ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.68 by root, Sun Aug 12 05:59:24 2007 UTC vs.
Revision 1.87 by root, Fri Sep 19 01:39:45 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
42#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
43 43
44#ifdef __NetBSD__ 44#ifdef __NetBSD__
45# include <sys/param.h> 45# include <sys/param.h>
46#endif 46#endif
47#ifndef MIN
48# define MIN(x,y) min (x, y)
49#endif
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 47
54// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
55#define NAME_LEN 127 49#define NAME_LEN 127
56 50
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3 51#undef MIN
64# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 52#undef MAX
65#endif
66 53
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
69 56
70//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
88#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
89 76
90#define MAX_NAME 48 77#define MAX_NAME 48
91#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
92 79
93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup 80//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0 81#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1 82#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused 83#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3 84#define TOO_MANY_ERRORS 3
122#define POTION 5 108#define POTION 5
123#define FOOD 6 109#define FOOD 6
124#define POISON 7 110#define POISON 7
125#define BOOK 8 111#define BOOK 8
126#define CLOCK 9 112#define CLOCK 9
127 113//10
114//11
115//12
128#define ARROW 13 116#define ARROW 13
129#define BOW 14 117#define BOW 14
130#define WEAPON 15 118#define WEAPON 15
131#define ARMOUR 16 119#define ARMOUR 16
132#define PEDESTAL 17 120#define PEDESTAL 17
133#define ALTAR 18 121#define ALTAR 18
134 122//19
135#define LOCKED_DOOR 20 123#define LOCKED_DOOR 20
136#define SPECIAL_KEY 21 124#define SPECIAL_KEY 21
137#define MAP 22 125#define MAP 22
138#define DOOR 23 126#define DOOR 23
139#define KEY 24 127#define KEY 24
140 128//25
141#define TIMED_GATE 26 129#define TIMED_GATE 26
142#define TRIGGER 27 130#define TRIGGER 27
143#define GRIMREAPER 28 131#define GRIMREAPER 28
144#define MAGIC_EAR 29 132#define MAGIC_EAR 29
145#define TRIGGER_BUTTON 30 133#define TRIGGER_BUTTON 30
154#define AMULET 39 142#define AMULET 39
155#define PLAYERMOVER 40 143#define PLAYERMOVER 40
156#define TELEPORTER 41 144#define TELEPORTER 41
157#define CREATOR 42 145#define CREATOR 42
158#define SKILL 43 /* also see SKILL_TOOL (74) below */ 146#define SKILL 43 /* also see SKILL_TOOL (74) below */
159 147//44
160#define EARTHWALL 45 148#define EARTHWALL 45
161#define GOLEM 46 149#define GOLEM 46
162 150//47
163#define THROWN_OBJ 48 151#define THROWN_OBJ 48
164#define BLINDNESS 49 152#define BLINDNESS 49
165#define GOD 50 153#define GOD 50
166#define DETECTOR 51 /* peterm: detector is an object 154#define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of 155 * which notices the presense of
182 170
183#define PEACEMAKER 59 /* Object owned by a player which can convert 171#define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack. 172 * a monster into a peaceful being incapable of attack.
185 */ 173 */
186#define GEM 60 174#define GEM 60
187 175//61
188#define FIREWALL 62 176#define FIREWALL 62
189#define ANVIL 63 177#define ANVIL 63
190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 178#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 179#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 180 * values of last_sp set how to change:
193 * 0 = furious, all monsters become aggressive 181 * 0 = furious, all monsters become aggressive
194 * 1 = angry, all but friendly become aggressive 182 * 1 = angry, all but friendly become aggressive
195 * 2 = calm, all aggressive monsters calm down 183 * 2 = calm, all aggressive monsters calm down
196 * 3 = sleep, all monsters fall asleep 184 * 3 = sleep, all monsters fall asleep
197 * 4 = charm, monsters become pets */ 185 * 4 = charm, monsters become pets
186 * 5 = destroy monsters
187 * 6 = destroy pets / friendlies
188 */
198#define EXIT 66 189#define EXIT 66
199#define ENCOUNTER 67 190#define ENCOUNTER 67
200#define SHOP_FLOOR 68 191#define SHOP_FLOOR 68
201#define SHOP_MAT 69 192#define SHOP_MAT 69
202#define RING 70 193#define RING 70
203#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 194#define FLOOR 71 /* this is a floor tile -> native layer 0 */
204#define FLESH 72 /* animal 'body parts' -b.t. */ 195#define FLESH 72 /* animal 'body parts' -b.t. */
205#define INORGANIC 73 /* metals and minerals */ 196#define INORGANIC 73 /* metals and minerals */
206#define SKILL_TOOL 74 /* Allows the use of a skill */ 197#define SKILL_TOOL 74 /* Allows the use of a skill */
207#define LIGHTER 75 198#define LIGHTER 75
208 199//76
209#define BUILDABLE_WALL 77 /* this is a buildable wall */ 200#define BUILDABLE_WALL 77 /* this is a buildable wall */
210 201//78
211
212#define MISC_OBJECT 79 /* misc. objects are for objects without a function 202#define MISC_OBJECT 79 /* misc. objects are for objects without a function
213 in the engine. Like statues, clocks, chairs,... 203 in the engine. Like statues, clocks, chairs,...
214 If perhaps we create a function where we can sit 204 If perhaps we create a function where we can sit
215 on chairs, we create a new type and remove all 205 on chairs, we create a new type and remove all
216 chairs from here. */ 206 chairs from here. */
217 207//80
208//81
218#define LAMP 82 /* a lamp */ 209#define LAMP 82 /* a lamp */
219#define DUPLICATOR 83 /* duplicator/multiplier object */ 210#define DUPLICATOR 83 /* duplicator/multiplier object */
220 211//84
221#define SPELLBOOK 85 212#define SPELLBOOK 85
222 213//86
223#define CLOAK 87 214#define CLOAK 87
224 215//88
216//89
225#define SPINNER 90 217#define SPINNER 90
226#define GATE 91 218#define GATE 91
227#define BUTTON 92 219#define BUTTON 92
228#define CF_HANDLE 93 220#define CF_HANDLE 93
229#define HOLE 94 221#define HOLE 94
230#define TRAPDOOR 95 222#define TRAPDOOR 95
231 223//96
224//97
232#define SIGN 98 225#define SIGN 98
233#define BOOTS 99 226#define BOOTS 99
234#define GLOVES 100 227#define GLOVES 100
235#define SPELL 101 228#define SPELL 101
236#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
237#define CONVERTER 103 230#define CONVERTER 103
238#define BRACERS 104 231#define BRACERS 104
239#define POISONING 105 232#define POISONING 105
240#define SAVEBED 106 233#define SAVEBED 106
241 234//107
235//108
242#define WAND 109 236#define WAND 109
243
244#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
245#define SCROLL 111 238#define SCROLL 111
246#define DIRECTOR 112 239#define DIRECTOR 112
247#define GIRDLE 113 240#define GIRDLE 113
248#define FORCE 114 241#define FORCE 114
249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 242#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 243#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251 244//117
245//118
246//119
247//120
252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 248#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
253#define CONTAINER 122 249#define CONTAINER 122
254#define ARMOUR_IMPROVER 123 250#define ARMOUR_IMPROVER 123
255#define WEAPON_IMPROVER 124 251#define WEAPON_IMPROVER 124
256 252//125
253//126
254//127
255//128
256//129
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258//131
259//132
260//133
261//134
262//135
263//136
264//137
258#define DEEP_SWAMP 138 265#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139 266#define IDENTIFY_ALTAR 139
260 267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262 278//151
279//152
280//153
263#define RUNE 154 281#define RUNE 154
264#define TRAP 155 282#define TRAP 155
265
266#define POWER_CRYSTAL 156 283#define POWER_CRYSTAL 156
267#define CORPSE 157 284#define CORPSE 157
268
269#define DISEASE 158 285#define DISEASE 158
270#define SYMPTOM 159 286#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */ 287#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */ 288#define MATERIAL 161 /* Material for building */
273 289//162
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275 291//164
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */ 293 potions, alchemy, or magic works here (elmex) */
278 294
279#define NUM_TYPES 166 // must be max(type) + 1 295#define NUM_TYPES 166 // must be max(type) + 1
280 296
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
318/* unused: 125 - 129
319 * type 125 was MONEY_CHANGER
320 */
321//#define CANCELLATION 141 /* not used with new spell code */
322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
323//#define SWARM_SPELL 153
324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
325//#define QUEST 164 /* See below for subtypes */
326
327/* END TYPE DEFINE */ 297/* END TYPE DEFINE */
328 298
329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 299// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64
330 302
331/* Subtypes for BUILDER */ 303/* Subtypes for BUILDER */
332#define ST_BD_BUILD 1 /* Builds an item */ 304#define ST_BD_BUILD 1 /* Builds an item */
333#define ST_BD_REMOVE 2 /* Removes an item */ 305#define ST_BD_REMOVE 2 /* Removes an item */
334 306
335/* Subtypes for MATERIAL */ 307/* Subtypes for MATERIAL */
336#define ST_MAT_FLOOR 1 /* Floor */ 308#define ST_MAT_FLOOR 1 /* Floor */
337#define ST_MAT_WALL 2 /* Wall */ 309#define ST_MAT_WALL 2 /* Wall */
338#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 310#define ST_MAT_ITEM 3 /* All other items, including doors & such */
409 * freearr, add these values. <= SIZEOFFREE1 will get you 381 * freearr, add these values. <= SIZEOFFREE1 will get you
410 * within 1 space. <= SIZEOFFREE2 wll get you withing 382 * within 1 space. <= SIZEOFFREE2 wll get you withing
411 * 2 spaces, and the entire array (< SIZEOFFREE) is 383 * 2 spaces, and the entire array (< SIZEOFFREE) is
412 * three spaces 384 * three spaces
413 */ 385 */
386#define SIZEOFFREE0 0
414#define SIZEOFFREE1 8 387#define SIZEOFFREE1 8
415#define SIZEOFFREE2 24 388#define SIZEOFFREE2 24
389#define SIZEOFFREE3 48
416#define SIZEOFFREE 49 390#define SIZEOFFREE 49
417 391
418#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
419 393
420/* 394/*
421 * If any FLAG's are added or changed, make sure the flag_names structure in 395 * If any FLAG's are added or changed, make sure the flag_names structure in
434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 408#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
435#define FLAG_FREED 3 /* Object is in the list of free objects */ 409#define FLAG_FREED 3 /* Object is in the list of free objects */
436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 410//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
437#define FLAG_APPLIED 5 /* Object is ready for use by living */ 411#define FLAG_APPLIED 5 /* Object is ready for use by living */
438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 412#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
439#define FLAG_USE_SHIELD 7 413#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
440 /* Can this creature use a shield? */
441 414
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 415#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 416
444/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 417/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 418/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 422/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
450/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 423/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
451 424
452#define FLAG_MONSTER 14 /* Will attack players */ 425#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 426#define FLAG_FRIENDLY 15 /* Will help players */
454
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 427#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 428#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457#define FLAG_AUTO_APPLY 18 429#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
458 /* Will be applied when created */
459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 430#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 431#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 432#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 433#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 434#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465 436
466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 437/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 438/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 439/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469 440
470#define FLAG_IS_USED_UP 28 441#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
471 /* When (--food<0) the object will exit */ 442#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
472#define FLAG_IDENTIFIED 29 443#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
473 /* Player knows full info about item */
474#define FLAG_REFLECTING 30
475 /* Object reflects from walls (lightning) */
476#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 444#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
477
478#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 445#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
479#define FLAG_HITBACK 33 /* Object will hit back when hit */ 446#define FLAG_HITBACK 33 /* Object will hit back when hit */
480#define FLAG_STARTEQUIP 34 447#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
481 /* Object was given to player at start */ 448#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
482#define FLAG_BLOCKSVIEW 35
483 /* Object blocks view */
484#define FLAG_UNDEAD 36 /* Monster is undead */ 449#define FLAG_UNDEAD 36 /* Monster is undead */
485#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 450#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
486#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 451#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
487#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 452#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
453#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
488 454
489#define FLAG_REFL_SPELL 40
490 /* Spells (some) will reflect from object */
491#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 455#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
492#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 456#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
493#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 457#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
494#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 458#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
495#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 459#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
501 465
502#define FLAG_PICK_UP 48 /* Can pick up */ 466#define FLAG_PICK_UP 48 /* Can pick up */
503#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 467#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
504#define FLAG_NO_DROP 50 /* Object can't be dropped */ 468#define FLAG_NO_DROP 50 /* Object can't be dropped */
505#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 469#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
506#define FLAG_CAST_SPELL 52 470
507 /* (Monster) can learn and cast spells */ 471#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
508#define FLAG_USE_SCROLL 53 472#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
509 /* (Monster) can read scroll */
510#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 473#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
511#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 474#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
512 475#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_ARMOUR 56 476#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
514 /* (Monster) can wear armour/shield/helmet */
515#define FLAG_USE_WEAPON 57
516 /* (Monster) can wield weapons */
517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 477#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 478#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 479#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
480
520#define FLAG_XRAYS 61 /* X-ray vision */ 481#define FLAG_XRAYS 61 /* X-ray vision */
521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 482#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 483#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
523 484
524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 485#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 504#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 505#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
545 506
546#define FLAG_PRECIOUS 83 // object is precious (pets) 507#define FLAG_PRECIOUS 83 // object is precious (pets)
547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 508#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
548#define FLAG_MAKE_INVIS 85 509#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
549 /* (Item) gives invisibility when applied */ 510#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
550#define FLAG_INV_LOCKED 86 511
551 /* Item will not be dropped from inventory */
552#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 512#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
553
554#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 513#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
555#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 514#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
556#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 515#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
557#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 516#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
558#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 517#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563 522
564#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 523#define FLAG_NO_STEAL 96 /* Item can't be stolen */
565#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 524#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
566 * away (replaces ghosthit) 525 * away (replaces ghosthit)
567 */ 526 */
568#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 527#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
569 * detect cases were the server is trying
570 * to send an upditem when we have not
571 * actually sent the item.
572 */
573 528
574#define FLAG_BERSERK 99 /* monster will attack closest living 529#define FLAG_BERSERK 99 /* monster will attack closest living
575 object */ 530 object */
576#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 531#define FLAG_NEUTRAL 100 /* monster is from type neutral */
577#define FLAG_NO_ATTACK 101 /* monster don't attack */ 532#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
578#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 533#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
579#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 534#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
580 * load_original_map() */ 535 * load_original_map() */
581#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 536//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
582 * the overlay, and is not subject to 537// * the overlay, and is not subject to
583 * decay. */ 538// * decay. */
584#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 539#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
585#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 540#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
586#define FLAG_IS_WATER 107 541#define FLAG_IS_WATER 107
587#define FLAG_CONTENT_ON_GEN 108 542#define FLAG_CONTENT_ON_GEN 108
588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 543#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594 * defined flag + 1. If you change this, 549 * defined flag + 1. If you change this,
595 * make sure you update the flag_links 550 * make sure you update the flag_links
596 * in common/loader.l 551 * in common/loader.l
597 */ 552 */
598 553
599/* Values can go up to 127 before the size of the flags array in the
600 * object structure needs to be enlarged.
601 * So there are 18 available flags slots
602 */
603
604#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
605
606/* If you add new movement types, you may need to update 554/* If you add new movement types, you may need to update
607 * describe_item() so properly describe those types. 555 * describe_item() so properly describe those types.
608 * change_abil() probably should be updated also. 556 * change_abil() probably should be updated also.
609 */ 557 */
610#define MOVE_WALK 0x01 /* Object walks */ 558#define MOVE_WALK 0x01 /* Object walks */
618 566
619#define MOVE_ALL 0x3f /* Mask of all movement types */ 567#define MOVE_ALL 0x3f /* Mask of all movement types */
620 568
621/* typdef here to define type large enough to hold bitmask of 569/* typdef here to define type large enough to hold bitmask of
622 * all movement types. Make one declaration so easy to update. 570 * all movement types. Make one declaration so easy to update.
623 * uint8 is defined yet, so just use what that would define it
624 * at anyways.
625 */ 571 */
626typedef unsigned char MoveType; 572typedef unsigned char MoveType;
627 573
628/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 574/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
629 * Basically, ob2 has to block all of ob1 movement types. 575 * Basically, ob2 has to block all of ob1 movement types.
638 * 584 *
639 */ 585 */
640#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 586#define OB_TYPE_MOVE_BLOCK(ob1, type) \
641 ((type) && (ob1->move_type & type) == ob1->move_type) 587 ((type) && (ob1->move_type & type) == ob1->move_type)
642 588
643
644#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
645#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
646#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 589#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
647
648/* Note: These values are only a default value, resizing can change them */
649#define INV_SIZE 12 /* How many items can be viewed in inventory */
650#define LOOK_SIZE 6 /* ditto, but for the look-window */
651#define MAX_INV_SIZE 40 /* For initializing arrays */
652#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
653
654#define EDITABLE(xyz) ((xyz)->arch->editable)
655
656#define E_MONSTER 0x00000001
657#define E_EXIT 0x00000002
658#define E_TREASURE 0x00000004
659#define E_BACKGROUND 0x00000008
660#define E_DOOR 0x00000010
661#define E_SPECIAL 0x00000020
662#define E_SHOP 0x00000040
663#define E_NORMAL 0x00000080
664#define E_FALSE_WALL 0x00000100
665#define E_WALL 0x00000200
666#define E_EQUIPMENT 0x00000400
667#define E_OTHER 0x00000800
668#define E_ARTIFACT 0x00001000
669 590
670#define EXIT_PATH(xyz) (xyz)->slaying 591#define EXIT_PATH(xyz) (xyz)->slaying
671#define EXIT_LEVEL(xyz) (xyz)->stats.food 592#define EXIT_LEVEL(xyz) (xyz)->stats.food
672#define EXIT_X(xyz) (xyz)->stats.hp 593#define EXIT_X(xyz) (xyz)->stats.hp
673#define EXIT_Y(xyz) (xyz)->stats.sp 594#define EXIT_Y(xyz) (xyz)->stats.sp
693#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 614#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
694 615
695#define DIRX(xyz) freearr_x[(xyz)->direction] 616#define DIRX(xyz) freearr_x[(xyz)->direction]
696#define DIRY(xyz) freearr_y[(xyz)->direction] 617#define DIRY(xyz) freearr_y[(xyz)->direction]
697 618
698#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
699#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
700
701#define ARMOUR_SPEED(xyz) (xyz)->last_sp 619#define ARMOUR_SPEED(xyz) (xyz)->last_sp
702#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 620#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
703#define WEAPON_SPEED(xyz) (xyz)->last_sp 621#define WEAPON_SPEED(xyz) (xyz)->last_sp
704 622
705/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 623/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
706 each of them signed char, concatenated in a int16 */ 624 each of them signed char, concatenated in a int16 */
707#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 625#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
708#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 626#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
709#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 627#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
628
710#define FIRE_DIRECTIONAL 0 629#define FIRE_DIRECTIONAL 0
711#define FIRE_POSITIONAL 1 630#define FIRE_POSITIONAL 1
712 631
713/******************************************************************************/ 632/******************************************************************************/
714/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 633/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
835// we use 2**-n because that can be represented exactly 754// we use 2**-n because that can be represented exactly
836// also make sure that this is a float, not double, constant 755// also make sure that this is a float, not double, constant
837#define MIN_ACTIVE_SPEED (1.f / 65536.f) 756#define MIN_ACTIVE_SPEED (1.f / 65536.f)
838 757
839#define RANDOM() (rndm.next () & 0xffffffU) 758#define RANDOM() (rndm.next () & 0xffffffU)
840#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
841
842/* Returns the weight of the given object. Note: it does not take the number of
843 * items (nrof) into account.
844 */
845#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
846
847
848/* Code fastening defines
849 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
850 * buf__ and increment buf__ position so it will point to the end of buf__.
851 * the '\0' caracter will not be put at end of buf__.
852 * use preparefastcat and finishfastcat on buf__ to prepare
853 * and clean up the string. (Lots faster than doing each time...)
854 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
855 * keep in mind FAST_STRNCAT is faster since length of second argument is
856 * kown in advance.
857 */
858
859#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
860#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
861#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
862#define FINISH_FASTCAT(buf__) buf__[0]='\0';
863 759
864/* 760/*
865 * Warning! 761 * Warning!
866 * If you add message types here, don't forget 762 * If you add message types here, don't forget
867 * to keep the client up to date too! 763 * to keep the client up to date too!
959 * This is only used for new client/server sound. If the sound source 855 * 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. 856 * on the map is farther away than this, we don't sent it to the client.
961 */ 857 */
962#define MAX_SOUND_DISTANCE 16 858#define MAX_SOUND_DISTANCE 16
963 859
860#define LOG_CHANNEL "log" // the plain and ugly standard server log
861#define INFO_CHANNEL "info" // lower_left box
862#define SAY_CHANNEL "channel-say"
863#define CHAT_CHANNEL "channel-chat"
864#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
865
866/* The following are the color flags passed to new_draw_info.
867 *
868 * We also set up some control flags
869 *
870 * NDI = New Draw Info
871 */
872
873/* Color specifications - note these match the order in xutil.c */
874/* Note 2: Black, the default color, is 0. Thus, it does not need to
875 * be implicitly specified.
876 */
877#define NDI_BLACK 0
878#define NDI_WHITE 1
879#define NDI_NAVY 2
880#define NDI_RED 3
881#define NDI_ORANGE 4
882#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
883#define NDI_DK_ORANGE 6 /* DarkOrange2 */
884#define NDI_GREEN 7 /* SeaGreen */
885#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
886 /* Than seagreen - also background color */
887#define NDI_GREY 9
888#define NDI_BROWN 10 /* Sienna */
889#define NDI_GOLD 11
890#define NDI_TAN 12 /* Khaki */
891
892#define NDI_MAX_COLOR 12 /* Last value in */
893#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
894 /* using an int anyways, so we have the space */
895 /* to still do all the flags */
896
897#define NDI_REPLY 0x20 // is a direct reply to a user command
898#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
899#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
900#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
901
902#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
903#define NDI_ALL 0x2000 /* Inform all players of this message */
904#define NDI_DEF 0x4000 // ignore colour for channel protocol
905#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
906
964#endif /* DEFINE_H */ 907#endif /* DEFINE_H */
965 908

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines