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Comparing deliantra/server/include/define.h (file contents):
Revision 1.8 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.81 by root, Sun May 4 20:40:53 2008 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: define.h,v 1.8 2006/08/29 08:01:36 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* 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 */
30 25
31/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
36 */ 31 */
37 32
38#ifndef DEFINE_H 33#ifndef DEFINE_H
39#define DEFINE_H 34#define DEFINE_H
40 35
41/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly.
44 */
45#if !defined(__STDC__)
46/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error.
48 */
49error - Your ANSI C compiler should be defining __STDC__;
50#endif
51
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 36#include <autoconf.h>
54#endif
55 37
56#define FONTDIR "" 38#define FONTDIR ""
57#define FONTNAME "" 39#define FONTNAME ""
58 40
59/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
61 43
62#ifdef __NetBSD__ 44#ifdef __NetBSD__
63#include <sys/param.h> 45# include <sys/param.h>
64#endif 46#endif
47
48// maximum length of an object name in the protocol
49#define NAME_LEN 127
50
65#ifndef MIN 51#undef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y))
67#endif
68#ifndef MAX 52#undef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y))
70#endif
71 53
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX
74#define NAME_MAX 255
75#endif
76
77/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif
81
82/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif
86
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
89 56
90#define MAX_BUF 1024 /* Used for all kinds of things */ 57//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120
59#define MAX_WC 120
60#define MIN_AC -120
61#define MAX_AC 120
62#define MIN_DAM 0
63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
66
67#define MAX_BUF 1024
68 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 72
95#define FONTSIZE 3000 /* Max chars in font */ 73#define FONTSIZE 3000 /* Max chars in font */
96 74
97#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
98 76
99#define MAX_NAME 48 77#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
102 79
103/* Fatal variables: */ 80//TODO: remove all calls to fatal and replace them by cleanup
104#define OUT_OF_MEMORY 0 81#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 82#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 83#define ARCHTABLE_TOO_SMALL 2 // unused
107#define TOO_MANY_ERRORS 3 84#define TOO_MANY_ERRORS 3
108 85
109/* TYPE DEFINES */ 86/* TYPE DEFINES */
87
110/* Only add new values to this list if somewhere in the program code, 88/* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not 89 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen 90 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 91 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 92 * the monster type, that can not be handled by any of the numerous
115 * flags 93 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 94 * Also, if you add new entries, try and fill up the holes in this list.
117 * Additionally, when you add a new entry, include it in the table in item.c 95 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 96 */
119 97
120/* type 0 will be undefined and shows a non valid type information */ 98/* USED TYPES: (for dead types please look at the bottom of the type
99 * definitions)
100 */
121 101
122#define PLAYER 1 102/* type 0 objects have the default behaviour */
123#define TRANSPORT 2 /* see doc/Developers/objects */ 103
124#define ROD 3 104#define PLAYER 1
105#define TRANSPORT 2 /* see pod/objects.pod */
106#define ROD 3
125#define TREASURE 4 107#define TREASURE 4
126#define POTION 5 108#define POTION 5
127#define FOOD 6 109#define FOOD 6
128#define POISON 7 110#define POISON 7
129#define BOOK 8 111#define BOOK 8
130#define CLOCK 9 112#define CLOCK 9
131/*#define FBULLET 10 */ 113//10
132/*#define FBALL 11 */ 114//11
133#define LIGHTNING 12 115//12
134#define ARROW 13 116#define ARROW 13
135#define BOW 14 117#define BOW 14
136#define WEAPON 15 118#define WEAPON 15
137#define ARMOUR 16 119#define ARMOUR 16
138#define PEDESTAL 17 120#define PEDESTAL 17
139#define ALTAR 18 121#define ALTAR 18
140/*#define CONFUSION 19 */ 122//19
141#define LOCKED_DOOR 20 123#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 124#define SPECIAL_KEY 21
143#define MAP 22 125#define MAP 22
144#define DOOR 23 126#define DOOR 23
145#define KEY 24 127#define KEY 24
146/*#define MMISSILE 25 */ 128//25
147#define TIMED_GATE 26 129#define TIMED_GATE 26
148#define TRIGGER 27 130#define TRIGGER 27
149#define GRIMREAPER 28 131#define GRIMREAPER 28
150#define MAGIC_EAR 29 132#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 133#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 134#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 135#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 136#define SHIELD 33
155#define HELMET 34 137#define HELMET 34
156#define HORN 35 138#define HORN 35
157#define MONEY 36 139#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 140#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 141#define GRAVESTONE 38
160#define AMULET 39 142#define AMULET 39
161#define PLAYERMOVER 40 143#define PLAYERMOVER 40
162#define TELEPORTER 41 144#define TELEPORTER 41
163#define CREATOR 42 145#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 146#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 147//44
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 148#define EARTHWALL 45
169#define GOLEM 46 149#define GOLEM 46
170/*#define BOMB 47 */ 150//47
171#define THROWN_OBJ 48 151#define THROWN_OBJ 48
172#define BLINDNESS 49 152#define BLINDNESS 49
173#define GOD 50 153#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 154#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 155 * which notices the presense of
177 /* another object and is triggered */ 156 * another object and is triggered
178 /* like buttons. */ 157 * like buttons.
158 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 159#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 160 * force into a player with a specified string WHEN TRIGGERED.
161 */
181#define DEAD_OBJECT 53 162#define DEAD_OBJECT 53
182#define DRINK 54 163#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 164#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 165 * force into a player with a specified string.
166 */
185#define HOLY_ALTAR 56 167#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 168#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 169#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 170
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 171#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 172 * a monster into a peaceful being incapable of attack.
191#define GEM 60 173 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 174#define GEM 60
175//61
193#define FIREWALL 62 176#define FIREWALL 62
194#define ANVIL 63 177#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 178#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 179#define MOOD_FLOOR 65 /*
197 * values of last_sp set how to change: 180 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 181 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 182 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 183 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 184 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 185 * 4 = charm, monsters become pets
203#define EXIT 66 186 * 5 = destroy monsters
187 * 6 = destroy pets / friendlies
188 */
189#define EXIT 66
204#define ENCOUNTER 67 190#define ENCOUNTER 67
205#define SHOP_FLOOR 68 191#define SHOP_FLOOR 68
206#define SHOP_MAT 69 192#define SHOP_MAT 69
207#define RING 70 193#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 194#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 195#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 196#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 197#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 198#define LIGHTER 75
213 199//76
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 200#define BUILDABLE_WALL 77 /* this is a buildable wall */
215 * types are not used in any archetypes, and should perhaps be removed. 201//78
216 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 202#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 203 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 204 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 205 on chairs, we create a new type and remove all
225 chairs from here. */ 206 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 207//80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 208//81
228#define LAMP 82 /* a lamp */ 209#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 210#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 211//84
231#define SPELLBOOK 85 212#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 213//86
233#define CLOAK 87 214#define CLOAK 87
234/*#define CONE 88 */ 215//88
235/*#define AURA 89 *//* aura spell object */ 216//89
236
237#define SPINNER 90 217#define SPINNER 90
238#define GATE 91 218#define GATE 91
239#define BUTTON 92 219#define BUTTON 92
240#define CF_HANDLE 93 220#define CF_HANDLE 93
241#define HOLE 94 221#define HOLE 94
242#define TRAPDOOR 95 222#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 223//96
244/*#define PARAIMAGE 97 */ 224//97
245#define SIGN 98 225#define SIGN 98
246#define BOOTS 99 226#define BOOTS 99
247#define GLOVES 100 227#define GLOVES 100
248#define SPELL 101 228#define SPELL 101
249#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
250#define CONVERTER 103 230#define CONVERTER 103
251#define BRACERS 104 231#define BRACERS 104
252#define POISONING 105 232#define POISONING 105
253#define SAVEBED 106 233#define SAVEBED 106
254#define POISONCLOUD 107 234//107
255#define FIREHOLES 108 235//108
256#define WAND 109 236#define WAND 109
257/*#define ABILITY 110*/ 237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
258#define SCROLL 111 238#define SCROLL 111
259#define DIRECTOR 112 239#define DIRECTOR 112
260#define GIRDLE 113 240#define GIRDLE 113
261#define FORCE 114 241#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 242#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 243#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
244//117
245//118
246//119
247//120
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 248#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 249#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 250#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 251#define WEAPON_IMPROVER 124
268 252//125
269/* unused: 125 - 129 253//126
270 * type 125 was MONEY_CHANGER 254//127
271 */ 255//128
256//129
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ 257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258//131
259//132
260//133
261//134
262//135
263//136
264//137
273#define DEEP_SWAMP 138 265#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139 266#define IDENTIFY_ALTAR 139
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 278//151
278/*#define SWARM_SPELL 153*/ 279//152
279#define RUNE 154 280//153
280#define TRAP 155 281#define RUNE 154
281 282#define TRAP 155
282#define POWER_CRYSTAL 156 283#define POWER_CRYSTAL 156
283#define CORPSE 157 284#define CORPSE 157
284 285#define DISEASE 158
285#define DISEASE 158 286#define SYMPTOM 159
286#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 287#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 288#define MATERIAL 161 /* Material for building */
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 289//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291#define QUEST 164 /* See below for subtypes */ 291//164
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */ 293 potions, alchemy, or magic works here (elmex) */
294
295#define NUM_TYPES 166 // must be max(type) + 1
296
294/* END TYPE DEFINE */ 297/* END TYPE DEFINE */
295 298
296#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 299// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64
297 302
298/* Subtypes for BUILDER */ 303/* Subtypes for BUILDER */
299#define ST_BD_BUILD 1 /* Builds an item */ 304#define ST_BD_BUILD 1 /* Builds an item */
300#define ST_BD_REMOVE 2 /* Removes an item */ 305#define ST_BD_REMOVE 2 /* Removes an item */
301 306
302/* Subtypes for MATERIAL */ 307/* Subtypes for MATERIAL */
303#define ST_MAT_FLOOR 1 /* Floor */ 308#define ST_MAT_FLOOR 1 /* Floor */
304#define ST_MAT_WALL 2 /* Wall */ 309#define ST_MAT_WALL 2 /* Wall */
305#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 310#define ST_MAT_ITEM 3 /* All other items, including doors & such */
306
307/* Subtypes for QUEST */
308#define QUEST_IN_PROGRESS 1
309#define QUEST_DONE_QUEST 2
310#define QUEST_DONE_TASK 3
311#define QUEST_START_QUEST 4
312#define QUEST_END_QUEST 5
313#define QUEST_START_TASK 6
314#define QUEST_END_TASK 7
315#define QUEST_OVERRIDE 8
316#define QUEST_ON_ACTIVATE 9
317 311
318/* definitions for weapontypes */ 312/* definitions for weapontypes */
319 313
320#define WEAP_HIT 0 /* the basic */ 314#define WEAP_HIT 0 /* the basic */
321#define WEAP_SLASH 1 /* slash */ 315#define WEAP_SLASH 1 /* slash */
322#define WEAP_PIERCE 2 /* arrows, stiletto */ 316#define WEAP_PIERCE 2 /* arrows, stiletto */
323#define WEAP_CLEAVE 3 /* axe */ 317#define WEAP_CLEAVE 3 /* axe */
324#define WEAP_SLICE 4 /* katana */ 318#define WEAP_SLICE 4 /* katana */
325#define WEAP_STAB 5 /* knife, dagger */ 319#define WEAP_STAB 5 /* knife, dagger */
326#define WEAP_WHIP 6 /* whips n chains */ 320#define WEAP_WHIP 6 /* whips n chains */
327#define WEAP_CRUSH 7 /* big hammers, flails */ 321#define WEAP_CRUSH 7 /* big hammers, flails */
328#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 322#define WEAP_BLUD 8 /* bludgeoning, club, stick */
329 323
330typedef struct typedata { 324typedef struct typedata
325{
331 int number; 326 int number;
332 const char *name; 327 const char *name;
333 const char *name_pl; 328 const char *name_pl;
334 int identifyskill; 329 int identifyskill;
335 int identifyskill2; 330 int identifyskill2;
336} typedata; 331} typedata;
337 332
338extern const int ItemTypesSize; 333extern const int ItemTypesSize;
339extern typedata ItemTypes[]; 334extern typedata ItemTypes[];
340 335
377#define PU_READABLES 0x00400000 372#define PU_READABLES 0x00400000
378#define PU_MAGIC_DEVICE 0x00800000 373#define PU_MAGIC_DEVICE 0x00800000
379 374
380#define PU_NOT_CURSED 0x01000000 375#define PU_NOT_CURSED 0x01000000
381#define PU_JEWELS 0x02000000 376#define PU_JEWELS 0x02000000
377#define PU_FLESH 0x04000000
382 378
383 379
384/* Instead of using arbitrary constants for indexing the 380/* Instead of using arbitrary constants for indexing the
385 * freearr, add these values. <= SIZEOFFREE1 will get you 381 * freearr, add these values. <= SIZEOFFREE1 will get you
386 * within 1 space. <= SIZEOFFREE2 wll get you withing 382 * within 1 space. <= SIZEOFFREE2 wll get you withing
389 */ 385 */
390#define SIZEOFFREE1 8 386#define SIZEOFFREE1 8
391#define SIZEOFFREE2 24 387#define SIZEOFFREE2 24
392#define SIZEOFFREE 49 388#define SIZEOFFREE 49
393 389
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 390#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 391
396/* Flag structure now changed. 392/*
397 * Each flag is now a bit offset, starting at zero. The macros
398 * will update/read the appropriate flag element in the object
399 * structure.
400 *
401 * Hopefully, since these offsets are integer constants set at run time,
402 * the compiler will reduce the macros something as simple as the
403 * old system was.
404 *
405 * Flags now have FLAG as the prefix. This to be clearer, and also
406 * to make sure F_ names are not still being used anyplace.
407 *
408 * The macros below assume that the flag size for each element is 32
409 * bits. IF it is smaller, bad things will happen. See structs.h
410 * for more info.
411 *
412 * All functions should use the macros below. In process of converting
413 * to the new system, I find several files that did not use the previous
414 * macros.
415 *
416 * If any FLAG's are or changed, make sure the flag_names structure in 393 * If any FLAG's are added or changed, make sure the flag_names structure in
417 * common/loader.l is updated. 394 * common/loader.l is updated.
418 * 395 */
419 * flags[0] is 0 to 31 396
420 * flags[1] is 32 to 63
421 * flags[2] is 64 to 95
422 * flags[3] is 96 to 127
423 */
424/* Basic routines to do above */ 397/* Basic routines to do above */
425#define SET_FLAG(xyz, p) \ 398#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
426 ((xyz)->flags[p/32] |= (1U << (p % 32))) 399#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
427#define CLEAR_FLAG(xyz, p) \ 400#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
428 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
429#define QUERY_FLAG(xyz, p) \
430 ((xyz)->flags[p/32] & (1U << (p % 32)))
431#define COMPARE_FLAGS(p,q) \
432 ( \
433 ((p)->flags[0] == (q)->flags[0]) && \
434 ((p)->flags[1] == (q)->flags[1]) && \
435 ((p)->flags[2] == (q)->flags[2]) && \
436 ((p)->flags[3] == (q)->flags[3]) \
437 )
438/* convenience macros to determine what kind of things we are dealing with */
439
440#define IS_WEAPON(op) \
441 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
442
443#define IS_ARMOR(op) \
444 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
445 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
446 op->type == BRACERS || op->type == GIRDLE)
447
448#define IS_LIVE(op) \
449 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
450 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
451 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
452
453#define IS_ARROW(op) \
454 (op->type==ARROW || \
455 (op->type==SPELL_EFFECT && \
456 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
457
458/* This return TRUE if object has still randomitems which
459 * could be expanded.
460 */
461#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
462 401
463/* the flags */ 402/* the flags */
464 403
465#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 404#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
466#define FLAG_WIZ 1 /* Object has special privilegies */ 405#define FLAG_WIZ 1 /* Object has special privilegies */
467#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 406#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
468#define FLAG_FREED 3 /* Object is in the list of free objects */ 407#define FLAG_FREED 3 /* Object is in the list of free objects */
469#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 408//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
470#define FLAG_APPLIED 5 /* Object is ready for use by living */ 409#define FLAG_APPLIED 5 /* Object is ready for use by living */
471#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 410#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
472#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 411#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
473 412
474#define FLAG_NO_PICK 8 /* Object can't be picked up */ 413#define FLAG_NO_PICK 8 /* Object can't be picked up */
414
475/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 415/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
476/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 416/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
417
477#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 418#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
419
478/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 420/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
479/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 421/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
422
480#define FLAG_MONSTER 14 /* Will attack players */ 423#define FLAG_MONSTER 14 /* Will attack players */
481#define FLAG_FRIENDLY 15 /* Will help players */ 424#define FLAG_FRIENDLY 15 /* Will help players */
482
483#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 425#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
484#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 426#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
485#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 427#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
486#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 428#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
487#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 429#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
488#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 430#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
489#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 431#define FLAG_CAN_ROLL 22 /* Object can be rolled */
490#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 432#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
491#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 433#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
434
492/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 435/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
493/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 436/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
494/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 437/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
438
495#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 439#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
496#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 440#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
497#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 441#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
498#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 442#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
499
500/* Start of values in flags[1] */
501#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 443#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
502#define FLAG_HITBACK 33 /* Object will hit back when hit */ 444#define FLAG_HITBACK 33 /* Object will hit back when hit */
503#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 445#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
504#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 446#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
505#define FLAG_UNDEAD 36 /* Monster is undead */ 447#define FLAG_UNDEAD 36 /* Monster is undead */
506#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 448#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
507#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 449#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
508#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 450#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
509
510#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 451#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
452
511#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 453#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
512#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 454#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
513#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 455#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
514#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 456#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
515#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 457#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
516 but can still attack at a distance */ 458 but can still attack at a distance */
459
517/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 460/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
518 thru this object as if it wasn't there */ 461 thru this object as if it wasn't there */
519/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 462/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
520 463
521#define FLAG_PICK_UP 48 /* Can pick up */ 464#define FLAG_PICK_UP 48 /* Can pick up */
522#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 465#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
523#define FLAG_NO_DROP 50 /* Object can't be dropped */ 466#define FLAG_NO_DROP 50 /* Object can't be dropped */
524#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 467#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
468
525#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 469#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
526#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 470#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
527#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 471#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
528#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 472#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
529
530#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 473#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
531#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 474#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
532#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 475#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
533#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 476#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
534#define FLAG_READY_BOW 60 /* not implemented yet */ 477#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
478
535#define FLAG_XRAYS 61 /* X-ray vision */ 479#define FLAG_XRAYS 61 /* X-ray vision */
536#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 480#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
537#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 481#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
538 482
539/* Start of values in flags[2] */
540#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 483#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
541#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 484#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
542#define FLAG_SLEEP 66 /* NPC is sleeping */ 485#define FLAG_SLEEP 66 /* NPC is sleeping */
543#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 486#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
544#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 487#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
545#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 488#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
546#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 489#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
547#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 490#define FLAG_STEALTH 71 /* Will wake monsters with less range */
548 491
549#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 492#define FLAG_WIZPASS 72 /* The wizard can go through walls */
550#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 493#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
551#define FLAG_CURSED 74 /* The object is cursed */ 494#define FLAG_CURSED 74 /* The object is cursed */
552#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 495#define FLAG_DAMNED 75 /* The object is _very_ cursed */
553#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 496#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
554#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 497#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
555#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 498#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
556#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 499#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
557 500
558#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 501#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
559#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 502#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
560#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 503#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
561/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 504
505#define FLAG_PRECIOUS 83 // object is precious (pets)
562#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 506#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
563#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 507#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
564#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 508#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
509
565#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 510#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
566
567#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 511#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
568#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 512#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
569#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 513#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
570#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 514#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
571#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 515#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
572#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 516#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
573#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 517#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
518
574/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 519/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
575 520
576/* Start of values in flags[3] */
577#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 521#define FLAG_NO_STEAL 96 /* Item can't be stolen */
578#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 522#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
579 * away (replaces ghosthit) 523 * away (replaces ghosthit)
580 */ 524 */
581#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 525#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
582 * detect cases were the server is trying 526 * detect cases were the server is trying
583 * to send an upditem when we have not 527 * to send an upditem when we have not
584 * actually sent the item. 528 * actually sent the item.
585 */ 529 */
586 530
587#define FLAG_BERSERK 99 /* monster will attack closest living 531#define FLAG_BERSERK 99 /* monster will attack closest living
588 object */ 532 object */
589#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 533#define FLAG_NEUTRAL 100 /* monster is from type neutral */
590#define FLAG_NO_ATTACK 101 /* monster don't attack */ 534#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
591#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 535#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
592#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 536#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
593 * load_original_map() */ 537 * load_original_map() */
594#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 538//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
595 * the overlay, and is not subject to 539// * the overlay, and is not subject to
596 * decay. */ 540// * decay. */
597#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 541#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
598#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 542#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
599#define FLAG_IS_WATER 107 543#define FLAG_IS_WATER 107
600#define FLAG_CONTENT_ON_GEN 108 544#define FLAG_CONTENT_ON_GEN 108
601#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 545#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
602#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 546#define FLAG_IS_BUILDABLE 110 /* Can build on item */
603#define FLAG_AFK 111 /* Player is AFK */ 547#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
548#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
549
604#define NUM_FLAGS 111 /* Should always be equal to the last 550#define NUM_FLAGS 113 /* Should always be equal to the last
605 * defined flag. If you change this, 551 * defined flag + 1. If you change this,
606 * make sure you update the flag_links 552 * make sure you update the flag_links
607 * in common/loader.l 553 * in common/loader.l
608 */ 554 */
609
610/* Values can go up to 127 before the size of the flags array in the
611 * object structure needs to be enlarged.
612 * So there are 18 available flags slots
613 */
614
615
616#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
617
618#if 0
619/* These should no longer be needed - access move_slow_penalty
620 * directly.
621 */
622#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
623#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
624#endif
625 555
626/* If you add new movement types, you may need to update 556/* If you add new movement types, you may need to update
627 * describe_item() so properly describe those types. 557 * describe_item() so properly describe those types.
628 * change_abil() probably should be updated also. 558 * change_abil() probably should be updated also.
629 */ 559 */
630#define MOVE_WALK 0x1 /* Object walks */ 560#define MOVE_WALK 0x01 /* Object walks */
631#define MOVE_FLY_LOW 0x2 /* Low flying object */ 561#define MOVE_FLY_LOW 0x02 /* Low flying object */
632#define MOVE_FLY_HIGH 0x4 /* High flying object */ 562#define MOVE_FLY_HIGH 0x04 /* High flying object */
633#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 563#define MOVE_FLYING 0x06
564 /* Combo of fly_low and fly_high */
634#define MOVE_SWIM 0x8 /* Swimming object */ 565#define MOVE_SWIM 0x08 /* Swimming object */
635#define MOVE_BOAT 0x10 /* Boats/sailing */ 566#define MOVE_BOAT 0x10 /* Boats/sailing */
567#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
568
636#define MOVE_ALL 0x1f /* Mask of all movement types */ 569#define MOVE_ALL 0x3f /* Mask of all movement types */
637
638/* the normal assumption is that objects are walking/flying.
639 * So often we don't want to block movement, but still don't want
640 * to allow all types (swimming is rather specialized) - I also
641 * expect as more movement types show up, this is likely to get
642 * updated. Basically, this is the default for spaces that allow
643 * movement - anything but swimming right now. If you really
644 * want nothing at all, then can always set move_block to 0
645 */
646#define MOVE_BLOCK_DEFAULT MOVE_SWIM
647 570
648/* typdef here to define type large enough to hold bitmask of 571/* typdef here to define type large enough to hold bitmask of
649 * all movement types. Make one declaration so easy to update. 572 * all movement types. Make one declaration so easy to update.
650 * uint8 is defined yet, so just use what that would define it
651 * at anyways.
652 */ 573 */
653typedef unsigned char MoveType; 574typedef unsigned char MoveType;
654 575
655/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 576/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
656 * Basically, ob2 has to block all of ob1 movement types. 577 * Basically, ob2 has to block all of ob1 movement types.
657 */ 578 */
658#define OB_MOVE_BLOCK(ob1, ob2) \ 579#define OB_MOVE_BLOCK(ob1, ob2) \
663 * Add check - if type is 0, don't stop anything from moving 584 * Add check - if type is 0, don't stop anything from moving
664 * onto it. 585 * onto it.
665 * 586 *
666 */ 587 */
667#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 588#define OB_TYPE_MOVE_BLOCK(ob1, type) \
668 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 589 ((type) && (ob1->move_type & type) == ob1->move_type)
669 590
670
671#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
672#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
673#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 591#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
674
675/* Note: These values are only a default value, resizing can change them */
676#define INV_SIZE 12 /* How many items can be viewed in inventory */
677#define LOOK_SIZE 6 /* ditto, but for the look-window */
678#define MAX_INV_SIZE 40 /* For initializing arrays */
679#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
680
681#define EDITABLE(xyz) ((xyz)->arch->editable)
682
683#define E_MONSTER 0x00000001
684#define E_EXIT 0x00000002
685#define E_TREASURE 0x00000004
686#define E_BACKGROUND 0x00000008
687#define E_DOOR 0x00000010
688#define E_SPECIAL 0x00000020
689#define E_SHOP 0x00000040
690#define E_NORMAL 0x00000080
691#define E_FALSE_WALL 0x00000100
692#define E_WALL 0x00000200
693#define E_EQUIPMENT 0x00000400
694#define E_OTHER 0x00000800
695#define E_ARTIFACT 0x00001000
696 592
697#define EXIT_PATH(xyz) (xyz)->slaying 593#define EXIT_PATH(xyz) (xyz)->slaying
698#define EXIT_LEVEL(xyz) (xyz)->stats.food 594#define EXIT_LEVEL(xyz) (xyz)->stats.food
699#define EXIT_X(xyz) (xyz)->stats.hp 595#define EXIT_X(xyz) (xyz)->stats.hp
700#define EXIT_Y(xyz) (xyz)->stats.sp 596#define EXIT_Y(xyz) (xyz)->stats.sp
701#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 597#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
702#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 598#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
703 599
704/* for use by the lighting code */ 600/* for use by the lighting code */
705#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 601#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
706 * large values allow objects that can 602 * large values allow objects that can
707 * slow down the game */ 603 * slow down the game */
708#define MAX_DARKNESS 5 /* maximum map darkness, there is no 604#define MAX_DARKNESS 5 /* maximum map darkness, there is no
709 * practical reason to exceed this */ 605 * practical reason to exceed this */
710#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 606#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
711 MAX_LIGHT_RADII:(xyz)->glow_radius; 607 MAX_LIGHT_RADII:(xyz)->glow_radius;
712 608
713#define F_BUY 0 609#define F_BUY 0
714#define F_SELL 1 610#define F_SELL 1
715#define F_TRUE 2 /* True value of item, unadjusted */ 611#define F_TRUE 2 /* True value of item, unadjusted */
716#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 612#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
717#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 613#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
718#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 614#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
719#define F_APPROX 32 /* flag to give a guess of item value */ 615#define F_APPROX 32 /* flag to give a guess of item value */
720#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 616#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
721 617
722#define DIRX(xyz) freearr_x[(xyz)->direction] 618#define DIRX(xyz) freearr_x[(xyz)->direction]
723#define DIRY(xyz) freearr_y[(xyz)->direction] 619#define DIRY(xyz) freearr_y[(xyz)->direction]
724
725#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
726#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
727 620
728#define ARMOUR_SPEED(xyz) (xyz)->last_sp 621#define ARMOUR_SPEED(xyz) (xyz)->last_sp
729#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 622#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
730#define WEAPON_SPEED(xyz) (xyz)->last_sp 623#define WEAPON_SPEED(xyz) (xyz)->last_sp
731 624
732/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 625/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
733 each of them signed char, concatenated in a int16 */ 626 each of them signed char, concatenated in a int16 */
734#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 627#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
735#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 628#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
736#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 629#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
630
737#define FIRE_DIRECTIONAL 0 631#define FIRE_DIRECTIONAL 0
738#define FIRE_POSITIONAL 1 632#define FIRE_POSITIONAL 1
739 633
740/******************************************************************************/ 634/******************************************************************************/
741/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 635/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
754/* CIRCLE1 = 32 */ 648/* CIRCLE1 = 32 */
755/* + DISTATT = 1 */ 649/* + DISTATT = 1 */
756/* ------------------- */ 650/* ------------------- */
757/* attack_movement = 33 */ 651/* attack_movement = 33 */
758/******************************************************************************/ 652/******************************************************************************/
759#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 653#define DISTATT 1 /* move toward a player if far, but mantain some space, */
760 /* attack from a distance - good for missile users only */ 654 /* attack from a distance - good for missile users only */
761#define RUNATT 2 /* run but attack if player catches up to object */ 655#define RUNATT 2 /* run but attack if player catches up to object */
762#define HITRUN 3 /* run to then hit player then run away cyclicly */ 656#define HITRUN 3 /* run to then hit player then run away cyclicly */
763#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 657#define WAITATT 4 /* wait for player to approach then hit, move if hit */
764#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 658#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
765#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 659#define ALLRUN 6 /* always run never attack good for sim. of weak player */
766#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 660#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
767#define WAIT2 8 /* monster does not try to move towards player if far */ 661#define WAIT2 8 /* monster does not try to move towards player if far */
768 /* maintains comfortable distance */ 662 /* maintains comfortable distance */
769#define PETMOVE 16 /* if the upper four bits of attack_movement */ 663#define PETMOVE 16 /* if the upper four bits of attack_movement */
770 /* are set to this number, the monster follows a player */ 664 /* are set to this number, the monster follows a player */
771 /* until the owner calls it back or off */ 665 /* until the owner calls it back or off */
772 /* player followed denoted by 0b->owner */ 666 /* player followed denoted by 0b->owner */
773 /* the monster will try to attack whatever the player is */ 667 /* the monster will try to attack whatever the player is */
774 /* attacking, and will continue to do so until the owner */ 668 /* attacking, and will continue to do so until the owner */
775 /* calls off the monster - a key command will be */ 669 /* calls off the monster - a key command will be */
776 /* inserted to do so */ 670 /* inserted to do so */
777#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 671#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
778 /* are set to this number, the monster will move in a */ 672 /* are set to this number, the monster will move in a */
779 /* circle until it is attacked, or the enemy field is */ 673 /* circle until it is attacked, or the enemy field is */
780 /* set, this is good for non-aggressive monsters and NPC */ 674 /* set, this is good for non-aggressive monsters and NPC */
781#define CIRCLE2 48 /* same as above but a larger circle is used */ 675#define CIRCLE2 48 /* same as above but a larger circle is used */
782#define PACEH 64 /* The Monster will pace back and forth until attacked */ 676#define PACEH 64 /* The Monster will pace back and forth until attacked */
783 /* this is HORIZONTAL movement */ 677 /* this is HORIZONTAL movement */
784#define PACEH2 80 /* the monster will pace as above but the length of the */ 678#define PACEH2 80 /* the monster will pace as above but the length of the */
785 /* pace area is longer and the monster stops before */ 679 /* pace area is longer and the monster stops before */
786 /* changing directions */ 680 /* changing directions */
787 /* this is HORIZONTAL movement */ 681 /* this is HORIZONTAL movement */
788#define RANDO 96 /* the monster will go in a random direction until */ 682#define RANDO 96 /* the monster will go in a random direction until */
789 /* it is stopped by an obstacle, then it chooses another */ 683 /* it is stopped by an obstacle, then it chooses another */
790 /* direction. */ 684 /* direction. */
791#define RANDO2 112 /* constantly move in a different random direction */ 685#define RANDO2 112 /* constantly move in a different random direction */
792#define PACEV 128 /* The Monster will pace back and forth until attacked */ 686#define PACEV 128 /* The Monster will pace back and forth until attacked */
793 /* this is VERTICAL movement */ 687 /* this is VERTICAL movement */
794#define PACEV2 144 /* the monster will pace as above but the length of the */ 688#define PACEV2 144 /* the monster will pace as above but the length of the */
795 /* pace area is longer and the monster stops before */ 689 /* pace area is longer and the monster stops before */
796 /* changing directions */ 690 /* changing directions */
797 /* this is VERTICAL movement */ 691 /* this is VERTICAL movement */
798#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 692#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
799#define HI4 240 693#define HI4 240
800 694
801/*
802 * Use of the state-variable in player objects:
803 */
804
805#define ST_PLAYING 0
806#define ST_PLAY_AGAIN 1
807#define ST_ROLL_STAT 2
808#define ST_CHANGE_CLASS 3
809#define ST_CONFIRM_QUIT 4
810#define ST_CONFIGURE 5
811#define ST_GET_NAME 6
812#define ST_GET_PASSWORD 7
813#define ST_CONFIRM_PASSWORD 8
814#define ST_GET_PARTY_PASSWORD 10
815
816#define BLANK_FACE_NAME "blank.111" 695#define BLANK_FACE_NAME "blank.x11"
817#define EMPTY_FACE_NAME "empty.111" 696#define EMPTY_FACE_NAME "empty.x11"
818#define DARK_FACE1_NAME "dark1.111"
819#define DARK_FACE2_NAME "dark2.111"
820#define DARK_FACE3_NAME "dark3.111"
821#define SMOOTH_FACE_NAME "default_smoothed.111"
822 697
823/* 698/*
824 * Defines for the luck/random functions to make things more readable 699 * Defines for the luck/random functions to make things more readable
825 */ 700 */
826 701
827#define PREFER_HIGH 1 702#define PREFER_HIGH 1
828#define PREFER_LOW 0 703#define PREFER_LOW 0
829 704
830/* Simple function we use below to keep adding to the same string 705/* Flags for apply_special() */
831 * but also make sure we don't overwrite that string. 706enum apply_flag
832 */
833static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
834{ 707{
835 if (*curlen == (maxlen-1)) return;
836 strncpy(dest+*curlen, orig, maxlen-*curlen-1);
837 dest[maxlen-1]=0;
838 *curlen += strlen(orig);
839 if (*curlen>(maxlen-1)) *curlen=maxlen-1;
840}
841
842
843/* The SAFE versions of these call the safe_strcat function above.
844 * Ideally, all functions should use the SAFE functions, but they
845 * require some extra support in the calling function to remain as
846 * efficient.
847 */
848#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
849 if(variable) { \
850 int i,j=0; \
851 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
852 for(i=0; i<NROFATTACKS; i++) \
853 if(variable & (1<<i)) { \
854 if (j) \
855 safe_strcat(retbuf,", ", len, maxlen); \
856 else \
857 j = 1; \
858 safe_strcat(retbuf, attacks[i], len, maxlen); \
859 } \
860 safe_strcat(retbuf,")",len,maxlen); \
861 }
862
863
864/* separated this from the common/item.c file. b.t. Dec 1995 */
865
866#define DESCRIBE_ABILITY(retbuf, variable, name) \
867 if(variable) { \
868 int i,j=0; \
869 strcat(retbuf,"(" name ": "); \
870 for(i=0; i<NROFATTACKS; i++) \
871 if(variable & (1<<i)) { \
872 if (j) \
873 strcat(retbuf,", "); \
874 else \
875 j = 1; \
876 strcat(retbuf, attacks[i]); \
877 } \
878 strcat(retbuf,")"); \
879 }
880
881
882#define DESCRIBE_PATH(retbuf, variable, name) \
883 if(variable) { \
884 int i,j=0; \
885 strcat(retbuf,"(" name ": "); \
886 for(i=0; i<NRSPELLPATHS; i++) \
887 if(variable & (1<<i)) { \
888 if (j) \
889 strcat(retbuf,", "); \
890 else \
891 j = 1; \
892 strcat(retbuf, spellpathnames[i]); \
893 } \
894 strcat(retbuf,")"); \
895 }
896
897
898#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
899 if(variable) { \
900 int i,j=0; \
901 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
902 for(i=0; i<NRSPELLPATHS; i++) \
903 if(variable & (1<<i)) { \
904 if (j) \
905 safe_strcat(retbuf,", ", len, maxlen); \
906 else \
907 j = 1; \
908 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
909 } \
910 safe_strcat(retbuf,")", len, maxlen); \
911 }
912
913/* Flags for apply_special() */
914enum apply_flag {
915 /* Basic flags, always use one of these */ 708 /* Basic flags/mode, always use one of these */
916 AP_NULL = 0, 709 AP_TOGGLE = 0,
917 AP_APPLY = 1, 710 AP_APPLY = 1,
918 AP_UNAPPLY = 2, 711 AP_UNAPPLY = 2,
919 712
920 AP_BASIC_FLAGS = 15, 713 AP_BASIC_FLAGS = 0x0f,
921 714
922 /* Optional flags, for bitwise or with a basic flag */ 715 /* Optional flags, for bitwise or with a basic flag */
923 AP_NO_MERGE = 16, 716 AP_NO_MERGE = 0x10,
924 AP_IGNORE_CURSE = 32, 717 AP_IGNORE_CURSE = 0x20,
925 AP_PRINT = 64 /* Print what to do, don't actually do it */ 718 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
926 /* Note this is supported in all the functions */ 719 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
927
928}; 720};
929 721
930/* Bitmask values for 'can_apply_object()' return values. 722/* Bitmask values for 'can_apply_object()' return values.
931 * the CAN_APPLY_ prefix is to just note what function the 723 * the CAN_APPLY_ prefix is to just note what function the
932 * are returned from. 724 * are returned from.
958#define CAN_APPLY_NOT_MASK 0xf 750#define CAN_APPLY_NOT_MASK 0xf
959#define CAN_APPLY_UNAPPLY 0x10 751#define CAN_APPLY_UNAPPLY 0x10
960#define CAN_APPLY_UNAPPLY_MULT 0x20 752#define CAN_APPLY_UNAPPLY_MULT 0x20
961#define CAN_APPLY_UNAPPLY_CHOICE 0x40 753#define CAN_APPLY_UNAPPLY_CHOICE 0x40
962 754
963/* Cut off point of when an object is put on the active list or not */ 755// Cut off point of when an object is put on the active list or not
964#define MIN_ACTIVE_SPEED 0.00001 756// we use 2**-n because that can be represented exactly
757// also make sure that this is a float, not double, constant
758#define MIN_ACTIVE_SPEED (1.f / 65536.f)
965 759
966/* 760#define RANDOM() (rndm.next () & 0xffffffU)
967 * random() is much better than rand(). If you have random(), use it instead.
968 * You shouldn't need to change any of this
969 *
970 * 0.93.3: It looks like linux has random (previously, it was set below
971 * to use rand). Perhaps old version of linux lack rand? IF you run into
972 * problems, add || defined(__linux__) the #if immediately below.
973 *
974 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
975 * here.
976 */
977 761
978#ifdef HAVE_SRANDOM
979#define RANDOM() random()
980#define SRANDOM(xyz) srandom(xyz)
981#else
982# ifdef HAVE_SRAND48
983# define RANDOM() lrand48()
984# define SRANDOM(xyz) srand48(xyz)
985# else
986# ifdef HAVE_SRAND
987# define RANDOM() rand()
988# define SRANDOM(xyz) srand(xyz)
989# else
990# error "Could not find a usable random routine"
991# endif
992# endif
993#endif
994
995/* Returns the weight of the given object. Note: it does not take the number of
996 * items (nrof) into account.
997 */
998#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
999
1000
1001/* Code fastening defines
1002 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1003 * buf__ and increment buf__ position so it will point to the end of buf__.
1004 * the '\0' caracter will not be put at end of buf__.
1005 * use preparefastcat and finishfastcat on buf__ to prepare
1006 * and clean up the string. (Lots faster than doing each time...)
1007 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1008 * keep in mind FAST_STRNCAT is faster since length of second argument is
1009 * kown in advance.
1010 */
1011
1012 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1013 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1014 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1015 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1016
1017 /* You may uncomment following define to check sanity of code.
1018 * But use as debug only (loses all speed gained by those macros)
1019 */
1020/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1021 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1022
1023
1024
1025
1026
1027
1028
1029/* 762/*
1030 * Warning! 763 * Warning!
1031 * If you add message types here, don't forget 764 * If you add message types here, don't forget
1032 * to keep the client up to date too! 765 * to keep the client up to date too!
1033 */ 766 */
1034 767
1035
1036/* message types */ 768/* message types */
1037#define MSG_TYPE_BOOK 1 769#define MSG_TYPE_BOOK 1
1038#define MSG_TYPE_CARD 2 770#define MSG_TYPE_CARD 2
1039#define MSG_TYPE_PAPER 3 771#define MSG_TYPE_PAPER 3
1040#define MSG_TYPE_SIGN 4 772#define MSG_TYPE_SIGN 4
1110#define MSG_TYPE_MONUMENT_WALL_3 12 842#define MSG_TYPE_MONUMENT_WALL_3 12
1111 843
1112/*some readable flags*/ 844/*some readable flags*/
1113 845
1114/* dialog messsage */ 846/* dialog messsage */
1115#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 847#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1116#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 848#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1117#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 849#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1118 850
1119/* admin messages */ 851/* admin messages */
1120#define MSG_TYPE_ADMIN_RULES 1 852#define MSG_TYPE_ADMIN_RULES 1
1121#define MSG_TYPE_ADMIN_NEWS 2 853#define MSG_TYPE_ADMIN_NEWS 2
1122 854
855/**
856 * Maximum distance a player may hear a sound from.
857 * This is only used for new client/server sound. If the sound source
858 * on the map is farther away than this, we don't sent it to the client.
859 */
860#define MAX_SOUND_DISTANCE 16
861
862#define LOG_CHANNEL "log" // the plain and ugly standard server log
863#define INFO_CHANNEL "info" // lower_left box
864#define SAY_CHANNEL "channel-say"
865#define CHAT_CHANNEL "channel-chat"
866#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
867
868/* The following are the color flags passed to new_draw_info.
869 *
870 * We also set up some control flags
871 *
872 * NDI = New Draw Info
873 */
874
875/* Color specifications - note these match the order in xutil.c */
876/* Note 2: Black, the default color, is 0. Thus, it does not need to
877 * be implicitly specified.
878 */
879#define NDI_BLACK 0
880#define NDI_WHITE 1
881#define NDI_NAVY 2
882#define NDI_RED 3
883#define NDI_ORANGE 4
884#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
885#define NDI_DK_ORANGE 6 /* DarkOrange2 */
886#define NDI_GREEN 7 /* SeaGreen */
887#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
888 /* Than seagreen - also background color */
889#define NDI_GREY 9
890#define NDI_BROWN 10 /* Sienna */
891#define NDI_GOLD 11
892#define NDI_TAN 12 /* Khaki */
893
894#define NDI_MAX_COLOR 12 /* Last value in */
895#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
896 /* using an int anyways, so we have the space */
897 /* to still do all the flags */
898
899#define NDI_REPLY 0x20 // is a direct reply to a user command
900#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
901#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
902#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
903
904#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
905#define NDI_ALL 0x2000 /* Inform all players of this message */
906#define NDI_DEF 0x4000 // ignore colour for channel protocol
907
1123#endif /* DEFINE_H */ 908#endif /* DEFINE_H */
909

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