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Comparing deliantra/server/include/define.h (file contents):
Revision 1.51 by root, Sat Apr 21 16:56:32 2007 UTC vs.
Revision 1.72 by root, Thu Aug 30 05:37:58 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* 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 */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
50#endif 49#endif
51#ifndef MAX 50#ifndef MAX
52# define MAX(x,y) max (x, y) 51# define MAX(x,y) max (x, y)
53#endif 52#endif
54 53
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
56#ifndef NAME_MAX 55#define NAME_LEN 127
57# define NAME_MAX 255
58#endif
59 56
60/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
61#ifndef MAX3 58#ifndef MAX3
62# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif 60#endif
68#endif 65#endif
69 66
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
72 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
73#define MAX_BUF 1024 80#define MAX_BUF 1024
74 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
75#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
76#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 */
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
78 85
79#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
80 87
81#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
179#define GEM 60 186#define GEM 60
180 187
181#define FIREWALL 62 188#define FIREWALL 62
182#define ANVIL 63 189#define ANVIL 63
183#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 */
184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
185 * values of last_sp set how to change: 192 * values of last_sp set how to change:
186 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
187 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
188 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
189 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
190 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
191#define EXIT 66 201#define EXIT 66
192#define ENCOUNTER 67 202#define ENCOUNTER 67
193#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
194#define SHOP_MAT 69 204#define SHOP_MAT 69
195#define RING 70 205#define RING 70
232#define POISONING 105 242#define POISONING 105
233#define SAVEBED 106 243#define SAVEBED 106
234 244
235#define WAND 109 245#define WAND 109
236 246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
237#define SCROLL 111 248#define SCROLL 111
238#define DIRECTOR 112 249#define DIRECTOR 112
239#define GIRDLE 113 250#define GIRDLE 113
240#define FORCE 114 251#define FORCE 114
241#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 */
265 276
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267 278
268#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,
269 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
270 283
271/* DEAD TYPES: */ 284/* DEAD TYPES: */
272//#define FBULLET 10 285//#define FBULLET 10
273//#define FBALL 11 286//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
421 434
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
424#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 */
425#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 */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
430 /* Can this creature use a shield? */
431 443
432#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
433 445
434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
439/*#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 */
440/*#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) */
441 453
442#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
443#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
448 /* Will be applied when created */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
450#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. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455 465
456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457/*#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 */
458/*#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 */
459 469
460#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
461 /* When (--food<0) the object will exit */ 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
462#define FLAG_IDENTIFIED 29 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
463 /* Player knows full info about item */
464#define FLAG_REFLECTING 30
465 /* Object reflects from walls (lightning) */
466#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 */
467
468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
470#define FLAG_STARTEQUIP 34 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
471 /* Object was given to player at start */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
472#define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
474#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
477#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 */
478 483
479#define FLAG_REFL_SPELL 40
480 /* Spells (some) will reflect from object */
481#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 */
482#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 */
483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484#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 */
485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
491 494
492#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
494#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
495#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 */
496#define FLAG_CAST_SPELL 52 499
497 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
498#define FLAG_USE_SCROLL 53 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
499 /* (Monster) can read scroll */
500#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 */
501#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
502 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
503#define FLAG_USE_ARMOUR 56 505#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
504 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */
507#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 */
508#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) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
510#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
511#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 */
512#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 */
513 513
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531 531
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
533#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 */
534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 535
536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
539 /* (Item) gives invisibility when applied */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
540#define FLAG_INV_LOCKED 86 540
541 /* Item will not be dropped from inventory */
542#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
543
544#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
545#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 */
546#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 */
547#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 */
548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
562 */ 560 */
563 561
564#define FLAG_BERSERK 99 /* monster will attack closest living 562#define FLAG_BERSERK 99 /* monster will attack closest living
565 object */ 563 object */
566#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 564#define FLAG_NEUTRAL 100 /* monster is from type neutral */
567#define FLAG_NO_ATTACK 101 /* monster don't attack */ 565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 566#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
569#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 567#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
570 * load_original_map() */ 568 * load_original_map() */
571#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 569//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
572 * the overlay, and is not subject to 570// * the overlay, and is not subject to
573 * decay. */ 571// * decay. */
574#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 572#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
575#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 573#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
576#define FLAG_IS_WATER 107 574#define FLAG_IS_WATER 107
577#define FLAG_CONTENT_ON_GEN 108 575#define FLAG_CONTENT_ON_GEN 108
578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 576#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
584 * defined flag + 1. If you change this, 582 * defined flag + 1. If you change this,
585 * make sure you update the flag_links 583 * make sure you update the flag_links
586 * in common/loader.l 584 * in common/loader.l
587 */ 585 */
588 586
589/* Values can go up to 127 before the size of the flags array in the
590 * object structure needs to be enlarged.
591 * So there are 18 available flags slots
592 */
593
594#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
595 588
596/* If you add new movement types, you may need to update 589/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 590 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 591 * change_abil() probably should be updated also.
608 601
609#define MOVE_ALL 0x3f /* Mask of all movement types */ 602#define MOVE_ALL 0x3f /* Mask of all movement types */
610 603
611/* typdef here to define type large enough to hold bitmask of 604/* typdef here to define type large enough to hold bitmask of
612 * all movement types. Make one declaration so easy to update. 605 * all movement types. Make one declaration so easy to update.
613 * uint8 is defined yet, so just use what that would define it
614 * at anyways.
615 */ 606 */
616typedef unsigned char MoveType; 607typedef unsigned char MoveType;
617 608
618/* 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.
619 * Basically, ob2 has to block all of ob1 movement types. 610 * Basically, ob2 has to block all of ob1 movement types.
628 * 619 *
629 */ 620 */
630#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 621#define OB_TYPE_MOVE_BLOCK(ob1, type) \
631 ((type) && (ob1->move_type & type) == ob1->move_type) 622 ((type) && (ob1->move_type & type) == ob1->move_type)
632 623
633
634#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 624#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
635#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 625#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
636#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 626#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
637
638/* Note: These values are only a default value, resizing can change them */
639#define INV_SIZE 12 /* How many items can be viewed in inventory */
640#define LOOK_SIZE 6 /* ditto, but for the look-window */
641#define MAX_INV_SIZE 40 /* For initializing arrays */
642#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
643
644#define EDITABLE(xyz) ((xyz)->arch->editable)
645
646#define E_MONSTER 0x00000001
647#define E_EXIT 0x00000002
648#define E_TREASURE 0x00000004
649#define E_BACKGROUND 0x00000008
650#define E_DOOR 0x00000010
651#define E_SPECIAL 0x00000020
652#define E_SHOP 0x00000040
653#define E_NORMAL 0x00000080
654#define E_FALSE_WALL 0x00000100
655#define E_WALL 0x00000200
656#define E_EQUIPMENT 0x00000400
657#define E_OTHER 0x00000800
658#define E_ARTIFACT 0x00001000
659 627
660#define EXIT_PATH(xyz) (xyz)->slaying 628#define EXIT_PATH(xyz) (xyz)->slaying
661#define EXIT_LEVEL(xyz) (xyz)->stats.food 629#define EXIT_LEVEL(xyz) (xyz)->stats.food
662#define EXIT_X(xyz) (xyz)->stats.hp 630#define EXIT_X(xyz) (xyz)->stats.hp
663#define EXIT_Y(xyz) (xyz)->stats.sp 631#define EXIT_Y(xyz) (xyz)->stats.sp
683#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 */
684 652
685#define DIRX(xyz) freearr_x[(xyz)->direction] 653#define DIRX(xyz) freearr_x[(xyz)->direction]
686#define DIRY(xyz) freearr_y[(xyz)->direction] 654#define DIRY(xyz) freearr_y[(xyz)->direction]
687 655
688#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
689#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
690
691#define ARMOUR_SPEED(xyz) (xyz)->last_sp 656#define ARMOUR_SPEED(xyz) (xyz)->last_sp
692#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 657#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
693#define WEAPON_SPEED(xyz) (xyz)->last_sp 658#define WEAPON_SPEED(xyz) (xyz)->last_sp
694 659
695/* 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
696 each of them signed char, concatenated in a int16 */ 661 each of them signed char, concatenated in a int16 */
697#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 662#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
698#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 663#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
699#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
700#define FIRE_DIRECTIONAL 0 666#define FIRE_DIRECTIONAL 0
701#define FIRE_POSITIONAL 1 667#define FIRE_POSITIONAL 1
702 668
703/******************************************************************************/ 669/******************************************************************************/
704/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 670/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
769 */ 735 */
770 736
771#define PREFER_HIGH 1 737#define PREFER_HIGH 1
772#define PREFER_LOW 0 738#define PREFER_LOW 0
773 739
774/* Simple function we use below to keep adding to the same string
775 * but also make sure we don't overwrite that string.
776 */
777static inline void
778safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
779{
780 if (*curlen == (maxlen - 1))
781 return;
782
783 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
784 dest[maxlen - 1] = 0;
785 *curlen += strlen (orig);
786
787 if (*curlen > (maxlen - 1))
788 *curlen = maxlen - 1;
789}
790
791
792/* The SAFE versions of these call the safe_strcat function above.
793 * Ideally, all functions should use the SAFE functions, but they
794 * require some extra support in the calling function to remain as
795 * efficient.
796 */
797#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
798 if(variable) { \
799 int i,j=0; \
800 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
801 for(i=0; i<NROFATTACKS; i++) \
802 if(variable & (1<<i)) { \
803 if (j) \
804 safe_strcat(retbuf,", ", len, maxlen); \
805 else \
806 j = 1; \
807 safe_strcat(retbuf, attacks[i], len, maxlen); \
808 } \
809 safe_strcat(retbuf,")",len,maxlen); \
810 }
811
812
813/* separated this from the common/item.c file. b.t. Dec 1995 */
814
815#define DESCRIBE_ABILITY(retbuf, variable, name) \
816 if(variable) { \
817 int i,j=0; \
818 strcat(retbuf,"(" name ": "); \
819 for(i=0; i<NROFATTACKS; i++) \
820 if(variable & (1<<i)) { \
821 if (j) \
822 strcat(retbuf,", "); \
823 else \
824 j = 1; \
825 strcat(retbuf, attacks[i]); \
826 } \
827 strcat(retbuf,")"); \
828 }
829
830
831#define DESCRIBE_PATH(retbuf, variable, name) \
832 if(variable) { \
833 int i,j=0; \
834 strcat(retbuf,"(" name ": "); \
835 for(i=0; i<NRSPELLPATHS; i++) \
836 if(variable & (1<<i)) { \
837 if (j) \
838 strcat(retbuf,", "); \
839 else \
840 j = 1; \
841 strcat(retbuf, spellpathnames[i]); \
842 } \
843 strcat(retbuf,")"); \
844 }
845
846
847#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
848 if(variable) { \
849 int i,j=0; \
850 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
851 for(i=0; i<NRSPELLPATHS; i++) \
852 if(variable & (1<<i)) { \
853 if (j) \
854 safe_strcat(retbuf,", ", len, maxlen); \
855 else \
856 j = 1; \
857 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
858 } \
859 safe_strcat(retbuf,")", len, maxlen); \
860 }
861
862/* Flags for apply_special() */ 740/* Flags for apply_special() */
863enum apply_flag 741enum apply_flag
864{ 742{
865 /* Basic flags, always use one of these */ 743 /* Basic flags/mode, always use one of these */
866 AP_NULL = 0, 744 AP_TOGGLE = 0,
867 AP_APPLY = 1, 745 AP_APPLY = 1,
868 AP_UNAPPLY = 2, 746 AP_UNAPPLY = 2,
869 747
870 AP_BASIC_FLAGS = 15, 748 AP_BASIC_FLAGS = 0x0f,
871 749
872 /* Optional flags, for bitwise or with a basic flag */ 750 /* Optional flags, for bitwise or with a basic flag */
873 AP_NO_MERGE = 16, 751 AP_NO_MERGE = 0x10,
874 AP_IGNORE_CURSE = 32, 752 AP_IGNORE_CURSE = 0x20,
875 AP_PRINT = 64 /* Print what to do, don't actually do it */ 753 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
876 /* Note this is supported in all the functions */ 754 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
877}; 755};
878 756
879/* Bitmask values for 'can_apply_object()' return values. 757/* Bitmask values for 'can_apply_object()' return values.
880 * the CAN_APPLY_ prefix is to just note what function the 758 * the CAN_APPLY_ prefix is to just note what function the
881 * are returned from. 759 * are returned from.
907#define CAN_APPLY_NOT_MASK 0xf 785#define CAN_APPLY_NOT_MASK 0xf
908#define CAN_APPLY_UNAPPLY 0x10 786#define CAN_APPLY_UNAPPLY 0x10
909#define CAN_APPLY_UNAPPLY_MULT 0x20 787#define CAN_APPLY_UNAPPLY_MULT 0x20
910#define CAN_APPLY_UNAPPLY_CHOICE 0x40 788#define CAN_APPLY_UNAPPLY_CHOICE 0x40
911 789
912/* Cut off point of when an object is put on the active list or not */ 790// Cut off point of when an object is put on the active list or not
791// we use 2**-n because that can be represented exactly
792// also make sure that this is a float, not double, constant
913#define MIN_ACTIVE_SPEED 1e-5 793#define MIN_ACTIVE_SPEED (1.f / 65536.f)
914 794
915#define RANDOM() (rndm.next () & 0xffffffU) 795#define RANDOM() (rndm.next () & 0xffffffU)
916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
917 796
918/* 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
919 * items (nrof) into account. 798 * items (nrof) into account.
799 * (this looks rather bogus, schmorp)
920 */ 800 */
921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 801#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
922
923
924/* Code fastening defines
925 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
926 * buf__ and increment buf__ position so it will point to the end of buf__.
927 * the '\0' caracter will not be put at end of buf__.
928 * use preparefastcat and finishfastcat on buf__ to prepare
929 * and clean up the string. (Lots faster than doing each time...)
930 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
931 * keep in mind FAST_STRNCAT is faster since length of second argument is
932 * kown in advance.
933 */
934
935#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
936#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
937#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
938#define FINISH_FASTCAT(buf__) buf__[0]='\0';
939 802
940/* 803/*
941 * Warning! 804 * Warning!
942 * If you add message types here, don't forget 805 * If you add message types here, don't forget
943 * to keep the client up to date too! 806 * to keep the client up to date too!
1028 891
1029/* admin messages */ 892/* admin messages */
1030#define MSG_TYPE_ADMIN_RULES 1 893#define MSG_TYPE_ADMIN_RULES 1
1031#define MSG_TYPE_ADMIN_NEWS 2 894#define MSG_TYPE_ADMIN_NEWS 2
1032 895
896/**
897 * Maximum distance a player may hear a sound from.
898 * This is only used for new client/server sound. If the sound source
899 * on the map is farther away than this, we don't sent it to the client.
900 */
901#define MAX_SOUND_DISTANCE 16
902
903#define LOG_CHANNEL "log" // the plain and ugly standard server log
904#define INFO_CHANNEL "info" // lower_left box
905#define SAY_CHANNEL "channel-say"
906#define CHAT_CHANNEL "channel-chat"
907
908/* The following are the color flags passed to new_draw_info.
909 *
910 * We also set up some control flags
911 *
912 * NDI = New Draw Info
913 */
914
915/* Color specifications - note these match the order in xutil.c */
916/* Note 2: Black, the default color, is 0. Thus, it does not need to
917 * be implicitly specified.
918 */
919#define NDI_BLACK 0
920#define NDI_WHITE 1
921#define NDI_NAVY 2
922#define NDI_RED 3
923#define NDI_ORANGE 4
924#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
925#define NDI_DK_ORANGE 6 /* DarkOrange2 */
926#define NDI_GREEN 7 /* SeaGreen */
927#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
928 /* Than seagreen - also background color */
929#define NDI_GREY 9
930#define NDI_BROWN 10 /* Sienna */
931#define NDI_GOLD 11
932#define NDI_TAN 12 /* Khaki */
933
934#define NDI_MAX_COLOR 12 /* Last value in */
935#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
936 /* using an int anyways, so we have the space */
937 /* to still do all the flags */
938
939#define NDI_REPLY 0x20 // is a direct reply to a user command
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
942#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
943
944#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
945#define NDI_ALL 0x2000 /* Inform all players of this message */
946#define NDI_DEF 0x4000 // ignore colour for channel protocol
947
1033#endif /* DEFINE_H */ 948#endif /* DEFINE_H */
1034 949

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