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Comparing deliantra/server/include/define.h (file contents):
Revision 1.65 by root, Tue Jul 10 06:05:55 2007 UTC vs.
Revision 1.83 by root, Tue Aug 26 02:35:05 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
42#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
43 43
44#ifdef __NetBSD__ 44#ifdef __NetBSD__
45# include <sys/param.h> 45# include <sys/param.h>
46#endif 46#endif
47#ifndef MIN
48# define MIN(x,y) min (x, y)
49#endif
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 47
54// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
55#define NAME_LEN 127 49#define NAME_LEN 127
56 50
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3 51#undef MIN
64# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 52#undef MAX
65#endif
66 53
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
69 56
70//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
72#define MAX_WC 120 59#define MAX_WC 120
73#define MIN_AC -120 60#define MIN_AC -120
74#define MAX_AC 120 61#define MAX_AC 120
75#define MIN_DAM 0 62#define MIN_DAM 0
76#define MAX_DAM 200 63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
77 66
78#define MAX_BUF 1024 67#define MAX_BUF 1024
79 /* Used for all kinds of things */ 68 /* Used for all kinds of things */
80#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
81#define HUGE_BUF 10240 /* Used for messages - some can be quite long */ 70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
86#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
87 76
88#define MAX_NAME 48 77#define MAX_NAME 48
89#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
90 79
91/* Fatal variables: */
92//TODO: remove all calls to fatal and replace them by cleanup 80//TODO: remove all calls to fatal and replace them by cleanup
93#define OUT_OF_MEMORY 0 81#define OUT_OF_MEMORY 0
94#define MAP_ERROR 1 82#define MAP_ERROR 1
95#define ARCHTABLE_TOO_SMALL 2 // unused 83#define ARCHTABLE_TOO_SMALL 2 // unused
96#define TOO_MANY_ERRORS 3 84#define TOO_MANY_ERRORS 3
120#define POTION 5 108#define POTION 5
121#define FOOD 6 109#define FOOD 6
122#define POISON 7 110#define POISON 7
123#define BOOK 8 111#define BOOK 8
124#define CLOCK 9 112#define CLOCK 9
125 113//10
114//11
115//12
126#define ARROW 13 116#define ARROW 13
127#define BOW 14 117#define BOW 14
128#define WEAPON 15 118#define WEAPON 15
129#define ARMOUR 16 119#define ARMOUR 16
130#define PEDESTAL 17 120#define PEDESTAL 17
131#define ALTAR 18 121#define ALTAR 18
132 122//19
133#define LOCKED_DOOR 20 123#define LOCKED_DOOR 20
134#define SPECIAL_KEY 21 124#define SPECIAL_KEY 21
135#define MAP 22 125#define MAP 22
136#define DOOR 23 126#define DOOR 23
137#define KEY 24 127#define KEY 24
138 128//25
139#define TIMED_GATE 26 129#define TIMED_GATE 26
140#define TRIGGER 27 130#define TRIGGER 27
141#define GRIMREAPER 28 131#define GRIMREAPER 28
142#define MAGIC_EAR 29 132#define MAGIC_EAR 29
143#define TRIGGER_BUTTON 30 133#define TRIGGER_BUTTON 30
152#define AMULET 39 142#define AMULET 39
153#define PLAYERMOVER 40 143#define PLAYERMOVER 40
154#define TELEPORTER 41 144#define TELEPORTER 41
155#define CREATOR 42 145#define CREATOR 42
156#define SKILL 43 /* also see SKILL_TOOL (74) below */ 146#define SKILL 43 /* also see SKILL_TOOL (74) below */
157 147//44
158#define EARTHWALL 45 148#define EARTHWALL 45
159#define GOLEM 46 149#define GOLEM 46
160 150//47
161#define THROWN_OBJ 48 151#define THROWN_OBJ 48
162#define BLINDNESS 49 152#define BLINDNESS 49
163#define GOD 50 153#define GOD 50
164#define DETECTOR 51 /* peterm: detector is an object 154#define DETECTOR 51 /* peterm: detector is an object
165 * which notices the presense of 155 * which notices the presense of
180 170
181#define PEACEMAKER 59 /* Object owned by a player which can convert 171#define PEACEMAKER 59 /* Object owned by a player which can convert
182 * a monster into a peaceful being incapable of attack. 172 * a monster into a peaceful being incapable of attack.
183 */ 173 */
184#define GEM 60 174#define GEM 60
185 175//61
186#define FIREWALL 62 176#define FIREWALL 62
187#define ANVIL 63 177#define ANVIL 63
188#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 */
189#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 179#define MOOD_FLOOR 65 /*
190 * values of last_sp set how to change: 180 * values of last_sp set how to change:
191 * 0 = furious, all monsters become aggressive 181 * 0 = furious, all monsters become aggressive
192 * 1 = angry, all but friendly become aggressive 182 * 1 = angry, all but friendly become aggressive
193 * 2 = calm, all aggressive monsters calm down 183 * 2 = calm, all aggressive monsters calm down
194 * 3 = sleep, all monsters fall asleep 184 * 3 = sleep, all monsters fall asleep
195 * 4 = charm, monsters become pets */ 185 * 4 = charm, monsters become pets
186 * 5 = destroy monsters
187 * 6 = destroy pets / friendlies
188 */
196#define EXIT 66 189#define EXIT 66
197#define ENCOUNTER 67 190#define ENCOUNTER 67
198#define SHOP_FLOOR 68 191#define SHOP_FLOOR 68
199#define SHOP_MAT 69 192#define SHOP_MAT 69
200#define RING 70 193#define RING 70
201#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 194#define FLOOR 71 /* this is a floor tile -> native layer 0 */
202#define FLESH 72 /* animal 'body parts' -b.t. */ 195#define FLESH 72 /* animal 'body parts' -b.t. */
203#define INORGANIC 73 /* metals and minerals */ 196#define INORGANIC 73 /* metals and minerals */
204#define SKILL_TOOL 74 /* Allows the use of a skill */ 197#define SKILL_TOOL 74 /* Allows the use of a skill */
205#define LIGHTER 75 198#define LIGHTER 75
206 199//76
207#define BUILDABLE_WALL 77 /* this is a buildable wall */ 200#define BUILDABLE_WALL 77 /* this is a buildable wall */
208 201//78
209
210#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
211 in the engine. Like statues, clocks, chairs,... 203 in the engine. Like statues, clocks, chairs,...
212 If perhaps we create a function where we can sit 204 If perhaps we create a function where we can sit
213 on chairs, we create a new type and remove all 205 on chairs, we create a new type and remove all
214 chairs from here. */ 206 chairs from here. */
215 207//80
208//81
216#define LAMP 82 /* a lamp */ 209#define LAMP 82 /* a lamp */
217#define DUPLICATOR 83 /* duplicator/multiplier object */ 210#define DUPLICATOR 83 /* duplicator/multiplier object */
218 211//84
219#define SPELLBOOK 85 212#define SPELLBOOK 85
220 213//86
221#define CLOAK 87 214#define CLOAK 87
222 215//88
216//89
223#define SPINNER 90 217#define SPINNER 90
224#define GATE 91 218#define GATE 91
225#define BUTTON 92 219#define BUTTON 92
226#define CF_HANDLE 93 220#define CF_HANDLE 93
227#define HOLE 94 221#define HOLE 94
228#define TRAPDOOR 95 222#define TRAPDOOR 95
229 223//96
224//97
230#define SIGN 98 225#define SIGN 98
231#define BOOTS 99 226#define BOOTS 99
232#define GLOVES 100 227#define GLOVES 100
233#define SPELL 101 228#define SPELL 101
234#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
235#define CONVERTER 103 230#define CONVERTER 103
236#define BRACERS 104 231#define BRACERS 104
237#define POISONING 105 232#define POISONING 105
238#define SAVEBED 106 233#define SAVEBED 106
239 234//107
235//108
240#define WAND 109 236#define WAND 109
241 237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
242#define SCROLL 111 238#define SCROLL 111
243#define DIRECTOR 112 239#define DIRECTOR 112
244#define GIRDLE 113 240#define GIRDLE 113
245#define FORCE 114 241#define FORCE 114
246#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 */
247#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 */
248 244//117
245//118
246//119
247//120
249#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. */
250#define CONTAINER 122 249#define CONTAINER 122
251#define ARMOUR_IMPROVER 123 250#define ARMOUR_IMPROVER 123
252#define WEAPON_IMPROVER 124 251#define WEAPON_IMPROVER 124
253 252//125
253//126
254//127
255//128
256//129
254#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
255#define DEEP_SWAMP 138 265#define DEEP_SWAMP 138
256#define IDENTIFY_ALTAR 139 266#define IDENTIFY_ALTAR 139
257 267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
258#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
259 278//151
279//152
280//153
260#define RUNE 154 281#define RUNE 154
261#define TRAP 155 282#define TRAP 155
262
263#define POWER_CRYSTAL 156 283#define POWER_CRYSTAL 156
264#define CORPSE 157 284#define CORPSE 157
265
266#define DISEASE 158 285#define DISEASE 158
267#define SYMPTOM 159 286#define SYMPTOM 159
268#define BUILDER 160 /* Generic item builder, see subtypes */ 287#define BUILDER 160 /* Generic item builder, see subtypes */
269#define MATERIAL 161 /* Material for building */ 288#define MATERIAL 161 /* Material for building */
270 289//162
271#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
272 291//164
273#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,
274 potions, alchemy, or magic works here (elmex) */ 293 potions, alchemy, or magic works here (elmex) */
275 294
276#define NUM_TYPES 166 // must be max(type) + 1 295#define NUM_TYPES 166 // must be max(type) + 1
277 296
278/* DEAD TYPES: */
279//#define FBULLET 10
280//#define FBALL 11
281//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
282//#define CONFUSION 19
283//#define MMISSILE 25
284/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
285 * experience for broad skill categories. This value
286 * is now automatically converteed at load time.
287 */
288//#define BOMB 47
289//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
290
291/* random crossfire developer: The trap_part, wall, light_source,
292 * misc_object, monster, and spawn_generator
293 * types are not used in any archetypes,
294 * and should perhaps be removed.
295 *
296 * Wed Dec 20 13:35:24 CET 2006:
297 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
298 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
299 * renamed WALL to BUILDABLE_WALL.
300 */
301
302//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
303//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
304//#define MONSTER 80 /* yes, thats a real, living creature */
305//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
306//#define TOOL 84 /* a tool for building objects */
307//#define BUILDFAC 86 /* facilities for building objects */
308//#define CONE 88
309//#define AURA 89 /* aura spell object */
310//#define WORD_OF_RECALL 96
311//#define PARAIMAGE 97
312//#define POISONCLOUD 107
313//#define FIREHOLES 108
314//#define ABILITY 110
315/* unused: 125 - 129
316 * type 125 was MONEY_CHANGER
317 */
318//#define CANCELLATION 141 /* not used with new spell code */
319//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
320//#define SWARM_SPELL 153
321//#define GPS 162 /* Ground positionning system, moved to Python plugin */
322//#define QUEST 164 /* See below for subtypes */
323
324/* END TYPE DEFINE */ 297/* END TYPE DEFINE */
325 298
326#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
327 302
328/* Subtypes for BUILDER */ 303/* Subtypes for BUILDER */
329#define ST_BD_BUILD 1 /* Builds an item */ 304#define ST_BD_BUILD 1 /* Builds an item */
330#define ST_BD_REMOVE 2 /* Removes an item */ 305#define ST_BD_REMOVE 2 /* Removes an item */
331 306
332/* Subtypes for MATERIAL */ 307/* Subtypes for MATERIAL */
333#define ST_MAT_FLOOR 1 /* Floor */ 308#define ST_MAT_FLOOR 1 /* Floor */
334#define ST_MAT_WALL 2 /* Wall */ 309#define ST_MAT_WALL 2 /* Wall */
335#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 310#define ST_MAT_ITEM 3 /* All other items, including doors & such */
406 * freearr, add these values. <= SIZEOFFREE1 will get you 381 * freearr, add these values. <= SIZEOFFREE1 will get you
407 * within 1 space. <= SIZEOFFREE2 wll get you withing 382 * within 1 space. <= SIZEOFFREE2 wll get you withing
408 * 2 spaces, and the entire array (< SIZEOFFREE) is 383 * 2 spaces, and the entire array (< SIZEOFFREE) is
409 * three spaces 384 * three spaces
410 */ 385 */
411#define SIZEOFFREE1 8 386#define SIZEOFFREE1 8
412#define SIZEOFFREE2 24 387#define SIZEOFFREE2 24
413#define SIZEOFFREE 49 388#define SIZEOFFREE3 49
389#define SIZEOFFREE 49
414 390
415#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
416 392
417/* 393/*
418 * If any FLAG's are added or changed, make sure the flag_names structure in 394 * If any FLAG's are added or changed, make sure the flag_names structure in
431#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 407#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
432#define FLAG_FREED 3 /* Object is in the list of free objects */ 408#define FLAG_FREED 3 /* Object is in the list of free objects */
433//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 409//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
434#define FLAG_APPLIED 5 /* Object is ready for use by living */ 410#define FLAG_APPLIED 5 /* Object is ready for use by living */
435#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 411#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
436#define FLAG_USE_SHIELD 7 412#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
437 /* Can this creature use a shield? */
438 413
439#define FLAG_NO_PICK 8 /* Object can't be picked up */ 414#define FLAG_NO_PICK 8 /* Object can't be picked up */
440 415
441/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 416/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
442/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 417/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 421/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
447/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 422/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
448 423
449#define FLAG_MONSTER 14 /* Will attack players */ 424#define FLAG_MONSTER 14 /* Will attack players */
450#define FLAG_FRIENDLY 15 /* Will help players */ 425#define FLAG_FRIENDLY 15 /* Will help players */
451
452#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 426#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
453#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 427#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
454#define FLAG_AUTO_APPLY 18 428#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
455 /* Will be applied when created */
456#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 429#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
457#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 430#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
458#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 431#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
459#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 432#define FLAG_CAN_ROLL 22 /* Object can be rolled */
460#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 433#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
462 435
463/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 436/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
464/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 437/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
465/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 438/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
466 439
467#define FLAG_IS_USED_UP 28 440#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
468 /* When (--food<0) the object will exit */ 441#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
469#define FLAG_IDENTIFIED 29 442#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
470 /* Player knows full info about item */
471#define FLAG_REFLECTING 30
472 /* Object reflects from walls (lightning) */
473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 443#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
474
475#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 444#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
476#define FLAG_HITBACK 33 /* Object will hit back when hit */ 445#define FLAG_HITBACK 33 /* Object will hit back when hit */
477#define FLAG_STARTEQUIP 34 446#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
478 /* Object was given to player at start */ 447#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
479#define FLAG_BLOCKSVIEW 35
480 /* Object blocks view */
481#define FLAG_UNDEAD 36 /* Monster is undead */ 448#define FLAG_UNDEAD 36 /* Monster is undead */
482#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 449#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
483#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 450#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
484#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 451#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
452#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
485 453
486#define FLAG_REFL_SPELL 40
487 /* Spells (some) will reflect from object */
488#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 454#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
489#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 455#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
490#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 456#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
491#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 457#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
492#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 458#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 464
499#define FLAG_PICK_UP 48 /* Can pick up */ 465#define FLAG_PICK_UP 48 /* Can pick up */
500#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 466#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
501#define FLAG_NO_DROP 50 /* Object can't be dropped */ 467#define FLAG_NO_DROP 50 /* Object can't be dropped */
502#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 468#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
503#define FLAG_CAST_SPELL 52 469
504 /* (Monster) can learn and cast spells */ 470#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
505#define FLAG_USE_SCROLL 53 471#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
506 /* (Monster) can read scroll */
507#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 472#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
508#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 473#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
509 474#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
510#define FLAG_USE_ARMOUR 56 475#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
511 /* (Monster) can wear armour/shield/helmet */
512#define FLAG_USE_WEAPON 57
513 /* (Monster) can wield weapons */
514#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 476#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
515#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 477#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
516#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 478#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
479
517#define FLAG_XRAYS 61 /* X-ray vision */ 480#define FLAG_XRAYS 61 /* X-ray vision */
518#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 481#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
519#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 482#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
520 483
521#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 484#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
540#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 503#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
541#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 504#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
542 505
543#define FLAG_PRECIOUS 83 // object is precious (pets) 506#define FLAG_PRECIOUS 83 // object is precious (pets)
544#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 507#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
545#define FLAG_MAKE_INVIS 85 508#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
546 /* (Item) gives invisibility when applied */ 509#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
547#define FLAG_INV_LOCKED 86 510
548 /* Item will not be dropped from inventory */
549#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 511#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
550
551#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 512#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
552#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 513#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
553#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 514#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
554#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 515#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
555#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 516#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569 */ 530 */
570 531
571#define FLAG_BERSERK 99 /* monster will attack closest living 532#define FLAG_BERSERK 99 /* monster will attack closest living
572 object */ 533 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 534#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 536#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 537#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
577 * load_original_map() */ 538 * load_original_map() */
578#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 539//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
579 * the overlay, and is not subject to 540// * the overlay, and is not subject to
580 * decay. */ 541// * decay. */
581#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 542#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
582#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 543#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
583#define FLAG_IS_WATER 107 544#define FLAG_IS_WATER 107
584#define FLAG_CONTENT_ON_GEN 108 545#define FLAG_CONTENT_ON_GEN 108
585#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 546#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
591 * defined flag + 1. If you change this, 552 * defined flag + 1. If you change this,
592 * make sure you update the flag_links 553 * make sure you update the flag_links
593 * in common/loader.l 554 * in common/loader.l
594 */ 555 */
595 556
596/* Values can go up to 127 before the size of the flags array in the
597 * object structure needs to be enlarged.
598 * So there are 18 available flags slots
599 */
600
601#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
602
603/* If you add new movement types, you may need to update 557/* If you add new movement types, you may need to update
604 * describe_item() so properly describe those types. 558 * describe_item() so properly describe those types.
605 * change_abil() probably should be updated also. 559 * change_abil() probably should be updated also.
606 */ 560 */
607#define MOVE_WALK 0x01 /* Object walks */ 561#define MOVE_WALK 0x01 /* Object walks */
615 569
616#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
617 571
618/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
619 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
620 * uint8 is defined yet, so just use what that would define it
621 * at anyways.
622 */ 574 */
623typedef unsigned char MoveType; 575typedef unsigned char MoveType;
624 576
625/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 577/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
626 * Basically, ob2 has to block all of ob1 movement types. 578 * Basically, ob2 has to block all of ob1 movement types.
635 * 587 *
636 */ 588 */
637#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 589#define OB_TYPE_MOVE_BLOCK(ob1, type) \
638 ((type) && (ob1->move_type & type) == ob1->move_type) 590 ((type) && (ob1->move_type & type) == ob1->move_type)
639 591
640
641#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
642#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
643#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 592#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
644
645/* Note: These values are only a default value, resizing can change them */
646#define INV_SIZE 12 /* How many items can be viewed in inventory */
647#define LOOK_SIZE 6 /* ditto, but for the look-window */
648#define MAX_INV_SIZE 40 /* For initializing arrays */
649#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
650
651#define EDITABLE(xyz) ((xyz)->arch->editable)
652
653#define E_MONSTER 0x00000001
654#define E_EXIT 0x00000002
655#define E_TREASURE 0x00000004
656#define E_BACKGROUND 0x00000008
657#define E_DOOR 0x00000010
658#define E_SPECIAL 0x00000020
659#define E_SHOP 0x00000040
660#define E_NORMAL 0x00000080
661#define E_FALSE_WALL 0x00000100
662#define E_WALL 0x00000200
663#define E_EQUIPMENT 0x00000400
664#define E_OTHER 0x00000800
665#define E_ARTIFACT 0x00001000
666 593
667#define EXIT_PATH(xyz) (xyz)->slaying 594#define EXIT_PATH(xyz) (xyz)->slaying
668#define EXIT_LEVEL(xyz) (xyz)->stats.food 595#define EXIT_LEVEL(xyz) (xyz)->stats.food
669#define EXIT_X(xyz) (xyz)->stats.hp 596#define EXIT_X(xyz) (xyz)->stats.hp
670#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
690#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 617#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
691 618
692#define DIRX(xyz) freearr_x[(xyz)->direction] 619#define DIRX(xyz) freearr_x[(xyz)->direction]
693#define DIRY(xyz) freearr_y[(xyz)->direction] 620#define DIRY(xyz) freearr_y[(xyz)->direction]
694 621
695#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
696#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
697
698#define ARMOUR_SPEED(xyz) (xyz)->last_sp 622#define ARMOUR_SPEED(xyz) (xyz)->last_sp
699#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 623#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
700#define WEAPON_SPEED(xyz) (xyz)->last_sp 624#define WEAPON_SPEED(xyz) (xyz)->last_sp
701 625
702/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 626/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
703 each of them signed char, concatenated in a int16 */ 627 each of them signed char, concatenated in a int16 */
704#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 628#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
705#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 629#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
706#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 630#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
631
707#define FIRE_DIRECTIONAL 0 632#define FIRE_DIRECTIONAL 0
708#define FIRE_POSITIONAL 1 633#define FIRE_POSITIONAL 1
709 634
710/******************************************************************************/ 635/******************************************************************************/
711/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 636/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
832// we use 2**-n because that can be represented exactly 757// we use 2**-n because that can be represented exactly
833// also make sure that this is a float, not double, constant 758// also make sure that this is a float, not double, constant
834#define MIN_ACTIVE_SPEED (1.f / 65536.f) 759#define MIN_ACTIVE_SPEED (1.f / 65536.f)
835 760
836#define RANDOM() (rndm.next () & 0xffffffU) 761#define RANDOM() (rndm.next () & 0xffffffU)
837#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
838
839/* Returns the weight of the given object. Note: it does not take the number of
840 * items (nrof) into account.
841 */
842#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
843
844
845/* Code fastening defines
846 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
847 * buf__ and increment buf__ position so it will point to the end of buf__.
848 * the '\0' caracter will not be put at end of buf__.
849 * use preparefastcat and finishfastcat on buf__ to prepare
850 * and clean up the string. (Lots faster than doing each time...)
851 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
852 * keep in mind FAST_STRNCAT is faster since length of second argument is
853 * kown in advance.
854 */
855
856#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
857#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
858#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
859#define FINISH_FASTCAT(buf__) buf__[0]='\0';
860 762
861/* 763/*
862 * Warning! 764 * Warning!
863 * If you add message types here, don't forget 765 * If you add message types here, don't forget
864 * to keep the client up to date too! 766 * to keep the client up to date too!
949 851
950/* admin messages */ 852/* admin messages */
951#define MSG_TYPE_ADMIN_RULES 1 853#define MSG_TYPE_ADMIN_RULES 1
952#define MSG_TYPE_ADMIN_NEWS 2 854#define MSG_TYPE_ADMIN_NEWS 2
953 855
856/**
857 * Maximum distance a player may hear a sound from.
858 * This is only used for new client/server sound. If the sound source
859 * on the map is farther away than this, we don't sent it to the client.
860 */
861#define MAX_SOUND_DISTANCE 16
862
863#define LOG_CHANNEL "log" // the plain and ugly standard server log
864#define INFO_CHANNEL "info" // lower_left box
865#define SAY_CHANNEL "channel-say"
866#define CHAT_CHANNEL "channel-chat"
867#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
868
869/* The following are the color flags passed to new_draw_info.
870 *
871 * We also set up some control flags
872 *
873 * NDI = New Draw Info
874 */
875
876/* Color specifications - note these match the order in xutil.c */
877/* Note 2: Black, the default color, is 0. Thus, it does not need to
878 * be implicitly specified.
879 */
880#define NDI_BLACK 0
881#define NDI_WHITE 1
882#define NDI_NAVY 2
883#define NDI_RED 3
884#define NDI_ORANGE 4
885#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
886#define NDI_DK_ORANGE 6 /* DarkOrange2 */
887#define NDI_GREEN 7 /* SeaGreen */
888#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
889 /* Than seagreen - also background color */
890#define NDI_GREY 9
891#define NDI_BROWN 10 /* Sienna */
892#define NDI_GOLD 11
893#define NDI_TAN 12 /* Khaki */
894
895#define NDI_MAX_COLOR 12 /* Last value in */
896#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
897 /* using an int anyways, so we have the space */
898 /* to still do all the flags */
899
900#define NDI_REPLY 0x20 // is a direct reply to a user command
901#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
902#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
903#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
904
905#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
906#define NDI_ALL 0x2000 /* Inform all players of this message */
907#define NDI_DEF 0x4000 // ignore colour for channel protocol
908
954#endif /* DEFINE_H */ 909#endif /* DEFINE_H */
955 910

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