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Comparing deliantra/server/include/define.h (file contents):
Revision 1.61 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.80 by root, Tue Apr 22 07:01:46 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
43#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
44 43
45#ifdef __NetBSD__ 44#ifdef __NetBSD__
46# include <sys/param.h> 45# include <sys/param.h>
47#endif 46#endif
48#ifndef MIN
49# define MIN(x,y) min (x, y)
50#endif
51#ifndef MAX
52# define MAX(x,y) max (x, y)
53#endif
54 47
55// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
56#define NAME_LEN 127 49#define NAME_LEN 127
57 50
58/* MAX3 is basically like MAX, but instead does 3 values. */
59#ifndef MAX3
60# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
61#endif
62
63/* MIN3 is basically like MIN, but instead does 3 values. */
64#ifndef MIN3 51#undef MIN
65# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 52#undef MAX
66#endif
67 53
68#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
69#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
70 56
71//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
73#define MAX_WC 120 59#define MAX_WC 120
74#define MIN_AC -120 60#define MIN_AC -120
75#define MAX_AC 120 61#define MAX_AC 120
76#define MIN_DAM 0 62#define MIN_DAM 0
77#define MAX_DAM 200 63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
78 66
79#define MAX_BUF 1024 67#define MAX_BUF 1024
80 /* Used for all kinds of things */ 68 /* Used for all kinds of things */
81#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
82#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 */
83#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
84 72
85#define FONTSIZE 3000 /* Max chars in font */ 73#define FONTSIZE 3000 /* Max chars in font */
86 74
87#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
88 76
89#define MAX_NAME 48 77#define MAX_NAME 48
90#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
91 79
92/* Fatal variables: */
93//TODO: remove all calls to fatal and replace them by cleanup 80//TODO: remove all calls to fatal and replace them by cleanup
94#define OUT_OF_MEMORY 0 81#define OUT_OF_MEMORY 0
95#define MAP_ERROR 1 82#define MAP_ERROR 1
96#define ARCHTABLE_TOO_SMALL 2 // unused 83#define ARCHTABLE_TOO_SMALL 2 // unused
97#define TOO_MANY_ERRORS 3 84#define TOO_MANY_ERRORS 3
121#define POTION 5 108#define POTION 5
122#define FOOD 6 109#define FOOD 6
123#define POISON 7 110#define POISON 7
124#define BOOK 8 111#define BOOK 8
125#define CLOCK 9 112#define CLOCK 9
126 113//10
114//11
115//12
127#define ARROW 13 116#define ARROW 13
128#define BOW 14 117#define BOW 14
129#define WEAPON 15 118#define WEAPON 15
130#define ARMOUR 16 119#define ARMOUR 16
131#define PEDESTAL 17 120#define PEDESTAL 17
132#define ALTAR 18 121#define ALTAR 18
133 122//19
134#define LOCKED_DOOR 20 123#define LOCKED_DOOR 20
135#define SPECIAL_KEY 21 124#define SPECIAL_KEY 21
136#define MAP 22 125#define MAP 22
137#define DOOR 23 126#define DOOR 23
138#define KEY 24 127#define KEY 24
139 128//25
140#define TIMED_GATE 26 129#define TIMED_GATE 26
141#define TRIGGER 27 130#define TRIGGER 27
142#define GRIMREAPER 28 131#define GRIMREAPER 28
143#define MAGIC_EAR 29 132#define MAGIC_EAR 29
144#define TRIGGER_BUTTON 30 133#define TRIGGER_BUTTON 30
153#define AMULET 39 142#define AMULET 39
154#define PLAYERMOVER 40 143#define PLAYERMOVER 40
155#define TELEPORTER 41 144#define TELEPORTER 41
156#define CREATOR 42 145#define CREATOR 42
157#define SKILL 43 /* also see SKILL_TOOL (74) below */ 146#define SKILL 43 /* also see SKILL_TOOL (74) below */
158 147//44
159#define EARTHWALL 45 148#define EARTHWALL 45
160#define GOLEM 46 149#define GOLEM 46
161 150//47
162#define THROWN_OBJ 48 151#define THROWN_OBJ 48
163#define BLINDNESS 49 152#define BLINDNESS 49
164#define GOD 50 153#define GOD 50
165#define DETECTOR 51 /* peterm: detector is an object 154#define DETECTOR 51 /* peterm: detector is an object
166 * which notices the presense of 155 * which notices the presense of
181 170
182#define PEACEMAKER 59 /* Object owned by a player which can convert 171#define PEACEMAKER 59 /* Object owned by a player which can convert
183 * a monster into a peaceful being incapable of attack. 172 * a monster into a peaceful being incapable of attack.
184 */ 173 */
185#define GEM 60 174#define GEM 60
186 175//61
187#define FIREWALL 62 176#define FIREWALL 62
188#define ANVIL 63 177#define ANVIL 63
189#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 */
190#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 179#define MOOD_FLOOR 65 /*
191 * values of last_sp set how to change: 180 * values of last_sp set how to change:
192 * 0 = furious, all monsters become aggressive 181 * 0 = furious, all monsters become aggressive
193 * 1 = angry, all but friendly become aggressive 182 * 1 = angry, all but friendly become aggressive
194 * 2 = calm, all aggressive monsters calm down 183 * 2 = calm, all aggressive monsters calm down
195 * 3 = sleep, all monsters fall asleep 184 * 3 = sleep, all monsters fall asleep
196 * 4 = charm, monsters become pets */ 185 * 4 = charm, monsters become pets
186 * 5 = destroy monsters
187 * 6 = destroy pets / friendlies
188 */
197#define EXIT 66 189#define EXIT 66
198#define ENCOUNTER 67 190#define ENCOUNTER 67
199#define SHOP_FLOOR 68 191#define SHOP_FLOOR 68
200#define SHOP_MAT 69 192#define SHOP_MAT 69
201#define RING 70 193#define RING 70
202#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 194#define FLOOR 71 /* this is a floor tile -> native layer 0 */
203#define FLESH 72 /* animal 'body parts' -b.t. */ 195#define FLESH 72 /* animal 'body parts' -b.t. */
204#define INORGANIC 73 /* metals and minerals */ 196#define INORGANIC 73 /* metals and minerals */
205#define SKILL_TOOL 74 /* Allows the use of a skill */ 197#define SKILL_TOOL 74 /* Allows the use of a skill */
206#define LIGHTER 75 198#define LIGHTER 75
207 199//76
208#define BUILDABLE_WALL 77 /* this is a buildable wall */ 200#define BUILDABLE_WALL 77 /* this is a buildable wall */
209 201//78
210
211#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
212 in the engine. Like statues, clocks, chairs,... 203 in the engine. Like statues, clocks, chairs,...
213 If perhaps we create a function where we can sit 204 If perhaps we create a function where we can sit
214 on chairs, we create a new type and remove all 205 on chairs, we create a new type and remove all
215 chairs from here. */ 206 chairs from here. */
216 207//80
208//81
217#define LAMP 82 /* a lamp */ 209#define LAMP 82 /* a lamp */
218#define DUPLICATOR 83 /* duplicator/multiplier object */ 210#define DUPLICATOR 83 /* duplicator/multiplier object */
219 211//84
220#define SPELLBOOK 85 212#define SPELLBOOK 85
221 213//86
222#define CLOAK 87 214#define CLOAK 87
223 215//88
216//89
224#define SPINNER 90 217#define SPINNER 90
225#define GATE 91 218#define GATE 91
226#define BUTTON 92 219#define BUTTON 92
227#define CF_HANDLE 93 220#define CF_HANDLE 93
228#define HOLE 94 221#define HOLE 94
229#define TRAPDOOR 95 222#define TRAPDOOR 95
230 223//96
224//97
231#define SIGN 98 225#define SIGN 98
232#define BOOTS 99 226#define BOOTS 99
233#define GLOVES 100 227#define GLOVES 100
234#define SPELL 101 228#define SPELL 101
235#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
236#define CONVERTER 103 230#define CONVERTER 103
237#define BRACERS 104 231#define BRACERS 104
238#define POISONING 105 232#define POISONING 105
239#define SAVEBED 106 233#define SAVEBED 106
240 234//107
235//108
241#define WAND 109 236#define WAND 109
242 237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
243#define SCROLL 111 238#define SCROLL 111
244#define DIRECTOR 112 239#define DIRECTOR 112
245#define GIRDLE 113 240#define GIRDLE 113
246#define FORCE 114 241#define FORCE 114
247#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 */
248#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 */
249 244//117
245//118
246//119
247//120
250#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. */
251#define CONTAINER 122 249#define CONTAINER 122
252#define ARMOUR_IMPROVER 123 250#define ARMOUR_IMPROVER 123
253#define WEAPON_IMPROVER 124 251#define WEAPON_IMPROVER 124
254 252//125
253//126
254//127
255//128
256//129
255#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
256#define DEEP_SWAMP 138 265#define DEEP_SWAMP 138
257#define IDENTIFY_ALTAR 139 266#define IDENTIFY_ALTAR 139
258 267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
259#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
260 278//151
279//152
280//153
261#define RUNE 154 281#define RUNE 154
262#define TRAP 155 282#define TRAP 155
263
264#define POWER_CRYSTAL 156 283#define POWER_CRYSTAL 156
265#define CORPSE 157 284#define CORPSE 157
266
267#define DISEASE 158 285#define DISEASE 158
268#define SYMPTOM 159 286#define SYMPTOM 159
269#define BUILDER 160 /* Generic item builder, see subtypes */ 287#define BUILDER 160 /* Generic item builder, see subtypes */
270#define MATERIAL 161 /* Material for building */ 288#define MATERIAL 161 /* Material for building */
271 289//162
272#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
273 291//164
274#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,
275 potions, alchemy, or magic works here (elmex) */ 293 potions, alchemy, or magic works here (elmex) */
276 294
277#define NUM_TYPES 166 // must be max(type) + 1 295#define NUM_TYPES 166 // must be max(type) + 1
278 296
279/* DEAD TYPES: */
280//#define FBULLET 10
281//#define FBALL 11
282//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283//#define CONFUSION 19
284//#define MMISSILE 25
285/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286 * experience for broad skill categories. This value
287 * is now automatically converteed at load time.
288 */
289//#define BOMB 47
290//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291
292/* random crossfire developer: The trap_part, wall, light_source,
293 * misc_object, monster, and spawn_generator
294 * types are not used in any archetypes,
295 * and should perhaps be removed.
296 *
297 * Wed Dec 20 13:35:24 CET 2006:
298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300 * renamed WALL to BUILDABLE_WALL.
301 */
302
303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305//#define MONSTER 80 /* yes, thats a real, living creature */
306//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307//#define TOOL 84 /* a tool for building objects */
308//#define BUILDFAC 86 /* facilities for building objects */
309//#define CONE 88
310//#define AURA 89 /* aura spell object */
311//#define WORD_OF_RECALL 96
312//#define PARAIMAGE 97
313//#define POISONCLOUD 107
314//#define FIREHOLES 108
315//#define ABILITY 110
316/* unused: 125 - 129
317 * type 125 was MONEY_CHANGER
318 */
319//#define CANCELLATION 141 /* not used with new spell code */
320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
321//#define SWARM_SPELL 153
322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
323//#define QUEST 164 /* See below for subtypes */
324
325/* END TYPE DEFINE */ 297/* END TYPE DEFINE */
326 298
327#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
328 302
329/* Subtypes for BUILDER */ 303/* Subtypes for BUILDER */
330#define ST_BD_BUILD 1 /* Builds an item */ 304#define ST_BD_BUILD 1 /* Builds an item */
331#define ST_BD_REMOVE 2 /* Removes an item */ 305#define ST_BD_REMOVE 2 /* Removes an item */
332 306
333/* Subtypes for MATERIAL */ 307/* Subtypes for MATERIAL */
334#define ST_MAT_FLOOR 1 /* Floor */ 308#define ST_MAT_FLOOR 1 /* Floor */
335#define ST_MAT_WALL 2 /* Wall */ 309#define ST_MAT_WALL 2 /* Wall */
336#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 310#define ST_MAT_ITEM 3 /* All other items, including doors & such */
432#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 */
433#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 */
434//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 408//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
435#define FLAG_APPLIED 5 /* Object is ready for use by living */ 409#define FLAG_APPLIED 5 /* Object is ready for use by living */
436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 410#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
437#define FLAG_USE_SHIELD 7 411#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
438 /* Can this creature use a shield? */
439 412
440#define FLAG_NO_PICK 8 /* Object can't be picked up */ 413#define FLAG_NO_PICK 8 /* Object can't be picked up */
441 414
442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 415/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 416/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447/*#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 */
448/*#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) */
449 422
450#define FLAG_MONSTER 14 /* Will attack players */ 423#define FLAG_MONSTER 14 /* Will attack players */
451#define FLAG_FRIENDLY 15 /* Will help players */ 424#define FLAG_FRIENDLY 15 /* Will help players */
452
453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 425#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 426#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
455#define FLAG_AUTO_APPLY 18 427#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
456 /* Will be applied when created */
457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 428#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
458#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. */
459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 430#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
460#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 431#define FLAG_CAN_ROLL 22 /* Object can be rolled */
461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 432#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
463 434
464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 435/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
465/*#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 */
466/*#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 */
467 438
468#define FLAG_IS_USED_UP 28 439#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
469 /* When (--food<0) the object will exit */ 440#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
470#define FLAG_IDENTIFIED 29 441#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
471 /* Player knows full info about item */
472#define FLAG_REFLECTING 30
473 /* Object reflects from walls (lightning) */
474#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 */
475
476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 443#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
477#define FLAG_HITBACK 33 /* Object will hit back when hit */ 444#define FLAG_HITBACK 33 /* Object will hit back when hit */
478#define FLAG_STARTEQUIP 34 445#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
479 /* Object was given to player at start */ 446#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
480#define FLAG_BLOCKSVIEW 35
481 /* Object blocks view */
482#define FLAG_UNDEAD 36 /* Monster is undead */ 447#define FLAG_UNDEAD 36 /* Monster is undead */
483#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 448#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
484#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 449#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
485#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 450#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
451#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
486 452
487#define FLAG_REFL_SPELL 40
488 /* Spells (some) will reflect from object */
489#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 */
490#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 */
491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 455#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
492#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 */
493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 457#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 463
500#define FLAG_PICK_UP 48 /* Can pick up */ 464#define FLAG_PICK_UP 48 /* Can pick up */
501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 465#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
502#define FLAG_NO_DROP 50 /* Object can't be dropped */ 466#define FLAG_NO_DROP 50 /* Object can't be dropped */
503#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 */
504#define FLAG_CAST_SPELL 52 468
505 /* (Monster) can learn and cast spells */ 469#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
506#define FLAG_USE_SCROLL 53 470#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
507 /* (Monster) can read scroll */
508#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 */
509#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 472#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
510 473#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
511#define FLAG_USE_ARMOUR 56 474#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
512 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_WEAPON 57
514 /* (Monster) can wield weapons */
515#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 */
516#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) */
517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 477#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
478
518#define FLAG_XRAYS 61 /* X-ray vision */ 479#define FLAG_XRAYS 61 /* X-ray vision */
519#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 */
520#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 */
521 482
522#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_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 */
542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 503#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
543 504
544#define FLAG_PRECIOUS 83 // object is precious (pets) 505#define FLAG_PRECIOUS 83 // object is precious (pets)
545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 506#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
546#define FLAG_MAKE_INVIS 85 507#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
547 /* (Item) gives invisibility when applied */ 508#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
548#define FLAG_INV_LOCKED 86 509
549 /* Item will not be dropped from inventory */
550#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 510#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
551
552#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 511#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
553#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 */
554#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 */
555#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 */
556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 515#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
570 */ 529 */
571 530
572#define FLAG_BERSERK 99 /* monster will attack closest living 531#define FLAG_BERSERK 99 /* monster will attack closest living
573 object */ 532 object */
574#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 533#define FLAG_NEUTRAL 100 /* monster is from type neutral */
575#define FLAG_NO_ATTACK 101 /* monster don't attack */ 534#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 535#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577#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
578 * load_original_map() */ 537 * load_original_map() */
579#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
580 * the overlay, and is not subject to 539// * the overlay, and is not subject to
581 * decay. */ 540// * decay. */
582#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' */
583#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' */
584#define FLAG_IS_WATER 107 543#define FLAG_IS_WATER 107
585#define FLAG_CONTENT_ON_GEN 108 544#define FLAG_CONTENT_ON_GEN 108
586#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 */
592 * defined flag + 1. If you change this, 551 * defined flag + 1. If you change this,
593 * make sure you update the flag_links 552 * make sure you update the flag_links
594 * in common/loader.l 553 * in common/loader.l
595 */ 554 */
596 555
597/* Values can go up to 127 before the size of the flags array in the
598 * object structure needs to be enlarged.
599 * So there are 18 available flags slots
600 */
601
602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
603
604/* If you add new movement types, you may need to update 556/* If you add new movement types, you may need to update
605 * describe_item() so properly describe those types. 557 * describe_item() so properly describe those types.
606 * change_abil() probably should be updated also. 558 * change_abil() probably should be updated also.
607 */ 559 */
608#define MOVE_WALK 0x01 /* Object walks */ 560#define MOVE_WALK 0x01 /* Object walks */
616 568
617#define MOVE_ALL 0x3f /* Mask of all movement types */ 569#define MOVE_ALL 0x3f /* Mask of all movement types */
618 570
619/* typdef here to define type large enough to hold bitmask of 571/* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update. 572 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it
622 * at anyways.
623 */ 573 */
624typedef unsigned char MoveType; 574typedef unsigned char MoveType;
625 575
626/* 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.
627 * Basically, ob2 has to block all of ob1 movement types. 577 * Basically, ob2 has to block all of ob1 movement types.
636 * 586 *
637 */ 587 */
638#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 588#define OB_TYPE_MOVE_BLOCK(ob1, type) \
639 ((type) && (ob1->move_type & type) == ob1->move_type) 589 ((type) && (ob1->move_type & type) == ob1->move_type)
640 590
641
642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 591#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 592#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 593#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
645
646/* Note: These values are only a default value, resizing can change them */
647#define INV_SIZE 12 /* How many items can be viewed in inventory */
648#define LOOK_SIZE 6 /* ditto, but for the look-window */
649#define MAX_INV_SIZE 40 /* For initializing arrays */
650#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
651
652#define EDITABLE(xyz) ((xyz)->arch->editable)
653
654#define E_MONSTER 0x00000001
655#define E_EXIT 0x00000002
656#define E_TREASURE 0x00000004
657#define E_BACKGROUND 0x00000008
658#define E_DOOR 0x00000010
659#define E_SPECIAL 0x00000020
660#define E_SHOP 0x00000040
661#define E_NORMAL 0x00000080
662#define E_FALSE_WALL 0x00000100
663#define E_WALL 0x00000200
664#define E_EQUIPMENT 0x00000400
665#define E_OTHER 0x00000800
666#define E_ARTIFACT 0x00001000
667 594
668#define EXIT_PATH(xyz) (xyz)->slaying 595#define EXIT_PATH(xyz) (xyz)->slaying
669#define EXIT_LEVEL(xyz) (xyz)->stats.food 596#define EXIT_LEVEL(xyz) (xyz)->stats.food
670#define EXIT_X(xyz) (xyz)->stats.hp 597#define EXIT_X(xyz) (xyz)->stats.hp
671#define EXIT_Y(xyz) (xyz)->stats.sp 598#define EXIT_Y(xyz) (xyz)->stats.sp
691#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 618#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
692 619
693#define DIRX(xyz) freearr_x[(xyz)->direction] 620#define DIRX(xyz) freearr_x[(xyz)->direction]
694#define DIRY(xyz) freearr_y[(xyz)->direction] 621#define DIRY(xyz) freearr_y[(xyz)->direction]
695 622
696#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
697#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
698
699#define ARMOUR_SPEED(xyz) (xyz)->last_sp 623#define ARMOUR_SPEED(xyz) (xyz)->last_sp
700#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 624#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
701#define WEAPON_SPEED(xyz) (xyz)->last_sp 625#define WEAPON_SPEED(xyz) (xyz)->last_sp
702 626
703/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 627/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
704 each of them signed char, concatenated in a int16 */ 628 each of them signed char, concatenated in a int16 */
705#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 629#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
706#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 630#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 631#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
632
708#define FIRE_DIRECTIONAL 0 633#define FIRE_DIRECTIONAL 0
709#define FIRE_POSITIONAL 1 634#define FIRE_POSITIONAL 1
710 635
711/******************************************************************************/ 636/******************************************************************************/
712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 637/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777 */ 702 */
778 703
779#define PREFER_HIGH 1 704#define PREFER_HIGH 1
780#define PREFER_LOW 0 705#define PREFER_LOW 0
781 706
782/* Simple function we use below to keep adding to the same string
783 * but also make sure we don't overwrite that string.
784 */
785static inline void
786safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
787{
788 if (*curlen == (maxlen - 1))
789 return;
790
791 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
792 dest[maxlen - 1] = 0;
793 *curlen += strlen (orig);
794
795 if (*curlen > (maxlen - 1))
796 *curlen = maxlen - 1;
797}
798
799
800/* The SAFE versions of these call the safe_strcat function above.
801 * Ideally, all functions should use the SAFE functions, but they
802 * require some extra support in the calling function to remain as
803 * efficient.
804 */
805#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
806 if(variable) { \
807 int i,j=0; \
808 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
809 for(i=0; i<NROFATTACKS; i++) \
810 if(variable & (1<<i)) { \
811 if (j) \
812 safe_strcat(retbuf,", ", len, maxlen); \
813 else \
814 j = 1; \
815 safe_strcat(retbuf, attacks[i], len, maxlen); \
816 } \
817 safe_strcat(retbuf,")",len,maxlen); \
818 }
819
820
821/* separated this from the common/item.c file. b.t. Dec 1995 */
822
823#define DESCRIBE_ABILITY(retbuf, variable, name) \
824 if(variable) { \
825 int i,j=0; \
826 strcat(retbuf,"(" name ": "); \
827 for(i=0; i<NROFATTACKS; i++) \
828 if(variable & (1<<i)) { \
829 if (j) \
830 strcat(retbuf,", "); \
831 else \
832 j = 1; \
833 strcat(retbuf, attacks[i]); \
834 } \
835 strcat(retbuf,")"); \
836 }
837
838
839#define DESCRIBE_PATH(retbuf, variable, name) \
840 if(variable) { \
841 int i,j=0; \
842 strcat(retbuf,"(" name ": "); \
843 for(i=0; i<NRSPELLPATHS; i++) \
844 if(variable & (1<<i)) { \
845 if (j) \
846 strcat(retbuf,", "); \
847 else \
848 j = 1; \
849 strcat(retbuf, spellpathnames[i]); \
850 } \
851 strcat(retbuf,")"); \
852 }
853
854
855#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
856 if(variable) { \
857 int i,j=0; \
858 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
859 for(i=0; i<NRSPELLPATHS; i++) \
860 if(variable & (1<<i)) { \
861 if (j) \
862 safe_strcat(retbuf,", ", len, maxlen); \
863 else \
864 j = 1; \
865 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
866 } \
867 safe_strcat(retbuf,")", len, maxlen); \
868 }
869
870/* Flags for apply_special() */ 707/* Flags for apply_special() */
871enum apply_flag 708enum apply_flag
872{ 709{
873 /* Basic flags/mode, always use one of these */ 710 /* Basic flags/mode, always use one of these */
874 AP_TOGGLE = 0, 711 AP_TOGGLE = 0,
915#define CAN_APPLY_NOT_MASK 0xf 752#define CAN_APPLY_NOT_MASK 0xf
916#define CAN_APPLY_UNAPPLY 0x10 753#define CAN_APPLY_UNAPPLY 0x10
917#define CAN_APPLY_UNAPPLY_MULT 0x20 754#define CAN_APPLY_UNAPPLY_MULT 0x20
918#define CAN_APPLY_UNAPPLY_CHOICE 0x40 755#define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 756
920/* Cut off point of when an object is put on the active list or not */ 757// Cut off point of when an object is put on the active list or not
758// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant
921#define MIN_ACTIVE_SPEED 1e-5 760#define MIN_ACTIVE_SPEED (1.f / 65536.f)
922 761
923#define RANDOM() (rndm.next () & 0xffffffU) 762#define RANDOM() (rndm.next () & 0xffffffU)
924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925
926/* Returns the weight of the given object. Note: it does not take the number of
927 * items (nrof) into account.
928 */
929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
930
931
932/* Code fastening defines
933 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
934 * buf__ and increment buf__ position so it will point to the end of buf__.
935 * the '\0' caracter will not be put at end of buf__.
936 * use preparefastcat and finishfastcat on buf__ to prepare
937 * and clean up the string. (Lots faster than doing each time...)
938 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
939 * keep in mind FAST_STRNCAT is faster since length of second argument is
940 * kown in advance.
941 */
942
943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
947 763
948/* 764/*
949 * Warning! 765 * Warning!
950 * If you add message types here, don't forget 766 * If you add message types here, don't forget
951 * to keep the client up to date too! 767 * to keep the client up to date too!
1036 852
1037/* admin messages */ 853/* admin messages */
1038#define MSG_TYPE_ADMIN_RULES 1 854#define MSG_TYPE_ADMIN_RULES 1
1039#define MSG_TYPE_ADMIN_NEWS 2 855#define MSG_TYPE_ADMIN_NEWS 2
1040 856
857/**
858 * Maximum distance a player may hear a sound from.
859 * This is only used for new client/server sound. If the sound source
860 * on the map is farther away than this, we don't sent it to the client.
861 */
862#define MAX_SOUND_DISTANCE 16
863
864#define LOG_CHANNEL "log" // the plain and ugly standard server log
865#define INFO_CHANNEL "info" // lower_left box
866#define SAY_CHANNEL "channel-say"
867#define CHAT_CHANNEL "channel-chat"
868#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
869
870/* The following are the color flags passed to new_draw_info.
871 *
872 * We also set up some control flags
873 *
874 * NDI = New Draw Info
875 */
876
877/* Color specifications - note these match the order in xutil.c */
878/* Note 2: Black, the default color, is 0. Thus, it does not need to
879 * be implicitly specified.
880 */
881#define NDI_BLACK 0
882#define NDI_WHITE 1
883#define NDI_NAVY 2
884#define NDI_RED 3
885#define NDI_ORANGE 4
886#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
887#define NDI_DK_ORANGE 6 /* DarkOrange2 */
888#define NDI_GREEN 7 /* SeaGreen */
889#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
890 /* Than seagreen - also background color */
891#define NDI_GREY 9
892#define NDI_BROWN 10 /* Sienna */
893#define NDI_GOLD 11
894#define NDI_TAN 12 /* Khaki */
895
896#define NDI_MAX_COLOR 12 /* Last value in */
897#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
898 /* using an int anyways, so we have the space */
899 /* to still do all the flags */
900
901#define NDI_REPLY 0x20 // is a direct reply to a user command
902#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
903#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
904#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
905
906#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
907#define NDI_ALL 0x2000 /* Inform all players of this message */
908#define NDI_DEF 0x4000 // ignore colour for channel protocol
909
1041#endif /* DEFINE_H */ 910#endif /* DEFINE_H */
1042 911

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