
114 * Additionally, when you add a new entry, include it in the table in item.c 109 * Additionally, when you add a new entry, include it in the table in item.c
115 */ 110 */
116 111
117/* type 0 will be undefined and shows a non valid type information */ 112/* USED TYPES: (for dead types please look at the bottom of the type
113 * definitions)
114 */
118 115
119#define PLAYER 1 116/* type 0 objects have the default behaviour */
120#define TRANSPORT 2 /* see doc/Developers/objects */ 117
121#define ROD 3 118#define PLAYER 1
119#define TRANSPORT 2 /* see pod/objects.pod */
120#define ROD 3
122#define TREASURE 4 121#define TREASURE 4
123#define POTION 5 122#define POTION 5
124#define FOOD 6 123#define FOOD 6
125#define POISON 7 124#define POISON 7
126#define BOOK 8 125#define BOOK 8
127#define CLOCK 9 126#define CLOCK 9
128 127
129/*#define FBULLET 10 */ 128#define ARROW 13
130 129#define BOW 14
131/*#define FBALL 11 */
132#define LIGHTNING 12
133#define ARROW 13
134#define BOW 14
135#define WEAPON 15 130#define WEAPON 15
136#define ARMOUR 16 131#define ARMOUR 16
137#define PEDESTAL 17 132#define PEDESTAL 17
138#define ALTAR 18 133#define ALTAR 18
139 134
140/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 135#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 136#define SPECIAL_KEY 21
143#define MAP 22 137#define MAP 22
144#define DOOR 23 138#define DOOR 23
145#define KEY 24 139#define KEY 24
146 140
147/*#define MMISSILE 25 */
148#define TIMED_GATE 26 141#define TIMED_GATE 26
149#define TRIGGER 27 142#define TRIGGER 27
150#define GRIMREAPER 28 143#define GRIMREAPER 28
151#define MAGIC_EAR 29 144#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 145#define TRIGGER_BUTTON 30
153#define TRIGGER_ALTAR 31 146#define TRIGGER_ALTAR 31
154#define TRIGGER_PEDESTAL 32 147#define TRIGGER_PEDESTAL 32
155#define SHIELD 33 148#define SHIELD 33
156#define HELMET 34 149#define HELMET 34
157#define HORN 35 150#define HORN 35
158#define MONEY 36 151#define MONEY 36
159#define CLASS 37 /* object for applying character class modifications to someone */ 152#define CLASS 37 /* object for applying character class modifications to someone */
160#define GRAVESTONE 38 153#define GRAVESTONE 38
161#define AMULET 39 154#define AMULET 39
162#define PLAYERMOVER 40 155#define PLAYERMOVER 40
163#define TELEPORTER 41 156#define TELEPORTER 41
164#define CREATOR 42 157#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 158#define SKILL 43 /* also see SKILL_TOOL (74) below */
166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 159
167 /* experience for broad skill categories. This value */
168 /* is now automatically converteed at load time. */
169#define EARTHWALL 45 160#define EARTHWALL 45
170#define GOLEM 46 161#define GOLEM 46
171 162
172/*#define BOMB 47 */
173#define THROWN_OBJ 48 163#define THROWN_OBJ 48
174#define BLINDNESS 49 164#define BLINDNESS 49
175#define GOD 50 165#define GOD 50
176
177#define DETECTOR 51 /* peterm: detector is an object */ 166#define DETECTOR 51 /* peterm: detector is an object
178 /* which notices the presense of */ 167 * which notices the presense of
179 /* another object and is triggered */ 168 * another object and is triggered
180 /* like buttons. */ 169 * like buttons.
170 */
181#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 171#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
182 /* force into a player with a specified string WHEN TRIGGERED. */ 172 * force into a player with a specified string WHEN TRIGGERED.
173 */
183#define DEAD_OBJECT 53 174#define DEAD_OBJECT 53
184#define DRINK 54 175#define DRINK 54
185#define MARKER 55 /* inserts an invisible, weightless */ 176#define MARKER 55 /* inserts an invisible, weightless
186 /* force into a player with a specified string. */ 177 * force into a player with a specified string.
178 */
187#define HOLY_ALTAR 56 179#define HOLY_ALTAR 56
188#define PLAYER_CHANGER 57 180#define PLAYER_CHANGER 57
189#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 181#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
190 182
191#define PEACEMAKER 59 /* Object owned by a player which can convert */ 183#define PEACEMAKER 59 /* Object owned by a player which can convert
192 /* a monster into a peaceful being incapable of attack. */ 184 * a monster into a peaceful being incapable of attack.
193#define GEM 60 185 */
186#define GEM 60
194 187
195 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
196#define FIREWALL 62 188#define FIREWALL 62
197#define ANVIL 63 189#define ANVIL 63
198#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
199#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
200 * values of last_sp set how to change: 192 * values of last_sp set how to change:
201 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
202 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
203 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
204 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
205 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets */
206#define EXIT 66 198#define EXIT 66
207#define ENCOUNTER 67 199#define ENCOUNTER 67
208#define SHOP_FLOOR 68 200#define SHOP_FLOOR 68
209#define SHOP_MAT 69 201#define SHOP_MAT 69
210#define RING 70 202#define RING 70
211#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 203#define FLOOR 71 /* this is a floor tile -> native layer 0 */
212#define FLESH 72 /* animal 'body parts' -b.t. */ 204#define FLESH 72 /* animal 'body parts' -b.t. */
213#define INORGANIC 73 /* metals and minerals */ 205#define INORGANIC 73 /* metals and minerals */
214#define SKILL_TOOL 74 /* Allows the use of a skill */ 206#define SKILL_TOOL 74 /* Allows the use of a skill */
215#define LIGHTER 75 207#define LIGHTER 75
216 208
217/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 209#define BUILDABLE_WALL 77 /* this is a buildable wall */
218 * types are not used in any archetypes, and should perhaps be removed.
219 */
220#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
221 210
222#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 211
223#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
224#define MISC_OBJECT 79 /* misc. objects are for objects without a function 212#define MISC_OBJECT 79 /* misc. objects are for objects without a function
225 in the engine. Like statues, clocks, chairs,... 213 in the engine. Like statues, clocks, chairs,...
226 If perhaps we create a function where we can sit 214 If perhaps we create a function where we can sit
227 on chairs, we create a new type and remove all 215 on chairs, we create a new type and remove all
228 chairs from here. */ 216 chairs from here. */
229#define MONSTER 80 217
230 /* yes, thats a real, living creature */ 218#define LAMP 82 /* a lamp */
231#define SPAWN_GENERATOR 81
232 /* a spawn point or monster generator object */
233#define LAMP 82 /* a lamp */
234#define DUPLICATOR 83 /* duplicator/multiplier object */ 219#define DUPLICATOR 83 /* duplicator/multiplier object */
235#define TOOL 84 /* a tool for building objects */ 220
236#define SPELLBOOK 85 221#define SPELLBOOK 85
237#define BUILDFAC 86 /* facilities for building objects */
238#define CLOAK 87
239 222
240/*#define CONE 88 */ 223#define CLOAK 87
241 224
242 /*#define AURA 89 *//* aura spell object */
243
244#define SPINNER 90 225#define SPINNER 90
245#define GATE 91 226#define GATE 91
246#define BUTTON 92 227#define BUTTON 92
247#define CF_HANDLE 93 228#define CF_HANDLE 93
248#define HOLE 94 229#define HOLE 94
249#define TRAPDOOR 95 230#define TRAPDOOR 95
250 231
251/*#define WORD_OF_RECALL 96 */ 232#define SIGN 98
252 233#define BOOTS 99
253/*#define PARAIMAGE 97 */
254#define SIGN 98
255#define BOOTS 99
256#define GLOVES 100 234#define GLOVES 100
257#define SPELL 101 235#define SPELL 101
258#define SPELL_EFFECT 102 236#define SPELL_EFFECT 102
259#define CONVERTER 103 237#define CONVERTER 103
260#define BRACERS 104 238#define BRACERS 104
261#define POISONING 105 239#define POISONING 105
262#define SAVEBED 106 240#define SAVEBED 106
263#define POISONCLOUD 107
264#define FIREHOLES 108
265#define WAND 109
266 241
267/*#define ABILITY 110*/ 242#define WAND 109
243
244#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
268#define SCROLL 111 245#define SCROLL 111
269#define DIRECTOR 112 246#define DIRECTOR 112
270#define GIRDLE 113 247#define GIRDLE 113
271#define FORCE 114 248#define FORCE 114
272#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
273#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251
274#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
275#define CONTAINER 122 253#define CONTAINER 122
276#define ARMOUR_IMPROVER 123 254#define ARMOUR_IMPROVER 123
277#define WEAPON_IMPROVER 124 255#define WEAPON_IMPROVER 124
278 256
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139
260
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262
263#define RUNE 154
264#define TRAP 155
265
266#define POWER_CRYSTAL 156
267#define CORPSE 157
268
269#define DISEASE 158
270#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */
273
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */
278
279#define NUM_TYPES 166 // must be max(type) + 1
280
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
279/* unused: 125 - 129 318/* unused: 125 - 129
280 * type 125 was MONEY_CHANGER 319 * type 125 was MONEY_CHANGER
281 */ 320 */
282#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 321//#define CANCELLATION 141 /* not used with new spell code */
283#define DEEP_SWAMP 138 322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
284#define IDENTIFY_ALTAR 139 323//#define SWARM_SPELL 153
285
286 /*#define CANCELLATION 141*//* not used with new spell code */
287#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
288
289 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
290
291/*#define SWARM_SPELL 153*/
292#define RUNE 154
293#define TRAP 155
294
295#define POWER_CRYSTAL 156
296#define CORPSE 157
297
298#define DISEASE 158
299#define SYMPTOM 159
300#define BUILDER 160 /* Generic item builder, see subtypes */
301#define MATERIAL 161/* Material for building */
302
303/* #define GPS 162 Ground positionning system, moved to Python plugin */ 324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
304#define ITEM_TRANSFORMER 163/* Transforming one item with another */
305#define QUEST 164/* See below for subtypes */ 325//#define QUEST 164 /* See below for subtypes */
306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
307 potions, alchemy, or magic works here (elmex) */
308 326
309/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
310 328
311#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
312 330
397#define SIZEOFFREE2 24 415#define SIZEOFFREE2 24
398#define SIZEOFFREE 49 416#define SIZEOFFREE 49
399 417
400#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 418#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 419
402/* Flag structure now changed. 420/*
403 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object
405 * structure.
406 *
407 * Hopefully, since these offsets are integer constants set at run time,
408 * the compiler will reduce the macros something as simple as the
409 * old system was.
410 *
411 * Flags now have FLAG as the prefix. This to be clearer, and also
412 * to make sure F_ names are not still being used anyplace.
413 *
414 * The macros below assume that the flag size for each element is 32
415 * bits. IF it is smaller, bad things will happen. See structs.h
416 * for more info.
417 *
418 * All functions should use the macros below. In process of converting
419 * to the new system, I find several files that did not use the previous
420 * macros.
421 *
422 * If any FLAG's are or changed, make sure the flag_names structure in 421 * If any FLAG's are added or changed, make sure the flag_names structure in
423 * common/loader.l is updated. 422 * common/loader.l is updated.
424 *
425 * flags[0] is 0 to 31
426 * flags[1] is 32 to 63
427 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127
429 */ 423 */
430 424
431/* Basic routines to do above */ 425/* Basic routines to do above */
432#define SET_FLAG(xyz, p) \ 426#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
433 ((xyz)->flags[p/32] |= (1U << (p % 32))) 427#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
434#define CLEAR_FLAG(xyz, p) \ 428#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436#define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32)))
438#define COMPARE_FLAGS(p,q) \
439 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \
444 )
445
446/* convenience macros to determine what kind of things we are dealing with */
447
448#define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450
451#define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE)
455
456#define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460
461#define IS_ARROW(op) \
462 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465
466/* This return TRUE if object has still randomitems which
467 * could be expanded.
468 */
469#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 429
471/* the flags */ 430/* the flags */
472 431
473#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
475#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
476#define FLAG_FREED 3 /* Object is in the list of free objects */ 435#define FLAG_FREED 3 /* Object is in the list of free objects */
477#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
478#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
479#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
480#define FLAG_USE_SHIELD 7 439#define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */ 440 /* Can this creature use a shield? */
482 441
483#define FLAG_NO_PICK 8 /* Object can't be picked up */ 442#define FLAG_NO_PICK 8 /* Object can't be picked up */
484 443
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 444/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 445/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446
488#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 448
490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 449/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491
492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 450/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
451
493#define FLAG_MONSTER 14 /* Will attack players */ 452#define FLAG_MONSTER 14 /* Will attack players */
494#define FLAG_FRIENDLY 15 /* Will help players */ 453#define FLAG_FRIENDLY 15 /* Will help players */
495 454
496#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */ 458 /* Will be applied when created */
500#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
501#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
502#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
504#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 465
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508
509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510
511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469
512#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28
513 /* When (--food<0) the object will exit */ 471 /* When (--food<0) the object will exit */
514#define FLAG_IDENTIFIED 29 472#define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */ 473 /* Player knows full info about item */
516#define FLAG_REFLECTING 30 474#define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */ 475 /* Object reflects from walls (lightning) */
518#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 476#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519 477
520/* Start of values in flags[1] */
521#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 478#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522#define FLAG_HITBACK 33 /* Object will hit back when hit */ 479#define FLAG_HITBACK 33 /* Object will hit back when hit */
523#define FLAG_STARTEQUIP 34 480#define FLAG_STARTEQUIP 34
524 /* Object was given to player at start */ 481 /* Object was given to player at start */
525#define FLAG_BLOCKSVIEW 35 482#define FLAG_BLOCKSVIEW 35
536#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 493#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 494#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
538#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 495#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */ 496 but can still attack at a distance */
540 497
541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 498/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542 thru this object as if it wasn't there */ 499 thru this object as if it wasn't there */
543 500/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545 501
546#define FLAG_PICK_UP 48 /* Can pick up */ 502#define FLAG_PICK_UP 48 /* Can pick up */
547#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 503#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548#define FLAG_NO_DROP 50 /* Object can't be dropped */ 504#define FLAG_NO_DROP 50 /* Object can't be dropped */
549#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 505#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
558 /* (Monster) can wear armour/shield/helmet */ 514 /* (Monster) can wear armour/shield/helmet */
559#define FLAG_USE_WEAPON 57 515#define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */ 516 /* (Monster) can wield weapons */
561#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
562#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
563#define FLAG_READY_BOW 60 /* not implemented yet */ 519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
564#define FLAG_XRAYS 61 /* X-ray vision */ 520#define FLAG_XRAYS 61 /* X-ray vision */
565#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
566#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
567 523
568/* Start of values in flags[2] */
569#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 525#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
571#define FLAG_SLEEP 66 /* NPC is sleeping */ 526#define FLAG_SLEEP 66 /* NPC is sleeping */
572#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 527#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 528#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
586 541
587#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 542#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
589#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590 545
591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 546#define FLAG_PRECIOUS 83 // object is precious (pets)
592#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593#define FLAG_MAKE_INVIS 85 548#define FLAG_MAKE_INVIS 85
594 /* (Item) gives invisibility when applied */ 549 /* (Item) gives invisibility when applied */
595#define FLAG_INV_LOCKED 86 550#define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */ 551 /* Item will not be dropped from inventory */
602#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 557#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
603#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 558#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 559#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
605#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 560#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 561
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 562/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608 563
609/* Start of values in flags[3] */
610#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 564#define FLAG_NO_STEAL 96 /* Item can't be stolen */
611#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 565#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
612 * away (replaces ghosthit) 566 * away (replaces ghosthit)
613 */ 567 */
614#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 568#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
621 object */ 575 object */
622#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 576#define FLAG_NEUTRAL 100 /* monster is from type neutral */
623#define FLAG_NO_ATTACK 101 /* monster don't attack */ 577#define FLAG_NO_ATTACK 101 /* monster don't attack */
624#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 578#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 579#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
626 * load_original_map() */ 580 * load_original_map() */
627#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 581#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
628 * the overlay, and is not subject to 582 * the overlay, and is not subject to
629 * decay. */ 583 * decay. */
630#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 584#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
631#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 585#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
632#define FLAG_IS_WATER 107 586#define FLAG_IS_WATER 107
633#define FLAG_CONTENT_ON_GEN 108 587#define FLAG_CONTENT_ON_GEN 108
634#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
635#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 589#define FLAG_IS_BUILDABLE 110 /* Can build on item */
636#define FLAG_AFK 111 /* Player is AFK */ 590#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
591#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
592
637#define NUM_FLAGS 111 /* Should always be equal to the last 593#define NUM_FLAGS 113 /* Should always be equal to the last
638 * defined flag. If you change this, 594 * defined flag + 1. If you change this,
639 * make sure you update the flag_links 595 * make sure you update the flag_links
640 * in common/loader.l 596 * in common/loader.l
641 */ 597 */
642 598
643/* Values can go up to 127 before the size of the flags array in the 599/* Values can go up to 127 before the size of the flags array in the
644 * object structure needs to be enlarged. 600 * object structure needs to be enlarged.
645 * So there are 18 available flags slots 601 * So there are 18 available flags slots
646 */ 602 */
647 603
648
649#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 604#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650
651#if 0
652
653/* These should no longer be needed - access move_slow_penalty
654 * directly.
655 */
656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658#endif
659 605
660/* If you add new movement types, you may need to update 606/* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types. 607 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also. 608 * change_abil() probably should be updated also.
663 */ 609 */
664#define MOVE_WALK 0x1 /* Object walks */ 610#define MOVE_WALK 0x01 /* Object walks */
665#define MOVE_FLY_LOW 0x2 /* Low flying object */ 611#define MOVE_FLY_LOW 0x02 /* Low flying object */
666#define MOVE_FLY_HIGH 0x4 /* High flying object */ 612#define MOVE_FLY_HIGH 0x04 /* High flying object */
667#define MOVE_FLYING 0x6 613#define MOVE_FLYING 0x06
668 /* Combo of fly_low and fly_high */ 614 /* Combo of fly_low and fly_high */
669#define MOVE_SWIM 0x8 /* Swimming object */ 615#define MOVE_SWIM 0x08 /* Swimming object */
670#define MOVE_BOAT 0x10 /* Boats/sailing */ 616#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
618
671#define MOVE_ALL 0x1f /* Mask of all movement types */ 619#define MOVE_ALL 0x3f /* Mask of all movement types */
672
673/* the normal assumption is that objects are walking/flying.
674 * So often we don't want to block movement, but still don't want
675 * to allow all types (swimming is rather specialized) - I also
676 * expect as more movement types show up, this is likely to get
677 * updated. Basically, this is the default for spaces that allow
678 * movement - anything but swimming right now. If you really
679 * want nothing at all, then can always set move_block to 0
680 */
681#define MOVE_BLOCK_DEFAULT MOVE_SWIM
682 620
683/* typdef here to define type large enough to hold bitmask of 621/* typdef here to define type large enough to hold bitmask of
684 * all movement types. Make one declaration so easy to update. 622 * all movement types. Make one declaration so easy to update.
685 * uint8 is defined yet, so just use what that would define it 623 * uint8 is defined yet, so just use what that would define it
686 * at anyways. 624 * at anyways.
698 * Add check - if type is 0, don't stop anything from moving 636 * Add check - if type is 0, don't stop anything from moving
699 * onto it. 637 * onto it.
700 * 638 *
701 */ 639 */
702#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 640#define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 641 ((type) && (ob1->move_type & type) == ob1->move_type)
704 642
705 643
706#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 644#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 645#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 646#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
735#define EXIT_Y(xyz) (xyz)->stats.sp 673#define EXIT_Y(xyz) (xyz)->stats.sp
736#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 674#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 675#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 676
739/* for use by the lighting code */ 677/* for use by the lighting code */
740#define MAX_LIGHT_RADII 4 678#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
741 /* max radii for 'light' object, really
742 * large values allow objects that can 679 * large values allow objects that can
743 * slow down the game */ 680 * slow down the game */
744#define MAX_DARKNESS 5 /* maximum map darkness, there is no 681#define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * practical reason to exceed this */ 682 * practical reason to exceed this */
746#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 683#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
772#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 709#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773#define FIRE_DIRECTIONAL 0 710#define FIRE_DIRECTIONAL 0
774#define FIRE_POSITIONAL 1 711#define FIRE_POSITIONAL 1
775 712
776/******************************************************************************/ 713/******************************************************************************/
777
778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 714/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
780/******************************************************************************/ 715/******************************************************************************/
781
782/* if your monsters start acting wierd, mail me */ 716/* if your monsters start acting wierd, mail me */
783
784/******************************************************************************/ 717/******************************************************************************/
785
786/* the following definitions are for the attack_movement variable in monsters */ 718/* the following definitions are for the attack_movement variable in monsters */
787
788/* if the attack_variable movement is left out of the monster archetype, or is*/ 719/* if the attack_variable movement is left out of the monster archetype, or is*/
789
790/* set to zero */ 720/* set to zero */
791
792/* the standard mode of movement from previous versions of crossfire will be */ 721/* the standard mode of movement from previous versions of crossfire will be */
793
794/* used. the upper four bits of movement data are not in effect when the monst*/ 722/* used. the upper four bits of movement data are not in effect when the monst*/
795
796/* er has an enemy. these should only be used for non agressive monsters. */ 723/* er has an enemy. these should only be used for non agressive monsters. */
797
798/* to program a monsters movement add the attack movement numbers to the movem*/ 724/* to program a monsters movement add the attack movement numbers to the movem*/
799
800/* ment numbers example a monster that moves in a circle until attacked and */ 725/* ment numbers example a monster that moves in a circle until attacked and */
801
802/* then attacks from a distance: */ 726/* then attacks from a distance: */
803
804/* CIRCLE1 = 32 */ 727/* CIRCLE1 = 32 */
805
806/* + DISTATT = 1 */ 728/* + DISTATT = 1 */
807
808/* ------------------- */ 729/* ------------------- */
809
810/* attack_movement = 33 */ 730/* attack_movement = 33 */
811
812/******************************************************************************/ 731/******************************************************************************/
813#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 732#define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 /* attack from a distance - good for missile users only */ 733 /* attack from a distance - good for missile users only */
815#define RUNATT 2 /* run but attack if player catches up to object */ 734#define RUNATT 2 /* run but attack if player catches up to object */
816#define HITRUN 3 /* run to then hit player then run away cyclicly */ 735#define HITRUN 3 /* run to then hit player then run away cyclicly */
850 /* changing directions */ 769 /* changing directions */
851 /* this is VERTICAL movement */ 770 /* this is VERTICAL movement */
852#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 771#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853#define HI4 240 772#define HI4 240
854 773
855/*
856 * Use of the state-variable in player objects:
857 */
858
859#define ST_PLAYING 0
860#define ST_PLAY_AGAIN 1
861#define ST_ROLL_STAT 2
862#define ST_CHANGE_CLASS 3
863#define ST_CONFIRM_QUIT 4
864#define ST_CONFIGURE 5
865#define ST_GET_NAME 6
866#define ST_GET_PASSWORD 7
867#define ST_CONFIRM_PASSWORD 8
868#define ST_GET_PARTY_PASSWORD 10
869
870#define BLANK_FACE_NAME "blank.111" 774#define BLANK_FACE_NAME "blank.x11"
871#define EMPTY_FACE_NAME "empty.111" 775#define EMPTY_FACE_NAME "empty.x11"
872#define DARK_FACE1_NAME "dark1.111"
873#define DARK_FACE2_NAME "dark2.111"
874#define DARK_FACE3_NAME "dark3.111"
875#define SMOOTH_FACE_NAME "default_smoothed.111"
876 776
877/* 777/*
878 * Defines for the luck/random functions to make things more readable 778 * Defines for the luck/random functions to make things more readable
879 */ 779 */
880 780
881#define PREFER_HIGH 1 781#define PREFER_HIGH 1
882#define PREFER_LOW 0 782#define PREFER_LOW 0
883
884/* Simple function we use below to keep adding to the same string
885 * but also make sure we don't overwrite that string.
886 */
887static inline void
888safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
889{
890 if (*curlen == (maxlen - 1))
891 return;
892
893 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
894 dest[maxlen - 1] = 0;
895 *curlen += strlen (orig);
896
897 if (*curlen > (maxlen - 1))
898 *curlen = maxlen - 1;
899}
900
901
902/* The SAFE versions of these call the safe_strcat function above.
903 * Ideally, all functions should use the SAFE functions, but they
904 * require some extra support in the calling function to remain as
905 * efficient.
906 */
907#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
908 if(variable) { \
909 int i,j=0; \
910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
911 for(i=0; i<NROFATTACKS; i++) \
912 if(variable & (1<<i)) { \
913 if (j) \
914 safe_strcat(retbuf,", ", len, maxlen); \
915 else \
916 j = 1; \
917 safe_strcat(retbuf, attacks[i], len, maxlen); \
918 } \
919 safe_strcat(retbuf,")",len,maxlen); \
920 }
921
922
923/* separated this from the common/item.c file. b.t. Dec 1995 */
924
925#define DESCRIBE_ABILITY(retbuf, variable, name) \
926 if(variable) { \
927 int i,j=0; \
928 strcat(retbuf,"(" name ": "); \
929 for(i=0; i<NROFATTACKS; i++) \
930 if(variable & (1<<i)) { \
931 if (j) \
932 strcat(retbuf,", "); \
933 else \
934 j = 1; \
935 strcat(retbuf, attacks[i]); \
936 } \
937 strcat(retbuf,")"); \
938 }
939
940
941#define DESCRIBE_PATH(retbuf, variable, name) \
942 if(variable) { \
943 int i,j=0; \
944 strcat(retbuf,"(" name ": "); \
945 for(i=0; i<NRSPELLPATHS; i++) \
946 if(variable & (1<<i)) { \
947 if (j) \
948 strcat(retbuf,", "); \
949 else \
950 j = 1; \
951 strcat(retbuf, spellpathnames[i]); \
952 } \
953 strcat(retbuf,")"); \
954 }
955
956
957#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
958 if(variable) { \
959 int i,j=0; \
960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
961 for(i=0; i<NRSPELLPATHS; i++) \
962 if(variable & (1<<i)) { \
963 if (j) \
964 safe_strcat(retbuf,", ", len, maxlen); \
965 else \
966 j = 1; \
967 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
968 } \
969 safe_strcat(retbuf,")", len, maxlen); \
970 }
971 783
972/* Flags for apply_special() */ 784/* Flags for apply_special() */
973enum apply_flag 785enum apply_flag
974{ 786{
975 /* Basic flags, always use one of these */ 787 /* Basic flags/mode, always use one of these */
976 AP_NULL = 0, 788 AP_TOGGLE = 0,
977 AP_APPLY = 1, 789 AP_APPLY = 1,
978 AP_UNAPPLY = 2, 790 AP_UNAPPLY = 2,
979 791
980 AP_BASIC_FLAGS = 15, 792 AP_BASIC_FLAGS = 0x0f,
981 793
982 /* Optional flags, for bitwise or with a basic flag */ 794 /* Optional flags, for bitwise or with a basic flag */
983 AP_NO_MERGE = 16, 795 AP_NO_MERGE = 0x10,
984 AP_IGNORE_CURSE = 32, 796 AP_IGNORE_CURSE = 0x20,
985 AP_PRINT = 64 /* Print what to do, don't actually do it */ 797 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
986 /* Note this is supported in all the functions */ 798 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
987}; 799};
988 800
989/* Bitmask values for 'can_apply_object()' return values. 801/* Bitmask values for 'can_apply_object()' return values.
990 * the CAN_APPLY_ prefix is to just note what function the 802 * the CAN_APPLY_ prefix is to just note what function the
991 * are returned from. 803 * are returned from.
1017#define CAN_APPLY_NOT_MASK 0xf 829#define CAN_APPLY_NOT_MASK 0xf
1018#define CAN_APPLY_UNAPPLY 0x10 830#define CAN_APPLY_UNAPPLY 0x10
1019#define CAN_APPLY_UNAPPLY_MULT 0x20 831#define CAN_APPLY_UNAPPLY_MULT 0x20
1020#define CAN_APPLY_UNAPPLY_CHOICE 0x40 832#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 833
1022/* Cut off point of when an object is put on the active list or not */ 834// Cut off point of when an object is put on the active list or not
1023#define MIN_ACTIVE_SPEED 0.00001 835// we use 2**-n because that can be represented exactly
836// also make sure that this is a float, not double, constant
837#define MIN_ACTIVE_SPEED (1.f / 65536.f)
1024 838
1025/* 839#define RANDOM() (rndm.next () & 0xffffffU)
1026 * random() is much better than rand(). If you have random(), use it instead. 840#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
1027 * You shouldn't need to change any of this
1028 *
1029 * 0.93.3: It looks like linux has random (previously, it was set below
1030 * to use rand). Perhaps old version of linux lack rand? IF you run into
1031 * problems, add || defined(__linux__) the #if immediately below.
1032 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here.
1035 */
1036
1037#ifdef HAVE_SRANDOM
1038# define RANDOM() random()
1039# define SRANDOM(xyz) srandom(xyz)
1040#else
1041# ifdef HAVE_SRAND48
1042# define RANDOM() lrand48()
1043# define SRANDOM(xyz) srand48(xyz)
1044# else
1045# ifdef HAVE_SRAND
1046# define RANDOM() rand()
1047# define SRANDOM(xyz) srand(xyz)
1048# else
1049# error "Could not find a usable random routine"
1050# endif
1051# endif
1052#endif
1053 841
1054/* Returns the weight of the given object. Note: it does not take the number of 842/* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account. 843 * items (nrof) into account.
1056 */ 844 */
1057#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 845#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1071#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 859#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 860#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 861#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 862#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075 863
1076 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros)
1078 */
1079
1080/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1082
1083
1084
1085
1086
1087
1088
1089/* 864/*
1090 * Warning! 865 * Warning!
1091 * If you add message types here, don't forget 866 * If you add message types here, don't forget
1092 * to keep the client up to date too! 867 * to keep the client up to date too!
1093 */ 868 */
1094
1095 869
1096/* message types */ 870/* message types */
1097#define MSG_TYPE_BOOK 1 871#define MSG_TYPE_BOOK 1
1098#define MSG_TYPE_CARD 2 872#define MSG_TYPE_CARD 2
1099#define MSG_TYPE_PAPER 3 873#define MSG_TYPE_PAPER 3
1178 952
1179/* admin messages */ 953/* admin messages */
1180#define MSG_TYPE_ADMIN_RULES 1 954#define MSG_TYPE_ADMIN_RULES 1
1181#define MSG_TYPE_ADMIN_NEWS 2 955#define MSG_TYPE_ADMIN_NEWS 2
1182 956
957/**
958 * Maximum distance a player may hear a sound from.
959 * This is only used for new client/server sound. If the sound source
960 * on the map is farther away than this, we don't sent it to the client.
961 */
962#define MAX_SOUND_DISTANCE 16
963
1183#endif /* DEFINE_H */ 964#endif /* DEFINE_H */
1184 965

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