ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.16 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.74 by root, Tue Sep 4 08:42:57 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.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,
110 * flags 107 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 108 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 109 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 110 */
114 111
115/* type 0 will be undefined and shows a non valid type information */ 112/* USED TYPES: (for dead types please look at the bottom of the type
113 * definitions)
114 */
116 115
117#define PLAYER 1 116/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 117
119#define ROD 3 118#define PLAYER 1
119#define TRANSPORT 2 /* see pod/objects.pod */
120#define ROD 3
120#define TREASURE 4 121#define TREASURE 4
121#define POTION 5 122#define POTION 5
122#define FOOD 6 123#define FOOD 6
123#define POISON 7 124#define POISON 7
124#define BOOK 8 125#define BOOK 8
125#define CLOCK 9 126#define CLOCK 9
126 127
127/*#define FBULLET 10 */ 128#define ARROW 13
128 129#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 130#define WEAPON 15
134#define ARMOUR 16 131#define ARMOUR 16
135#define PEDESTAL 17 132#define PEDESTAL 17
136#define ALTAR 18 133#define ALTAR 18
137 134
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 135#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 136#define SPECIAL_KEY 21
141#define MAP 22 137#define MAP 22
142#define DOOR 23 138#define DOOR 23
143#define KEY 24 139#define KEY 24
144 140
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 141#define TIMED_GATE 26
147#define TRIGGER 27 142#define TRIGGER 27
148#define GRIMREAPER 28 143#define GRIMREAPER 28
149#define MAGIC_EAR 29 144#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 145#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 146#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 147#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 148#define SHIELD 33
154#define HELMET 34 149#define HELMET 34
155#define HORN 35 150#define HORN 35
156#define MONEY 36 151#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 152#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 153#define GRAVESTONE 38
159#define AMULET 39 154#define AMULET 39
160#define PLAYERMOVER 40 155#define PLAYERMOVER 40
161#define TELEPORTER 41 156#define TELEPORTER 41
162#define CREATOR 42 157#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 158#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 159
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 160#define EARTHWALL 45
168#define GOLEM 46 161#define GOLEM 46
169 162
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 163#define THROWN_OBJ 48
172#define BLINDNESS 49 164#define BLINDNESS 49
173#define GOD 50 165#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 166#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 167 * which notices the presense of
177 /* another object and is triggered */ 168 * another object and is triggered
178 /* like buttons. */ 169 * like buttons.
170 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 171#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 172 * force into a player with a specified string WHEN TRIGGERED.
173 */
181#define DEAD_OBJECT 53 174#define DEAD_OBJECT 53
182#define DRINK 54 175#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 176#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 177 * force into a player with a specified string.
178 */
185#define HOLY_ALTAR 56 179#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 180#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 181#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 182
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 183#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 184 * a monster into a peaceful being incapable of attack.
191#define GEM 60 185 */
186#define GEM 60
192 187
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 188#define FIREWALL 62
195#define ANVIL 63 189#define ANVIL 63
196#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 */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
198 * values of last_sp set how to change: 192 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
204#define EXIT 66 198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
201#define EXIT 66
205#define ENCOUNTER 67 202#define ENCOUNTER 67
206#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
207#define SHOP_MAT 69 204#define SHOP_MAT 69
208#define RING 70 205#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 206#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 210#define LIGHTER 75
214 211
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 213
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 214
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#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
223 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
226 chairs from here. */ 219 chairs from here. */
227#define MONSTER 80 220
228 /* yes, thats a real, living creature */ 221#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 223
234#define SPELLBOOK 85 224#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 225
238/*#define CONE 88 */ 226#define CLOAK 87
239 227
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 228#define SPINNER 90
243#define GATE 91 229#define GATE 91
244#define BUTTON 92 230#define BUTTON 92
245#define CF_HANDLE 93 231#define CF_HANDLE 93
246#define HOLE 94 232#define HOLE 94
247#define TRAPDOOR 95 233#define TRAPDOOR 95
248 234
249/*#define WORD_OF_RECALL 96 */ 235#define SIGN 98
250 236#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 237#define GLOVES 100
255#define SPELL 101 238#define SPELL 101
256#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
257#define CONVERTER 103 240#define CONVERTER 103
258#define BRACERS 104 241#define BRACERS 104
259#define POISONING 105 242#define POISONING 105
260#define SAVEBED 106 243#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 244
265/*#define ABILITY 110*/ 245#define WAND 109
246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
266#define SCROLL 111 248#define SCROLL 111
267#define DIRECTOR 112 249#define DIRECTOR 112
268#define GIRDLE 113 250#define GIRDLE 113
269#define FORCE 114 251#define FORCE 114
270#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 */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 256#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
276 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282#define NUM_TYPES 166 // must be max(type) + 1
283
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
277/* unused: 125 - 129 321/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 322 * type 125 was MONEY_CHANGER
279 */ 323 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 324//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 326//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 328//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 329
307/* END TYPE DEFINE */ 330/* END TYPE DEFINE */
308 331
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 333
395#define SIZEOFFREE2 24 418#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 419#define SIZEOFFREE 49
397 420
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 421#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 422
400/* Flag structure now changed. 423/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 424 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 425 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 426 */
428 427
429/* Basic routines to do above */ 428/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 429#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 430#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define CLEAR_FLAG(xyz, p) \ 431#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 432
469/* the flags */ 433/* the flags */
470 434
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
473#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 */
474#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 */
475#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
476#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
477#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
478#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
479 /* Can this creature use a shield? */
480 443
481#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
482 445
483 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
484
485 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
448
486#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 449#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
487 450
488 /*#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 */
489
490 /*#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) */
453
491#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
492#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
493
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
497 /* Will be applied when created */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */
499#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. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 465
505 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
506
507 /*#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 */
508
509 /*#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 */
510#define FLAG_IS_USED_UP 28 469
511 /* When (--food<0) the object will exit */ 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
512#define FLAG_IDENTIFIED 29 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
513 /* Player knows full info about item */ 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
514#define FLAG_REFLECTING 30
515 /* Object reflects from walls (lightning) */
516#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, creates <food> new <other_archs> when !alive */
517
518/* Start of values in flags[1] */
519#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
520#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
521#define FLAG_STARTEQUIP 34 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
522 /* Object was given to player at start */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
523#define FLAG_BLOCKSVIEW 35
524 /* Object blocks view */
525#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
526#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
527#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
528#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 */
529 483
530#define FLAG_REFL_SPELL 40
531 /* Spells (some) will reflect from object */
532#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 */
533#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 */
534#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
535#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 */
536#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
537 but can still attack at a distance */ 489 but can still attack at a distance */
538 490
539 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 491/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
540 thru this object as if it wasn't there */ 492 thru this object as if it wasn't there */
541 493/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
542 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543 494
544#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
545#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
546#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
547#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 */
548#define FLAG_CAST_SPELL 52 499
549 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
550#define FLAG_USE_SCROLL 53 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
551 /* (Monster) can read scroll */
552#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 */
553#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
554 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
555#define FLAG_USE_ARMOUR 56 505#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
556 /* (Monster) can wear armour/shield/helmet */
557#define FLAG_USE_WEAPON 57
558 /* (Monster) can wield weapons */
559#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 */
560#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) */
561#define FLAG_READY_BOW 60 /* not implemented yet */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
562#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
563#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 */
564#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 */
565 513
566/* Start of values in flags[2] */
567#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
568#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 515#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
569#define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
570#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
571#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
584 531
585#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
586#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 */
587#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
588 535
589/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536#define FLAG_PRECIOUS 83 // object is precious (pets)
590#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
591#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
592 /* (Item) gives invisibility when applied */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
593#define FLAG_INV_LOCKED 86 540
594 /* Item will not be dropped from inventory */
595#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
596
597#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
598#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 */
599#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 */
600#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 */
601#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
602#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 547#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
603#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 548#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
604 549
605 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 550/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
606 551
607/* Start of values in flags[3] */
608#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 552#define FLAG_NO_STEAL 96 /* Item can't be stolen */
609#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 553#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
610 * away (replaces ghosthit) 554 * away (replaces ghosthit)
611 */ 555 */
612#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 556#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
616 */ 560 */
617 561
618#define FLAG_BERSERK 99 /* monster will attack closest living 562#define FLAG_BERSERK 99 /* monster will attack closest living
619 object */ 563 object */
620#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 564#define FLAG_NEUTRAL 100 /* monster is from type neutral */
621#define FLAG_NO_ATTACK 101 /* monster don't attack */ 565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 566#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
623#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
624 * load_original_map() */ 568 * load_original_map() */
625#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
626 * the overlay, and is not subject to 570// * the overlay, and is not subject to
627 * decay. */ 571// * decay. */
628#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' */
629#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' */
630#define FLAG_IS_WATER 107 574#define FLAG_IS_WATER 107
631#define FLAG_CONTENT_ON_GEN 108 575#define FLAG_CONTENT_ON_GEN 108
632#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 */
633#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 577#define FLAG_IS_BUILDABLE 110 /* Can build on item */
634#define FLAG_AFK 111 /* Player is AFK */ 578#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
579#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
580
635#define NUM_FLAGS 111 /* Should always be equal to the last 581#define NUM_FLAGS 113 /* Should always be equal to the last
636 * defined flag. If you change this, 582 * defined flag + 1. If you change this,
637 * make sure you update the flag_links 583 * make sure you update the flag_links
638 * in common/loader.l 584 * in common/loader.l
639 */ 585 */
640
641/* Values can go up to 127 before the size of the flags array in the
642 * object structure needs to be enlarged.
643 * So there are 18 available flags slots
644 */
645
646
647#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
648
649#if 0
650
651/* These should no longer be needed - access move_slow_penalty
652 * directly.
653 */
654# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
655# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
656#endif
657 586
658/* If you add new movement types, you may need to update 587/* If you add new movement types, you may need to update
659 * describe_item() so properly describe those types. 588 * describe_item() so properly describe those types.
660 * change_abil() probably should be updated also. 589 * change_abil() probably should be updated also.
661 */ 590 */
662#define MOVE_WALK 0x1 /* Object walks */ 591#define MOVE_WALK 0x01 /* Object walks */
663#define MOVE_FLY_LOW 0x2 /* Low flying object */ 592#define MOVE_FLY_LOW 0x02 /* Low flying object */
664#define MOVE_FLY_HIGH 0x4 /* High flying object */ 593#define MOVE_FLY_HIGH 0x04 /* High flying object */
665#define MOVE_FLYING 0x6 594#define MOVE_FLYING 0x06
666 /* Combo of fly_low and fly_high */ 595 /* Combo of fly_low and fly_high */
667#define MOVE_SWIM 0x8 /* Swimming object */ 596#define MOVE_SWIM 0x08 /* Swimming object */
668#define MOVE_BOAT 0x10 /* Boats/sailing */ 597#define MOVE_BOAT 0x10 /* Boats/sailing */
598#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
599
669#define MOVE_ALL 0x1f /* Mask of all movement types */ 600#define MOVE_ALL 0x3f /* Mask of all movement types */
670
671/* the normal assumption is that objects are walking/flying.
672 * So often we don't want to block movement, but still don't want
673 * to allow all types (swimming is rather specialized) - I also
674 * expect as more movement types show up, this is likely to get
675 * updated. Basically, this is the default for spaces that allow
676 * movement - anything but swimming right now. If you really
677 * want nothing at all, then can always set move_block to 0
678 */
679#define MOVE_BLOCK_DEFAULT MOVE_SWIM
680 601
681/* typdef here to define type large enough to hold bitmask of 602/* typdef here to define type large enough to hold bitmask of
682 * all movement types. Make one declaration so easy to update. 603 * all movement types. Make one declaration so easy to update.
683 * uint8 is defined yet, so just use what that would define it
684 * at anyways.
685 */ 604 */
686typedef unsigned char MoveType; 605typedef unsigned char MoveType;
687 606
688/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 607/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
689 * Basically, ob2 has to block all of ob1 movement types. 608 * Basically, ob2 has to block all of ob1 movement types.
696 * Add check - if type is 0, don't stop anything from moving 615 * Add check - if type is 0, don't stop anything from moving
697 * onto it. 616 * onto it.
698 * 617 *
699 */ 618 */
700#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 619#define OB_TYPE_MOVE_BLOCK(ob1, type) \
701 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 620 ((type) && (ob1->move_type & type) == ob1->move_type)
702
703 621
704#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 622#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
705#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 623#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
706#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 624#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
707
708/* Note: These values are only a default value, resizing can change them */
709#define INV_SIZE 12 /* How many items can be viewed in inventory */
710#define LOOK_SIZE 6 /* ditto, but for the look-window */
711#define MAX_INV_SIZE 40 /* For initializing arrays */
712#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
713
714#define EDITABLE(xyz) ((xyz)->arch->editable)
715
716#define E_MONSTER 0x00000001
717#define E_EXIT 0x00000002
718#define E_TREASURE 0x00000004
719#define E_BACKGROUND 0x00000008
720#define E_DOOR 0x00000010
721#define E_SPECIAL 0x00000020
722#define E_SHOP 0x00000040
723#define E_NORMAL 0x00000080
724#define E_FALSE_WALL 0x00000100
725#define E_WALL 0x00000200
726#define E_EQUIPMENT 0x00000400
727#define E_OTHER 0x00000800
728#define E_ARTIFACT 0x00001000
729 625
730#define EXIT_PATH(xyz) (xyz)->slaying 626#define EXIT_PATH(xyz) (xyz)->slaying
731#define EXIT_LEVEL(xyz) (xyz)->stats.food 627#define EXIT_LEVEL(xyz) (xyz)->stats.food
732#define EXIT_X(xyz) (xyz)->stats.hp 628#define EXIT_X(xyz) (xyz)->stats.hp
733#define EXIT_Y(xyz) (xyz)->stats.sp 629#define EXIT_Y(xyz) (xyz)->stats.sp
734#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 630#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
735#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 631#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
736 632
737/* for use by the lighting code */ 633/* for use by the lighting code */
738#define MAX_LIGHT_RADII 4 634#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
739 /* max radii for 'light' object, really
740 * large values allow objects that can 635 * large values allow objects that can
741 * slow down the game */ 636 * slow down the game */
742#define MAX_DARKNESS 5 /* maximum map darkness, there is no 637#define MAX_DARKNESS 5 /* maximum map darkness, there is no
743 * practical reason to exceed this */ 638 * practical reason to exceed this */
744#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 639#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
754#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 649#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
755 650
756#define DIRX(xyz) freearr_x[(xyz)->direction] 651#define DIRX(xyz) freearr_x[(xyz)->direction]
757#define DIRY(xyz) freearr_y[(xyz)->direction] 652#define DIRY(xyz) freearr_y[(xyz)->direction]
758 653
759#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
760#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
761
762#define ARMOUR_SPEED(xyz) (xyz)->last_sp 654#define ARMOUR_SPEED(xyz) (xyz)->last_sp
763#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 655#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
764#define WEAPON_SPEED(xyz) (xyz)->last_sp 656#define WEAPON_SPEED(xyz) (xyz)->last_sp
765 657
766/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 658/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
767 each of them signed char, concatenated in a int16 */ 659 each of them signed char, concatenated in a int16 */
768#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 660#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
769#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 661#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
770#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 662#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
663
771#define FIRE_DIRECTIONAL 0 664#define FIRE_DIRECTIONAL 0
772#define FIRE_POSITIONAL 1 665#define FIRE_POSITIONAL 1
773 666
774/******************************************************************************/ 667/******************************************************************************/
775
776/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 668/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777
778/******************************************************************************/ 669/******************************************************************************/
779
780/* if your monsters start acting wierd, mail me */ 670/* if your monsters start acting wierd, mail me */
781
782/******************************************************************************/ 671/******************************************************************************/
783
784/* the following definitions are for the attack_movement variable in monsters */ 672/* the following definitions are for the attack_movement variable in monsters */
785
786/* if the attack_variable movement is left out of the monster archetype, or is*/ 673/* if the attack_variable movement is left out of the monster archetype, or is*/
787
788/* set to zero */ 674/* set to zero */
789
790/* the standard mode of movement from previous versions of crossfire will be */ 675/* the standard mode of movement from previous versions of crossfire will be */
791
792/* used. the upper four bits of movement data are not in effect when the monst*/ 676/* used. the upper four bits of movement data are not in effect when the monst*/
793
794/* er has an enemy. these should only be used for non agressive monsters. */ 677/* er has an enemy. these should only be used for non agressive monsters. */
795
796/* to program a monsters movement add the attack movement numbers to the movem*/ 678/* to program a monsters movement add the attack movement numbers to the movem*/
797
798/* ment numbers example a monster that moves in a circle until attacked and */ 679/* ment numbers example a monster that moves in a circle until attacked and */
799
800/* then attacks from a distance: */ 680/* then attacks from a distance: */
801
802/* CIRCLE1 = 32 */ 681/* CIRCLE1 = 32 */
803
804/* + DISTATT = 1 */ 682/* + DISTATT = 1 */
805
806/* ------------------- */ 683/* ------------------- */
807
808/* attack_movement = 33 */ 684/* attack_movement = 33 */
809
810/******************************************************************************/ 685/******************************************************************************/
811#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 686#define DISTATT 1 /* move toward a player if far, but mantain some space, */
812 /* attack from a distance - good for missile users only */ 687 /* attack from a distance - good for missile users only */
813#define RUNATT 2 /* run but attack if player catches up to object */ 688#define RUNATT 2 /* run but attack if player catches up to object */
814#define HITRUN 3 /* run to then hit player then run away cyclicly */ 689#define HITRUN 3 /* run to then hit player then run away cyclicly */
848 /* changing directions */ 723 /* changing directions */
849 /* this is VERTICAL movement */ 724 /* this is VERTICAL movement */
850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 725#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
851#define HI4 240 726#define HI4 240
852 727
853/*
854 * Use of the state-variable in player objects:
855 */
856
857#define ST_PLAYING 0
858#define ST_PLAY_AGAIN 1
859#define ST_ROLL_STAT 2
860#define ST_CHANGE_CLASS 3
861#define ST_CONFIRM_QUIT 4
862#define ST_CONFIGURE 5
863#define ST_GET_NAME 6
864#define ST_GET_PASSWORD 7
865#define ST_CONFIRM_PASSWORD 8
866#define ST_GET_PARTY_PASSWORD 10
867
868#define BLANK_FACE_NAME "blank.111" 728#define BLANK_FACE_NAME "blank.x11"
869#define EMPTY_FACE_NAME "empty.111" 729#define EMPTY_FACE_NAME "empty.x11"
870#define DARK_FACE1_NAME "dark1.111"
871#define DARK_FACE2_NAME "dark2.111"
872#define DARK_FACE3_NAME "dark3.111"
873#define SMOOTH_FACE_NAME "default_smoothed.111"
874 730
875/* 731/*
876 * Defines for the luck/random functions to make things more readable 732 * Defines for the luck/random functions to make things more readable
877 */ 733 */
878 734
879#define PREFER_HIGH 1 735#define PREFER_HIGH 1
880#define PREFER_LOW 0 736#define PREFER_LOW 0
881
882/* Simple function we use below to keep adding to the same string
883 * but also make sure we don't overwrite that string.
884 */
885static inline void
886safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
887{
888 if (*curlen == (maxlen - 1))
889 return;
890
891 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
892 dest[maxlen - 1] = 0;
893 *curlen += strlen (orig);
894
895 if (*curlen > (maxlen - 1))
896 *curlen = maxlen - 1;
897}
898
899
900/* The SAFE versions of these call the safe_strcat function above.
901 * Ideally, all functions should use the SAFE functions, but they
902 * require some extra support in the calling function to remain as
903 * efficient.
904 */
905#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
906 if(variable) { \
907 int i,j=0; \
908 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
909 for(i=0; i<NROFATTACKS; i++) \
910 if(variable & (1<<i)) { \
911 if (j) \
912 safe_strcat(retbuf,", ", len, maxlen); \
913 else \
914 j = 1; \
915 safe_strcat(retbuf, attacks[i], len, maxlen); \
916 } \
917 safe_strcat(retbuf,")",len,maxlen); \
918 }
919
920
921/* separated this from the common/item.c file. b.t. Dec 1995 */
922
923#define DESCRIBE_ABILITY(retbuf, variable, name) \
924 if(variable) { \
925 int i,j=0; \
926 strcat(retbuf,"(" name ": "); \
927 for(i=0; i<NROFATTACKS; i++) \
928 if(variable & (1<<i)) { \
929 if (j) \
930 strcat(retbuf,", "); \
931 else \
932 j = 1; \
933 strcat(retbuf, attacks[i]); \
934 } \
935 strcat(retbuf,")"); \
936 }
937
938
939#define DESCRIBE_PATH(retbuf, variable, name) \
940 if(variable) { \
941 int i,j=0; \
942 strcat(retbuf,"(" name ": "); \
943 for(i=0; i<NRSPELLPATHS; i++) \
944 if(variable & (1<<i)) { \
945 if (j) \
946 strcat(retbuf,", "); \
947 else \
948 j = 1; \
949 strcat(retbuf, spellpathnames[i]); \
950 } \
951 strcat(retbuf,")"); \
952 }
953
954
955#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
956 if(variable) { \
957 int i,j=0; \
958 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
959 for(i=0; i<NRSPELLPATHS; i++) \
960 if(variable & (1<<i)) { \
961 if (j) \
962 safe_strcat(retbuf,", ", len, maxlen); \
963 else \
964 j = 1; \
965 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
966 } \
967 safe_strcat(retbuf,")", len, maxlen); \
968 }
969 737
970/* Flags for apply_special() */ 738/* Flags for apply_special() */
971enum apply_flag 739enum apply_flag
972{ 740{
973 /* Basic flags, always use one of these */ 741 /* Basic flags/mode, always use one of these */
974 AP_NULL = 0, 742 AP_TOGGLE = 0,
975 AP_APPLY = 1, 743 AP_APPLY = 1,
976 AP_UNAPPLY = 2, 744 AP_UNAPPLY = 2,
977 745
978 AP_BASIC_FLAGS = 15, 746 AP_BASIC_FLAGS = 0x0f,
979 747
980 /* Optional flags, for bitwise or with a basic flag */ 748 /* Optional flags, for bitwise or with a basic flag */
981 AP_NO_MERGE = 16, 749 AP_NO_MERGE = 0x10,
982 AP_IGNORE_CURSE = 32, 750 AP_IGNORE_CURSE = 0x20,
983 AP_PRINT = 64 /* Print what to do, don't actually do it */ 751 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
984 /* Note this is supported in all the functions */ 752 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
985}; 753};
986 754
987/* Bitmask values for 'can_apply_object()' return values. 755/* Bitmask values for 'can_apply_object()' return values.
988 * the CAN_APPLY_ prefix is to just note what function the 756 * the CAN_APPLY_ prefix is to just note what function the
989 * are returned from. 757 * are returned from.
1015#define CAN_APPLY_NOT_MASK 0xf 783#define CAN_APPLY_NOT_MASK 0xf
1016#define CAN_APPLY_UNAPPLY 0x10 784#define CAN_APPLY_UNAPPLY 0x10
1017#define CAN_APPLY_UNAPPLY_MULT 0x20 785#define CAN_APPLY_UNAPPLY_MULT 0x20
1018#define CAN_APPLY_UNAPPLY_CHOICE 0x40 786#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1019 787
1020/* Cut off point of when an object is put on the active list or not */ 788// Cut off point of when an object is put on the active list or not
1021#define MIN_ACTIVE_SPEED 0.00001 789// we use 2**-n because that can be represented exactly
790// also make sure that this is a float, not double, constant
791#define MIN_ACTIVE_SPEED (1.f / 65536.f)
1022 792
1023/* 793#define RANDOM() (rndm.next () & 0xffffffU)
1024 * random() is much better than rand(). If you have random(), use it instead.
1025 * You shouldn't need to change any of this
1026 *
1027 * 0.93.3: It looks like linux has random (previously, it was set below
1028 * to use rand). Perhaps old version of linux lack rand? IF you run into
1029 * problems, add || defined(__linux__) the #if immediately below.
1030 *
1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1032 * here.
1033 */
1034
1035#define RANDOM() random()
1036#define SRANDOM(xyz) srandom(xyz)
1037 794
1038/* Returns the weight of the given object. Note: it does not take the number of 795/* Returns the weight of the given object. Note: it does not take the number of
1039 * items (nrof) into account. 796 * items (nrof) into account.
797 * (this looks rather bogus, schmorp)
1040 */ 798 */
1041#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 799#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
1042
1043
1044/* Code fastening defines
1045 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1046 * buf__ and increment buf__ position so it will point to the end of buf__.
1047 * the '\0' caracter will not be put at end of buf__.
1048 * use preparefastcat and finishfastcat on buf__ to prepare
1049 * and clean up the string. (Lots faster than doing each time...)
1050 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1051 * keep in mind FAST_STRNCAT is faster since length of second argument is
1052 * kown in advance.
1053 */
1054
1055#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1056#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1057#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1058#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1059
1060 /* You may uncomment following define to check sanity of code.
1061 * But use as debug only (loses all speed gained by those macros)
1062 */
1063
1064/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1065 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1066
1067
1068
1069
1070
1071
1072 800
1073/* 801/*
1074 * Warning! 802 * Warning!
1075 * If you add message types here, don't forget 803 * If you add message types here, don't forget
1076 * to keep the client up to date too! 804 * to keep the client up to date too!
1077 */ 805 */
1078
1079 806
1080/* message types */ 807/* message types */
1081#define MSG_TYPE_BOOK 1 808#define MSG_TYPE_BOOK 1
1082#define MSG_TYPE_CARD 2 809#define MSG_TYPE_CARD 2
1083#define MSG_TYPE_PAPER 3 810#define MSG_TYPE_PAPER 3
1162 889
1163/* admin messages */ 890/* admin messages */
1164#define MSG_TYPE_ADMIN_RULES 1 891#define MSG_TYPE_ADMIN_RULES 1
1165#define MSG_TYPE_ADMIN_NEWS 2 892#define MSG_TYPE_ADMIN_NEWS 2
1166 893
894/**
895 * Maximum distance a player may hear a sound from.
896 * This is only used for new client/server sound. If the sound source
897 * on the map is farther away than this, we don't sent it to the client.
898 */
899#define MAX_SOUND_DISTANCE 16
900
901#define LOG_CHANNEL "log" // the plain and ugly standard server log
902#define INFO_CHANNEL "info" // lower_left box
903#define SAY_CHANNEL "channel-say"
904#define CHAT_CHANNEL "channel-chat"
905#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
906
907/* The following are the color flags passed to new_draw_info.
908 *
909 * We also set up some control flags
910 *
911 * NDI = New Draw Info
912 */
913
914/* Color specifications - note these match the order in xutil.c */
915/* Note 2: Black, the default color, is 0. Thus, it does not need to
916 * be implicitly specified.
917 */
918#define NDI_BLACK 0
919#define NDI_WHITE 1
920#define NDI_NAVY 2
921#define NDI_RED 3
922#define NDI_ORANGE 4
923#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
924#define NDI_DK_ORANGE 6 /* DarkOrange2 */
925#define NDI_GREEN 7 /* SeaGreen */
926#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
927 /* Than seagreen - also background color */
928#define NDI_GREY 9
929#define NDI_BROWN 10 /* Sienna */
930#define NDI_GOLD 11
931#define NDI_TAN 12 /* Khaki */
932
933#define NDI_MAX_COLOR 12 /* Last value in */
934#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
935 /* using an int anyways, so we have the space */
936 /* to still do all the flags */
937
938#define NDI_REPLY 0x20 // is a direct reply to a user command
939#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
940#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
941#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
942
943#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
944#define NDI_ALL 0x2000 /* Inform all players of this message */
945#define NDI_DEF 0x4000 // ignore colour for channel protocol
946
1167#endif /* DEFINE_H */ 947#endif /* DEFINE_H */
1168 948

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines