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Comparing deliantra/server/include/define.h (file contents):
Revision 1.30 by root, Thu Dec 21 23:37:05 2006 UTC vs.
Revision 1.70 by root, Tue Aug 28 02:37:15 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
31 */ 31 */
32 32
33#ifndef DEFINE_H 33#ifndef DEFINE_H
34#define DEFINE_H 34#define DEFINE_H
35 35
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 36#include <autoconf.h>
49 37
50#define FONTDIR "" 38#define FONTDIR ""
51#define FONTNAME "" 39#define FONTNAME ""
52 40
53/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
55 43
56#ifdef __NetBSD__ 44#ifdef __NetBSD__
57# include <sys/param.h> 45# include <sys/param.h>
58#endif 46#endif
59#ifndef MIN 47#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 48# define MIN(x,y) min (x, y)
61#endif 49#endif
62#ifndef MAX 50#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 51# define MAX(x,y) max (x, y)
64#endif 52#endif
65 53
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
67#ifndef NAME_MAX 55#define NAME_LEN 127
68# define NAME_MAX 255
69#endif
70 56
71/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
72#ifndef MAX3 58#ifndef MAX3
73# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif 60#endif
79#endif 65#endif
80 66
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
83 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
84#define MAX_BUF 1024 80#define MAX_BUF 1024
85 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
87#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 */
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89 85
90#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
91 87
92#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
93 89
94#define MAX_NAME 48 90#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
96 92
97/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 96#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
102 99
103/* TYPE DEFINES */ 100/* TYPE DEFINES */
104 101
105/* 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,
189#define GEM 60 186#define GEM 60
190 187
191#define FIREWALL 62 188#define FIREWALL 62
192#define ANVIL 63 189#define ANVIL 63
193#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 */
194#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
195 * values of last_sp set how to change: 192 * values of last_sp set how to change:
196 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
197 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
198 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
199 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
200 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
201#define EXIT 66 201#define EXIT 66
202#define ENCOUNTER 67 202#define ENCOUNTER 67
203#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
204#define SHOP_MAT 69 204#define SHOP_MAT 69
205#define RING 70 205#define RING 70
242#define POISONING 105 242#define POISONING 105
243#define SAVEBED 106 243#define SAVEBED 106
244 244
245#define WAND 109 245#define WAND 109
246 246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
247#define SCROLL 111 248#define SCROLL 111
248#define DIRECTOR 112 249#define DIRECTOR 112
249#define GIRDLE 113 250#define GIRDLE 113
250#define FORCE 114 251#define FORCE 114
251#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 */
275 276
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277 278
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */ 280 potions, alchemy, or magic works here (elmex) */
281
282#define NUM_TYPES 166 // must be max(type) + 1
280 283
281/* DEAD TYPES: */ 284/* DEAD TYPES: */
282//#define FBULLET 10 285//#define FBULLET 10
283//#define FBALL 11 286//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
295 * misc_object, monster, and spawn_generator 298 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes, 299 * types are not used in any archetypes,
297 * and should perhaps be removed. 300 * and should perhaps be removed.
298 * 301 *
299 * Wed Dec 20 13:35:24 CET 2006: 302 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL. 305 * renamed WALL to BUILDABLE_WALL.
303 */ 306 */
304 307
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
421 * If any FLAG's are added 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
422 * common/loader.l is updated. 425 * common/loader.l is updated.
423 */ 426 */
424 427
425/* Basic routines to do above */ 428/* Basic routines to do above */
426#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 429#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
427#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 430#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
428#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 431#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
429 432
430/* the flags */ 433/* the flags */
431 434
432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
433#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
434#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 */
435#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 */
436#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
437#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
439#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7
440 /* Can this creature use a shield? */ 443 /* Can this creature use a shield? */
441 444
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 445#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 446
444 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 447/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445
446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 448/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449
447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 450#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448 451
449 /*#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 */
450
451 /*#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
452#define FLAG_MONSTER 14 /* Will attack players */ 455#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 456#define FLAG_FRIENDLY 15 /* Will help players */
454 457
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 458#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 459#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457#define FLAG_AUTO_APPLY 18 460#define FLAG_AUTO_APPLY 18
458 /* Will be applied when created */ 461 /* Will be applied when created */
459 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 462#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. */ 463#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 464#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 465#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 466#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 467#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465 468
466 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 469/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467
468 /*#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 */
469
470 /*#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 */
472
471#define FLAG_IS_USED_UP 28 473#define FLAG_IS_USED_UP 28
472 /* When (--food<0) the object will exit */ 474 /* When (--food<0) the object will exit */
473#define FLAG_IDENTIFIED 29 475#define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */ 476 /* Player knows full info about item */
475#define FLAG_REFLECTING 30 477#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */ 478 /* Object reflects from walls (lightning) */
477#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 */
478 480
479/* Start of values in flags[1] */
480#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
481#define FLAG_HITBACK 33 /* Object will hit back when hit */ 482#define FLAG_HITBACK 33 /* Object will hit back when hit */
482#define FLAG_STARTEQUIP 34 483#define FLAG_STARTEQUIP 34
483 /* Object was given to player at start */ 484 /* Object was given to player at start */
484#define FLAG_BLOCKSVIEW 35 485#define FLAG_BLOCKSVIEW 35
495#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
496#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 */
497#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 but can still attack at a distance */ 499 but can still attack at a distance */
499 500
500 /*#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 \
501 thru this object as if it wasn't there */ 502 thru this object as if it wasn't there */
502 503/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 504
505#define FLAG_PICK_UP 48 /* Can pick up */ 505#define FLAG_PICK_UP 48 /* Can pick up */
506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507#define FLAG_NO_DROP 50 /* Object can't be dropped */ 507#define FLAG_NO_DROP 50 /* Object can't be dropped */
508#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 */
517 /* (Monster) can wear armour/shield/helmet */ 517 /* (Monster) can wear armour/shield/helmet */
518#define FLAG_USE_WEAPON 57 518#define FLAG_USE_WEAPON 57
519 /* (Monster) can wield weapons */ 519 /* (Monster) can wield weapons */
520#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 */
521#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) */
522#define FLAG_READY_BOW 60 /* not implemented yet */ 522#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
523#define FLAG_XRAYS 61 /* X-ray vision */ 523#define FLAG_XRAYS 61 /* X-ray vision */
524#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 */
525#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 */
526 526
527/* Start of values in flags[2] */
528#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 527#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
529#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 */
530#define FLAG_SLEEP 66 /* NPC is sleeping */ 529#define FLAG_SLEEP 66 /* NPC is sleeping */
531#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 530#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
532#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 531#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
545 544
546#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 545#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
547#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 */
548#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 547#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
549 548
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 549#define FLAG_PRECIOUS 83 // object is precious (pets)
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 550#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 551#define FLAG_MAKE_INVIS 85
553 /* (Item) gives invisibility when applied */ 552 /* (Item) gives invisibility when applied */
554#define FLAG_INV_LOCKED 86 553#define FLAG_INV_LOCKED 86
555 /* Item will not be dropped from inventory */ 554 /* Item will not be dropped from inventory */
561#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 */
562#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 561#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563#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 */
564#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 563#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
565 564
566 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 565/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
567 566
568/* Start of values in flags[3] */
569#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 567#define FLAG_NO_STEAL 96 /* Item can't be stolen */
570#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
571 * away (replaces ghosthit) 569 * away (replaces ghosthit)
572 */ 570 */
573#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
580 object */ 578 object */
581#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 579#define FLAG_NEUTRAL 100 /* monster is from type neutral */
582#define FLAG_NO_ATTACK 101 /* monster don't attack */ 580#define FLAG_NO_ATTACK 101 /* monster don't attack */
583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 581#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
584#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
585 * load_original_map() */ 583 * load_original_map() */
586#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
587 * the overlay, and is not subject to 585 * the overlay, and is not subject to
588 * decay. */ 586 * decay. */
589#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' */
590#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' */
591#define FLAG_IS_WATER 107 589#define FLAG_IS_WATER 107
592#define FLAG_CONTENT_ON_GEN 108 590#define FLAG_CONTENT_ON_GEN 108
593#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 */
594#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 592#define FLAG_IS_BUILDABLE 110 /* Can build on item */
595#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
596#define NUM_FLAGS 111 /* Should always be equal to the last 596#define NUM_FLAGS 113 /* Should always be equal to the last
597 * defined flag. If you change this, 597 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 598 * make sure you update the flag_links
599 * in common/loader.l 599 * in common/loader.l
600 */ 600 */
601 601
602/* 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
603 * object structure needs to be enlarged. 603 * object structure needs to be enlarged.
604 * So there are 18 available flags slots 604 * So there are 18 available flags slots
605 */ 605 */
606 606
607
608#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 607#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
609
610#if 0
611
612/* These should no longer be needed - access move_slow_penalty
613 * directly.
614 */
615# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
616# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
617#endif
618 608
619/* If you add new movement types, you may need to update 609/* If you add new movement types, you may need to update
620 * describe_item() so properly describe those types. 610 * describe_item() so properly describe those types.
621 * change_abil() probably should be updated also. 611 * change_abil() probably should be updated also.
622 */ 612 */
623#define MOVE_WALK 0x1 /* Object walks */ 613#define MOVE_WALK 0x01 /* Object walks */
624#define MOVE_FLY_LOW 0x2 /* Low flying object */ 614#define MOVE_FLY_LOW 0x02 /* Low flying object */
625#define MOVE_FLY_HIGH 0x4 /* High flying object */ 615#define MOVE_FLY_HIGH 0x04 /* High flying object */
626#define MOVE_FLYING 0x6 616#define MOVE_FLYING 0x06
627 /* Combo of fly_low and fly_high */ 617 /* Combo of fly_low and fly_high */
628#define MOVE_SWIM 0x8 /* Swimming object */ 618#define MOVE_SWIM 0x08 /* Swimming object */
629#define MOVE_BOAT 0x10 /* Boats/sailing */ 619#define MOVE_BOAT 0x10 /* Boats/sailing */
620#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
621
630#define MOVE_ALL 0x1f /* Mask of all movement types */ 622#define MOVE_ALL 0x3f /* Mask of all movement types */
631
632/* the normal assumption is that objects are walking/flying.
633 * So often we don't want to block movement, but still don't want
634 * to allow all types (swimming is rather specialized) - I also
635 * expect as more movement types show up, this is likely to get
636 * updated. Basically, this is the default for spaces that allow
637 * movement - anything but swimming right now. If you really
638 * want nothing at all, then can always set move_block to 0
639 */
640#define MOVE_BLOCK_DEFAULT MOVE_SWIM
641 623
642/* typdef here to define type large enough to hold bitmask of 624/* typdef here to define type large enough to hold bitmask of
643 * all movement types. Make one declaration so easy to update. 625 * all movement types. Make one declaration so easy to update.
644 * 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
645 * at anyways. 627 * at anyways.
657 * 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
658 * onto it. 640 * onto it.
659 * 641 *
660 */ 642 */
661#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 643#define OB_TYPE_MOVE_BLOCK(ob1, type) \
662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 644 ((type) && (ob1->move_type & type) == ob1->move_type)
663 645
664 646
665#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 647#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
666#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 648#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
667#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 649#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
694#define EXIT_Y(xyz) (xyz)->stats.sp 676#define EXIT_Y(xyz) (xyz)->stats.sp
695#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 677#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
696#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 678#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
697 679
698/* for use by the lighting code */ 680/* for use by the lighting code */
699#define MAX_LIGHT_RADII 4 681#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
700 /* max radii for 'light' object, really
701 * large values allow objects that can 682 * large values allow objects that can
702 * slow down the game */ 683 * slow down the game */
703#define MAX_DARKNESS 5 /* maximum map darkness, there is no 684#define MAX_DARKNESS 5 /* maximum map darkness, there is no
704 * practical reason to exceed this */ 685 * practical reason to exceed this */
705#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 686#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
731#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 712#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
732#define FIRE_DIRECTIONAL 0 713#define FIRE_DIRECTIONAL 0
733#define FIRE_POSITIONAL 1 714#define FIRE_POSITIONAL 1
734 715
735/******************************************************************************/ 716/******************************************************************************/
736
737/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738
739/******************************************************************************/ 718/******************************************************************************/
740
741/* if your monsters start acting wierd, mail me */ 719/* if your monsters start acting wierd, mail me */
742
743/******************************************************************************/ 720/******************************************************************************/
744
745/* the following definitions are for the attack_movement variable in monsters */ 721/* the following definitions are for the attack_movement variable in monsters */
746
747/* if the attack_variable movement is left out of the monster archetype, or is*/ 722/* if the attack_variable movement is left out of the monster archetype, or is*/
748
749/* set to zero */ 723/* set to zero */
750
751/* the standard mode of movement from previous versions of crossfire will be */ 724/* the standard mode of movement from previous versions of crossfire will be */
752
753/* used. the upper four bits of movement data are not in effect when the monst*/ 725/* used. the upper four bits of movement data are not in effect when the monst*/
754
755/* er has an enemy. these should only be used for non agressive monsters. */ 726/* er has an enemy. these should only be used for non agressive monsters. */
756
757/* to program a monsters movement add the attack movement numbers to the movem*/ 727/* to program a monsters movement add the attack movement numbers to the movem*/
758
759/* ment numbers example a monster that moves in a circle until attacked and */ 728/* ment numbers example a monster that moves in a circle until attacked and */
760
761/* then attacks from a distance: */ 729/* then attacks from a distance: */
762
763/* CIRCLE1 = 32 */ 730/* CIRCLE1 = 32 */
764
765/* + DISTATT = 1 */ 731/* + DISTATT = 1 */
766
767/* ------------------- */ 732/* ------------------- */
768
769/* attack_movement = 33 */ 733/* attack_movement = 33 */
770
771/******************************************************************************/ 734/******************************************************************************/
772#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, */
773 /* attack from a distance - good for missile users only */ 736 /* attack from a distance - good for missile users only */
774#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 */
775#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 */
809 /* changing directions */ 772 /* changing directions */
810 /* this is VERTICAL movement */ 773 /* this is VERTICAL movement */
811#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 */
812#define HI4 240 775#define HI4 240
813 776
814#define BLANK_FACE_NAME "blank.111" 777#define BLANK_FACE_NAME "blank.x11"
815#define EMPTY_FACE_NAME "empty.111" 778#define EMPTY_FACE_NAME "empty.x11"
816#define DARK_FACE1_NAME "dark1.111"
817#define DARK_FACE2_NAME "dark2.111"
818#define DARK_FACE3_NAME "dark3.111"
819#define SMOOTH_FACE_NAME "default_smoothed.111"
820 779
821/* 780/*
822 * Defines for the luck/random functions to make things more readable 781 * Defines for the luck/random functions to make things more readable
823 */ 782 */
824 783
825#define PREFER_HIGH 1 784#define PREFER_HIGH 1
826#define PREFER_LOW 0 785#define PREFER_LOW 0
827
828/* Simple function we use below to keep adding to the same string
829 * but also make sure we don't overwrite that string.
830 */
831static inline void
832safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
833{
834 if (*curlen == (maxlen - 1))
835 return;
836
837 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
838 dest[maxlen - 1] = 0;
839 *curlen += strlen (orig);
840
841 if (*curlen > (maxlen - 1))
842 *curlen = maxlen - 1;
843}
844
845
846/* The SAFE versions of these call the safe_strcat function above.
847 * Ideally, all functions should use the SAFE functions, but they
848 * require some extra support in the calling function to remain as
849 * efficient.
850 */
851#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
852 if(variable) { \
853 int i,j=0; \
854 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
855 for(i=0; i<NROFATTACKS; i++) \
856 if(variable & (1<<i)) { \
857 if (j) \
858 safe_strcat(retbuf,", ", len, maxlen); \
859 else \
860 j = 1; \
861 safe_strcat(retbuf, attacks[i], len, maxlen); \
862 } \
863 safe_strcat(retbuf,")",len,maxlen); \
864 }
865
866
867/* separated this from the common/item.c file. b.t. Dec 1995 */
868
869#define DESCRIBE_ABILITY(retbuf, variable, name) \
870 if(variable) { \
871 int i,j=0; \
872 strcat(retbuf,"(" name ": "); \
873 for(i=0; i<NROFATTACKS; i++) \
874 if(variable & (1<<i)) { \
875 if (j) \
876 strcat(retbuf,", "); \
877 else \
878 j = 1; \
879 strcat(retbuf, attacks[i]); \
880 } \
881 strcat(retbuf,")"); \
882 }
883
884
885#define DESCRIBE_PATH(retbuf, variable, name) \
886 if(variable) { \
887 int i,j=0; \
888 strcat(retbuf,"(" name ": "); \
889 for(i=0; i<NRSPELLPATHS; i++) \
890 if(variable & (1<<i)) { \
891 if (j) \
892 strcat(retbuf,", "); \
893 else \
894 j = 1; \
895 strcat(retbuf, spellpathnames[i]); \
896 } \
897 strcat(retbuf,")"); \
898 }
899
900
901#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
902 if(variable) { \
903 int i,j=0; \
904 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
905 for(i=0; i<NRSPELLPATHS; i++) \
906 if(variable & (1<<i)) { \
907 if (j) \
908 safe_strcat(retbuf,", ", len, maxlen); \
909 else \
910 j = 1; \
911 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
912 } \
913 safe_strcat(retbuf,")", len, maxlen); \
914 }
915 786
916/* Flags for apply_special() */ 787/* Flags for apply_special() */
917enum apply_flag 788enum apply_flag
918{ 789{
919 /* Basic flags, always use one of these */ 790 /* Basic flags/mode, always use one of these */
920 AP_NULL = 0, 791 AP_TOGGLE = 0,
921 AP_APPLY = 1, 792 AP_APPLY = 1,
922 AP_UNAPPLY = 2, 793 AP_UNAPPLY = 2,
923 794
924 AP_BASIC_FLAGS = 15, 795 AP_BASIC_FLAGS = 0x0f,
925 796
926 /* Optional flags, for bitwise or with a basic flag */ 797 /* Optional flags, for bitwise or with a basic flag */
927 AP_NO_MERGE = 16, 798 AP_NO_MERGE = 0x10,
928 AP_IGNORE_CURSE = 32, 799 AP_IGNORE_CURSE = 0x20,
929 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 */
930 /* Note this is supported in all the functions */ 801 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
931}; 802};
932 803
933/* Bitmask values for 'can_apply_object()' return values. 804/* Bitmask values for 'can_apply_object()' return values.
934 * the CAN_APPLY_ prefix is to just note what function the 805 * the CAN_APPLY_ prefix is to just note what function the
935 * are returned from. 806 * are returned from.
961#define CAN_APPLY_NOT_MASK 0xf 832#define CAN_APPLY_NOT_MASK 0xf
962#define CAN_APPLY_UNAPPLY 0x10 833#define CAN_APPLY_UNAPPLY 0x10
963#define CAN_APPLY_UNAPPLY_MULT 0x20 834#define CAN_APPLY_UNAPPLY_MULT 0x20
964#define CAN_APPLY_UNAPPLY_CHOICE 0x40 835#define CAN_APPLY_UNAPPLY_CHOICE 0x40
965 836
966/* 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
967#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)
968 841
969/* 842#define RANDOM() (rndm.next () & 0xffffffU)
970 * random() is much better than rand(). If you have random(), use it instead. 843#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
971 * You shouldn't need to change any of this
972 *
973 * 0.93.3: It looks like linux has random (previously, it was set below
974 * to use rand). Perhaps old version of linux lack rand? IF you run into
975 * problems, add || defined(__linux__) the #if immediately below.
976 *
977 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
978 * here.
979 */
980
981#define RANDOM() random()
982#define SRANDOM(xyz) srandom(xyz)
983 844
984/* 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
985 * items (nrof) into account. 846 * items (nrof) into account.
986 */ 847 */
987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 848#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1001#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 862#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1002#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__;}
1003#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__);}
1004#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 865#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1005 866
1006 /* You may uncomment following define to check sanity of code.
1007 * But use as debug only (loses all speed gained by those macros)
1008 */
1009
1010/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1011 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1012
1013
1014
1015
1016
1017
1018
1019/* 867/*
1020 * Warning! 868 * Warning!
1021 * If you add message types here, don't forget 869 * If you add message types here, don't forget
1022 * to keep the client up to date too! 870 * to keep the client up to date too!
1023 */ 871 */
1024
1025 872
1026/* message types */ 873/* message types */
1027#define MSG_TYPE_BOOK 1 874#define MSG_TYPE_BOOK 1
1028#define MSG_TYPE_CARD 2 875#define MSG_TYPE_CARD 2
1029#define MSG_TYPE_PAPER 3 876#define MSG_TYPE_PAPER 3
1108 955
1109/* admin messages */ 956/* admin messages */
1110#define MSG_TYPE_ADMIN_RULES 1 957#define MSG_TYPE_ADMIN_RULES 1
1111#define MSG_TYPE_ADMIN_NEWS 2 958#define MSG_TYPE_ADMIN_NEWS 2
1112 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
1113#endif /* DEFINE_H */ 1011#endif /* DEFINE_H */
1114 1012

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