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Comparing deliantra/server/include/define.h (file contents):
Revision 1.1.1.3 by elmex, Wed Mar 15 14:04:54 2006 UTC vs.
Revision 1.70 by root, Tue Aug 28 02:37:15 2007 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: define.h,v 1.1.1.3 2006/03/15 14:04:54 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* 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 */
30 25
31/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
36 */ 31 */
37 32
38#ifndef DEFINE_H 33#ifndef DEFINE_H
39#define DEFINE_H 34#define DEFINE_H
40 35
41/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly.
44 */
45#if !defined(__STDC__)
46/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error.
48 */
49error - Your ANSI C compiler should be defining __STDC__;
50#endif
51
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 36#include <autoconf.h>
54#endif
55 37
56#define FONTDIR "" 38#define FONTDIR ""
57#define FONTNAME "" 39#define FONTNAME ""
58 40
59/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
61 43
62#ifdef __NetBSD__ 44#ifdef __NetBSD__
63#include <sys/param.h> 45# include <sys/param.h>
64#endif 46#endif
65#ifndef MIN 47#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 48# define MIN(x,y) min (x, y)
67#endif 49#endif
68#ifndef MAX 50#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 51# define MAX(x,y) max (x, y)
70#endif 52#endif
71 53
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
73#ifndef NAME_MAX 55#define NAME_LEN 127
74#define NAME_MAX 255
75#endif
76 56
77/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 58#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 60#endif
81 61
82/* MIN3 is basically like MIN, but instead does 3 values. */ 62/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 63#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 64# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 65#endif
86 66
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
89 69
90#define MAX_BUF 256 /* Used for all kinds of things */ 70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
80#define MAX_BUF 1024
81 /* Used for all kinds of things */
91#define VERY_BIG_BUF 1024 82#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 85
95#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
96 87
97#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
98 89
99#define MAX_NAME 48 90#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
102 92
103/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
104#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 96#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
107#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
108 99
109/* TYPE DEFINES */ 100/* TYPE DEFINES */
101
110/* Only add new values to this list if somewhere in the program code, 102/* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not 103 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen 104 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 105 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 106 * the monster type, that can not be handled by any of the numerous
115 * flags 107 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 108 * Also, if you add new entries, try and fill up the holes in this list.
117 * Additionally, when you add a new entry, include it in the table in item.c 109 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 110 */
119 111
120/* type 0 will be undefined and shows a non valid type information */ 112/* USED TYPES: (for dead types please look at the bottom of the type
113 * definitions)
114 */
121 115
122#define PLAYER 1 116/* type 0 objects have the default behaviour */
123#define TRANSPORT 2 /* see doc/Developers/objects */ 117
124#define ROD 3 118#define PLAYER 1
119#define TRANSPORT 2 /* see pod/objects.pod */
120#define ROD 3
125#define TREASURE 4 121#define TREASURE 4
126#define POTION 5 122#define POTION 5
127#define FOOD 6 123#define FOOD 6
128#define POISON 7 124#define POISON 7
129#define BOOK 8 125#define BOOK 8
130#define CLOCK 9 126#define CLOCK 9
131/*#define FBULLET 10 */ 127
132/*#define FBALL 11 */ 128#define ARROW 13
133#define LIGHTNING 12 129#define BOW 14
134#define ARROW 13
135#define BOW 14
136#define WEAPON 15 130#define WEAPON 15
137#define ARMOUR 16 131#define ARMOUR 16
138#define PEDESTAL 17 132#define PEDESTAL 17
139#define ALTAR 18 133#define ALTAR 18
140/*#define CONFUSION 19 */ 134
141#define LOCKED_DOOR 20 135#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 136#define SPECIAL_KEY 21
143#define MAP 22 137#define MAP 22
144#define DOOR 23 138#define DOOR 23
145#define KEY 24 139#define KEY 24
146/*#define MMISSILE 25 */ 140
147#define TIMED_GATE 26 141#define TIMED_GATE 26
148#define TRIGGER 27 142#define TRIGGER 27
149#define GRIMREAPER 28 143#define GRIMREAPER 28
150#define MAGIC_EAR 29 144#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 145#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 146#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 147#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 148#define SHIELD 33
155#define HELMET 34 149#define HELMET 34
156#define HORN 35 150#define HORN 35
157#define MONEY 36 151#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 152#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 153#define GRAVESTONE 38
160#define AMULET 39 154#define AMULET 39
161#define PLAYERMOVER 40 155#define PLAYERMOVER 40
162#define TELEPORTER 41 156#define TELEPORTER 41
163#define CREATOR 42 157#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 158#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 159
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 160#define EARTHWALL 45
169#define GOLEM 46 161#define GOLEM 46
170/*#define BOMB 47 */ 162
171#define THROWN_OBJ 48 163#define THROWN_OBJ 48
172#define BLINDNESS 49 164#define BLINDNESS 49
173#define GOD 50 165#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 166#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 167 * which notices the presense of
177 /* another object and is triggered */ 168 * another object and is triggered
178 /* like buttons. */ 169 * like buttons.
170 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 171#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 172 * force into a player with a specified string WHEN TRIGGERED.
173 */
181#define DEAD_OBJECT 53 174#define DEAD_OBJECT 53
182#define DRINK 54 175#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 176#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 177 * force into a player with a specified string.
178 */
185#define HOLY_ALTAR 56 179#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 180#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 181#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 182
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 183#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 184 * a monster into a peaceful being incapable of attack.
191#define GEM 60 185 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 186#define GEM 60
187
193#define FIREWALL 62 188#define FIREWALL 62
194#define ANVIL 63 189#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
197 * values of last_sp set how to change: 192 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
203#define EXIT 66 198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
201#define EXIT 66
204#define ENCOUNTER 67 202#define ENCOUNTER 67
205#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
206#define SHOP_MAT 69 204#define SHOP_MAT 69
207#define RING 70 205#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 206#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 210#define LIGHTER 75
213 211
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
215 * types are not used in any archetypes, and should perhaps be removed.
216 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218 213
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 214
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
225 chairs from here. */ 219 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 220
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 221#define LAMP 82 /* a lamp */
228#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 223
231#define SPELLBOOK 85 224#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */
233#define CLOAK 87
234/*#define CONE 88 */
235/*#define AURA 89 *//* aura spell object */
236 225
226#define CLOAK 87
227
237#define SPINNER 90 228#define SPINNER 90
238#define GATE 91 229#define GATE 91
239#define BUTTON 92 230#define BUTTON 92
240#define CF_HANDLE 93 231#define CF_HANDLE 93
241#define HOLE 94 232#define HOLE 94
242#define TRAPDOOR 95 233#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 234
244/*#define PARAIMAGE 97 */ 235#define SIGN 98
245#define SIGN 98 236#define BOOTS 99
246#define BOOTS 99
247#define GLOVES 100 237#define GLOVES 100
248#define SPELL 101 238#define SPELL 101
249#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
250#define CONVERTER 103 240#define CONVERTER 103
251#define BRACERS 104 241#define BRACERS 104
252#define POISONING 105 242#define POISONING 105
253#define SAVEBED 106 243#define SAVEBED 106
254#define POISONCLOUD 107 244
255#define FIREHOLES 108 245#define WAND 109
256#define WAND 109 246
257/*#define ABILITY 110*/ 247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
258#define SCROLL 111 248#define SCROLL 111
259#define DIRECTOR 112 249#define DIRECTOR 112
260#define GIRDLE 113 250#define GIRDLE 113
261#define FORCE 114 251#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 256#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
268 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282#define NUM_TYPES 166 // must be max(type) + 1
283
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
269/* unused: 125 - 129 321/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 322 * type 125 was MONEY_CHANGER
271 */ 323 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
273#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 324//#define CANCELLATION 141 /* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
278/*#define SWARM_SPELL 153*/ 326//#define SWARM_SPELL 153
279#define RUNE 154
280#define TRAP 155
281
282#define POWER_CRYSTAL 156
283#define CORPSE 157
284
285#define DISEASE 158
286#define SYMPTOM 159
287
288#define BUILDER 160 /* Generic item builder, see subtypes */
289#define MATERIAL 161 /* Material for building */
290/* #define GPS 162 Ground positionning system, moved to Python plugin */ 327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
291#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
292#define QUEST 164 /* See below for subtypes */ 328//#define QUEST 164 /* See below for subtypes */
329
293/* END TYPE DEFINE */ 330/* END TYPE DEFINE */
294 331
332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
333
295/* Subtypes for BUILDER */ 334/* Subtypes for BUILDER */
296#define ST_BD_BUILD 1 /* Builds an item */ 335#define ST_BD_BUILD 1 /* Builds an item */
297#define ST_BD_REMOVE 2 /* Removes an item */ 336#define ST_BD_REMOVE 2 /* Removes an item */
298 337
299/* Subtypes for MATERIAL */ 338/* Subtypes for MATERIAL */
300#define ST_MAT_FLOOR 1 /* Floor */ 339#define ST_MAT_FLOOR 1 /* Floor */
301#define ST_MAT_WALL 2 /* Wall */ 340#define ST_MAT_WALL 2 /* Wall */
302#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 341#define ST_MAT_ITEM 3 /* All other items, including doors & such */
303
304/* Subtypes for QUEST */
305#define QUEST_IN_PROGRESS 1
306#define QUEST_DONE_QUEST 2
307#define QUEST_DONE_TASK 3
308#define QUEST_START_QUEST 4
309#define QUEST_END_QUEST 5
310#define QUEST_START_TASK 6
311#define QUEST_END_TASK 7
312#define QUEST_OVERRIDE 8
313#define QUEST_ON_ACTIVATE 9
314 342
315/* definitions for weapontypes */ 343/* definitions for weapontypes */
316 344
317#define WEAP_HIT 0 /* the basic */ 345#define WEAP_HIT 0 /* the basic */
318#define WEAP_SLASH 1 /* slash */ 346#define WEAP_SLASH 1 /* slash */
319#define WEAP_PIERCE 2 /* arrows, stiletto */ 347#define WEAP_PIERCE 2 /* arrows, stiletto */
320#define WEAP_CLEAVE 3 /* axe */ 348#define WEAP_CLEAVE 3 /* axe */
321#define WEAP_SLICE 4 /* katana */ 349#define WEAP_SLICE 4 /* katana */
322#define WEAP_STAB 5 /* knife, dagger */ 350#define WEAP_STAB 5 /* knife, dagger */
323#define WEAP_WHIP 6 /* whips n chains */ 351#define WEAP_WHIP 6 /* whips n chains */
324#define WEAP_CRUSH 7 /* big hammers, flails */ 352#define WEAP_CRUSH 7 /* big hammers, flails */
325#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 353#define WEAP_BLUD 8 /* bludgeoning, club, stick */
326 354
327typedef struct typedata { 355typedef struct typedata
356{
328 int number; 357 int number;
329 const char *name; 358 const char *name;
330 const char *name_pl; 359 const char *name_pl;
331 int identifyskill; 360 int identifyskill;
332 int identifyskill2; 361 int identifyskill2;
333} typedata; 362} typedata;
334 363
335extern const int ItemTypesSize; 364extern const int ItemTypesSize;
336extern typedata ItemTypes[]; 365extern typedata ItemTypes[];
337 366
374#define PU_READABLES 0x00400000 403#define PU_READABLES 0x00400000
375#define PU_MAGIC_DEVICE 0x00800000 404#define PU_MAGIC_DEVICE 0x00800000
376 405
377#define PU_NOT_CURSED 0x01000000 406#define PU_NOT_CURSED 0x01000000
378#define PU_JEWELS 0x02000000 407#define PU_JEWELS 0x02000000
408#define PU_FLESH 0x04000000
379 409
380 410
381/* Instead of using arbitrary constants for indexing the 411/* Instead of using arbitrary constants for indexing the
382 * freearr, add these values. <= SIZEOFFREE1 will get you 412 * freearr, add these values. <= SIZEOFFREE1 will get you
383 * within 1 space. <= SIZEOFFREE2 wll get you withing 413 * within 1 space. <= SIZEOFFREE2 wll get you withing
386 */ 416 */
387#define SIZEOFFREE1 8 417#define SIZEOFFREE1 8
388#define SIZEOFFREE2 24 418#define SIZEOFFREE2 24
389#define SIZEOFFREE 49 419#define SIZEOFFREE 49
390 420
391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 421#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392 422
393/* Flag structure now changed. 423/*
394 * Each flag is now a bit offset, starting at zero. The macros
395 * will update/read the appropriate flag element in the object
396 * structure.
397 *
398 * Hopefully, since these offsets are integer constants set at run time,
399 * the compiler will reduce the macros something as simple as the
400 * old system was.
401 *
402 * Flags now have FLAG as the prefix. This to be clearer, and also
403 * to make sure F_ names are not still being used anyplace.
404 *
405 * The macros below assume that the flag size for each element is 32
406 * bits. IF it is smaller, bad things will happen. See structs.h
407 * for more info.
408 *
409 * All functions should use the macros below. In process of converting
410 * to the new system, I find several files that did not use the previous
411 * macros.
412 *
413 * If any FLAG's are or changed, make sure the flag_names structure in 424 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 425 * common/loader.l is updated.
415 * 426 */
416 * flags[0] is 0 to 31 427
417 * flags[1] is 32 to 63
418 * flags[2] is 64 to 95
419 * flags[3] is 96 to 127
420 */
421/* Basic routines to do above */ 428/* Basic routines to do above */
422#define SET_FLAG(xyz, p) \ 429#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
423 ((xyz)->flags[p/32] |= (1U << (p % 32))) 430#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
424#define CLEAR_FLAG(xyz, p) \ 431#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
425 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
426#define QUERY_FLAG(xyz, p) \
427 ((xyz)->flags[p/32] & (1U << (p % 32)))
428#define COMPARE_FLAGS(p,q) \
429 ( \
430 ((p)->flags[0] == (q)->flags[0]) && \
431 ((p)->flags[1] == (q)->flags[1]) && \
432 ((p)->flags[2] == (q)->flags[2]) && \
433 ((p)->flags[3] == (q)->flags[3]) \
434 )
435/* convenience macros to determine what kind of things we are dealing with */
436
437#define IS_WEAPON(op) \
438 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
439
440#define IS_ARMOR(op) \
441 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
442 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
443 op->type == BRACERS || op->type == GIRDLE)
444
445#define IS_LIVE(op) \
446 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
447 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
448 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
449
450#define IS_ARROW(op) \
451 (op->type==ARROW || \
452 (op->type==SPELL_EFFECT && \
453 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
454
455/* This return TRUE if object has still randomitems which
456 * could be expanded.
457 */
458#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459 432
460/* the flags */ 433/* the flags */
461 434
462#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
463#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
464#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 437#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
465#define FLAG_FREED 3 /* Object is in the list of free objects */ 438#define FLAG_FREED 3 /* Object is in the list of free objects */
466#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
467#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
468#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
469#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 442#define FLAG_USE_SHIELD 7
443 /* Can this creature use a shield? */
470 444
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 445#define FLAG_NO_PICK 8 /* Object can't be picked up */
446
472/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 447/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
473/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 448/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449
474#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 450#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
451
475/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 452/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
476/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 453/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
454
477#define FLAG_MONSTER 14 /* Will attack players */ 455#define FLAG_MONSTER 14 /* Will attack players */
478#define FLAG_FRIENDLY 15 /* Will help players */ 456#define FLAG_FRIENDLY 15 /* Will help players */
479 457
480#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 458#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
481#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 459#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
482#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 460#define FLAG_AUTO_APPLY 18
483#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 461 /* Will be applied when created */
462#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
484#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 463#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
485#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 464#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
486#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 465#define FLAG_CAN_ROLL 22 /* Object can be rolled */
487#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 466#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
488#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 467#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
468
489/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 469/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
490/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 470/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
491/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 471/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
492#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 472
493#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 473#define FLAG_IS_USED_UP 28
494#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 474 /* When (--food<0) the object will exit */
475#define FLAG_IDENTIFIED 29
476 /* Player knows full info about item */
477#define FLAG_REFLECTING 30
478 /* Object reflects from walls (lightning) */
495#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 479#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
496 480
497/* Start of values in flags[1] */
498#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
499#define FLAG_HITBACK 33 /* Object will hit back when hit */ 482#define FLAG_HITBACK 33 /* Object will hit back when hit */
500#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 483#define FLAG_STARTEQUIP 34
501#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 484 /* Object was given to player at start */
485#define FLAG_BLOCKSVIEW 35
486 /* Object blocks view */
502#define FLAG_UNDEAD 36 /* Monster is undead */ 487#define FLAG_UNDEAD 36 /* Monster is undead */
503#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 488#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
504#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 489#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
505#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 490#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
506 491
507#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 492#define FLAG_REFL_SPELL 40
493 /* Spells (some) will reflect from object */
508#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 494#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
509#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 495#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
510#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
511#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 497#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
512#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
513 but can still attack at a distance */ 499 but can still attack at a distance */
500
514/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 501/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
515 thru this object as if it wasn't there */ 502 thru this object as if it wasn't there */
516/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 503/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
517 504
518#define FLAG_PICK_UP 48 /* Can pick up */ 505#define FLAG_PICK_UP 48 /* Can pick up */
519#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
520#define FLAG_NO_DROP 50 /* Object can't be dropped */ 507#define FLAG_NO_DROP 50 /* Object can't be dropped */
521#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
522#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 509#define FLAG_CAST_SPELL 52
523#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 510 /* (Monster) can learn and cast spells */
511#define FLAG_USE_SCROLL 53
512 /* (Monster) can read scroll */
524#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 513#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
525#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 514#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
526 515
527#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 516#define FLAG_USE_ARMOUR 56
528#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 517 /* (Monster) can wear armour/shield/helmet */
518#define FLAG_USE_WEAPON 57
519 /* (Monster) can wield weapons */
529#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 520#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
530#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 521#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
531#define FLAG_READY_BOW 60 /* not implemented yet */ 522#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
532#define FLAG_XRAYS 61 /* X-ray vision */ 523#define FLAG_XRAYS 61 /* X-ray vision */
533#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
534#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 525#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
535 526
536/* Start of values in flags[2] */
537#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 527#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
538#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 528#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
539#define FLAG_SLEEP 66 /* NPC is sleeping */ 529#define FLAG_SLEEP 66 /* NPC is sleeping */
540#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 530#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
541#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 531#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
542#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 532#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
543#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 533#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
544#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 534#define FLAG_STEALTH 71 /* Will wake monsters with less range */
545 535
546#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 536#define FLAG_WIZPASS 72 /* The wizard can go through walls */
547#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 537#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
548#define FLAG_CURSED 74 /* The object is cursed */ 538#define FLAG_CURSED 74 /* The object is cursed */
549#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 539#define FLAG_DAMNED 75 /* The object is _very_ cursed */
550#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 540#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
551#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 541#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
552#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 542#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
553#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 543#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
554 544
555#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 545#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
556#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 546#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
557#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 547#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
558/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 548
549#define FLAG_PRECIOUS 83 // object is precious (pets)
559#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 550#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
560#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 551#define FLAG_MAKE_INVIS 85
561#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 552 /* (Item) gives invisibility when applied */
553#define FLAG_INV_LOCKED 86
554 /* Item will not be dropped from inventory */
562#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 555#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
563 556
564#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 557#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
565#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 558#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
566#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 559#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
567#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 560#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
568#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 561#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 562#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
570#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 563#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
564
571/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 565/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
572 566
573/* Start of values in flags[3] */
574#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 567#define FLAG_NO_STEAL 96 /* Item can't be stolen */
575#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 568#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
576 * away (replaces ghosthit) 569 * away (replaces ghosthit)
577 */ 570 */
578#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 571#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
579 * detect cases were the server is trying 572 * detect cases were the server is trying
580 * to send an upditem when we have not 573 * to send an upditem when we have not
581 * actually sent the item. 574 * actually sent the item.
582 */ 575 */
583 576
584#define FLAG_BERSERK 99 /* monster will attack closest living 577#define FLAG_BERSERK 99 /* monster will attack closest living
585 object */ 578 object */
586#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 579#define FLAG_NEUTRAL 100 /* monster is from type neutral */
587#define FLAG_NO_ATTACK 101 /* monster don't attack */ 580#define FLAG_NO_ATTACK 101 /* monster don't attack */
588#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 581#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
589#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 582#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
590 * load_original_map() */ 583 * load_original_map() */
591#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 584#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
592 * the overlay, and is not subject to 585 * the overlay, and is not subject to
593 * decay. */ 586 * decay. */
594#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 587#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
595#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 588#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
596#define FLAG_IS_WATER 107 589#define FLAG_IS_WATER 107
597#define FLAG_CONTENT_ON_GEN 108 590#define FLAG_CONTENT_ON_GEN 108
598#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 591#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
599#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 592#define FLAG_IS_BUILDABLE 110 /* Can build on item */
600#define FLAG_AFK 111 /* Player is AFK */ 593#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
594#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
595
601#define NUM_FLAGS 111 /* Should always be equal to the last 596#define NUM_FLAGS 113 /* Should always be equal to the last
602 * defined flag. If you change this, 597 * defined flag + 1. If you change this,
603 * make sure you update the flag_links 598 * make sure you update the flag_links
604 * in common/loader.l 599 * in common/loader.l
605 */ 600 */
606 601
607/* Values can go up to 127 before the size of the flags array in the 602/* Values can go up to 127 before the size of the flags array in the
608 * object structure needs to be enlarged. 603 * object structure needs to be enlarged.
609 * So there are 18 available flags slots 604 * So there are 18 available flags slots
610 */ 605 */
611 606
612
613#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 607#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
614
615#if 0
616/* These should no longer be needed - access move_slow_penalty
617 * directly.
618 */
619#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
620#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
621#endif
622 608
623/* If you add new movement types, you may need to update 609/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 610 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 611 * change_abil() probably should be updated also.
626 */ 612 */
627#define MOVE_WALK 0x1 /* Object walks */ 613#define MOVE_WALK 0x01 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 614#define MOVE_FLY_LOW 0x02 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 615#define MOVE_FLY_HIGH 0x04 /* High flying object */
630#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 616#define MOVE_FLYING 0x06
617 /* Combo of fly_low and fly_high */
631#define MOVE_SWIM 0x8 /* Swimming object */ 618#define MOVE_SWIM 0x08 /* Swimming object */
632#define MOVE_BOAT 0x10 /* Boats/sailing */ 619#define MOVE_BOAT 0x10 /* Boats/sailing */
620#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
621
633#define MOVE_ALL 0x1f /* Mask of all movement types */ 622#define MOVE_ALL 0x3f /* Mask of all movement types */
634
635/* the normal assumption is that objects are walking/flying.
636 * So often we don't want to block movement, but still don't want
637 * to allow all types (swimming is rather specialized) - I also
638 * expect as more movement types show up, this is likely to get
639 * updated. Basically, this is the default for spaces that allow
640 * movement - anything but swimming right now. If you really
641 * want nothing at all, then can always set move_block to 0
642 */
643#define MOVE_BLOCK_DEFAULT MOVE_SWIM
644 623
645/* typdef here to define type large enough to hold bitmask of 624/* typdef here to define type large enough to hold bitmask of
646 * all movement types. Make one declaration so easy to update. 625 * all movement types. Make one declaration so easy to update.
647 * uint8 is defined yet, so just use what that would define it 626 * uint8 is defined yet, so just use what that would define it
648 * at anyways. 627 * at anyways.
649 */ 628 */
650typedef unsigned char MoveType; 629typedef unsigned char MoveType;
651 630
652/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 631/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
653 * Basically, ob2 has to block all of ob1 movement types. 632 * Basically, ob2 has to block all of ob1 movement types.
654 */ 633 */
655#define OB_MOVE_BLOCK(ob1, ob2) \ 634#define OB_MOVE_BLOCK(ob1, ob2) \
660 * Add check - if type is 0, don't stop anything from moving 639 * Add check - if type is 0, don't stop anything from moving
661 * onto it. 640 * onto it.
662 * 641 *
663 */ 642 */
664#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 643#define OB_TYPE_MOVE_BLOCK(ob1, type) \
665 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 644 ((type) && (ob1->move_type & type) == ob1->move_type)
666 645
667 646
668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 647#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 648#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 649#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
671 650
672/* Note: These values are only a default value, resizing can change them */ 651/* Note: These values are only a default value, resizing can change them */
673#define INV_SIZE 12 /* How many items can be viewed in inventory */ 652#define INV_SIZE 12 /* How many items can be viewed in inventory */
674#define LOOK_SIZE 6 /* ditto, but for the look-window */ 653#define LOOK_SIZE 6 /* ditto, but for the look-window */
675#define MAX_INV_SIZE 40 /* For initializing arrays */ 654#define MAX_INV_SIZE 40 /* For initializing arrays */
676#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 655#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
677 656
678#define EDITABLE(xyz) ((xyz)->arch->editable) 657#define EDITABLE(xyz) ((xyz)->arch->editable)
679 658
680#define E_MONSTER 0x00000001 659#define E_MONSTER 0x00000001
681#define E_EXIT 0x00000002 660#define E_EXIT 0x00000002
697#define EXIT_Y(xyz) (xyz)->stats.sp 676#define EXIT_Y(xyz) (xyz)->stats.sp
698#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 677#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
699#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 678#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
700 679
701/* for use by the lighting code */ 680/* for use by the lighting code */
702#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 681#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
703 * large values allow objects that can 682 * large values allow objects that can
704 * slow down the game */ 683 * slow down the game */
705#define MAX_DARKNESS 5 /* maximum map darkness, there is no 684#define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */ 685 * practical reason to exceed this */
707#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 686#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
708 MAX_LIGHT_RADII:(xyz)->glow_radius; 687 MAX_LIGHT_RADII:(xyz)->glow_radius;
709 688
710#define F_BUY 0 689#define F_BUY 0
711#define F_SELL 1 690#define F_SELL 1
712#define F_TRUE 2 /* True value of item, unadjusted */ 691#define F_TRUE 2 /* True value of item, unadjusted */
713#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 692#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
714#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 693#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
715#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 694#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
716#define F_APPROX 32 /* flag to give a guess of item value */ 695#define F_APPROX 32 /* flag to give a guess of item value */
717#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 696#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
718 697
719#define DIRX(xyz) freearr_x[(xyz)->direction] 698#define DIRX(xyz) freearr_x[(xyz)->direction]
720#define DIRY(xyz) freearr_y[(xyz)->direction] 699#define DIRY(xyz) freearr_y[(xyz)->direction]
721 700
722#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 701#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
751/* CIRCLE1 = 32 */ 730/* CIRCLE1 = 32 */
752/* + DISTATT = 1 */ 731/* + DISTATT = 1 */
753/* ------------------- */ 732/* ------------------- */
754/* attack_movement = 33 */ 733/* attack_movement = 33 */
755/******************************************************************************/ 734/******************************************************************************/
756#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 735#define DISTATT 1 /* move toward a player if far, but mantain some space, */
757 /* attack from a distance - good for missile users only */ 736 /* attack from a distance - good for missile users only */
758#define RUNATT 2 /* run but attack if player catches up to object */ 737#define RUNATT 2 /* run but attack if player catches up to object */
759#define HITRUN 3 /* run to then hit player then run away cyclicly */ 738#define HITRUN 3 /* run to then hit player then run away cyclicly */
760#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 739#define WAITATT 4 /* wait for player to approach then hit, move if hit */
761#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 740#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
762#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 741#define ALLRUN 6 /* always run never attack good for sim. of weak player */
763#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 742#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
764#define WAIT2 8 /* monster does not try to move towards player if far */ 743#define WAIT2 8 /* monster does not try to move towards player if far */
765 /* maintains comfortable distance */ 744 /* maintains comfortable distance */
766#define PETMOVE 16 /* if the upper four bits of attack_movement */ 745#define PETMOVE 16 /* if the upper four bits of attack_movement */
767 /* are set to this number, the monster follows a player */ 746 /* are set to this number, the monster follows a player */
768 /* until the owner calls it back or off */ 747 /* until the owner calls it back or off */
769 /* player followed denoted by 0b->owner */ 748 /* player followed denoted by 0b->owner */
770 /* the monster will try to attack whatever the player is */ 749 /* the monster will try to attack whatever the player is */
771 /* attacking, and will continue to do so until the owner */ 750 /* attacking, and will continue to do so until the owner */
772 /* calls off the monster - a key command will be */ 751 /* calls off the monster - a key command will be */
773 /* inserted to do so */ 752 /* inserted to do so */
774#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 753#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
775 /* are set to this number, the monster will move in a */ 754 /* are set to this number, the monster will move in a */
776 /* circle until it is attacked, or the enemy field is */ 755 /* circle until it is attacked, or the enemy field is */
777 /* set, this is good for non-aggressive monsters and NPC */ 756 /* set, this is good for non-aggressive monsters and NPC */
778#define CIRCLE2 48 /* same as above but a larger circle is used */ 757#define CIRCLE2 48 /* same as above but a larger circle is used */
779#define PACEH 64 /* The Monster will pace back and forth until attacked */ 758#define PACEH 64 /* The Monster will pace back and forth until attacked */
780 /* this is HORIZONTAL movement */ 759 /* this is HORIZONTAL movement */
781#define PACEH2 80 /* the monster will pace as above but the length of the */ 760#define PACEH2 80 /* the monster will pace as above but the length of the */
782 /* pace area is longer and the monster stops before */ 761 /* pace area is longer and the monster stops before */
783 /* changing directions */ 762 /* changing directions */
784 /* this is HORIZONTAL movement */ 763 /* this is HORIZONTAL movement */
785#define RANDO 96 /* the monster will go in a random direction until */ 764#define RANDO 96 /* the monster will go in a random direction until */
786 /* it is stopped by an obstacle, then it chooses another */ 765 /* it is stopped by an obstacle, then it chooses another */
787 /* direction. */ 766 /* direction. */
788#define RANDO2 112 /* constantly move in a different random direction */ 767#define RANDO2 112 /* constantly move in a different random direction */
789#define PACEV 128 /* The Monster will pace back and forth until attacked */ 768#define PACEV 128 /* The Monster will pace back and forth until attacked */
790 /* this is VERTICAL movement */ 769 /* this is VERTICAL movement */
791#define PACEV2 144 /* the monster will pace as above but the length of the */ 770#define PACEV2 144 /* the monster will pace as above but the length of the */
792 /* pace area is longer and the monster stops before */ 771 /* pace area is longer and the monster stops before */
793 /* changing directions */ 772 /* changing directions */
794 /* this is VERTICAL movement */ 773 /* this is VERTICAL movement */
795#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 774#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
796#define HI4 240 775#define HI4 240
797 776
798/*
799 * Use of the state-variable in player objects:
800 */
801
802#define ST_PLAYING 0
803#define ST_PLAY_AGAIN 1
804#define ST_ROLL_STAT 2
805#define ST_CHANGE_CLASS 3
806#define ST_CONFIRM_QUIT 4
807#define ST_CONFIGURE 5
808#define ST_GET_NAME 6
809#define ST_GET_PASSWORD 7
810#define ST_CONFIRM_PASSWORD 8
811#define ST_GET_PARTY_PASSWORD 10
812
813#define BLANK_FACE_NAME "blank.111" 777#define BLANK_FACE_NAME "blank.x11"
814#define EMPTY_FACE_NAME "empty.111" 778#define EMPTY_FACE_NAME "empty.x11"
815#define DARK_FACE1_NAME "dark1.111"
816#define DARK_FACE2_NAME "dark2.111"
817#define DARK_FACE3_NAME "dark3.111"
818#define SMOOTH_FACE_NAME "default_smoothed.111"
819 779
820/* 780/*
821 * Defines for the luck/random functions to make things more readable 781 * Defines for the luck/random functions to make things more readable
822 */ 782 */
823 783
824#define PREFER_HIGH 1 784#define PREFER_HIGH 1
825#define PREFER_LOW 0 785#define PREFER_LOW 0
826 786
827/* Simple function we use below to keep adding to the same string 787/* Flags for apply_special() */
828 * but also make sure we don't overwrite that string. 788enum apply_flag
829 */
830static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
831{ 789{
832 if (*curlen == (maxlen-1)) return;
833 strncpy(dest+*curlen, orig, maxlen-*curlen-1);
834 dest[maxlen-1]=0;
835 *curlen += strlen(orig);
836 if (*curlen>(maxlen-1)) *curlen=maxlen-1;
837}
838
839
840/* The SAFE versions of these call the safe_strcat function above.
841 * Ideally, all functions should use the SAFE functions, but they
842 * require some extra support in the calling function to remain as
843 * efficient.
844 */
845#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
846 if(variable) { \
847 int i,j=0; \
848 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
849 for(i=0; i<NROFATTACKS; i++) \
850 if(variable & (1<<i)) { \
851 if (j) \
852 safe_strcat(retbuf,", ", len, maxlen); \
853 else \
854 j = 1; \
855 safe_strcat(retbuf, attacks[i], len, maxlen); \
856 } \
857 safe_strcat(retbuf,")",len,maxlen); \
858 }
859
860
861/* separated this from the common/item.c file. b.t. Dec 1995 */
862
863#define DESCRIBE_ABILITY(retbuf, variable, name) \
864 if(variable) { \
865 int i,j=0; \
866 strcat(retbuf,"(" name ": "); \
867 for(i=0; i<NROFATTACKS; i++) \
868 if(variable & (1<<i)) { \
869 if (j) \
870 strcat(retbuf,", "); \
871 else \
872 j = 1; \
873 strcat(retbuf, attacks[i]); \
874 } \
875 strcat(retbuf,")"); \
876 }
877
878
879#define DESCRIBE_PATH(retbuf, variable, name) \
880 if(variable) { \
881 int i,j=0; \
882 strcat(retbuf,"(" name ": "); \
883 for(i=0; i<NRSPELLPATHS; i++) \
884 if(variable & (1<<i)) { \
885 if (j) \
886 strcat(retbuf,", "); \
887 else \
888 j = 1; \
889 strcat(retbuf, spellpathnames[i]); \
890 } \
891 strcat(retbuf,")"); \
892 }
893
894
895#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
896 if(variable) { \
897 int i,j=0; \
898 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
899 for(i=0; i<NRSPELLPATHS; i++) \
900 if(variable & (1<<i)) { \
901 if (j) \
902 safe_strcat(retbuf,", ", len, maxlen); \
903 else \
904 j = 1; \
905 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
906 } \
907 safe_strcat(retbuf,")", len, maxlen); \
908 }
909
910/* Flags for apply_special() */
911enum apply_flag {
912 /* Basic flags, always use one of these */ 790 /* Basic flags/mode, always use one of these */
913 AP_NULL = 0, 791 AP_TOGGLE = 0,
914 AP_APPLY = 1, 792 AP_APPLY = 1,
915 AP_UNAPPLY = 2, 793 AP_UNAPPLY = 2,
916 794
917 AP_BASIC_FLAGS = 15, 795 AP_BASIC_FLAGS = 0x0f,
918 796
919 /* Optional flags, for bitwise or with a basic flag */ 797 /* Optional flags, for bitwise or with a basic flag */
920 AP_NO_MERGE = 16, 798 AP_NO_MERGE = 0x10,
921 AP_IGNORE_CURSE = 32, 799 AP_IGNORE_CURSE = 0x20,
922 AP_PRINT = 64 /* Print what to do, don't actually do it */ 800 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
923 /* Note this is supported in all the functions */ 801 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
924
925}; 802};
926 803
927/* Bitmask values for 'can_apply_object()' return values. 804/* Bitmask values for 'can_apply_object()' return values.
928 * the CAN_APPLY_ prefix is to just note what function the 805 * the CAN_APPLY_ prefix is to just note what function the
929 * are returned from. 806 * are returned from.
955#define CAN_APPLY_NOT_MASK 0xf 832#define CAN_APPLY_NOT_MASK 0xf
956#define CAN_APPLY_UNAPPLY 0x10 833#define CAN_APPLY_UNAPPLY 0x10
957#define CAN_APPLY_UNAPPLY_MULT 0x20 834#define CAN_APPLY_UNAPPLY_MULT 0x20
958#define CAN_APPLY_UNAPPLY_CHOICE 0x40 835#define CAN_APPLY_UNAPPLY_CHOICE 0x40
959 836
960/* Cut off point of when an object is put on the active list or not */ 837// Cut off point of when an object is put on the active list or not
961#define MIN_ACTIVE_SPEED 0.00001 838// we use 2**-n because that can be represented exactly
839// also make sure that this is a float, not double, constant
840#define MIN_ACTIVE_SPEED (1.f / 65536.f)
962 841
963/* 842#define RANDOM() (rndm.next () & 0xffffffU)
964 * random() is much better than rand(). If you have random(), use it instead. 843#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
965 * You shouldn't need to change any of this
966 *
967 * 0.93.3: It looks like linux has random (previously, it was set below
968 * to use rand). Perhaps old version of linux lack rand? IF you run into
969 * problems, add || defined(__linux__) the #if immediately below.
970 *
971 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
972 * here.
973 */
974
975#ifdef HAVE_SRANDOM
976#define RANDOM() random()
977#define SRANDOM(xyz) srandom(xyz)
978#else
979# ifdef HAVE_SRAND48
980# define RANDOM() lrand48()
981# define SRANDOM(xyz) srand48(xyz)
982# else
983# ifdef HAVE_SRAND
984# define RANDOM() rand()
985# define SRANDOM(xyz) srand(xyz)
986# else
987# error "Could not find a usable random routine"
988# endif
989# endif
990#endif
991 844
992/* Returns the weight of the given object. Note: it does not take the number of 845/* Returns the weight of the given object. Note: it does not take the number of
993 * items (nrof) into account. 846 * items (nrof) into account.
994 */ 847 */
995#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 848#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1004 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 857 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1005 * keep in mind FAST_STRNCAT is faster since length of second argument is 858 * keep in mind FAST_STRNCAT is faster since length of second argument is
1006 * kown in advance. 859 * kown in advance.
1007 */ 860 */
1008 861
1009 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 862#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1010 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 863#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1011 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 864#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1012 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 865#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1013 866
1014 /* You may uncomment following define to check sanity of code.
1015 * But use as debug only (loses all speed gained by those macros)
1016 */
1017/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019
1020
1021
1022
1023
1024
1025
1026/* 867/*
1027 * Warning! 868 * Warning!
1028 * If you add message types here, don't forget 869 * If you add message types here, don't forget
1029 * to keep the client up to date too! 870 * to keep the client up to date too!
1030 */ 871 */
1031 872
1032
1033/* message types */ 873/* message types */
1034#define MSG_TYPE_BOOK 1 874#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 875#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 876#define MSG_TYPE_PAPER 3
1037#define MSG_TYPE_SIGN 4 877#define MSG_TYPE_SIGN 4
1107#define MSG_TYPE_MONUMENT_WALL_3 12 947#define MSG_TYPE_MONUMENT_WALL_3 12
1108 948
1109/*some readable flags*/ 949/*some readable flags*/
1110 950
1111/* dialog messsage */ 951/* dialog messsage */
1112#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 952#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1113#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 953#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1114#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 954#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1115 955
1116/* admin messages */ 956/* admin messages */
1117#define MSG_TYPE_ADMIN_RULES 1 957#define MSG_TYPE_ADMIN_RULES 1
1118#define MSG_TYPE_ADMIN_NEWS 2 958#define MSG_TYPE_ADMIN_NEWS 2
1119 959
960/**
961 * Maximum distance a player may hear a sound from.
962 * This is only used for new client/server sound. If the sound source
963 * on the map is farther away than this, we don't sent it to the client.
964 */
965#define MAX_SOUND_DISTANCE 16
966
967#define LOG_CHANNEL "log" // the plain and ugly standard server log
968#define INFO_CHANNEL "info" // lower_left box
969#define SAY_CHANNEL "channel-say"
970#define CHAT_CHANNEL "channel-chat"
971
972/* The following are the color flags passed to new_draw_info.
973 *
974 * We also set up some control flags
975 *
976 * NDI = New Draw Info
977 */
978
979/* Color specifications - note these match the order in xutil.c */
980/* Note 2: Black, the default color, is 0. Thus, it does not need to
981 * be implicitly specified.
982 */
983#define NDI_BLACK 0
984#define NDI_WHITE 1
985#define NDI_NAVY 2
986#define NDI_RED 3
987#define NDI_ORANGE 4
988#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
989#define NDI_DK_ORANGE 6 /* DarkOrange2 */
990#define NDI_GREEN 7 /* SeaGreen */
991#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
992 /* Than seagreen - also background color */
993#define NDI_GREY 9
994#define NDI_BROWN 10 /* Sienna */
995#define NDI_GOLD 11
996#define NDI_TAN 12 /* Khaki */
997
998#define NDI_MAX_COLOR 12 /* Last value in */
999#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
1000 /* using an int anyways, so we have the space */
1001 /* to still do all the flags */
1002
1003#define NDI_REPLY 0x20 // is a direct reply to a user command
1004#define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
1005#define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
1006
1007#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1008#define NDI_ALL 0x2000 /* Inform all players of this message */
1009#define NDI_DEF 0x4000 // ignore colour for channel protocol
1010
1120#endif /* DEFINE_H */ 1011#endif /* DEFINE_H */
1012

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