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Comparing deliantra/server/include/define.h (file contents):
Revision 1.71 by root, Thu Aug 30 05:24:14 2007 UTC vs.
Revision 1.72 by root, Thu Aug 30 05:37:58 2007 UTC

437#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 */
438#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 */
439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
440#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
442#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
443 /* Can this creature use a shield? */
444 443
445#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
446 445
447/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
448/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
452/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 451/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
453/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 452/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
454 453
455#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
456#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
457
458#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
459#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
460#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
461 /* Will be applied when created */
462#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
463#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
464#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
465#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
466#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
468 465
469/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
470/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
471/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
472 469
473#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
474 /* When (--food<0) the object will exit */ 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
475#define FLAG_IDENTIFIED 29 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
476 /* Player knows full info about item */
477#define FLAG_REFLECTING 30
478 /* Object reflects from walls (lightning) */
479#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
480
481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
482#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
483#define FLAG_STARTEQUIP 34 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
484 /* Object was given to player at start */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
485#define FLAG_BLOCKSVIEW 35
486 /* Object blocks view */
487#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
488#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
489#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
490#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 481#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
482#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
491 483
492#define FLAG_REFL_SPELL 40
493 /* Spells (some) will reflect from object */
494#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 484#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
495#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 485#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
497#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 487#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
504 494
505#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 498#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
509#define FLAG_CAST_SPELL 52 499
510 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
511#define FLAG_USE_SCROLL 53 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
512 /* (Monster) can read scroll */
513#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 502#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
514#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
515 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_ARMOUR 56 505#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 */
520#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 506#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) */ 507#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
522#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
523#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#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 */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526 513
527#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
546#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
547#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
548 535
549#define FLAG_PRECIOUS 83 // object is precious (pets) 536#define FLAG_PRECIOUS 83 // object is precious (pets)
550#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
551#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
552 /* (Item) gives invisibility when applied */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
553#define FLAG_INV_LOCKED 86 540
554 /* Item will not be dropped from inventory */
555#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
556
557#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
558#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 543#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
559#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 544#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
560#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 545#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
561#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
597 * defined flag + 1. If you change this, 582 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 583 * make sure you update the flag_links
599 * in common/loader.l 584 * in common/loader.l
600 */ 585 */
601 586
602/* Values can go up to 127 before the size of the flags array in the
603 * object structure needs to be enlarged.
604 * So there are 18 available flags slots
605 */
606
607#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
608 588
609/* If you add new movement types, you may need to update 589/* If you add new movement types, you may need to update
610 * describe_item() so properly describe those types. 590 * describe_item() so properly describe those types.
611 * change_abil() probably should be updated also. 591 * change_abil() probably should be updated also.
621 601
622#define MOVE_ALL 0x3f /* Mask of all movement types */ 602#define MOVE_ALL 0x3f /* Mask of all movement types */
623 603
624/* typdef here to define type large enough to hold bitmask of 604/* typdef here to define type large enough to hold bitmask of
625 * all movement types. Make one declaration so easy to update. 605 * all movement types. Make one declaration so easy to update.
626 * uint8 is defined yet, so just use what that would define it
627 * at anyways.
628 */ 606 */
629typedef unsigned char MoveType; 607typedef unsigned char MoveType;
630 608
631/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 609/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
632 * Basically, ob2 has to block all of ob1 movement types. 610 * Basically, ob2 has to block all of ob1 movement types.
641 * 619 *
642 */ 620 */
643#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 621#define OB_TYPE_MOVE_BLOCK(ob1, type) \
644 ((type) && (ob1->move_type & type) == ob1->move_type) 622 ((type) && (ob1->move_type & type) == ob1->move_type)
645 623
646
647#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 624#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
648#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 625#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
649#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 626#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
650
651/* Note: These values are only a default value, resizing can change them */
652#define INV_SIZE 12 /* How many items can be viewed in inventory */
653#define LOOK_SIZE 6 /* ditto, but for the look-window */
654#define MAX_INV_SIZE 40 /* For initializing arrays */
655#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
656
657#define EDITABLE(xyz) ((xyz)->arch->editable)
658
659#define E_MONSTER 0x00000001
660#define E_EXIT 0x00000002
661#define E_TREASURE 0x00000004
662#define E_BACKGROUND 0x00000008
663#define E_DOOR 0x00000010
664#define E_SPECIAL 0x00000020
665#define E_SHOP 0x00000040
666#define E_NORMAL 0x00000080
667#define E_FALSE_WALL 0x00000100
668#define E_WALL 0x00000200
669#define E_EQUIPMENT 0x00000400
670#define E_OTHER 0x00000800
671#define E_ARTIFACT 0x00001000
672 627
673#define EXIT_PATH(xyz) (xyz)->slaying 628#define EXIT_PATH(xyz) (xyz)->slaying
674#define EXIT_LEVEL(xyz) (xyz)->stats.food 629#define EXIT_LEVEL(xyz) (xyz)->stats.food
675#define EXIT_X(xyz) (xyz)->stats.hp 630#define EXIT_X(xyz) (xyz)->stats.hp
676#define EXIT_Y(xyz) (xyz)->stats.sp 631#define EXIT_Y(xyz) (xyz)->stats.sp
696#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 651#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
697 652
698#define DIRX(xyz) freearr_x[(xyz)->direction] 653#define DIRX(xyz) freearr_x[(xyz)->direction]
699#define DIRY(xyz) freearr_y[(xyz)->direction] 654#define DIRY(xyz) freearr_y[(xyz)->direction]
700 655
701#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
702#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
703
704#define ARMOUR_SPEED(xyz) (xyz)->last_sp 656#define ARMOUR_SPEED(xyz) (xyz)->last_sp
705#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 657#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
706#define WEAPON_SPEED(xyz) (xyz)->last_sp 658#define WEAPON_SPEED(xyz) (xyz)->last_sp
707 659
708/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 660/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
709 each of them signed char, concatenated in a int16 */ 661 each of them signed char, concatenated in a int16 */
710#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 662#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
711#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 663#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
712#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 664#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
665
713#define FIRE_DIRECTIONAL 0 666#define FIRE_DIRECTIONAL 0
714#define FIRE_POSITIONAL 1 667#define FIRE_POSITIONAL 1
715 668
716/******************************************************************************/ 669/******************************************************************************/
717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 670/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
838// we use 2**-n because that can be represented exactly 791// we use 2**-n because that can be represented exactly
839// also make sure that this is a float, not double, constant 792// also make sure that this is a float, not double, constant
840#define MIN_ACTIVE_SPEED (1.f / 65536.f) 793#define MIN_ACTIVE_SPEED (1.f / 65536.f)
841 794
842#define RANDOM() (rndm.next () & 0xffffffU) 795#define RANDOM() (rndm.next () & 0xffffffU)
843#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
844 796
845/* Returns the weight of the given object. Note: it does not take the number of 797/* Returns the weight of the given object. Note: it does not take the number of
846 * items (nrof) into account. 798 * items (nrof) into account.
799 * (this looks rather bogus, schmorp)
847 */ 800 */
848#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 801#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
849
850
851/* Code fastening defines
852 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
853 * buf__ and increment buf__ position so it will point to the end of buf__.
854 * the '\0' caracter will not be put at end of buf__.
855 * use preparefastcat and finishfastcat on buf__ to prepare
856 * and clean up the string. (Lots faster than doing each time...)
857 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
858 * keep in mind FAST_STRNCAT is faster since length of second argument is
859 * kown in advance.
860 */
861
862#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
863#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
864#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
865#define FINISH_FASTCAT(buf__) buf__[0]='\0';
866 802
867/* 803/*
868 * Warning! 804 * Warning!
869 * If you add message types here, don't forget 805 * If you add message types here, don't forget
870 * to keep the client up to date too! 806 * to keep the client up to date too!
999#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ 935#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
1000 /* using an int anyways, so we have the space */ 936 /* using an int anyways, so we have the space */
1001 /* to still do all the flags */ 937 /* to still do all the flags */
1002 938
1003#define NDI_REPLY 0x20 // is a direct reply to a user command 939#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 940#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
941#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
1005#define NDI_CLIENT_MASK 0x7f // what the client is allowed to see 942#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
1006 943
1007#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 944#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1008#define NDI_ALL 0x2000 /* Inform all players of this message */ 945#define NDI_ALL 0x2000 /* Inform all players of this message */
1009#define NDI_DEF 0x4000 // ignore colour for channel protocol 946#define NDI_DEF 0x4000 // ignore colour for channel protocol
1010 947

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