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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 1.77 by root, Thu Nov 8 19:43:24 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
88#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
89 89
90#define MAX_NAME 48 90#define MAX_NAME 48
91#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
92 92
93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup 93//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0 94#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1 95#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused 96#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3 97#define TOO_MANY_ERRORS 3
122#define POTION 5 121#define POTION 5
123#define FOOD 6 122#define FOOD 6
124#define POISON 7 123#define POISON 7
125#define BOOK 8 124#define BOOK 8
126#define CLOCK 9 125#define CLOCK 9
127 126//10
127//11
128//12
128#define ARROW 13 129#define ARROW 13
129#define BOW 14 130#define BOW 14
130#define WEAPON 15 131#define WEAPON 15
131#define ARMOUR 16 132#define ARMOUR 16
132#define PEDESTAL 17 133#define PEDESTAL 17
133#define ALTAR 18 134#define ALTAR 18
134 135//19
135#define LOCKED_DOOR 20 136#define LOCKED_DOOR 20
136#define SPECIAL_KEY 21 137#define SPECIAL_KEY 21
137#define MAP 22 138#define MAP 22
138#define DOOR 23 139#define DOOR 23
139#define KEY 24 140#define KEY 24
140 141//25
141#define TIMED_GATE 26 142#define TIMED_GATE 26
142#define TRIGGER 27 143#define TRIGGER 27
143#define GRIMREAPER 28 144#define GRIMREAPER 28
144#define MAGIC_EAR 29 145#define MAGIC_EAR 29
145#define TRIGGER_BUTTON 30 146#define TRIGGER_BUTTON 30
154#define AMULET 39 155#define AMULET 39
155#define PLAYERMOVER 40 156#define PLAYERMOVER 40
156#define TELEPORTER 41 157#define TELEPORTER 41
157#define CREATOR 42 158#define CREATOR 42
158#define SKILL 43 /* also see SKILL_TOOL (74) below */ 159#define SKILL 43 /* also see SKILL_TOOL (74) below */
159 160//44
160#define EARTHWALL 45 161#define EARTHWALL 45
161#define GOLEM 46 162#define GOLEM 46
162 163//47
163#define THROWN_OBJ 48 164#define THROWN_OBJ 48
164#define BLINDNESS 49 165#define BLINDNESS 49
165#define GOD 50 166#define GOD 50
166#define DETECTOR 51 /* peterm: detector is an object 167#define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of 168 * which notices the presense of
182 183
183#define PEACEMAKER 59 /* Object owned by a player which can convert 184#define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack. 185 * a monster into a peaceful being incapable of attack.
185 */ 186 */
186#define GEM 60 187#define GEM 60
187 188//61
188#define FIREWALL 62 189#define FIREWALL 62
189#define ANVIL 63 190#define ANVIL 63
190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191#define MOOD_FLOOR 65 /* 192#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 193 * values of last_sp set how to change:
206#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
207#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
208#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
209#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
210#define LIGHTER 75 211#define LIGHTER 75
211 212//76
212#define BUILDABLE_WALL 77 /* this is a buildable wall */ 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
213 214//78
214
215#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
216 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
219 chairs from here. */ 219 chairs from here. */
220 220//80
221//81
221#define LAMP 82 /* a lamp */ 222#define LAMP 82 /* a lamp */
222#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
223 224//84
224#define SPELLBOOK 85 225#define SPELLBOOK 85
225 226//86
226#define CLOAK 87 227#define CLOAK 87
227 228//88
229//89
228#define SPINNER 90 230#define SPINNER 90
229#define GATE 91 231#define GATE 91
230#define BUTTON 92 232#define BUTTON 92
231#define CF_HANDLE 93 233#define CF_HANDLE 93
232#define HOLE 94 234#define HOLE 94
233#define TRAPDOOR 95 235#define TRAPDOOR 95
234 236//96
237//97
235#define SIGN 98 238#define SIGN 98
236#define BOOTS 99 239#define BOOTS 99
237#define GLOVES 100 240#define GLOVES 100
238#define SPELL 101 241#define SPELL 101
239#define SPELL_EFFECT 102 242#define SPELL_EFFECT 102
240#define CONVERTER 103 243#define CONVERTER 103
241#define BRACERS 104 244#define BRACERS 104
242#define POISONING 105 245#define POISONING 105
243#define SAVEBED 106 246#define SAVEBED 106
244 247//107
248//108
245#define WAND 109 249#define WAND 109
246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 250#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248#define SCROLL 111 251#define SCROLL 111
249#define DIRECTOR 112 252#define DIRECTOR 112
250#define GIRDLE 113 253#define GIRDLE 113
251#define FORCE 114 254#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 255#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 256#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254 257//117
258//118
259//119
260//120
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 261#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122 262#define CONTAINER 122
257#define ARMOUR_IMPROVER 123 263#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124 264#define WEAPON_IMPROVER 124
259 265//125
266//126
267//127
268//128
269//129
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 270#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
271//131
272//132
273//133
274//134
275//135
276//136
277//137
261#define DEEP_SWAMP 138 278#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139 279#define IDENTIFY_ALTAR 139
263 280//140
281//141
282//142
283//143
284//144
285//145
286//146
287//147
288//148
289//149
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 290#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265 291//151
292//152
293//153
266#define RUNE 154 294#define RUNE 154
267#define TRAP 155 295#define TRAP 155
268
269#define POWER_CRYSTAL 156 296#define POWER_CRYSTAL 156
270#define CORPSE 157 297#define CORPSE 157
271
272#define DISEASE 158 298#define DISEASE 158
273#define SYMPTOM 159 299#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */ 300#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */ 301#define MATERIAL 161 /* Material for building */
276 302//162
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 303#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 304//164
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 305#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */ 306 potions, alchemy, or magic works here (elmex) */
281 307
282#define NUM_TYPES 166 // must be max(type) + 1 308#define NUM_TYPES 166 // must be max(type) + 1
283 309
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
321/* unused: 125 - 129
322 * type 125 was MONEY_CHANGER
323 */
324//#define CANCELLATION 141 /* not used with new spell code */
325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326//#define SWARM_SPELL 153
327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
328//#define QUEST 164 /* See below for subtypes */
329
330/* END TYPE DEFINE */ 310/* END TYPE DEFINE */
331 311
332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 312// maximum supported subtype number + 1, can be increased to 256
313// currently (2007-09) in use: 50
314#define NUM_SUBTYPES 64
333 315
334/* Subtypes for BUILDER */ 316/* Subtypes for BUILDER */
335#define ST_BD_BUILD 1 /* Builds an item */ 317#define ST_BD_BUILD 1 /* Builds an item */
336#define ST_BD_REMOVE 2 /* Removes an item */ 318#define ST_BD_REMOVE 2 /* Removes an item */
337 319
338/* Subtypes for MATERIAL */ 320/* Subtypes for MATERIAL */
339#define ST_MAT_FLOOR 1 /* Floor */ 321#define ST_MAT_FLOOR 1 /* Floor */
340#define ST_MAT_WALL 2 /* Wall */ 322#define ST_MAT_WALL 2 /* Wall */
341#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 323#define ST_MAT_ITEM 3 /* All other items, including doors & such */
437#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 419#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 */ 420#define FLAG_FREED 3 /* Object is in the list of free objects */
439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 421//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
440#define FLAG_APPLIED 5 /* Object is ready for use by living */ 422#define FLAG_APPLIED 5 /* Object is ready for use by living */
441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 423#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
442#define FLAG_USE_SHIELD 7 424#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
443 /* Can this creature use a shield? */
444 425
445#define FLAG_NO_PICK 8 /* Object can't be picked up */ 426#define FLAG_NO_PICK 8 /* Object can't be picked up */
446 427
447/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 428/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
448/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 429/*#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 */ 433/*#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) */ 434/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
454 435
455#define FLAG_MONSTER 14 /* Will attack players */ 436#define FLAG_MONSTER 14 /* Will attack players */
456#define FLAG_FRIENDLY 15 /* Will help players */ 437#define FLAG_FRIENDLY 15 /* Will help players */
457
458#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 438#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
459#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 439#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
460#define FLAG_AUTO_APPLY 18 440#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 441#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. */ 442#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
464#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 443#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
465#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 444#define FLAG_CAN_ROLL 22 /* Object can be rolled */
466#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 445#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
468 447
469/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 448/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
470/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 449/*#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 */ 450/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
472 451
473#define FLAG_IS_USED_UP 28 452#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
474 /* When (--food<0) the object will exit */ 453#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
475#define FLAG_IDENTIFIED 29 454#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 */ 455#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
480
481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 456#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
482#define FLAG_HITBACK 33 /* Object will hit back when hit */ 457#define FLAG_HITBACK 33 /* Object will hit back when hit */
483#define FLAG_STARTEQUIP 34 458#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
484 /* Object was given to player at start */ 459#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
485#define FLAG_BLOCKSVIEW 35
486 /* Object blocks view */
487#define FLAG_UNDEAD 36 /* Monster is undead */ 460#define FLAG_UNDEAD 36 /* Monster is undead */
488#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 461#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
489#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 462#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
490#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 463#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
464#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
491 465
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 */ 466#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 */ 467#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 468#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
497#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 469#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 470#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
504 476
505#define FLAG_PICK_UP 48 /* Can pick up */ 477#define FLAG_PICK_UP 48 /* Can pick up */
506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 478#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507#define FLAG_NO_DROP 50 /* Object can't be dropped */ 479#define FLAG_NO_DROP 50 /* Object can't be dropped */
508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 480#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
509#define FLAG_CAST_SPELL 52 481
510 /* (Monster) can learn and cast spells */ 482#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
511#define FLAG_USE_SCROLL 53 483#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 */ 484#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
514#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 485#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
515 486#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_ARMOUR 56 487#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 */ 488#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) */ 489#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
522#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 490#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
491
523#define FLAG_XRAYS 61 /* X-ray vision */ 492#define FLAG_XRAYS 61 /* X-ray vision */
524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 493#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 */ 494#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526 495
527#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 496#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 */ 515#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 */ 516#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
548 517
549#define FLAG_PRECIOUS 83 // object is precious (pets) 518#define FLAG_PRECIOUS 83 // object is precious (pets)
550#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 519#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
551#define FLAG_MAKE_INVIS 85 520#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
552 /* (Item) gives invisibility when applied */ 521#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
553#define FLAG_INV_LOCKED 86 522
554 /* Item will not be dropped from inventory */
555#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 523#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
556
557#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 524#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
558#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 525#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 */ 526#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 */ 527#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) */ 528#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
597 * defined flag + 1. If you change this, 564 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 565 * make sure you update the flag_links
599 * in common/loader.l 566 * in common/loader.l
600 */ 567 */
601 568
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)
608
609/* If you add new movement types, you may need to update 569/* If you add new movement types, you may need to update
610 * describe_item() so properly describe those types. 570 * describe_item() so properly describe those types.
611 * change_abil() probably should be updated also. 571 * change_abil() probably should be updated also.
612 */ 572 */
613#define MOVE_WALK 0x01 /* Object walks */ 573#define MOVE_WALK 0x01 /* Object walks */
621 581
622#define MOVE_ALL 0x3f /* Mask of all movement types */ 582#define MOVE_ALL 0x3f /* Mask of all movement types */
623 583
624/* typdef here to define type large enough to hold bitmask of 584/* typdef here to define type large enough to hold bitmask of
625 * all movement types. Make one declaration so easy to update. 585 * 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 */ 586 */
629typedef unsigned char MoveType; 587typedef unsigned char MoveType;
630 588
631/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 589/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
632 * Basically, ob2 has to block all of ob1 movement types. 590 * Basically, ob2 has to block all of ob1 movement types.
641 * 599 *
642 */ 600 */
643#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 601#define OB_TYPE_MOVE_BLOCK(ob1, type) \
644 ((type) && (ob1->move_type & type) == ob1->move_type) 602 ((type) && (ob1->move_type & type) == ob1->move_type)
645 603
646
647#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 604#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
648#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 605#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
649#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 606#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
672 607
673#define EXIT_PATH(xyz) (xyz)->slaying 608#define EXIT_PATH(xyz) (xyz)->slaying
674#define EXIT_LEVEL(xyz) (xyz)->stats.food 609#define EXIT_LEVEL(xyz) (xyz)->stats.food
675#define EXIT_X(xyz) (xyz)->stats.hp 610#define EXIT_X(xyz) (xyz)->stats.hp
676#define EXIT_Y(xyz) (xyz)->stats.sp 611#define EXIT_Y(xyz) (xyz)->stats.sp
696#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 631#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
697 632
698#define DIRX(xyz) freearr_x[(xyz)->direction] 633#define DIRX(xyz) freearr_x[(xyz)->direction]
699#define DIRY(xyz) freearr_y[(xyz)->direction] 634#define DIRY(xyz) freearr_y[(xyz)->direction]
700 635
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 636#define ARMOUR_SPEED(xyz) (xyz)->last_sp
705#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 637#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
706#define WEAPON_SPEED(xyz) (xyz)->last_sp 638#define WEAPON_SPEED(xyz) (xyz)->last_sp
707 639
708/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 640/* 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 */ 641 each of them signed char, concatenated in a int16 */
710#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 642#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
711#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 643#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) 644#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
645
713#define FIRE_DIRECTIONAL 0 646#define FIRE_DIRECTIONAL 0
714#define FIRE_POSITIONAL 1 647#define FIRE_POSITIONAL 1
715 648
716/******************************************************************************/ 649/******************************************************************************/
717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 650/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
838// we use 2**-n because that can be represented exactly 771// we use 2**-n because that can be represented exactly
839// also make sure that this is a float, not double, constant 772// also make sure that this is a float, not double, constant
840#define MIN_ACTIVE_SPEED (1.f / 65536.f) 773#define MIN_ACTIVE_SPEED (1.f / 65536.f)
841 774
842#define RANDOM() (rndm.next () & 0xffffffU) 775#define RANDOM() (rndm.next () & 0xffffffU)
843#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
844 776
845/* Returns the weight of the given object. Note: it does not take the number of 777/* Returns the weight of the given object. Note: it does not take the number of
846 * items (nrof) into account. 778 * items (nrof) into account.
779 * (this looks rather bogus, schmorp)
847 */ 780 */
848#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 781#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';
866 782
867/* 783/*
868 * Warning! 784 * Warning!
869 * If you add message types here, don't forget 785 * If you add message types here, don't forget
870 * to keep the client up to date too! 786 * to keep the client up to date too!
966 882
967#define LOG_CHANNEL "log" // the plain and ugly standard server log 883#define LOG_CHANNEL "log" // the plain and ugly standard server log
968#define INFO_CHANNEL "info" // lower_left box 884#define INFO_CHANNEL "info" // lower_left box
969#define SAY_CHANNEL "channel-say" 885#define SAY_CHANNEL "channel-say"
970#define CHAT_CHANNEL "channel-chat" 886#define CHAT_CHANNEL "channel-chat"
887#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
971 888
972/* The following are the color flags passed to new_draw_info. 889/* The following are the color flags passed to new_draw_info.
973 * 890 *
974 * We also set up some control flags 891 * We also set up some control flags
975 * 892 *
999#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ 916#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
1000 /* using an int anyways, so we have the space */ 917 /* using an int anyways, so we have the space */
1001 /* to still do all the flags */ 918 /* to still do all the flags */
1002 919
1003#define NDI_REPLY 0x20 // is a direct reply to a user command 920#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 921#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
922#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 923#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
1006 924
1007#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 925#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1008#define NDI_ALL 0x2000 /* Inform all players of this message */ 926#define NDI_ALL 0x2000 /* Inform all players of this message */
1009#define NDI_DEF 0x4000 // ignore colour for channel protocol 927#define NDI_DEF 0x4000 // ignore colour for channel protocol
1010 928

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