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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
26 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
27 | |
26 | /* This file is really too large. With all the .h files |
28 | /* This file is really too large. With all the .h files |
… | |
… | |
36 | #include <autoconf.h> |
38 | #include <autoconf.h> |
37 | |
39 | |
38 | #define FONTDIR "" |
40 | #define FONTDIR "" |
39 | #define FONTNAME "" |
41 | #define FONTNAME "" |
40 | |
42 | |
41 | /* Decstations have trouble with fabs()... */ |
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42 | #define FABS(x) fabs (x) |
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43 | |
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44 | #ifdef __NetBSD__ |
43 | #ifdef __NetBSD__ |
45 | # include <sys/param.h> |
44 | # include <sys/param.h> |
46 | #endif |
45 | #endif |
47 | #ifndef MIN |
46 | |
48 | # define MIN(x,y) min (x, y) |
47 | #define MAXNUMLEVELS 256 // maximum number of levels possible |
49 | #endif |
48 | #define MAXLEVEL_TREASURE 115 // for treasure calculations only |
50 | #ifndef MAX |
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51 | # define MAX(x,y) max (x, y) |
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52 | #endif |
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53 | |
49 | |
54 | // maximum length of an object name in the protocol |
50 | // maximum length of an object name in the protocol |
55 | #define NAME_LEN 127 |
51 | #define NAME_LEN 127 |
56 | |
52 | |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
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58 | #ifndef MAX3 |
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59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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60 | #endif |
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61 | |
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62 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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63 | #ifndef MIN3 |
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64 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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65 | #endif |
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66 | |
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67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
53 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
54 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
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55 | |
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56 | #define MAX_FOOD 999 |
69 | |
57 | |
70 | //TODO: not only use more reasonable values, also enforce them |
58 | //TODO: not only use more reasonable values, also enforce them |
71 | #define MIN_WC -120 |
59 | #define MIN_WC -120 |
72 | #define MAX_WC 120 |
60 | #define MAX_WC 120 |
73 | #define MIN_AC -120 |
61 | #define MIN_AC -120 |
… | |
… | |
75 | #define MIN_DAM 0 |
63 | #define MIN_DAM 0 |
76 | #define MAX_DAM 200 |
64 | #define MAX_DAM 200 |
77 | #define MIN_DIGESTION -35 |
65 | #define MIN_DIGESTION -35 |
78 | #define MAX_DIGESTION 70 |
66 | #define MAX_DIGESTION 70 |
79 | |
67 | |
80 | #define MAX_BUF 1024 |
68 | #define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */ |
81 | /* Used for all kinds of things */ |
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82 | #define VERY_BIG_BUF 2048 |
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83 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
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84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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85 | |
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86 | #define FONTSIZE 3000 /* Max chars in font */ |
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87 | |
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88 | #define MAX_ANIMATIONS 256 |
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89 | |
69 | |
90 | #define MAX_NAME 48 |
70 | #define MAX_NAME 48 |
91 | #define MAX_EXT_TITLE 98 |
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92 | |
71 | |
93 | /* Fatal variables: */ |
72 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
94 | //TODO: remove all calls to fatal and replace them by cleanup |
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95 | #define OUT_OF_MEMORY 0 |
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96 | #define MAP_ERROR 1 |
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97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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98 | #define TOO_MANY_ERRORS 3 |
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99 | |
73 | |
100 | /* TYPE DEFINES */ |
74 | /* TYPE DEFINES */ |
101 | |
75 | |
102 | /* Only add new values to this list if somewhere in the program code, |
76 | /* Only add new values to this list if somewhere in the program code, |
103 | * it is actually needed. Just because you add a new monster does not |
77 | * it is actually needed. Just because you add a new monster does not |
… | |
… | |
122 | #define POTION 5 |
96 | #define POTION 5 |
123 | #define FOOD 6 |
97 | #define FOOD 6 |
124 | #define POISON 7 |
98 | #define POISON 7 |
125 | #define BOOK 8 |
99 | #define BOOK 8 |
126 | #define CLOCK 9 |
100 | #define CLOCK 9 |
127 | |
101 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
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102 | #define RANGED 11 // deliantra: other range item (skill based) |
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103 | #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ |
128 | #define ARROW 13 |
104 | #define ARROW 13 |
129 | #define BOW 14 |
105 | #define BOW 14 |
130 | #define WEAPON 15 |
106 | #define WEAPON 15 |
131 | #define ARMOUR 16 |
107 | #define ARMOUR 16 |
132 | #define PEDESTAL 17 |
108 | #define PEDESTAL 17 |
133 | #define ALTAR 18 |
109 | #define ALTAR 18 |
134 | |
110 | #define T_MATCH 19 |
135 | #define LOCKED_DOOR 20 |
111 | #define LOCKED_DOOR 20 |
136 | #define SPECIAL_KEY 21 |
112 | #define SPECIAL_KEY 21 |
137 | #define MAP 22 |
113 | #define MAP 22 |
138 | #define DOOR 23 |
114 | #define DOOR 23 |
139 | #define KEY 24 |
115 | #define KEY 24 |
140 | |
116 | #define PHYSICS 25 // deliantra: "things that move" |
141 | #define TIMED_GATE 26 |
117 | #define TIMED_GATE 26 |
142 | #define TRIGGER 27 |
118 | #define TRIGGER 27 |
143 | #define GRIMREAPER 28 |
119 | #define GRIMREAPER 28 |
144 | #define MAGIC_EAR 29 |
120 | #define MAGIC_EAR 29 |
145 | #define TRIGGER_BUTTON 30 |
121 | #define TRIGGER_BUTTON 30 |
… | |
… | |
154 | #define AMULET 39 |
130 | #define AMULET 39 |
155 | #define PLAYERMOVER 40 |
131 | #define PLAYERMOVER 40 |
156 | #define TELEPORTER 41 |
132 | #define TELEPORTER 41 |
157 | #define CREATOR 42 |
133 | #define CREATOR 42 |
158 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
134 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | |
135 | #define IDENTIFY_ALTAR 44 |
160 | #define EARTHWALL 45 |
136 | #define EARTHWALL 45 |
161 | #define GOLEM 46 |
137 | #define GOLEM 46 |
162 | |
138 | #define DEEP_SWAMP 47 |
163 | #define THROWN_OBJ 48 |
139 | #define THROWN_OBJ 48 |
164 | #define BLINDNESS 49 |
140 | #define BLINDNESS 49 |
165 | #define GOD 50 |
141 | #define GOD 50 |
166 | #define DETECTOR 51 /* peterm: detector is an object |
142 | #define DETECTOR 51 /* peterm: detector is an object |
167 | * which notices the presense of |
143 | * which notices the presense of |
… | |
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182 | |
158 | |
183 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
159 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
184 | * a monster into a peaceful being incapable of attack. |
160 | * a monster into a peaceful being incapable of attack. |
185 | */ |
161 | */ |
186 | #define GEM 60 |
162 | #define GEM 60 |
187 | |
163 | #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
188 | #define FIREWALL 62 |
164 | #define FIREWALL 62 |
189 | #define ANVIL 63 |
165 | #define ANVIL 63 |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
166 | #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 |
167 | #define MOOD_FLOOR 65 /* |
192 | * values of last_sp set how to change: |
168 | * values of last_sp set how to change: |
193 | * 0 = furious, all monsters become aggressive |
169 | * 0 = furious, all monsters become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
170 | * 1 = angry, all but friendly become aggressive |
195 | * 2 = calm, all aggressive monsters calm down |
171 | * 2 = calm, all aggressive monsters calm down |
196 | * 3 = sleep, all monsters fall asleep |
172 | * 3 = sleep, all monsters fall asleep |
197 | * 4 = charm, monsters become pets */ |
173 | * 4 = charm, monsters become pets |
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174 | * 5 = destroy monsters |
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175 | * 6 = destroy pets / friendlies |
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176 | */ |
198 | #define EXIT 66 |
177 | #define EXIT 66 |
199 | #define ENCOUNTER 67 |
178 | #define ENCOUNTER 67 |
200 | #define SHOP_FLOOR 68 |
179 | #define SHOP_FLOOR 68 |
201 | #define SHOP_MAT 69 |
180 | #define SHOP_MAT 69 |
202 | #define RING 70 |
181 | #define RING 70 |
203 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
182 | //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? |
204 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
183 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
205 | #define INORGANIC 73 /* metals and minerals */ |
184 | #define INORGANIC 73 /* metals and minerals */ |
206 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
185 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
207 | #define LIGHTER 75 |
186 | #define LIGHTER 75 |
208 | |
187 | //76 |
209 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
188 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
210 | |
189 | //78 |
211 | |
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212 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
190 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
213 | in the engine. Like statues, clocks, chairs,... |
191 | in the engine. Like statues, clocks, chairs,... |
214 | If perhaps we create a function where we can sit |
192 | If perhaps we create a function where we can sit |
215 | on chairs, we create a new type and remove all |
193 | on chairs, we create a new type and remove all |
216 | chairs from here. */ |
194 | chairs from here. */ |
217 | |
195 | //80 |
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196 | #define TORCH 81 /* a torch */ |
218 | #define LAMP 82 /* a lamp */ |
197 | #define LAMP 82 /* a lamp */ |
219 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
198 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
220 | |
199 | //84 |
221 | #define SPELLBOOK 85 |
200 | #define SPELLBOOK 85 |
222 | |
201 | //86 |
223 | #define CLOAK 87 |
202 | #define CLOAK 87 |
224 | |
203 | #define MAPSCRIPT 88 /* A perl-scripted connectable */ |
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204 | #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, |
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205 | potions, alchemy, or magic works here (elmex) */ |
225 | #define SPINNER 90 |
206 | #define SPINNER 90 |
226 | #define GATE 91 |
207 | #define GATE 91 |
227 | #define BUTTON 92 |
208 | #define BUTTON 92 |
228 | #define CF_HANDLE 93 |
209 | #define T_HANDLE 93 |
229 | #define HOLE 94 |
210 | #define HOLE 94 |
230 | #define TRAPDOOR 95 |
211 | #define TRAPDOOR 95 |
231 | |
212 | #define RUNE 96 |
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213 | #define TRAP 97 |
232 | #define SIGN 98 |
214 | #define SIGN 98 |
233 | #define BOOTS 99 |
215 | #define BOOTS 99 |
234 | #define GLOVES 100 |
216 | #define GLOVES 100 |
235 | #define SPELL 101 |
217 | #define SPELL 101 |
236 | #define SPELL_EFFECT 102 |
218 | #define SPELL_EFFECT 102 |
237 | #define CONVERTER 103 |
219 | #define CONVERTER 103 |
238 | #define BRACERS 104 |
220 | #define BRACERS 104 |
239 | #define POISONING 105 |
221 | #define POISONING 105 |
240 | #define SAVEBED 106 |
222 | #define SAVEBED 106 |
241 | |
223 | #define DISEASE 107 |
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224 | #define SYMPTOM 108 |
242 | #define WAND 109 |
225 | #define WAND 109 |
243 | |
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244 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
226 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
245 | #define SCROLL 111 |
227 | #define SCROLL 111 |
246 | #define DIRECTOR 112 |
228 | #define DIRECTOR 112 |
247 | #define GIRDLE 113 |
229 | #define GIRDLE 113 |
248 | #define FORCE 114 |
230 | #define FORCE 114 |
249 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
231 | #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 */ |
232 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
251 | |
233 | #define ITEM_TRANSFORMER 117 /* Transforming one item with another */ |
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234 | #define POWER_CRYSTAL 118 |
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235 | #define CORPSE 119 |
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236 | //120 |
252 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
237 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
253 | #define CONTAINER 122 |
238 | #define CONTAINER 122 |
254 | #define ARMOUR_IMPROVER 123 |
239 | #define ARMOUR_IMPROVER 123 |
255 | #define WEAPON_IMPROVER 124 |
240 | #define WEAPON_IMPROVER 124 |
256 | |
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257 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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258 | #define DEEP_SWAMP 138 |
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259 | #define IDENTIFY_ALTAR 139 |
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260 | |
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261 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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262 | |
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263 | #define RUNE 154 |
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264 | #define TRAP 155 |
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265 | |
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266 | #define POWER_CRYSTAL 156 |
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267 | #define CORPSE 157 |
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268 | |
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269 | #define DISEASE 158 |
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270 | #define SYMPTOM 159 |
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271 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
241 | #define BUILDER 125 /* Generic item builder, see subtypes */ |
272 | #define MATERIAL 161 /* Material for building */ |
242 | #define MATERIAL 126 /* Material for building */ |
273 | |
243 | |
274 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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275 | |
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276 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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277 | potions, alchemy, or magic works here (elmex) */ |
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278 | |
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279 | #define NUM_TYPES 166 // must be max(type) + 1 |
244 | #define NUM_TYPES 127 // must be max(type) + 1 |
280 | |
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281 | /* DEAD TYPES: */ |
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282 | //#define FBULLET 10 |
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283 | //#define FBALL 11 |
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284 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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285 | //#define CONFUSION 19 |
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286 | //#define MMISSILE 25 |
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287 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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288 | * experience for broad skill categories. This value |
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289 | * is now automatically converteed at load time. |
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290 | */ |
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291 | //#define BOMB 47 |
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292 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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293 | |
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294 | /* random crossfire developer: The trap_part, wall, light_source, |
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295 | * misc_object, monster, and spawn_generator |
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296 | * types are not used in any archetypes, |
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297 | * and should perhaps be removed. |
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298 | * |
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299 | * Wed Dec 20 13:35:24 CET 2006: |
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300 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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301 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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302 | * renamed WALL to BUILDABLE_WALL. |
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303 | */ |
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304 | |
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305 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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306 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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307 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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308 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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309 | //#define TOOL 84 /* a tool for building objects */ |
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310 | //#define BUILDFAC 86 /* facilities for building objects */ |
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311 | //#define CONE 88 |
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312 | //#define AURA 89 /* aura spell object */ |
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313 | //#define WORD_OF_RECALL 96 |
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314 | //#define PARAIMAGE 97 |
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315 | //#define POISONCLOUD 107 |
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316 | //#define FIREHOLES 108 |
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317 | //#define ABILITY 110 |
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318 | /* unused: 125 - 129 |
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319 | * type 125 was MONEY_CHANGER |
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320 | */ |
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321 | //#define CANCELLATION 141 /* not used with new spell code */ |
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322 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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323 | //#define SWARM_SPELL 153 |
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324 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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325 | //#define QUEST 164 /* See below for subtypes */ |
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326 | |
245 | |
327 | /* END TYPE DEFINE */ |
246 | /* END TYPE DEFINE */ |
328 | |
247 | |
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248 | typedef std::bitset<NUM_TYPES> typeset; |
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249 | |
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250 | /* These are the items that currently can change digestion, regeneration, |
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251 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
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252 | * list, but other items store other info into stats array. |
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253 | * As a special exception, bows use stats.sp for their own purposes. |
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254 | */ |
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255 | static const struct digest_types : typeset |
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256 | { |
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257 | digest_types () |
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258 | { |
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259 | set (WEAPON); |
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260 | set (BOW); |
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261 | set (ARMOUR); |
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262 | set (HELMET); |
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263 | set (SHIELD); |
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264 | set (RING); |
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265 | set (BOOTS); |
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266 | set (GLOVES); |
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267 | set (AMULET); |
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268 | set (GIRDLE); |
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269 | set (BRACERS); |
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270 | set (CLOAK); |
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271 | set (DISEASE); |
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272 | set (FORCE); |
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273 | set (SKILL); |
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274 | } |
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275 | } digest_types; |
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276 | |
329 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
277 | // maximum supported subtype number + 1, can be increased to 256 |
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278 | // currently (2007-09) in use: 50 |
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279 | #define NUM_SUBTYPES 64 |
330 | |
280 | |
331 | /* Subtypes for BUILDER */ |
281 | /* Subtypes for BUILDER */ |
332 | #define ST_BD_BUILD 1 /* Builds an item */ |
282 | #define ST_BD_BUILD 1 /* Builds an item */ |
333 | #define ST_BD_REMOVE 2 /* Removes an item */ |
283 | #define ST_BD_REMOVE 2 /* Removes an item */ |
334 | |
284 | |
335 | /* Subtypes for MATERIAL */ |
285 | /* Subtypes for MATERIAL */ |
336 | #define ST_MAT_FLOOR 1 /* Floor */ |
286 | #define ST_MAT_FLOOR 1 /* Floor */ |
337 | #define ST_MAT_WALL 2 /* Wall */ |
287 | #define ST_MAT_WALL 2 /* Wall */ |
338 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
288 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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289 | #define ST_MAT_QUAD 4 /* Quad build material */ |
339 | |
290 | |
340 | /* definitions for weapontypes */ |
291 | /* definitions for weapontypes */ |
341 | |
292 | |
342 | #define WEAP_HIT 0 /* the basic */ |
293 | #define WEAP_HIT 0 /* the basic */ |
343 | #define WEAP_SLASH 1 /* slash */ |
294 | #define WEAP_SLASH 1 /* slash */ |
… | |
… | |
369 | #define PU_NOTHING 0x00000000 |
320 | #define PU_NOTHING 0x00000000 |
370 | |
321 | |
371 | #define PU_DEBUG 0x10000000 |
322 | #define PU_DEBUG 0x10000000 |
372 | #define PU_INHIBIT 0x20000000 |
323 | #define PU_INHIBIT 0x20000000 |
373 | #define PU_STOP 0x40000000 |
324 | #define PU_STOP 0x40000000 |
374 | #define PU_NEWMODE 0x80000000 |
325 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
375 | |
326 | |
376 | #define PU_RATIO 0x0000000F |
327 | #define PU_RATIO 0x0000000F |
377 | |
328 | |
378 | #define PU_FOOD 0x00000010 |
329 | #define PU_FOOD 0x00000010 |
379 | #define PU_DRINK 0x00000020 |
330 | #define PU_DRINK 0x00000020 |
… | |
… | |
405 | #define PU_FLESH 0x04000000 |
356 | #define PU_FLESH 0x04000000 |
406 | |
357 | |
407 | |
358 | |
408 | /* Instead of using arbitrary constants for indexing the |
359 | /* Instead of using arbitrary constants for indexing the |
409 | * freearr, add these values. <= SIZEOFFREE1 will get you |
360 | * freearr, add these values. <= SIZEOFFREE1 will get you |
410 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
361 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
411 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
362 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
412 | * three spaces |
363 | * three spaces |
413 | */ |
364 | */ |
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365 | #define SIZEOFFREE0 0 |
414 | #define SIZEOFFREE1 8 |
366 | #define SIZEOFFREE1 8 |
415 | #define SIZEOFFREE2 24 |
367 | #define SIZEOFFREE2 24 |
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368 | #define SIZEOFFREE3 48 |
416 | #define SIZEOFFREE 49 |
369 | #define SIZEOFFREE 49 |
417 | |
370 | |
418 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
371 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
419 | |
372 | |
420 | /* |
373 | /* |
421 | * If any FLAG's are added or changed, make sure the flag_names structure in |
374 | * If any FLAG's are added or changed, make sure the flag_names structure in |
422 | * common/loader.l is updated. |
375 | * common/loader.C is updated. |
423 | */ |
376 | */ |
424 | |
|
|
425 | /* Basic routines to do above */ |
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|
426 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
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427 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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428 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
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429 | |
377 | |
430 | /* the flags */ |
378 | /* the flags */ |
431 | |
379 | |
432 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
380 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
381 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
434 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
382 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
435 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
383 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
436 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
384 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
437 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
385 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
438 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
386 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
439 | #define FLAG_USE_SHIELD 7 |
387 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
440 | /* Can this creature use a shield? */ |
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441 | |
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442 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
388 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 | |
389 | #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on |
444 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
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445 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
390 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
446 | |
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447 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
391 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
448 | |
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449 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
392 | /*#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) */ |
393 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
451 | |
394 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
452 | #define FLAG_MONSTER 14 /* Will attack players */ |
395 | #define FLAG_MONSTER 14 /* Will attack players */ |
453 | #define FLAG_FRIENDLY 15 /* Will help players */ |
396 | #define FLAG_FRIENDLY 15 /* Will help players */ |
454 | |
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455 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
397 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
398 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_AUTO_APPLY 18 |
399 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
458 | /* Will be applied when created */ |
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459 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
400 | #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. */ |
401 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
402 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
403 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
404 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
405 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 | |
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466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
406 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
467 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
407 | /*#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 */ |
408 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
469 | |
409 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
470 | #define FLAG_IS_USED_UP 28 |
410 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
471 | /* When (--food<0) the object will exit */ |
411 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
472 | #define FLAG_IDENTIFIED 29 |
412 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
473 | /* Player knows full info about item */ |
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474 | #define FLAG_REFLECTING 30 |
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475 | /* Object reflects from walls (lightning) */ |
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476 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
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477 | |
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478 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
413 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
479 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
414 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
480 | #define FLAG_STARTEQUIP 34 |
415 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
481 | /* Object was given to player at start */ |
416 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
482 | #define FLAG_BLOCKSVIEW 35 |
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483 | /* Object blocks view */ |
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484 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
417 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
485 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
418 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
486 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
419 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
487 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
420 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
488 | |
421 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
489 | #define FLAG_REFL_SPELL 40 |
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490 | /* Spells (some) will reflect from object */ |
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491 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
422 | #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 */ |
423 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
493 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
424 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
494 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
425 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
495 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
426 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
496 | but can still attack at a distance */ |
427 | but can still attack at a distance */ |
497 | |
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|
498 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
428 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
499 | thru this object as if it wasn't there */ |
429 | thru this object as if it wasn't there */ |
500 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
430 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
501 | |
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|
502 | #define FLAG_PICK_UP 48 /* Can pick up */ |
431 | #define FLAG_PICK_UP 48 /* Can pick up */ |
503 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
432 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
504 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
433 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
505 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
434 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
506 | #define FLAG_CAST_SPELL 52 |
435 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
507 | /* (Monster) can learn and cast spells */ |
436 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
508 | #define FLAG_USE_SCROLL 53 |
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|
509 | /* (Monster) can read scroll */ |
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510 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
437 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
511 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
438 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
512 | |
439 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
513 | #define FLAG_USE_ARMOUR 56 |
440 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
514 | /* (Monster) can wear armour/shield/helmet */ |
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515 | #define FLAG_USE_WEAPON 57 |
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516 | /* (Monster) can wield weapons */ |
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517 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
441 | #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) */ |
442 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
519 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
443 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
520 | #define FLAG_XRAYS 61 /* X-ray vision */ |
444 | #define FLAG_XRAYS 61 /* X-ray vision */ |
521 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
445 | #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 */ |
446 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
523 | |
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|
524 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
447 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
525 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
448 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
526 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
449 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
527 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
450 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
528 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
451 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
529 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
452 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
530 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
453 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
531 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
454 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
532 | |
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533 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
455 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
534 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
456 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
535 | #define FLAG_CURSED 74 /* The object is cursed */ |
457 | #define FLAG_CURSED 74 /* The object is cursed */ |
536 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
458 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
537 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
459 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
538 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
460 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
539 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
461 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
540 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
462 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
541 | |
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|
542 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
463 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
543 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
464 | #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 */ |
465 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
545 | |
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|
546 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
466 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
547 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
467 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
548 | #define FLAG_MAKE_INVIS 85 |
468 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
549 | /* (Item) gives invisibility when applied */ |
469 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
550 | #define FLAG_INV_LOCKED 86 |
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551 | /* Item will not be dropped from inventory */ |
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552 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
470 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
553 | |
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|
554 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
471 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
555 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
472 | #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 */ |
473 | #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 */ |
474 | #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) */ |
475 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
559 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
476 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
560 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
477 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
561 | |
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|
562 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
478 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
563 | |
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|
564 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
479 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
565 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
480 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
566 | * away (replaces ghosthit) |
481 | * away (replaces ghosthit) |
567 | */ |
482 | */ |
568 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
483 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
569 | * detect cases were the server is trying |
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570 | * to send an upditem when we have not |
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571 | * actually sent the item. |
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572 | */ |
484 | |
573 | |
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574 | #define FLAG_BERSERK 99 /* monster will attack closest living |
485 | #define FLAG_BERSERK 99 /* monster will attack closest living |
575 | object */ |
486 | object */ |
576 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
487 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
577 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
488 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
578 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
489 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
579 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
490 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
580 | * load_original_map() */ |
491 | * load_original_map() */ |
581 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
492 | #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
582 | * the overlay, and is not subject to |
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583 | * decay. */ |
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|
584 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
493 | #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' */ |
494 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
586 | #define FLAG_IS_WATER 107 |
495 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
587 | #define FLAG_CONTENT_ON_GEN 108 |
496 | #define FLAG_CONTENT_ON_GEN 108 |
588 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
497 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
589 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
498 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
590 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
499 | #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 |
500 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
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501 | #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item |
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502 | * (for the quads world for instance) |
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503 | */ |
592 | |
504 | |
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505 | // temporary assignments |
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506 | #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation |
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507 | |
593 | #define NUM_FLAGS 113 /* Should always be equal to the last |
508 | #define NUM_FLAGS 115 /* Should always be equal to the last |
594 | * defined flag + 1. If you change this, |
509 | * defined flag + 1. |
595 | * make sure you update the flag_links |
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|
596 | * in common/loader.l |
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|
597 | */ |
510 | */ |
598 | |
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|
599 | /* Values can go up to 127 before the size of the flags array in the |
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|
600 | * object structure needs to be enlarged. |
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|
601 | * So there are 18 available flags slots |
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|
602 | */ |
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603 | |
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|
604 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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|
605 | |
511 | |
606 | /* If you add new movement types, you may need to update |
512 | /* If you add new movement types, you may need to update |
607 | * describe_item() so properly describe those types. |
513 | * describe_item() so properly describe those types. |
608 | * change_abil() probably should be updated also. |
514 | * change_abil() probably should be updated also. |
609 | */ |
515 | */ |
610 | #define MOVE_WALK 0x01 /* Object walks */ |
516 | #define MOVE_WALK 0x01 /* Object walks */ |
611 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
517 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
612 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
518 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
613 | #define MOVE_FLYING 0x06 |
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|
614 | /* Combo of fly_low and fly_high */ |
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|
615 | #define MOVE_SWIM 0x08 /* Swimming object */ |
519 | #define MOVE_SWIM 0x08 /* Swimming object */ |
616 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
520 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
617 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
521 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
618 | |
522 | |
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|
523 | #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ |
619 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
524 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
620 | |
525 | |
621 | /* typdef here to define type large enough to hold bitmask of |
526 | /* typdef here to define type large enough to hold bitmask of |
622 | * all movement types. Make one declaration so easy to update. |
527 | * all movement types. Make one declaration so easy to update. |
623 | * uint8 is defined yet, so just use what that would define it |
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|
624 | * at anyways. |
|
|
625 | */ |
528 | */ |
626 | typedef unsigned char MoveType; |
529 | typedef unsigned char MoveType; |
627 | |
530 | |
628 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
531 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
629 | * Basically, ob2 has to block all of ob1 movement types. |
532 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
633 | |
536 | |
634 | /* Basic macro to see if if ob1 can not move onto a space based |
537 | /* Basic macro to see if if ob1 can not move onto a space based |
635 | * on the 'type' move_block parameter |
538 | * on the 'type' move_block parameter |
636 | * Add check - if type is 0, don't stop anything from moving |
539 | * Add check - if type is 0, don't stop anything from moving |
637 | * onto it. |
540 | * onto it. |
638 | * |
541 | * |
639 | */ |
542 | */ |
640 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
543 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
641 | ((type) && (ob1->move_type & type) == ob1->move_type) |
544 | ((type) && (ob1->move_type & type) == ob1->move_type) |
642 | |
545 | |
643 | |
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|
644 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
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|
645 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
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|
646 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
546 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
647 | |
|
|
648 | /* Note: These values are only a default value, resizing can change them */ |
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|
649 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
650 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
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|
651 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
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|
652 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
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|
653 | |
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|
654 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
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|
655 | |
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|
656 | #define E_MONSTER 0x00000001 |
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|
657 | #define E_EXIT 0x00000002 |
|
|
658 | #define E_TREASURE 0x00000004 |
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|
659 | #define E_BACKGROUND 0x00000008 |
|
|
660 | #define E_DOOR 0x00000010 |
|
|
661 | #define E_SPECIAL 0x00000020 |
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|
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 |
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|
667 | #define E_OTHER 0x00000800 |
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|
668 | #define E_ARTIFACT 0x00001000 |
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|
669 | |
547 | |
670 | #define EXIT_PATH(xyz) (xyz)->slaying |
548 | #define EXIT_PATH(xyz) (xyz)->slaying |
671 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
549 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
672 | #define EXIT_X(xyz) (xyz)->stats.hp |
550 | #define EXIT_X(xyz) (xyz)->stats.hp |
673 | #define EXIT_Y(xyz) (xyz)->stats.sp |
551 | #define EXIT_Y(xyz) (xyz)->stats.sp |
674 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
552 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
675 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
553 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
676 | |
554 | |
677 | /* for use by the lighting code */ |
555 | /* for use by the lighting code */ |
678 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
556 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
679 | * large values allow objects that can |
557 | * large values allow objects that can |
680 | * slow down the game */ |
558 | * slow down the game */ |
681 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
559 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
682 | * practical reason to exceed this */ |
560 | * practical reason to exceed this */ |
|
|
561 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
|
|
562 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
683 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
563 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
684 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
564 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
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|
565 | // player position in blocked_los code |
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|
566 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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|
567 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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|
568 | |
685 | |
569 | |
686 | #define F_BUY 0 |
570 | #define F_BUY 0 |
687 | #define F_SELL 1 |
571 | #define F_SELL 1 |
688 | #define F_TRUE 2 /* True value of item, unadjusted */ |
572 | #define F_TRUE 2 /* True value of item, unadjusted */ |
689 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
573 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
690 | #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
574 | #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
691 | #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
575 | #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
692 | #define F_APPROX 32 /* flag to give a guess of item value */ |
576 | #define F_APPROX 32 /* flag to give a guess of item value */ |
693 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
577 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
694 | |
578 | |
695 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
579 | #define DIRX(xyz) freearr_x[(xyz)] |
696 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
580 | #define DIRY(xyz) freearr_y[(xyz)] |
697 | |
|
|
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 | |
581 | |
701 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
582 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
702 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
583 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
703 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
584 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
704 | |
585 | |
705 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
586 | /* 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 */ |
587 | each of them signed char, concatenated in a int16 */ |
707 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
588 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
708 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
589 | #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) |
590 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
591 | |
710 | #define FIRE_DIRECTIONAL 0 |
592 | #define FIRE_DIRECTIONAL 0 |
711 | #define FIRE_POSITIONAL 1 |
593 | #define FIRE_POSITIONAL 1 |
712 | |
594 | |
713 | /******************************************************************************/ |
595 | /******************************************************************************/ |
714 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
596 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
727 | /* CIRCLE1 = 32 */ |
609 | /* CIRCLE1 = 32 */ |
728 | /* + DISTATT = 1 */ |
610 | /* + DISTATT = 1 */ |
729 | /* ------------------- */ |
611 | /* ------------------- */ |
730 | /* attack_movement = 33 */ |
612 | /* attack_movement = 33 */ |
731 | /******************************************************************************/ |
613 | /******************************************************************************/ |
732 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
614 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
733 | /* attack from a distance - good for missile users only */ |
615 | /* attack from a distance - good for missile users only */ |
734 | #define RUNATT 2 /* run but attack if player catches up to object */ |
616 | #define RUNATT 2 /* run but attack if player catches up to object */ |
735 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
617 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
736 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
618 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
737 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
619 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
738 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
620 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
739 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
621 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
740 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
622 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
741 | /* maintains comfortable distance */ |
623 | /* maintains comfortable distance */ |
|
|
624 | |
742 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
625 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
743 | /* are set to this number, the monster follows a player */ |
626 | /* are set to this number, the monster follows a player */ |
744 | /* until the owner calls it back or off */ |
627 | /* until the owner calls it back or off */ |
745 | /* player followed denoted by 0b->owner */ |
628 | /* player followed denoted by 0b->owner */ |
746 | /* the monster will try to attack whatever the player is */ |
629 | /* the monster will try to attack whatever the player is */ |
747 | /* attacking, and will continue to do so until the owner */ |
630 | /* attacking, and will continue to do so until the owner */ |
748 | /* calls off the monster - a key command will be */ |
631 | /* calls off the monster - a key command will be */ |
749 | /* inserted to do so */ |
632 | /* inserted to do so */ |
750 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
633 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
751 | /* are set to this number, the monster will move in a */ |
634 | /* are set to this number, the monster will move in a */ |
752 | /* circle until it is attacked, or the enemy field is */ |
635 | /* circle until it is attacked, or the enemy field is */ |
753 | /* set, this is good for non-aggressive monsters and NPC */ |
636 | /* set, this is good for non-aggressive monsters and NPC */ |
754 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
637 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
755 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
638 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
756 | /* this is HORIZONTAL movement */ |
639 | /* this is HORIZONTAL movement */ |
757 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
640 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
758 | /* pace area is longer and the monster stops before */ |
641 | /* pace area is longer and the monster stops before */ |
759 | /* changing directions */ |
642 | /* changing directions */ |
760 | /* this is HORIZONTAL movement */ |
643 | /* this is HORIZONTAL movement */ |
761 | #define RANDO 96 /* the monster will go in a random direction until */ |
644 | #define RANDO 96 /* the monster will go in a random direction until */ |
762 | /* it is stopped by an obstacle, then it chooses another */ |
645 | /* it is stopped by an obstacle, then it chooses another */ |
763 | /* direction. */ |
646 | /* direction. */ |
764 | #define RANDO2 112 /* constantly move in a different random direction */ |
647 | #define RANDO2 112 /* constantly move in a different random direction */ |
765 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
648 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
766 | /* this is VERTICAL movement */ |
649 | /* this is VERTICAL movement */ |
767 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
650 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
768 | /* pace area is longer and the monster stops before */ |
651 | /* pace area is longer and the monster stops before */ |
769 | /* changing directions */ |
652 | /* changing directions */ |
770 | /* this is VERTICAL movement */ |
653 | /* this is VERTICAL movement */ |
771 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
654 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
772 | #define HI4 240 |
655 | #define HI4 240 |
773 | |
656 | |
774 | #define BLANK_FACE_NAME "blank.x11" |
657 | #define BLANK_FACE_NAME "blank.x11" |
775 | #define EMPTY_FACE_NAME "empty.x11" |
658 | #define EMPTY_FACE_NAME "empty.x11" |
|
|
659 | #define MAGICMOUTH_FACE_NAME "magicmouth.x11" |
776 | |
660 | |
777 | /* |
661 | /* |
778 | * Defines for the luck/random functions to make things more readable |
662 | * Defines for the luck/random functions to make things more readable |
779 | */ |
663 | */ |
780 | |
664 | |
… | |
… | |
783 | |
667 | |
784 | /* Flags for apply_special() */ |
668 | /* Flags for apply_special() */ |
785 | enum apply_flag |
669 | enum apply_flag |
786 | { |
670 | { |
787 | /* Basic flags/mode, always use one of these */ |
671 | /* Basic flags/mode, always use one of these */ |
788 | AP_TOGGLE = 0, |
672 | AP_TOGGLE = 0, |
789 | AP_APPLY = 1, |
673 | AP_APPLY = 0x01, |
790 | AP_UNAPPLY = 2, |
674 | AP_UNAPPLY = 0x02, |
791 | |
675 | AP_MODE = 0x03, |
792 | AP_BASIC_FLAGS = 0x0f, |
|
|
793 | |
676 | |
794 | /* Optional flags, for bitwise or with a basic flag */ |
677 | /* Optional flags, for bitwise or with a basic flag */ |
795 | AP_NO_MERGE = 0x10, |
678 | AP_NO_MERGE = 0x10, |
796 | AP_IGNORE_CURSE = 0x20, |
679 | AP_IGNORE_CURSE = 0x20, |
797 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
680 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
798 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
681 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
799 | }; |
682 | }; |
800 | |
683 | |
801 | /* Bitmask values for 'can_apply_object()' return values. |
684 | /* Bitmask values for 'can_apply_object()' return values. |
802 | * the CAN_APPLY_ prefix is to just note what function the |
685 | * the CAN_APPLY_ prefix is to just note what function the |
803 | * are returned from. |
686 | * are returned from. |
… | |
… | |
822 | * this one can be applied. Think of rings - human is wearing two |
705 | * this one can be applied. Think of rings - human is wearing two |
823 | * rings and tries to apply one - there are two possible rings he |
706 | * rings and tries to apply one - there are two possible rings he |
824 | * could remove. |
707 | * could remove. |
825 | * |
708 | * |
826 | */ |
709 | */ |
827 | #define CAN_APPLY_NEVER 0x1 |
710 | #define CAN_APPLY_NEVER 0x01 |
828 | #define CAN_APPLY_RESTRICTION 0x2 |
711 | #define CAN_APPLY_RESTRICTION 0x02 |
829 | #define CAN_APPLY_NOT_MASK 0xf |
712 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
713 | |
830 | #define CAN_APPLY_UNAPPLY 0x10 |
714 | #define CAN_APPLY_UNAPPLY 0x10 |
831 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
715 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
832 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
716 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
833 | |
717 | |
834 | // Cut off point of when an object is put on the active list or not |
718 | // Cut off point of when an object is put on the active list or not |
835 | // we use 2**-n because that can be represented exactly |
719 | // we use 2**-n because that can be represented exactly |
836 | // also make sure that this is a float, not double, constant |
720 | // also make sure that this is a float, not double, constant. |
|
|
721 | // some areas in the server divide by this value, so |
|
|
722 | // to avoid integer overflows it should not be much lower. |
837 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
723 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
838 | |
724 | |
839 | #define RANDOM() (rndm.next () & 0xffffffU) |
725 | /* have mercy on players and guarantee a somewhat higher speed */ |
840 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
726 | #define MIN_PLAYER_SPEED 0.04f |
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 | |
727 | |
864 | /* |
728 | /* |
865 | * Warning! |
729 | * Warning! |
866 | * If you add message types here, don't forget |
730 | * If you add message types here, don't forget |
867 | * to keep the client up to date too! |
731 | * to keep the client up to date too! |
… | |
… | |
954 | #define MSG_TYPE_ADMIN_RULES 1 |
818 | #define MSG_TYPE_ADMIN_RULES 1 |
955 | #define MSG_TYPE_ADMIN_NEWS 2 |
819 | #define MSG_TYPE_ADMIN_NEWS 2 |
956 | |
820 | |
957 | /** |
821 | /** |
958 | * Maximum distance a player may hear a sound from. |
822 | * Maximum distance a player may hear a sound from. |
959 | * This is only used for new client/server sound. If the sound source |
823 | * This is only used for client/server sound and say. If the sound source |
960 | * on the map is farther away than this, we don't sent it to the client. |
824 | * on the map is farther away than this, we don't sent it to the client. |
961 | */ |
825 | */ |
962 | #define MAX_SOUND_DISTANCE 16 |
826 | #define MAX_SOUND_DISTANCE 16 |
963 | |
827 | |
964 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
828 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
965 | #define INFO_CHANNEL "info" // lower_left box |
829 | #define INFO_CHANNEL "info" // lower_left box |
966 | #define SAY_CHANNEL "channel-say" |
830 | #define SAY_CHANNEL "say" |
967 | #define CHAT_CHANNEL "channel-chat" |
831 | #define CHAT_CHANNEL "chat" |
|
|
832 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
968 | |
833 | |
969 | /* The following are the color flags passed to new_draw_info. |
834 | /* The following are the color flags passed to new_draw_info. |
970 | * |
835 | * |
971 | * We also set up some control flags |
836 | * We also set up some control flags |
972 | * |
837 | * |
… | |
… | |
996 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
861 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
997 | /* using an int anyways, so we have the space */ |
862 | /* using an int anyways, so we have the space */ |
998 | /* to still do all the flags */ |
863 | /* to still do all the flags */ |
999 | |
864 | |
1000 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
865 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
1001 | #define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist |
866 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
867 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
1002 | #define NDI_CLIENT_MASK 0x7f // what the client is allowed to see |
868 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
1003 | |
869 | |
1004 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
870 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
1005 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
871 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
1006 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
872 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
873 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
1007 | |
874 | |
1008 | #endif /* DEFINE_H */ |
875 | #endif /* DEFINE_H */ |
1009 | |
876 | |