1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
26 | |
… | |
… | |
36 | #include <autoconf.h> |
37 | #include <autoconf.h> |
37 | |
38 | |
38 | #define FONTDIR "" |
39 | #define FONTDIR "" |
39 | #define FONTNAME "" |
40 | #define FONTNAME "" |
40 | |
41 | |
41 | /* Decstations have trouble with fabs()... */ |
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42 | #define FABS(x) fabs (x) |
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43 | |
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44 | #ifdef __NetBSD__ |
42 | #ifdef __NetBSD__ |
45 | # include <sys/param.h> |
43 | # include <sys/param.h> |
46 | #endif |
44 | #endif |
47 | |
45 | |
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46 | #define MAXNUMLEVELS 256 // maximum number of levels possible |
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47 | #define MAXLEVEL_TREASURE 115 // for treasure calculations only |
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48 | |
48 | // maximum length of an object name in the protocol |
49 | // maximum length of an object name in the protocol |
49 | #define NAME_LEN 127 |
50 | #define NAME_LEN 127 |
50 | |
51 | |
51 | #undef MIN |
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52 | #undef MAX |
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53 | |
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54 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
52 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
55 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
53 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
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54 | |
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55 | #define MAX_FOOD 999 |
56 | |
56 | |
57 | //TODO: not only use more reasonable values, also enforce them |
57 | //TODO: not only use more reasonable values, also enforce them |
58 | #define MIN_WC -120 |
58 | #define MIN_WC -120 |
59 | #define MAX_WC 120 |
59 | #define MAX_WC 120 |
60 | #define MIN_AC -120 |
60 | #define MIN_AC -120 |
… | |
… | |
62 | #define MIN_DAM 0 |
62 | #define MIN_DAM 0 |
63 | #define MAX_DAM 200 |
63 | #define MAX_DAM 200 |
64 | #define MIN_DIGESTION -35 |
64 | #define MIN_DIGESTION -35 |
65 | #define MAX_DIGESTION 70 |
65 | #define MAX_DIGESTION 70 |
66 | |
66 | |
67 | #define MAX_BUF 1024 |
67 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
68 | /* Used for all kinds of things */ |
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69 | #define VERY_BIG_BUF 2048 |
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70 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
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71 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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72 | |
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73 | #define FONTSIZE 3000 /* Max chars in font */ |
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74 | |
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75 | #define MAX_ANIMATIONS 256 |
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76 | |
68 | |
77 | #define MAX_NAME 48 |
69 | #define MAX_NAME 48 |
78 | #define MAX_EXT_TITLE 98 |
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79 | |
70 | |
80 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
71 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
81 | |
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82 | //TODO: remove all calls to fatal and replace them by cleanup |
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83 | #define OUT_OF_MEMORY 0 |
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84 | #define MAP_ERROR 1 |
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85 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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86 | #define TOO_MANY_ERRORS 3 |
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87 | |
72 | |
88 | /* TYPE DEFINES */ |
73 | /* TYPE DEFINES */ |
89 | |
74 | |
90 | /* Only add new values to this list if somewhere in the program code, |
75 | /* Only add new values to this list if somewhere in the program code, |
91 | * it is actually needed. Just because you add a new monster does not |
76 | * it is actually needed. Just because you add a new monster does not |
… | |
… | |
110 | #define POTION 5 |
95 | #define POTION 5 |
111 | #define FOOD 6 |
96 | #define FOOD 6 |
112 | #define POISON 7 |
97 | #define POISON 7 |
113 | #define BOOK 8 |
98 | #define BOOK 8 |
114 | #define CLOCK 9 |
99 | #define CLOCK 9 |
115 | //10 |
100 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
116 | //11 |
101 | #define RANGED 11 // deliantra: other range item (skill based) |
117 | //12 |
102 | #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ |
118 | #define ARROW 13 |
103 | #define ARROW 13 |
119 | #define BOW 14 |
104 | #define BOW 14 |
120 | #define WEAPON 15 |
105 | #define WEAPON 15 |
121 | #define ARMOUR 16 |
106 | #define ARMOUR 16 |
122 | #define PEDESTAL 17 |
107 | #define PEDESTAL 17 |
123 | #define ALTAR 18 |
108 | #define ALTAR 18 |
124 | //19 |
109 | #define T_MATCH 19 |
125 | #define LOCKED_DOOR 20 |
110 | #define LOCKED_DOOR 20 |
126 | #define SPECIAL_KEY 21 |
111 | #define SPECIAL_KEY 21 |
127 | #define MAP 22 |
112 | #define MAP 22 |
128 | #define DOOR 23 |
113 | #define DOOR 23 |
129 | #define KEY 24 |
114 | #define KEY 24 |
130 | //25 |
115 | #define PHYSICS 25 // deliantra: "things that move" |
131 | #define TIMED_GATE 26 |
116 | #define TIMED_GATE 26 |
132 | #define TRIGGER 27 |
117 | #define TRIGGER 27 |
133 | #define GRIMREAPER 28 |
118 | #define GRIMREAPER 28 |
134 | #define MAGIC_EAR 29 |
119 | #define MAGIC_EAR 29 |
135 | #define TRIGGER_BUTTON 30 |
120 | #define TRIGGER_BUTTON 30 |
… | |
… | |
144 | #define AMULET 39 |
129 | #define AMULET 39 |
145 | #define PLAYERMOVER 40 |
130 | #define PLAYERMOVER 40 |
146 | #define TELEPORTER 41 |
131 | #define TELEPORTER 41 |
147 | #define CREATOR 42 |
132 | #define CREATOR 42 |
148 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
133 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
149 | //44 |
134 | #define IDENTIFY_ALTAR 44 |
150 | #define EARTHWALL 45 |
135 | #define EARTHWALL 45 |
151 | #define GOLEM 46 |
136 | #define GOLEM 46 |
152 | //47 |
137 | #define DEEP_SWAMP 47 |
153 | #define THROWN_OBJ 48 |
138 | #define THROWN_OBJ 48 |
154 | #define BLINDNESS 49 |
139 | #define BLINDNESS 49 |
155 | #define GOD 50 |
140 | #define GOD 50 |
156 | #define DETECTOR 51 /* peterm: detector is an object |
141 | #define DETECTOR 51 /* peterm: detector is an object |
157 | * which notices the presense of |
142 | * which notices the presense of |
… | |
… | |
172 | |
157 | |
173 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
158 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
174 | * a monster into a peaceful being incapable of attack. |
159 | * a monster into a peaceful being incapable of attack. |
175 | */ |
160 | */ |
176 | #define GEM 60 |
161 | #define GEM 60 |
177 | //61 |
162 | #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
178 | #define FIREWALL 62 |
163 | #define FIREWALL 62 |
179 | #define ANVIL 63 |
164 | #define ANVIL 63 |
180 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
165 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
181 | #define MOOD_FLOOR 65 /* |
166 | #define MOOD_FLOOR 65 /* |
182 | * values of last_sp set how to change: |
167 | * values of last_sp set how to change: |
183 | * 0 = furious, all monsters become aggressive |
168 | * 0 = furious, all monsters become aggressive |
184 | * 1 = angry, all but friendly become aggressive |
169 | * 1 = angry, all but friendly become aggressive |
185 | * 2 = calm, all aggressive monsters calm down |
170 | * 2 = calm, all aggressive monsters calm down |
186 | * 3 = sleep, all monsters fall asleep |
171 | * 3 = sleep, all monsters fall asleep |
… | |
… | |
191 | #define EXIT 66 |
176 | #define EXIT 66 |
192 | #define ENCOUNTER 67 |
177 | #define ENCOUNTER 67 |
193 | #define SHOP_FLOOR 68 |
178 | #define SHOP_FLOOR 68 |
194 | #define SHOP_MAT 69 |
179 | #define SHOP_MAT 69 |
195 | #define RING 70 |
180 | #define RING 70 |
196 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
181 | //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? |
197 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
182 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
198 | #define INORGANIC 73 /* metals and minerals */ |
183 | #define INORGANIC 73 /* metals and minerals */ |
199 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
184 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
200 | #define LIGHTER 75 |
185 | #define LIGHTER 75 |
201 | //76 |
186 | //76 |
… | |
… | |
205 | in the engine. Like statues, clocks, chairs,... |
190 | in the engine. Like statues, clocks, chairs,... |
206 | If perhaps we create a function where we can sit |
191 | If perhaps we create a function where we can sit |
207 | on chairs, we create a new type and remove all |
192 | on chairs, we create a new type and remove all |
208 | chairs from here. */ |
193 | chairs from here. */ |
209 | //80 |
194 | //80 |
210 | //81 |
195 | #define TORCH 81 /* a torch */ |
211 | #define LAMP 82 /* a lamp */ |
196 | #define LAMP 82 /* a lamp */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
197 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
213 | //84 |
198 | //84 |
214 | #define SPELLBOOK 85 |
199 | #define SPELLBOOK 85 |
215 | //86 |
200 | //86 |
216 | #define CLOAK 87 |
201 | #define CLOAK 87 |
217 | //88 |
202 | #define MAPSCRIPT 88 /* A perl-scripted connectable */ |
218 | //89 |
203 | #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, |
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204 | potions, alchemy, or magic works here (elmex) */ |
219 | #define SPINNER 90 |
205 | #define SPINNER 90 |
220 | #define GATE 91 |
206 | #define GATE 91 |
221 | #define BUTTON 92 |
207 | #define BUTTON 92 |
222 | #define CF_HANDLE 93 |
208 | #define T_HANDLE 93 |
223 | #define HOLE 94 |
209 | #define HOLE 94 |
224 | #define TRAPDOOR 95 |
210 | #define TRAPDOOR 95 |
225 | //96 |
211 | #define RUNE 96 |
226 | //97 |
212 | #define TRAP 97 |
227 | #define SIGN 98 |
213 | #define SIGN 98 |
228 | #define BOOTS 99 |
214 | #define BOOTS 99 |
229 | #define GLOVES 100 |
215 | #define GLOVES 100 |
230 | #define SPELL 101 |
216 | #define SPELL 101 |
231 | #define SPELL_EFFECT 102 |
217 | #define SPELL_EFFECT 102 |
232 | #define CONVERTER 103 |
218 | #define CONVERTER 103 |
233 | #define BRACERS 104 |
219 | #define BRACERS 104 |
234 | #define POISONING 105 |
220 | #define POISONING 105 |
235 | #define SAVEBED 106 |
221 | #define SAVEBED 106 |
236 | //107 |
222 | #define DISEASE 107 |
237 | //108 |
223 | #define SYMPTOM 108 |
238 | #define WAND 109 |
224 | #define WAND 109 |
239 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
225 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
240 | #define SCROLL 111 |
226 | #define SCROLL 111 |
241 | #define DIRECTOR 112 |
227 | #define DIRECTOR 112 |
242 | #define GIRDLE 113 |
228 | #define GIRDLE 113 |
243 | #define FORCE 114 |
229 | #define FORCE 114 |
244 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
230 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
245 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
231 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
246 | //117 |
232 | #define ITEM_TRANSFORMER 117 /* Transforming one item with another */ |
247 | //118 |
233 | #define POWER_CRYSTAL 118 |
248 | //119 |
234 | #define CORPSE 119 |
249 | //120 |
235 | //120 |
250 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
236 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
251 | #define CONTAINER 122 |
237 | #define CONTAINER 122 |
252 | #define ARMOUR_IMPROVER 123 |
238 | #define ARMOUR_IMPROVER 123 |
253 | #define WEAPON_IMPROVER 124 |
239 | #define WEAPON_IMPROVER 124 |
254 | //125 |
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255 | //126 |
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256 | //127 |
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257 | //128 |
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258 | //129 |
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259 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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260 | //131 |
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261 | //132 |
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262 | //133 |
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263 | //134 |
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264 | //135 |
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265 | //136 |
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266 | //137 |
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267 | #define DEEP_SWAMP 138 |
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268 | #define IDENTIFY_ALTAR 139 |
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269 | //140 |
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270 | //141 |
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271 | //142 |
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272 | //143 |
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273 | //144 |
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274 | //145 |
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275 | //146 |
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276 | //147 |
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277 | //148 |
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278 | //149 |
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279 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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280 | //151 |
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281 | //152 |
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282 | //153 |
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283 | #define RUNE 154 |
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284 | #define TRAP 155 |
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285 | #define POWER_CRYSTAL 156 |
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286 | #define CORPSE 157 |
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287 | #define DISEASE 158 |
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288 | #define SYMPTOM 159 |
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289 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
240 | #define BUILDER 125 /* Generic item builder, see subtypes */ |
290 | #define MATERIAL 161 /* Material for building */ |
241 | #define MATERIAL 126 /* Material for building */ |
291 | //162 |
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292 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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293 | //164 |
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294 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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295 | potions, alchemy, or magic works here (elmex) */ |
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296 | |
242 | |
297 | #define NUM_TYPES 166 // must be max(type) + 1 |
243 | #define NUM_TYPES 127 // must be max(type) + 1 |
298 | |
244 | |
299 | /* END TYPE DEFINE */ |
245 | /* END TYPE DEFINE */ |
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246 | |
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247 | typedef std::bitset<NUM_TYPES> typeset; |
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248 | |
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249 | /* These are the items that currently can change digestion, regeneration, |
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250 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
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251 | * list, but other items store other info into stats array. |
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252 | * As a special exception, bows use stats.sp for their own purposes. |
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253 | */ |
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254 | static const struct digest_types : typeset |
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255 | { |
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256 | digest_types () |
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257 | { |
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258 | set (WEAPON); |
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259 | set (BOW); |
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260 | set (ARMOUR); |
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261 | set (HELMET); |
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262 | set (SHIELD); |
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263 | set (RING); |
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264 | set (BOOTS); |
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265 | set (GLOVES); |
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266 | set (AMULET); |
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267 | set (GIRDLE); |
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268 | set (BRACERS); |
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269 | set (CLOAK); |
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270 | set (DISEASE); |
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271 | set (FORCE); |
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272 | set (SKILL); |
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273 | } |
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274 | } digest_types; |
300 | |
275 | |
301 | // maximum supported subtype number + 1, can be increased to 256 |
276 | // maximum supported subtype number + 1, can be increased to 256 |
302 | // currently (2007-09) in use: 50 |
277 | // currently (2007-09) in use: 50 |
303 | #define NUM_SUBTYPES 64 |
278 | #define NUM_SUBTYPES 64 |
304 | |
279 | |
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308 | |
283 | |
309 | /* Subtypes for MATERIAL */ |
284 | /* Subtypes for MATERIAL */ |
310 | #define ST_MAT_FLOOR 1 /* Floor */ |
285 | #define ST_MAT_FLOOR 1 /* Floor */ |
311 | #define ST_MAT_WALL 2 /* Wall */ |
286 | #define ST_MAT_WALL 2 /* Wall */ |
312 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
287 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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288 | #define ST_MAT_QUAD 4 /* Quad build material */ |
313 | |
289 | |
314 | /* definitions for weapontypes */ |
290 | /* definitions for weapontypes */ |
315 | |
291 | |
316 | #define WEAP_HIT 0 /* the basic */ |
292 | #define WEAP_HIT 0 /* the basic */ |
317 | #define WEAP_SLASH 1 /* slash */ |
293 | #define WEAP_SLASH 1 /* slash */ |
… | |
… | |
343 | #define PU_NOTHING 0x00000000 |
319 | #define PU_NOTHING 0x00000000 |
344 | |
320 | |
345 | #define PU_DEBUG 0x10000000 |
321 | #define PU_DEBUG 0x10000000 |
346 | #define PU_INHIBIT 0x20000000 |
322 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_STOP 0x40000000 |
323 | #define PU_STOP 0x40000000 |
348 | #define PU_NEWMODE 0x80000000 |
324 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
349 | |
325 | |
350 | #define PU_RATIO 0x0000000F |
326 | #define PU_RATIO 0x0000000F |
351 | |
327 | |
352 | #define PU_FOOD 0x00000010 |
328 | #define PU_FOOD 0x00000010 |
353 | #define PU_DRINK 0x00000020 |
329 | #define PU_DRINK 0x00000020 |
… | |
… | |
379 | #define PU_FLESH 0x04000000 |
355 | #define PU_FLESH 0x04000000 |
380 | |
356 | |
381 | |
357 | |
382 | /* Instead of using arbitrary constants for indexing the |
358 | /* Instead of using arbitrary constants for indexing the |
383 | * freearr, add these values. <= SIZEOFFREE1 will get you |
359 | * freearr, add these values. <= SIZEOFFREE1 will get you |
384 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
360 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
385 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
361 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
386 | * three spaces |
362 | * three spaces |
387 | */ |
363 | */ |
388 | #define SIZEOFFREE0 0 |
364 | #define SIZEOFFREE0 0 |
389 | #define SIZEOFFREE1 8 |
365 | #define SIZEOFFREE1 8 |
390 | #define SIZEOFFREE2 24 |
366 | #define SIZEOFFREE2 24 |
391 | #define SIZEOFFREE3 48 |
367 | #define SIZEOFFREE3 48 |
392 | #define SIZEOFFREE 49 |
368 | #define SIZEOFFREE 49 |
393 | |
369 | |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
370 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | |
371 | |
396 | /* |
372 | /* |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
373 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * common/loader.l is updated. |
374 | * common/loader.C is updated. |
399 | */ |
375 | */ |
400 | |
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401 | /* Basic routines to do above */ |
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402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
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403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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404 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
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405 | |
376 | |
406 | /* the flags */ |
377 | /* the flags */ |
407 | |
378 | |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
379 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
380 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
381 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
382 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
383 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
384 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
385 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
386 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | |
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417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
418 | |
388 | #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on |
419 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
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420 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
421 | |
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422 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
423 | |
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424 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
391 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
425 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
392 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
426 | |
393 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
427 | #define FLAG_MONSTER 14 /* Will attack players */ |
394 | #define FLAG_MONSTER 14 /* Will attack players */ |
428 | #define FLAG_FRIENDLY 15 /* Will help players */ |
395 | #define FLAG_FRIENDLY 15 /* Will help players */ |
429 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
396 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
430 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
397 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
431 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
398 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
432 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
399 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
433 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
400 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
434 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
401 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
435 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
402 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
436 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
403 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
437 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
404 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
438 | |
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439 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
405 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
440 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
406 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
441 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
407 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
442 | |
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443 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
408 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
444 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
409 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
445 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
410 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
446 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
411 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
447 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
412 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
448 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
413 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
449 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
414 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
450 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
415 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
451 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
416 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
452 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
417 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
453 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
418 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
454 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
419 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
455 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
420 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
456 | |
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457 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
421 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
458 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
422 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
459 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
423 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
460 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
424 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
461 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
425 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
462 | but can still attack at a distance */ |
426 | but can still attack at a distance */ |
463 | |
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464 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
427 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
465 | thru this object as if it wasn't there */ |
428 | thru this object as if it wasn't there */ |
466 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
429 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
467 | |
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468 | #define FLAG_PICK_UP 48 /* Can pick up */ |
430 | #define FLAG_PICK_UP 48 /* Can pick up */ |
469 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
431 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
470 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
432 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
471 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
433 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
472 | |
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473 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
434 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
474 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
435 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
475 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
436 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
476 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
437 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
477 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
438 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
478 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
439 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
479 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
440 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
480 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
441 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
481 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
442 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
482 | |
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483 | #define FLAG_XRAYS 61 /* X-ray vision */ |
443 | #define FLAG_XRAYS 61 /* X-ray vision */ |
484 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
444 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
485 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
445 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
486 | |
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487 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
446 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
488 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
447 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
489 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
448 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
490 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
449 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
491 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
450 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
492 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
451 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
493 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
452 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
494 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
453 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
495 | |
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496 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
454 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
497 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
455 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
498 | #define FLAG_CURSED 74 /* The object is cursed */ |
456 | #define FLAG_CURSED 74 /* The object is cursed */ |
499 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
457 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
500 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
458 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
501 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
459 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
502 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
460 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
503 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
461 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
504 | |
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505 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
462 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
506 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
463 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
507 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
464 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
508 | |
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509 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
465 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
510 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
466 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
511 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
467 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
512 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
468 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
513 | |
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514 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
469 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
515 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
470 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
516 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
471 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
517 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
472 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
518 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
473 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
519 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
474 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
520 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
475 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
521 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
476 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
522 | |
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523 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
477 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
524 | |
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525 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
478 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
526 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
479 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
527 | * away (replaces ghosthit) |
480 | * away (replaces ghosthit) |
528 | */ |
481 | */ |
529 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
482 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
530 | |
483 | |
531 | #define FLAG_BERSERK 99 /* monster will attack closest living |
484 | #define FLAG_BERSERK 99 /* monster will attack closest living |
532 | object */ |
485 | object */ |
533 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
486 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
534 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
487 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
535 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
488 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
536 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
489 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
537 | * load_original_map() */ |
490 | * load_original_map() */ |
538 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
491 | #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
539 | // * the overlay, and is not subject to |
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540 | // * decay. */ |
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541 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
492 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
542 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
493 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
543 | #define FLAG_IS_WATER 107 |
494 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
544 | #define FLAG_CONTENT_ON_GEN 108 |
495 | #define FLAG_CONTENT_ON_GEN 108 |
545 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
496 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
546 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
497 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
547 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
498 | #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 |
499 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
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500 | #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item |
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501 | * (for the quads world for instance) |
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502 | */ |
549 | |
503 | |
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|
504 | // temporary assignments |
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505 | #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation |
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506 | |
550 | #define NUM_FLAGS 113 /* Should always be equal to the last |
507 | #define NUM_FLAGS 115 /* Should always be equal to the last |
551 | * defined flag + 1. If you change this, |
508 | * defined flag + 1. |
552 | * make sure you update the flag_links |
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553 | * in common/loader.l |
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554 | */ |
509 | */ |
555 | |
510 | |
556 | /* If you add new movement types, you may need to update |
511 | /* If you add new movement types, you may need to update |
557 | * describe_item() so properly describe those types. |
512 | * describe_item() so properly describe those types. |
558 | * change_abil() probably should be updated also. |
513 | * change_abil() probably should be updated also. |
559 | */ |
514 | */ |
560 | #define MOVE_WALK 0x01 /* Object walks */ |
515 | #define MOVE_WALK 0x01 /* Object walks */ |
561 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
516 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
562 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
517 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
563 | #define MOVE_FLYING 0x06 |
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564 | /* Combo of fly_low and fly_high */ |
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565 | #define MOVE_SWIM 0x08 /* Swimming object */ |
518 | #define MOVE_SWIM 0x08 /* Swimming object */ |
566 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
519 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
520 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
568 | |
521 | |
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522 | #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ |
569 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
523 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
570 | |
524 | |
571 | /* typdef here to define type large enough to hold bitmask of |
525 | /* typdef here to define type large enough to hold bitmask of |
572 | * all movement types. Make one declaration so easy to update. |
526 | * all movement types. Make one declaration so easy to update. |
573 | */ |
527 | */ |
… | |
… | |
581 | |
535 | |
582 | /* Basic macro to see if if ob1 can not move onto a space based |
536 | /* Basic macro to see if if ob1 can not move onto a space based |
583 | * on the 'type' move_block parameter |
537 | * on the 'type' move_block parameter |
584 | * Add check - if type is 0, don't stop anything from moving |
538 | * Add check - if type is 0, don't stop anything from moving |
585 | * onto it. |
539 | * onto it. |
586 | * |
540 | * |
587 | */ |
541 | */ |
588 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
542 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
589 | ((type) && (ob1->move_type & type) == ob1->move_type) |
543 | ((type) && (ob1->move_type & type) == ob1->move_type) |
590 | |
544 | |
591 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
545 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
596 | #define EXIT_Y(xyz) (xyz)->stats.sp |
550 | #define EXIT_Y(xyz) (xyz)->stats.sp |
597 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
551 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
598 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
552 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
599 | |
553 | |
600 | /* for use by the lighting code */ |
554 | /* for use by the lighting code */ |
601 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
555 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
602 | * large values allow objects that can |
556 | * large values allow objects that can |
603 | * slow down the game */ |
557 | * slow down the game */ |
604 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
558 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
605 | * practical reason to exceed this */ |
559 | * practical reason to exceed this */ |
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560 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
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561 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
606 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
562 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
607 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
563 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
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564 | // player position in blocked_los code |
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565 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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566 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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567 | |
608 | |
568 | |
609 | #define F_BUY 0 |
569 | #define F_BUY 0 |
610 | #define F_SELL 1 |
570 | #define F_SELL 1 |
611 | #define F_TRUE 2 /* True value of item, unadjusted */ |
571 | #define F_TRUE 2 /* True value of item, unadjusted */ |
612 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
572 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
… | |
… | |
648 | /* CIRCLE1 = 32 */ |
608 | /* CIRCLE1 = 32 */ |
649 | /* + DISTATT = 1 */ |
609 | /* + DISTATT = 1 */ |
650 | /* ------------------- */ |
610 | /* ------------------- */ |
651 | /* attack_movement = 33 */ |
611 | /* attack_movement = 33 */ |
652 | /******************************************************************************/ |
612 | /******************************************************************************/ |
653 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
613 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
654 | /* attack from a distance - good for missile users only */ |
614 | /* attack from a distance - good for missile users only */ |
655 | #define RUNATT 2 /* run but attack if player catches up to object */ |
615 | #define RUNATT 2 /* run but attack if player catches up to object */ |
656 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
616 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
657 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
617 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
658 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
618 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
659 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
619 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
660 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
620 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
661 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
621 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
662 | /* maintains comfortable distance */ |
622 | /* maintains comfortable distance */ |
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623 | |
663 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
624 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
664 | /* are set to this number, the monster follows a player */ |
625 | /* are set to this number, the monster follows a player */ |
665 | /* until the owner calls it back or off */ |
626 | /* until the owner calls it back or off */ |
666 | /* player followed denoted by 0b->owner */ |
627 | /* player followed denoted by 0b->owner */ |
667 | /* the monster will try to attack whatever the player is */ |
628 | /* the monster will try to attack whatever the player is */ |
668 | /* attacking, and will continue to do so until the owner */ |
629 | /* attacking, and will continue to do so until the owner */ |
669 | /* calls off the monster - a key command will be */ |
630 | /* calls off the monster - a key command will be */ |
670 | /* inserted to do so */ |
631 | /* inserted to do so */ |
671 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
632 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
672 | /* are set to this number, the monster will move in a */ |
633 | /* are set to this number, the monster will move in a */ |
673 | /* circle until it is attacked, or the enemy field is */ |
634 | /* circle until it is attacked, or the enemy field is */ |
674 | /* set, this is good for non-aggressive monsters and NPC */ |
635 | /* set, this is good for non-aggressive monsters and NPC */ |
675 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
636 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
676 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
637 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
677 | /* this is HORIZONTAL movement */ |
638 | /* this is HORIZONTAL movement */ |
678 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
639 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
679 | /* pace area is longer and the monster stops before */ |
640 | /* pace area is longer and the monster stops before */ |
680 | /* changing directions */ |
641 | /* changing directions */ |
681 | /* this is HORIZONTAL movement */ |
642 | /* this is HORIZONTAL movement */ |
682 | #define RANDO 96 /* the monster will go in a random direction until */ |
643 | #define RANDO 96 /* the monster will go in a random direction until */ |
683 | /* it is stopped by an obstacle, then it chooses another */ |
644 | /* it is stopped by an obstacle, then it chooses another */ |
684 | /* direction. */ |
645 | /* direction. */ |
685 | #define RANDO2 112 /* constantly move in a different random direction */ |
646 | #define RANDO2 112 /* constantly move in a different random direction */ |
686 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
647 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
687 | /* this is VERTICAL movement */ |
648 | /* this is VERTICAL movement */ |
688 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
649 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
689 | /* pace area is longer and the monster stops before */ |
650 | /* pace area is longer and the monster stops before */ |
690 | /* changing directions */ |
651 | /* changing directions */ |
691 | /* this is VERTICAL movement */ |
652 | /* this is VERTICAL movement */ |
692 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
653 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
693 | #define HI4 240 |
654 | #define HI4 240 |
694 | |
655 | |
695 | #define BLANK_FACE_NAME "blank.x11" |
656 | #define BLANK_FACE_NAME "blank.x11" |
696 | #define EMPTY_FACE_NAME "empty.x11" |
657 | #define EMPTY_FACE_NAME "empty.x11" |
|
|
658 | #define MAGICMOUTH_FACE_NAME "magicmouth.x11" |
697 | |
659 | |
698 | /* |
660 | /* |
699 | * Defines for the luck/random functions to make things more readable |
661 | * Defines for the luck/random functions to make things more readable |
700 | */ |
662 | */ |
701 | |
663 | |
… | |
… | |
704 | |
666 | |
705 | /* Flags for apply_special() */ |
667 | /* Flags for apply_special() */ |
706 | enum apply_flag |
668 | enum apply_flag |
707 | { |
669 | { |
708 | /* Basic flags/mode, always use one of these */ |
670 | /* Basic flags/mode, always use one of these */ |
709 | AP_TOGGLE = 0, |
671 | AP_TOGGLE = 0, |
710 | AP_APPLY = 1, |
672 | AP_APPLY = 0x01, |
711 | AP_UNAPPLY = 2, |
673 | AP_UNAPPLY = 0x02, |
712 | |
674 | AP_MODE = 0x03, |
713 | AP_BASIC_FLAGS = 0x0f, |
|
|
714 | |
675 | |
715 | /* Optional flags, for bitwise or with a basic flag */ |
676 | /* Optional flags, for bitwise or with a basic flag */ |
716 | AP_NO_MERGE = 0x10, |
677 | AP_NO_MERGE = 0x10, |
717 | AP_IGNORE_CURSE = 0x20, |
678 | AP_IGNORE_CURSE = 0x20, |
718 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
679 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
719 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
680 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
720 | }; |
681 | }; |
721 | |
682 | |
722 | /* Bitmask values for 'can_apply_object()' return values. |
683 | /* Bitmask values for 'can_apply_object()' return values. |
723 | * the CAN_APPLY_ prefix is to just note what function the |
684 | * the CAN_APPLY_ prefix is to just note what function the |
724 | * are returned from. |
685 | * are returned from. |
… | |
… | |
743 | * this one can be applied. Think of rings - human is wearing two |
704 | * this one can be applied. Think of rings - human is wearing two |
744 | * rings and tries to apply one - there are two possible rings he |
705 | * rings and tries to apply one - there are two possible rings he |
745 | * could remove. |
706 | * could remove. |
746 | * |
707 | * |
747 | */ |
708 | */ |
748 | #define CAN_APPLY_NEVER 0x1 |
709 | #define CAN_APPLY_NEVER 0x01 |
749 | #define CAN_APPLY_RESTRICTION 0x2 |
710 | #define CAN_APPLY_RESTRICTION 0x02 |
750 | #define CAN_APPLY_NOT_MASK 0xf |
711 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
712 | |
751 | #define CAN_APPLY_UNAPPLY 0x10 |
713 | #define CAN_APPLY_UNAPPLY 0x10 |
752 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
714 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
753 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
715 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
754 | |
716 | |
755 | // Cut off point of when an object is put on the active list or not |
717 | // Cut off point of when an object is put on the active list or not |
756 | // we use 2**-n because that can be represented exactly |
718 | // we use 2**-n because that can be represented exactly |
757 | // also make sure that this is a float, not double, constant |
719 | // also make sure that this is a float, not double, constant. |
|
|
720 | // some areas in the server divide by this value, so |
|
|
721 | // to avoid integer overflows it should not be much lower. |
758 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
722 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
759 | |
723 | |
760 | #define RANDOM() (rndm.next () & 0xffffffU) |
724 | /* have mercy on players and guarantee a somewhat higher speed */ |
|
|
725 | #define MIN_PLAYER_SPEED 0.04f |
761 | |
726 | |
762 | /* |
727 | /* |
763 | * Warning! |
728 | * Warning! |
764 | * If you add message types here, don't forget |
729 | * If you add message types here, don't forget |
765 | * to keep the client up to date too! |
730 | * to keep the client up to date too! |
… | |
… | |
852 | #define MSG_TYPE_ADMIN_RULES 1 |
817 | #define MSG_TYPE_ADMIN_RULES 1 |
853 | #define MSG_TYPE_ADMIN_NEWS 2 |
818 | #define MSG_TYPE_ADMIN_NEWS 2 |
854 | |
819 | |
855 | /** |
820 | /** |
856 | * Maximum distance a player may hear a sound from. |
821 | * Maximum distance a player may hear a sound from. |
857 | * This is only used for new client/server sound. If the sound source |
822 | * This is only used for client/server sound and say. If the sound source |
858 | * on the map is farther away than this, we don't sent it to the client. |
823 | * on the map is farther away than this, we don't sent it to the client. |
859 | */ |
824 | */ |
860 | #define MAX_SOUND_DISTANCE 16 |
825 | #define MAX_SOUND_DISTANCE 16 |
861 | |
826 | |
862 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
827 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
863 | #define INFO_CHANNEL "info" // lower_left box |
828 | #define INFO_CHANNEL "info" // lower_left box |
864 | #define SAY_CHANNEL "channel-say" |
829 | #define SAY_CHANNEL "say" |
865 | #define CHAT_CHANNEL "channel-chat" |
830 | #define CHAT_CHANNEL "chat" |
866 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
831 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
867 | |
832 | |
868 | /* The following are the color flags passed to new_draw_info. |
833 | /* The following are the color flags passed to new_draw_info. |
869 | * |
834 | * |
870 | * We also set up some control flags |
835 | * We also set up some control flags |