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Comparing deliantra/server/include/define.h (file contents):
Revision 1.9 by root, Mon Sep 11 12:08:01 2006 UTC vs.
Revision 1.10 by root, Tue Sep 12 18:32:37 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.9 2006/09/11 12:08:01 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
34 * with players in player.h, etc. As it is, everything just seems 29 * with players in player.h, etc. As it is, everything just seems
35 * to be dumped in here. 30 * to be dumped in here.
36 */ 31 */
37 32
38#ifndef DEFINE_H 33#ifndef DEFINE_H
39#define DEFINE_H 34# define DEFINE_H
40 35
41/* 36/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly. 38 * Thus the prototypes made by cextract don't get included correctly.
44 */ 39 */
45#if !defined(__STDC__) 40# if !defined(__STDC__)
41
46/* Removed # from start of following line. makedepend was picking it up. 42/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
48 */ 44 */
49error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
50#endif 46# endif
51 47
52#ifndef WIN32 /* ---win32 exclude unix configuration part */ 48# ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 49# include <autoconf.h>
54#endif 50# endif
55 51
56#define FONTDIR "" 52# define FONTDIR ""
57#define FONTNAME "" 53# define FONTNAME ""
58 54
59/* Decstations have trouble with fabs()... */ 55/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 56# define FABS(x) ((x)<0?-(x):(x))
61 57
62#ifdef __NetBSD__ 58# ifdef __NetBSD__
63#include <sys/param.h> 59# include <sys/param.h>
64#endif 60# endif
65#ifndef MIN 61# ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 62# define MIN(x,y) ((x)<(y)?(x):(y))
67#endif 63# endif
68#ifndef MAX 64# ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 65# define MAX(x,y) ((x)>(y)?(x):(y))
70#endif 66# endif
71 67
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX 69# ifndef NAME_MAX
74#define NAME_MAX 255 70# define NAME_MAX 255
75#endif 71# endif
76 72
77/* MAX3 is basically like MAX, but instead does 3 values. */ 73/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 74# ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 75# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 76# endif
81 77
82/* MIN3 is basically like MIN, but instead does 3 values. */ 78/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 79# ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 80# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 81# endif
86 82
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 83# define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 84# define MIN_STAT 1 /* The minimum legal value of any stat */
89 85
90#define MAX_BUF 1024 /* Used for all kinds of things */ 86# define MAX_BUF 1024
87 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 88# define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 89# define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 90# define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 91
95#define FONTSIZE 3000 /* Max chars in font */ 92# define FONTSIZE 3000 /* Max chars in font */
96 93
97#define MAX_ANIMATIONS 256 94# define MAX_ANIMATIONS 256
98 95
99#define MAX_NAME 48 96# define MAX_NAME 48
100#define BIG_NAME 32 97# define BIG_NAME 32
101#define MAX_EXT_TITLE 98 98# define MAX_EXT_TITLE 98
102 99
103/* Fatal variables: */ 100/* Fatal variables: */
104#define OUT_OF_MEMORY 0 101# define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 102# define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 103# define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3 104# define TOO_MANY_ERRORS 3
108 105
109/* TYPE DEFINES */ 106/* TYPE DEFINES */
107
110/* Only add new values to this list if somewhere in the program code, 108/* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not 109 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen 110 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 111 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 112 * the monster type, that can not be handled by any of the numerous
117 * Additionally, when you add a new entry, include it in the table in item.c 115 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 116 */
119 117
120/* type 0 will be undefined and shows a non valid type information */ 118/* type 0 will be undefined and shows a non valid type information */
121 119
122#define PLAYER 1 120# define PLAYER 1
123#define TRANSPORT 2 /* see doc/Developers/objects */ 121# define TRANSPORT 2 /* see doc/Developers/objects */
124#define ROD 3 122# define ROD 3
125#define TREASURE 4 123# define TREASURE 4
126#define POTION 5 124# define POTION 5
127#define FOOD 6 125# define FOOD 6
128#define POISON 7 126# define POISON 7
129#define BOOK 8 127# define BOOK 8
130#define CLOCK 9 128# define CLOCK 9
129
131/*#define FBULLET 10 */ 130/*#define FBULLET 10 */
131
132/*#define FBALL 11 */ 132/*#define FBALL 11 */
133#define LIGHTNING 12 133# define LIGHTNING 12
134#define ARROW 13 134# define ARROW 13
135#define BOW 14 135# define BOW 14
136#define WEAPON 15 136# define WEAPON 15
137#define ARMOUR 16 137# define ARMOUR 16
138#define PEDESTAL 17 138# define PEDESTAL 17
139#define ALTAR 18 139# define ALTAR 18
140
140/*#define CONFUSION 19 */ 141/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 142# define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 143# define SPECIAL_KEY 21
143#define MAP 22 144# define MAP 22
144#define DOOR 23 145# define DOOR 23
145#define KEY 24 146# define KEY 24
147
146/*#define MMISSILE 25 */ 148/*#define MMISSILE 25 */
147#define TIMED_GATE 26 149# define TIMED_GATE 26
148#define TRIGGER 27 150# define TRIGGER 27
149#define GRIMREAPER 28 151# define GRIMREAPER 28
150#define MAGIC_EAR 29 152# define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 153# define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 154# define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 155# define TRIGGER_PEDESTAL 32
154#define SHIELD 33 156# define SHIELD 33
155#define HELMET 34 157# define HELMET 34
156#define HORN 35 158# define HORN 35
157#define MONEY 36 159# define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 160# define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 161# define GRAVESTONE 38
160#define AMULET 39 162# define AMULET 39
161#define PLAYERMOVER 40 163# define PLAYERMOVER 40
162#define TELEPORTER 41 164# define TELEPORTER 41
163#define CREATOR 42 165# define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 166# define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 167# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
166 /* experience for broad skill categories. This value */ 168 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */ 169 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 170# define EARTHWALL 45
169#define GOLEM 46 171# define GOLEM 46
172
170/*#define BOMB 47 */ 173/*#define BOMB 47 */
171#define THROWN_OBJ 48 174# define THROWN_OBJ 48
172#define BLINDNESS 49 175# define BLINDNESS 49
173#define GOD 50 176# define GOD 50
174 177
175#define DETECTOR 51 /* peterm: detector is an object */ 178# define DETECTOR 51 /* peterm: detector is an object */
176 /* which notices the presense of */ 179 /* which notices the presense of */
177 /* another object and is triggered */ 180 /* another object and is triggered */
178 /* like buttons. */ 181 /* like buttons. */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 182# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 /* force into a player with a specified string WHEN TRIGGERED. */ 183 /* force into a player with a specified string WHEN TRIGGERED. */
181#define DEAD_OBJECT 53 184# define DEAD_OBJECT 53
182#define DRINK 54 185# define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 186# define MARKER 55 /* inserts an invisible, weightless */
184 /* force into a player with a specified string. */ 187 /* force into a player with a specified string. */
185#define HOLY_ALTAR 56 188# define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 189# define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 190# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 191
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 192# define PEACEMAKER 59 /* Object owned by a player which can convert */
190 /* a monster into a peaceful being incapable of attack. */ 193 /* a monster into a peaceful being incapable of attack. */
191#define GEM 60 194# define GEM 60
195
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
193#define FIREWALL 62 197# define FIREWALL 62
194#define ANVIL 63 198# define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 199# define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 200# define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 201 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 202 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 203 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 204 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 205 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 206 * 4 = charm, monsters become pets */
203#define EXIT 66 207# define EXIT 66
204#define ENCOUNTER 67 208# define ENCOUNTER 67
205#define SHOP_FLOOR 68 209# define SHOP_FLOOR 68
206#define SHOP_MAT 69 210# define SHOP_MAT 69
207#define RING 70 211# define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 212# define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 213# define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 214# define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 215# define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 216# define LIGHTER 75
213 217
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215 * types are not used in any archetypes, and should perhaps be removed. 219 * types are not used in any archetypes, and should perhaps be removed.
216 */ 220 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 221# define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218 222
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 223# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 224# define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 225# define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 226 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 227 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 228 on chairs, we create a new type and remove all
225 chairs from here. */ 229 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 230# define MONSTER 80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 231 /* yes, thats a real, living creature */
232# define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */
228#define LAMP 82 /* a lamp */ 234# define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 235# define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 236# define TOOL 84 /* a tool for building objects */
231#define SPELLBOOK 85 237# define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 238# define BUILDFAC 86 /* facilities for building objects */
233#define CLOAK 87 239# define CLOAK 87
240
234/*#define CONE 88 */ 241/*#define CONE 88 */
235/*#define AURA 89 *//* aura spell object */
236 242
243 /*#define AURA 89 *//* aura spell object */
244
237#define SPINNER 90 245# define SPINNER 90
238#define GATE 91 246# define GATE 91
239#define BUTTON 92 247# define BUTTON 92
240#define CF_HANDLE 93 248# define CF_HANDLE 93
241#define HOLE 94 249# define HOLE 94
242#define TRAPDOOR 95 250# define TRAPDOOR 95
251
243/*#define WORD_OF_RECALL 96 */ 252/*#define WORD_OF_RECALL 96 */
253
244/*#define PARAIMAGE 97 */ 254/*#define PARAIMAGE 97 */
245#define SIGN 98 255# define SIGN 98
246#define BOOTS 99 256# define BOOTS 99
247#define GLOVES 100 257# define GLOVES 100
248#define SPELL 101 258# define SPELL 101
249#define SPELL_EFFECT 102 259# define SPELL_EFFECT 102
250#define CONVERTER 103 260# define CONVERTER 103
251#define BRACERS 104 261# define BRACERS 104
252#define POISONING 105 262# define POISONING 105
253#define SAVEBED 106 263# define SAVEBED 106
254#define POISONCLOUD 107 264# define POISONCLOUD 107
255#define FIREHOLES 108 265# define FIREHOLES 108
256#define WAND 109 266# define WAND 109
267
257/*#define ABILITY 110*/ 268/*#define ABILITY 110*/
258#define SCROLL 111 269# define SCROLL 111
259#define DIRECTOR 112 270# define DIRECTOR 112
260#define GIRDLE 113 271# define GIRDLE 113
261#define FORCE 114 272# define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 273# define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 274# define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 275# define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 276# define CONTAINER 122
266#define ARMOUR_IMPROVER 123 277# define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 278# define WEAPON_IMPROVER 124
268 279
269/* unused: 125 - 129 280/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 281 * type 125 was MONEY_CHANGER
271 */ 282 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ 283# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
273#define DEEP_SWAMP 138 284# define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139 285# define IDENTIFY_ALTAR 139
286
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 287 /*#define CANCELLATION 141*//* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 288# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291
278/*#define SWARM_SPELL 153*/ 292/*#define SWARM_SPELL 153*/
279#define RUNE 154 293# define RUNE 154
280#define TRAP 155 294# define TRAP 155
281 295
282#define POWER_CRYSTAL 156 296# define POWER_CRYSTAL 156
283#define CORPSE 157 297# define CORPSE 157
284 298
285#define DISEASE 158 299# define DISEASE 158
286#define SYMPTOM 159 300# define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 301# define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 302# define MATERIAL 161/* Material for building */
303
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 304/* #define GPS 162 Ground positionning system, moved to Python plugin */
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 305# define ITEM_TRANSFORMER 163/* Transforming one item with another */
291#define QUEST 164 /* See below for subtypes */ 306# define QUEST 164/* See below for subtypes */
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 307# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */ 308 potions, alchemy, or magic works here (elmex) */
309
294/* END TYPE DEFINE */ 310/* END TYPE DEFINE */
295 311
296#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 312# define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
297 313
298/* Subtypes for BUILDER */ 314/* Subtypes for BUILDER */
299#define ST_BD_BUILD 1 /* Builds an item */ 315# define ST_BD_BUILD 1 /* Builds an item */
300#define ST_BD_REMOVE 2 /* Removes an item */ 316# define ST_BD_REMOVE 2 /* Removes an item */
301 317
302/* Subtypes for MATERIAL */ 318/* Subtypes for MATERIAL */
303#define ST_MAT_FLOOR 1 /* Floor */ 319# define ST_MAT_FLOOR 1 /* Floor */
304#define ST_MAT_WALL 2 /* Wall */ 320# define ST_MAT_WALL 2 /* Wall */
305#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 321# define ST_MAT_ITEM 3 /* All other items, including doors & such */
306 322
307/* definitions for weapontypes */ 323/* definitions for weapontypes */
308 324
309#define WEAP_HIT 0 /* the basic */ 325# define WEAP_HIT 0 /* the basic */
310#define WEAP_SLASH 1 /* slash */ 326# define WEAP_SLASH 1 /* slash */
311#define WEAP_PIERCE 2 /* arrows, stiletto */ 327# define WEAP_PIERCE 2 /* arrows, stiletto */
312#define WEAP_CLEAVE 3 /* axe */ 328# define WEAP_CLEAVE 3 /* axe */
313#define WEAP_SLICE 4 /* katana */ 329# define WEAP_SLICE 4 /* katana */
314#define WEAP_STAB 5 /* knife, dagger */ 330# define WEAP_STAB 5 /* knife, dagger */
315#define WEAP_WHIP 6 /* whips n chains */ 331# define WEAP_WHIP 6 /* whips n chains */
316#define WEAP_CRUSH 7 /* big hammers, flails */ 332# define WEAP_CRUSH 7 /* big hammers, flails */
317#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 333# define WEAP_BLUD 8 /* bludgeoning, club, stick */
318 334
319typedef struct typedata { 335typedef struct typedata
336{
320 int number; 337 int number;
321 const char *name; 338 const char *name;
322 const char *name_pl; 339 const char *name_pl;
323 int identifyskill; 340 int identifyskill;
324 int identifyskill2; 341 int identifyskill2;
325} typedata; 342} typedata;
326 343
327extern const int ItemTypesSize; 344extern const int ItemTypesSize;
328extern typedata ItemTypes[]; 345extern typedata ItemTypes[];
329 346
330/* definitions for detailed pickup descriptions. 347/* definitions for detailed pickup descriptions.
331 * The objective is to define intelligent groups of items that the 348 * The objective is to define intelligent groups of items that the
332 * user can pick up or leave as he likes. */ 349 * user can pick up or leave as he likes. */
333 350
334/* high bit as flag for new pickup options */ 351/* high bit as flag for new pickup options */
335#define PU_NOTHING 0x00000000 352# define PU_NOTHING 0x00000000
336 353
337#define PU_DEBUG 0x10000000 354# define PU_DEBUG 0x10000000
338#define PU_INHIBIT 0x20000000 355# define PU_INHIBIT 0x20000000
339#define PU_STOP 0x40000000 356# define PU_STOP 0x40000000
340#define PU_NEWMODE 0x80000000 357# define PU_NEWMODE 0x80000000
341 358
342#define PU_RATIO 0x0000000F 359# define PU_RATIO 0x0000000F
343 360
344#define PU_FOOD 0x00000010 361# define PU_FOOD 0x00000010
345#define PU_DRINK 0x00000020 362# define PU_DRINK 0x00000020
346#define PU_VALUABLES 0x00000040 363# define PU_VALUABLES 0x00000040
347#define PU_BOW 0x00000080 364# define PU_BOW 0x00000080
348 365
349#define PU_ARROW 0x00000100 366# define PU_ARROW 0x00000100
350#define PU_HELMET 0x00000200 367# define PU_HELMET 0x00000200
351#define PU_SHIELD 0x00000400 368# define PU_SHIELD 0x00000400
352#define PU_ARMOUR 0x00000800 369# define PU_ARMOUR 0x00000800
353 370
354#define PU_BOOTS 0x00001000 371# define PU_BOOTS 0x00001000
355#define PU_GLOVES 0x00002000 372# define PU_GLOVES 0x00002000
356#define PU_CLOAK 0x00004000 373# define PU_CLOAK 0x00004000
357#define PU_KEY 0x00008000 374# define PU_KEY 0x00008000
358 375
359#define PU_MISSILEWEAPON 0x00010000 376# define PU_MISSILEWEAPON 0x00010000
360#define PU_ALLWEAPON 0x00020000 377# define PU_ALLWEAPON 0x00020000
361#define PU_MAGICAL 0x00040000 378# define PU_MAGICAL 0x00040000
362#define PU_POTION 0x00080000 379# define PU_POTION 0x00080000
363 380
364#define PU_SPELLBOOK 0x00100000 381# define PU_SPELLBOOK 0x00100000
365#define PU_SKILLSCROLL 0x00200000 382# define PU_SKILLSCROLL 0x00200000
366#define PU_READABLES 0x00400000 383# define PU_READABLES 0x00400000
367#define PU_MAGIC_DEVICE 0x00800000 384# define PU_MAGIC_DEVICE 0x00800000
368 385
369#define PU_NOT_CURSED 0x01000000 386# define PU_NOT_CURSED 0x01000000
370#define PU_JEWELS 0x02000000 387# define PU_JEWELS 0x02000000
371 388
372 389
373/* Instead of using arbitrary constants for indexing the 390/* Instead of using arbitrary constants for indexing the
374 * freearr, add these values. <= SIZEOFFREE1 will get you 391 * freearr, add these values. <= SIZEOFFREE1 will get you
375 * within 1 space. <= SIZEOFFREE2 wll get you withing 392 * within 1 space. <= SIZEOFFREE2 wll get you withing
376 * 2 spaces, and the entire array (< SIZEOFFREE) is 393 * 2 spaces, and the entire array (< SIZEOFFREE) is
377 * three spaces 394 * three spaces
378 */ 395 */
379#define SIZEOFFREE1 8 396# define SIZEOFFREE1 8
380#define SIZEOFFREE2 24 397# define SIZEOFFREE2 24
381#define SIZEOFFREE 49 398# define SIZEOFFREE 49
382 399
383#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 400# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
384 401
385/* Flag structure now changed. 402/* Flag structure now changed.
386 * Each flag is now a bit offset, starting at zero. The macros 403 * Each flag is now a bit offset, starting at zero. The macros
387 * will update/read the appropriate flag element in the object 404 * will update/read the appropriate flag element in the object
388 * structure. 405 * structure.
408 * flags[0] is 0 to 31 425 * flags[0] is 0 to 31
409 * flags[1] is 32 to 63 426 * flags[1] is 32 to 63
410 * flags[2] is 64 to 95 427 * flags[2] is 64 to 95
411 * flags[3] is 96 to 127 428 * flags[3] is 96 to 127
412 */ 429 */
430
413/* Basic routines to do above */ 431/* Basic routines to do above */
414#define SET_FLAG(xyz, p) \ 432# define SET_FLAG(xyz, p) \
415 ((xyz)->flags[p/32] |= (1U << (p % 32))) 433 ((xyz)->flags[p/32] |= (1U << (p % 32)))
416#define CLEAR_FLAG(xyz, p) \ 434# define CLEAR_FLAG(xyz, p) \
417 ((xyz)->flags[p/32] &= ~(1U << (p % 32))) 435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
418#define QUERY_FLAG(xyz, p) \ 436# define QUERY_FLAG(xyz, p) \
419 ((xyz)->flags[p/32] & (1U << (p % 32))) 437 ((xyz)->flags[p/32] & (1U << (p % 32)))
420#define COMPARE_FLAGS(p,q) \ 438# define COMPARE_FLAGS(p,q) \
421 ( \ 439 ( \
422 ((p)->flags[0] == (q)->flags[0]) && \ 440 ((p)->flags[0] == (q)->flags[0]) && \
423 ((p)->flags[1] == (q)->flags[1]) && \ 441 ((p)->flags[1] == (q)->flags[1]) && \
424 ((p)->flags[2] == (q)->flags[2]) && \ 442 ((p)->flags[2] == (q)->flags[2]) && \
425 ((p)->flags[3] == (q)->flags[3]) \ 443 ((p)->flags[3] == (q)->flags[3]) \
426 ) 444 )
445
427/* convenience macros to determine what kind of things we are dealing with */ 446/* convenience macros to determine what kind of things we are dealing with */
428 447
429#define IS_WEAPON(op) \ 448# define IS_WEAPON(op) \
430 (op->type == ARROW || op->type == BOW || op->type == WEAPON) 449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
431 450
432#define IS_ARMOR(op) \ 451# define IS_ARMOR(op) \
433 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ 452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
434 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ 453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
435 op->type == BRACERS || op->type == GIRDLE) 454 op->type == BRACERS || op->type == GIRDLE)
436 455
437#define IS_LIVE(op) \ 456# define IS_LIVE(op) \
438 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ 457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
439 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ 458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
440 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
441 460
442#define IS_ARROW(op) \ 461# define IS_ARROW(op) \
443 (op->type==ARROW || \ 462 (op->type==ARROW || \
444 (op->type==SPELL_EFFECT && \ 463 (op->type==SPELL_EFFECT && \
445 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) 464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
446 465
447/* This return TRUE if object has still randomitems which 466/* This return TRUE if object has still randomitems which
448 * could be expanded. 467 * could be expanded.
449 */ 468 */
450#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 469# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
451 470
452/* the flags */ 471/* the flags */
453 472
454#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 473# define FLAG_ALIVE 0 /* Object can fight (or be fought) */
455#define FLAG_WIZ 1 /* Object has special privilegies */ 474# define FLAG_WIZ 1 /* Object has special privilegies */
456#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 475# define FLAG_REMOVED 2 /* Object is not in any map or invenory */
457#define FLAG_FREED 3 /* Object is in the list of free objects */ 476# define FLAG_FREED 3 /* Object is in the list of free objects */
458#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 477# define FLAG_WAS_WIZ 4 /* Player was once a wiz */
459#define FLAG_APPLIED 5 /* Object is ready for use by living */ 478# define FLAG_APPLIED 5 /* Object is ready for use by living */
460#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 479# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
461#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 480# define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */
462 482
463#define FLAG_NO_PICK 8 /* Object can't be picked up */ 483# define FLAG_NO_PICK 8 /* Object can't be picked up */
484
464/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486
465/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
466#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 488# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489
467/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491
468/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
469#define FLAG_MONSTER 14 /* Will attack players */ 493# define FLAG_MONSTER 14 /* Will attack players */
470#define FLAG_FRIENDLY 15 /* Will help players */ 494# define FLAG_FRIENDLY 15 /* Will help players */
471 495
472#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 496# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
473#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 497# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
474#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 498# define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */
475#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 500# define FLAG_TREASURE 19 /* Will generate treasure when applied */
476#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 501# define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
477#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 502# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
478#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 503# define FLAG_CAN_ROLL 22 /* Object can be rolled */
479#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 504# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
480#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 505# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506
481/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508
482/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510
483/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
484#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 512# define FLAG_IS_USED_UP 28
485#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 513 /* When (--food<0) the object will exit */
486#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 514# define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */
516# define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */
487#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 518# define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
488 519
489/* Start of values in flags[1] */ 520/* Start of values in flags[1] */
490#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 521# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
491#define FLAG_HITBACK 33 /* Object will hit back when hit */ 522# define FLAG_HITBACK 33 /* Object will hit back when hit */
492#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 523# define FLAG_STARTEQUIP 34
493#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 524 /* Object was given to player at start */
525# define FLAG_BLOCKSVIEW 35
526 /* Object blocks view */
494#define FLAG_UNDEAD 36 /* Monster is undead */ 527# define FLAG_UNDEAD 36 /* Monster is undead */
495#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 528# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
496#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 529# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
497#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 530# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
498 531
499#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 532# define FLAG_REFL_SPELL 40
533 /* Spells (some) will reflect from object */
500#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 534# define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
501#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 535# define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
502#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 536# define FLAG_IS_LIGHTABLE 43 /* object can be lit */
503#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 537# define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
504#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 538# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
505 but can still attack at a distance */ 539 but can still attack at a distance */
540
506/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
507 thru this object as if it wasn't there */ 542 thru this object as if it wasn't there */
508/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
509 543
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545
510#define FLAG_PICK_UP 48 /* Can pick up */ 546# define FLAG_PICK_UP 48 /* Can pick up */
511#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 547# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
512#define FLAG_NO_DROP 50 /* Object can't be dropped */ 548# define FLAG_NO_DROP 50 /* Object can't be dropped */
513#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 549# define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
514#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 550# define FLAG_CAST_SPELL 52
515#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 551 /* (Monster) can learn and cast spells */
552# define FLAG_USE_SCROLL 53
553 /* (Monster) can read scroll */
516#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 554# define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
517#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 555# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
518 556
519#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 557# define FLAG_USE_ARMOUR 56
520#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 558 /* (Monster) can wear armour/shield/helmet */
559# define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */
521#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 561# define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
522#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 562# define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
523#define FLAG_READY_BOW 60 /* not implemented yet */ 563# define FLAG_READY_BOW 60 /* not implemented yet */
524#define FLAG_XRAYS 61 /* X-ray vision */ 564# define FLAG_XRAYS 61 /* X-ray vision */
525#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 565# define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
526#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 566# define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
527 567
528/* Start of values in flags[2] */ 568/* Start of values in flags[2] */
529#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 569# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 570# define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
531#define FLAG_SLEEP 66 /* NPC is sleeping */ 571# define FLAG_SLEEP 66 /* NPC is sleeping */
532#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 572# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
533#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 573# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
534#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 574# define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
535#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 575# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
536#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 576# define FLAG_STEALTH 71 /* Will wake monsters with less range */
537 577
538#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 578# define FLAG_WIZPASS 72 /* The wizard can go through walls */
539#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 579# define FLAG_IS_LINKED 73 /* The object is linked with other objects */
540#define FLAG_CURSED 74 /* The object is cursed */ 580# define FLAG_CURSED 74 /* The object is cursed */
541#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 581# define FLAG_DAMNED 75 /* The object is _very_ cursed */
542#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 582# define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
543#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 583# define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
544#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 584# define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
545#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 585# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
546 586
547#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 587# define FLAG_BEEN_APPLIED 80 /* The object has been applied */
548#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 588# define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
549#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 589# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 592# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 593# define FLAG_MAKE_INVIS 85
553#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 594 /* (Item) gives invisibility when applied */
595# define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */
554#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 597# define FLAG_IS_WOODED 87 /* Item is wooded terrain */
555 598
556#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 599# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
557#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 600# define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
558#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 601# define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
559#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 602# define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
560#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 603# define FLAG_BLIND 92 /* If set, object cannot see (visually) */
561#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 604# define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
562#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 605# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606
563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
564 608
565/* Start of values in flags[3] */ 609/* Start of values in flags[3] */
566#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 610# define FLAG_NO_STEAL 96 /* Item can't be stolen */
567#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 611# define FLAG_ONE_HIT 97 /* Monster can only hit once before going
568 * away (replaces ghosthit) 612 * away (replaces ghosthit)
569 */ 613 */
570#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 614# define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
571 * detect cases were the server is trying 615 * detect cases were the server is trying
572 * to send an upditem when we have not 616 * to send an upditem when we have not
573 * actually sent the item. 617 * actually sent the item.
574 */ 618 */
575 619
576#define FLAG_BERSERK 99 /* monster will attack closest living 620# define FLAG_BERSERK 99 /* monster will attack closest living
577 object */ 621 object */
578#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 622# define FLAG_NEUTRAL 100 /* monster is from type neutral */
579#define FLAG_NO_ATTACK 101 /* monster don't attack */ 623# define FLAG_NO_ATTACK 101 /* monster don't attack */
580#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 624# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
581#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 625# define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
582 * load_original_map() */ 626 * load_original_map() */
583#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 627# define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
584 * the overlay, and is not subject to 628 * the overlay, and is not subject to
585 * decay. */ 629 * decay. */
586#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 630# define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
587#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 631# define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
588#define FLAG_IS_WATER 107 632# define FLAG_IS_WATER 107
589#define FLAG_CONTENT_ON_GEN 108 633# define FLAG_CONTENT_ON_GEN 108
590#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 634# define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
591#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 635# define FLAG_IS_BUILDABLE 110 /* Can build on item */
592#define FLAG_AFK 111 /* Player is AFK */ 636# define FLAG_AFK 111 /* Player is AFK */
593#define NUM_FLAGS 111 /* Should always be equal to the last 637# define NUM_FLAGS 111 /* Should always be equal to the last
594 * defined flag. If you change this, 638 * defined flag. If you change this,
595 * make sure you update the flag_links 639 * make sure you update the flag_links
596 * in common/loader.l 640 * in common/loader.l
597 */ 641 */
598 642
599/* Values can go up to 127 before the size of the flags array in the 643/* Values can go up to 127 before the size of the flags array in the
600 * object structure needs to be enlarged. 644 * object structure needs to be enlarged.
601 * So there are 18 available flags slots 645 * So there are 18 available flags slots
602 */ 646 */
603 647
604 648
605#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 649# define NROFNEWOBJS(xyz) ((xyz)->stats.food)
606 650
607#if 0 651# if 0
652
608/* These should no longer be needed - access move_slow_penalty 653/* These should no longer be needed - access move_slow_penalty
609 * directly. 654 * directly.
610 */ 655 */
611#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
612#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
613#endif 658# endif
614 659
615/* If you add new movement types, you may need to update 660/* If you add new movement types, you may need to update
616 * describe_item() so properly describe those types. 661 * describe_item() so properly describe those types.
617 * change_abil() probably should be updated also. 662 * change_abil() probably should be updated also.
618 */ 663 */
619#define MOVE_WALK 0x1 /* Object walks */ 664# define MOVE_WALK 0x1 /* Object walks */
620#define MOVE_FLY_LOW 0x2 /* Low flying object */ 665# define MOVE_FLY_LOW 0x2 /* Low flying object */
621#define MOVE_FLY_HIGH 0x4 /* High flying object */ 666# define MOVE_FLY_HIGH 0x4 /* High flying object */
622#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 667# define MOVE_FLYING 0x6
668 /* Combo of fly_low and fly_high */
623#define MOVE_SWIM 0x8 /* Swimming object */ 669# define MOVE_SWIM 0x8 /* Swimming object */
624#define MOVE_BOAT 0x10 /* Boats/sailing */ 670# define MOVE_BOAT 0x10 /* Boats/sailing */
625#define MOVE_ALL 0x1f /* Mask of all movement types */ 671# define MOVE_ALL 0x1f /* Mask of all movement types */
626 672
627/* the normal assumption is that objects are walking/flying. 673/* the normal assumption is that objects are walking/flying.
628 * So often we don't want to block movement, but still don't want 674 * So often we don't want to block movement, but still don't want
629 * to allow all types (swimming is rather specialized) - I also 675 * to allow all types (swimming is rather specialized) - I also
630 * expect as more movement types show up, this is likely to get 676 * expect as more movement types show up, this is likely to get
631 * updated. Basically, this is the default for spaces that allow 677 * updated. Basically, this is the default for spaces that allow
632 * movement - anything but swimming right now. If you really 678 * movement - anything but swimming right now. If you really
633 * want nothing at all, then can always set move_block to 0 679 * want nothing at all, then can always set move_block to 0
634 */ 680 */
635#define MOVE_BLOCK_DEFAULT MOVE_SWIM 681# define MOVE_BLOCK_DEFAULT MOVE_SWIM
636 682
637/* typdef here to define type large enough to hold bitmask of 683/* typdef here to define type large enough to hold bitmask of
638 * all movement types. Make one declaration so easy to update. 684 * all movement types. Make one declaration so easy to update.
639 * uint8 is defined yet, so just use what that would define it 685 * uint8 is defined yet, so just use what that would define it
640 * at anyways. 686 * at anyways.
641 */ 687 */
642typedef unsigned char MoveType; 688typedef unsigned char MoveType;
643 689
644/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 690/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
645 * Basically, ob2 has to block all of ob1 movement types. 691 * Basically, ob2 has to block all of ob1 movement types.
646 */ 692 */
647#define OB_MOVE_BLOCK(ob1, ob2) \ 693# define OB_MOVE_BLOCK(ob1, ob2) \
648 ((ob1->move_type & ob2->move_block) == ob1->move_type) 694 ((ob1->move_type & ob2->move_block) == ob1->move_type)
649 695
650/* Basic macro to see if if ob1 can not move onto a space based 696/* Basic macro to see if if ob1 can not move onto a space based
651 * on the 'type' move_block parameter 697 * on the 'type' move_block parameter
652 * Add check - if type is 0, don't stop anything from moving 698 * Add check - if type is 0, don't stop anything from moving
653 * onto it. 699 * onto it.
654 * 700 *
655 */ 701 */
656#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 702# define OB_TYPE_MOVE_BLOCK(ob1, type) \
657 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
658 704
659 705
660#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 706# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
661#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 707# define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
662#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 708# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
663 709
664/* Note: These values are only a default value, resizing can change them */ 710/* Note: These values are only a default value, resizing can change them */
665#define INV_SIZE 12 /* How many items can be viewed in inventory */ 711# define INV_SIZE 12 /* How many items can be viewed in inventory */
666#define LOOK_SIZE 6 /* ditto, but for the look-window */ 712# define LOOK_SIZE 6 /* ditto, but for the look-window */
667#define MAX_INV_SIZE 40 /* For initializing arrays */ 713# define MAX_INV_SIZE 40 /* For initializing arrays */
668#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 714# define MAX_LOOK_SIZE 40 /* ditto for the look-window */
669 715
670#define EDITABLE(xyz) ((xyz)->arch->editable) 716# define EDITABLE(xyz) ((xyz)->arch->editable)
671 717
672#define E_MONSTER 0x00000001 718# define E_MONSTER 0x00000001
673#define E_EXIT 0x00000002 719# define E_EXIT 0x00000002
674#define E_TREASURE 0x00000004 720# define E_TREASURE 0x00000004
675#define E_BACKGROUND 0x00000008 721# define E_BACKGROUND 0x00000008
676#define E_DOOR 0x00000010 722# define E_DOOR 0x00000010
677#define E_SPECIAL 0x00000020 723# define E_SPECIAL 0x00000020
678#define E_SHOP 0x00000040 724# define E_SHOP 0x00000040
679#define E_NORMAL 0x00000080 725# define E_NORMAL 0x00000080
680#define E_FALSE_WALL 0x00000100 726# define E_FALSE_WALL 0x00000100
681#define E_WALL 0x00000200 727# define E_WALL 0x00000200
682#define E_EQUIPMENT 0x00000400 728# define E_EQUIPMENT 0x00000400
683#define E_OTHER 0x00000800 729# define E_OTHER 0x00000800
684#define E_ARTIFACT 0x00001000 730# define E_ARTIFACT 0x00001000
685 731
686#define EXIT_PATH(xyz) (xyz)->slaying 732# define EXIT_PATH(xyz) (xyz)->slaying
687#define EXIT_LEVEL(xyz) (xyz)->stats.food 733# define EXIT_LEVEL(xyz) (xyz)->stats.food
688#define EXIT_X(xyz) (xyz)->stats.hp 734# define EXIT_X(xyz) (xyz)->stats.hp
689#define EXIT_Y(xyz) (xyz)->stats.sp 735# define EXIT_Y(xyz) (xyz)->stats.sp
690#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 736# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
691#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 737# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
692 738
693/* for use by the lighting code */ 739/* for use by the lighting code */
694#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 740# define MAX_LIGHT_RADII 4
741 /* max radii for 'light' object, really
695 * large values allow objects that can 742 * large values allow objects that can
696 * slow down the game */ 743 * slow down the game */
697#define MAX_DARKNESS 5 /* maximum map darkness, there is no 744# define MAX_DARKNESS 5 /* maximum map darkness, there is no
698 * practical reason to exceed this */ 745 * practical reason to exceed this */
699#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 746# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
700 MAX_LIGHT_RADII:(xyz)->glow_radius; 747 MAX_LIGHT_RADII:(xyz)->glow_radius;
701 748
702#define F_BUY 0 749# define F_BUY 0
703#define F_SELL 1 750# define F_SELL 1
704#define F_TRUE 2 /* True value of item, unadjusted */ 751# define F_TRUE 2 /* True value of item, unadjusted */
705#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 752# define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
706#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 753# define F_IDENTIFIED 8 /* flag to calculate value of identified item */
707#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 754# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
708#define F_APPROX 32 /* flag to give a guess of item value */ 755# define F_APPROX 32 /* flag to give a guess of item value */
709#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 756# define F_SHOP 64 /* consider the effect that the shop that the player is in has */
710 757
711#define DIRX(xyz) freearr_x[(xyz)->direction] 758# define DIRX(xyz) freearr_x[(xyz)->direction]
712#define DIRY(xyz) freearr_y[(xyz)->direction] 759# define DIRY(xyz) freearr_y[(xyz)->direction]
713 760
714#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 761# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
715#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; 762# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
716 763
717#define ARMOUR_SPEED(xyz) (xyz)->last_sp 764# define ARMOUR_SPEED(xyz) (xyz)->last_sp
718#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 765# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
719#define WEAPON_SPEED(xyz) (xyz)->last_sp 766# define WEAPON_SPEED(xyz) (xyz)->last_sp
720 767
721/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 768/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
722 each of them signed char, concatenated in a int16 */ 769 each of them signed char, concatenated in a int16 */
723#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 770# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
724#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 771# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
725#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 772# define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
726#define FIRE_DIRECTIONAL 0 773# define FIRE_DIRECTIONAL 0
727#define FIRE_POSITIONAL 1 774# define FIRE_POSITIONAL 1
728 775
729/******************************************************************************/ 776/******************************************************************************/
777
730/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
731/******************************************************************************/ 780/******************************************************************************/
781
732/* if your monsters start acting wierd, mail me */ 782/* if your monsters start acting wierd, mail me */
783
733/******************************************************************************/ 784/******************************************************************************/
785
734/* the following definitions are for the attack_movement variable in monsters */ 786/* the following definitions are for the attack_movement variable in monsters */
787
735/* if the attack_variable movement is left out of the monster archetype, or is*/ 788/* if the attack_variable movement is left out of the monster archetype, or is*/
789
736/* set to zero */ 790/* set to zero */
791
737/* the standard mode of movement from previous versions of crossfire will be */ 792/* the standard mode of movement from previous versions of crossfire will be */
793
738/* used. the upper four bits of movement data are not in effect when the monst*/ 794/* used. the upper four bits of movement data are not in effect when the monst*/
795
739/* er has an enemy. these should only be used for non agressive monsters. */ 796/* er has an enemy. these should only be used for non agressive monsters. */
797
740/* to program a monsters movement add the attack movement numbers to the movem*/ 798/* to program a monsters movement add the attack movement numbers to the movem*/
799
741/* ment numbers example a monster that moves in a circle until attacked and */ 800/* ment numbers example a monster that moves in a circle until attacked and */
801
742/* then attacks from a distance: */ 802/* then attacks from a distance: */
803
743/* CIRCLE1 = 32 */ 804/* CIRCLE1 = 32 */
805
744/* + DISTATT = 1 */ 806/* + DISTATT = 1 */
807
745/* ------------------- */ 808/* ------------------- */
809
746/* attack_movement = 33 */ 810/* attack_movement = 33 */
811
747/******************************************************************************/ 812/******************************************************************************/
748#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 813# define DISTATT 1 /* move toward a player if far, but mantain some space, */
749 /* attack from a distance - good for missile users only */ 814 /* attack from a distance - good for missile users only */
750#define RUNATT 2 /* run but attack if player catches up to object */ 815# define RUNATT 2 /* run but attack if player catches up to object */
751#define HITRUN 3 /* run to then hit player then run away cyclicly */ 816# define HITRUN 3 /* run to then hit player then run away cyclicly */
752#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 817# define WAITATT 4 /* wait for player to approach then hit, move if hit */
753#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 818# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
754#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 819# define ALLRUN 6 /* always run never attack good for sim. of weak player */
755#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 820# define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
756#define WAIT2 8 /* monster does not try to move towards player if far */ 821# define WAIT2 8 /* monster does not try to move towards player if far */
757 /* maintains comfortable distance */ 822 /* maintains comfortable distance */
758#define PETMOVE 16 /* if the upper four bits of attack_movement */ 823# define PETMOVE 16 /* if the upper four bits of attack_movement */
759 /* are set to this number, the monster follows a player */ 824 /* are set to this number, the monster follows a player */
760 /* until the owner calls it back or off */ 825 /* until the owner calls it back or off */
761 /* player followed denoted by 0b->owner */ 826 /* player followed denoted by 0b->owner */
762 /* the monster will try to attack whatever the player is */ 827 /* the monster will try to attack whatever the player is */
763 /* attacking, and will continue to do so until the owner */ 828 /* attacking, and will continue to do so until the owner */
764 /* calls off the monster - a key command will be */ 829 /* calls off the monster - a key command will be */
765 /* inserted to do so */ 830 /* inserted to do so */
766#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 831# define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
767 /* are set to this number, the monster will move in a */ 832 /* are set to this number, the monster will move in a */
768 /* circle until it is attacked, or the enemy field is */ 833 /* circle until it is attacked, or the enemy field is */
769 /* set, this is good for non-aggressive monsters and NPC */ 834 /* set, this is good for non-aggressive monsters and NPC */
770#define CIRCLE2 48 /* same as above but a larger circle is used */ 835# define CIRCLE2 48 /* same as above but a larger circle is used */
771#define PACEH 64 /* The Monster will pace back and forth until attacked */ 836# define PACEH 64 /* The Monster will pace back and forth until attacked */
772 /* this is HORIZONTAL movement */ 837 /* this is HORIZONTAL movement */
773#define PACEH2 80 /* the monster will pace as above but the length of the */ 838# define PACEH2 80 /* the monster will pace as above but the length of the */
774 /* pace area is longer and the monster stops before */ 839 /* pace area is longer and the monster stops before */
775 /* changing directions */ 840 /* changing directions */
776 /* this is HORIZONTAL movement */ 841 /* this is HORIZONTAL movement */
777#define RANDO 96 /* the monster will go in a random direction until */ 842# define RANDO 96 /* the monster will go in a random direction until */
778 /* it is stopped by an obstacle, then it chooses another */ 843 /* it is stopped by an obstacle, then it chooses another */
779 /* direction. */ 844 /* direction. */
780#define RANDO2 112 /* constantly move in a different random direction */ 845# define RANDO2 112 /* constantly move in a different random direction */
781#define PACEV 128 /* The Monster will pace back and forth until attacked */ 846# define PACEV 128 /* The Monster will pace back and forth until attacked */
782 /* this is VERTICAL movement */ 847 /* this is VERTICAL movement */
783#define PACEV2 144 /* the monster will pace as above but the length of the */ 848# define PACEV2 144 /* the monster will pace as above but the length of the */
784 /* pace area is longer and the monster stops before */ 849 /* pace area is longer and the monster stops before */
785 /* changing directions */ 850 /* changing directions */
786 /* this is VERTICAL movement */ 851 /* this is VERTICAL movement */
787#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 852# define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
788#define HI4 240 853# define HI4 240
789 854
790/* 855/*
791 * Use of the state-variable in player objects: 856 * Use of the state-variable in player objects:
792 */ 857 */
793 858
794#define ST_PLAYING 0 859# define ST_PLAYING 0
795#define ST_PLAY_AGAIN 1 860# define ST_PLAY_AGAIN 1
796#define ST_ROLL_STAT 2 861# define ST_ROLL_STAT 2
797#define ST_CHANGE_CLASS 3 862# define ST_CHANGE_CLASS 3
798#define ST_CONFIRM_QUIT 4 863# define ST_CONFIRM_QUIT 4
799#define ST_CONFIGURE 5 864# define ST_CONFIGURE 5
800#define ST_GET_NAME 6 865# define ST_GET_NAME 6
801#define ST_GET_PASSWORD 7 866# define ST_GET_PASSWORD 7
802#define ST_CONFIRM_PASSWORD 8 867# define ST_CONFIRM_PASSWORD 8
803#define ST_GET_PARTY_PASSWORD 10 868# define ST_GET_PARTY_PASSWORD 10
804 869
805#define BLANK_FACE_NAME "blank.111" 870# define BLANK_FACE_NAME "blank.111"
806#define EMPTY_FACE_NAME "empty.111" 871# define EMPTY_FACE_NAME "empty.111"
807#define DARK_FACE1_NAME "dark1.111" 872# define DARK_FACE1_NAME "dark1.111"
808#define DARK_FACE2_NAME "dark2.111" 873# define DARK_FACE2_NAME "dark2.111"
809#define DARK_FACE3_NAME "dark3.111" 874# define DARK_FACE3_NAME "dark3.111"
810#define SMOOTH_FACE_NAME "default_smoothed.111" 875# define SMOOTH_FACE_NAME "default_smoothed.111"
811 876
812/* 877/*
813 * Defines for the luck/random functions to make things more readable 878 * Defines for the luck/random functions to make things more readable
814 */ 879 */
815 880
816#define PREFER_HIGH 1 881# define PREFER_HIGH 1
817#define PREFER_LOW 0 882# define PREFER_LOW 0
818 883
819/* Simple function we use below to keep adding to the same string 884/* Simple function we use below to keep adding to the same string
820 * but also make sure we don't overwrite that string. 885 * but also make sure we don't overwrite that string.
821 */ 886 */
887static inline void
822static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 888safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
823{ 889{
824 if (*curlen == (maxlen-1)) return; 890 if (*curlen == (maxlen - 1))
891 return;
892
825 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 893 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
826 dest[maxlen-1]=0; 894 dest[maxlen - 1] = 0;
827 *curlen += strlen(orig); 895 *curlen += strlen (orig);
828 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 896
897 if (*curlen > (maxlen - 1))
898 *curlen = maxlen - 1;
829} 899}
830 900
831 901
832/* The SAFE versions of these call the safe_strcat function above. 902/* The SAFE versions of these call the safe_strcat function above.
833 * Ideally, all functions should use the SAFE functions, but they 903 * Ideally, all functions should use the SAFE functions, but they
834 * require some extra support in the calling function to remain as 904 * require some extra support in the calling function to remain as
835 * efficient. 905 * efficient.
836 */ 906 */
837#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ 907# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
838 if(variable) { \ 908 if(variable) { \
839 int i,j=0; \ 909 int i,j=0; \
840 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
841 for(i=0; i<NROFATTACKS; i++) \ 911 for(i=0; i<NROFATTACKS; i++) \
842 if(variable & (1<<i)) { \ 912 if(variable & (1<<i)) { \
846 j = 1; \ 916 j = 1; \
847 safe_strcat(retbuf, attacks[i], len, maxlen); \ 917 safe_strcat(retbuf, attacks[i], len, maxlen); \
848 } \ 918 } \
849 safe_strcat(retbuf,")",len,maxlen); \ 919 safe_strcat(retbuf,")",len,maxlen); \
850 } 920 }
851 921
852 922
853/* separated this from the common/item.c file. b.t. Dec 1995 */ 923/* separated this from the common/item.c file. b.t. Dec 1995 */
854 924
855#define DESCRIBE_ABILITY(retbuf, variable, name) \ 925# define DESCRIBE_ABILITY(retbuf, variable, name) \
856 if(variable) { \ 926 if(variable) { \
857 int i,j=0; \ 927 int i,j=0; \
858 strcat(retbuf,"(" name ": "); \ 928 strcat(retbuf,"(" name ": "); \
859 for(i=0; i<NROFATTACKS; i++) \ 929 for(i=0; i<NROFATTACKS; i++) \
860 if(variable & (1<<i)) { \ 930 if(variable & (1<<i)) { \
864 j = 1; \ 934 j = 1; \
865 strcat(retbuf, attacks[i]); \ 935 strcat(retbuf, attacks[i]); \
866 } \ 936 } \
867 strcat(retbuf,")"); \ 937 strcat(retbuf,")"); \
868 } 938 }
869 939
870 940
871#define DESCRIBE_PATH(retbuf, variable, name) \ 941# define DESCRIBE_PATH(retbuf, variable, name) \
872 if(variable) { \ 942 if(variable) { \
873 int i,j=0; \ 943 int i,j=0; \
874 strcat(retbuf,"(" name ": "); \ 944 strcat(retbuf,"(" name ": "); \
875 for(i=0; i<NRSPELLPATHS; i++) \ 945 for(i=0; i<NRSPELLPATHS; i++) \
876 if(variable & (1<<i)) { \ 946 if(variable & (1<<i)) { \
882 } \ 952 } \
883 strcat(retbuf,")"); \ 953 strcat(retbuf,")"); \
884 } 954 }
885 955
886 956
887#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ 957# define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
888 if(variable) { \ 958 if(variable) { \
889 int i,j=0; \ 959 int i,j=0; \
890 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
891 for(i=0; i<NRSPELLPATHS; i++) \ 961 for(i=0; i<NRSPELLPATHS; i++) \
892 if(variable & (1<<i)) { \ 962 if(variable & (1<<i)) { \
898 } \ 968 } \
899 safe_strcat(retbuf,")", len, maxlen); \ 969 safe_strcat(retbuf,")", len, maxlen); \
900 } 970 }
901 971
902/* Flags for apply_special() */ 972/* Flags for apply_special() */
903enum apply_flag { 973enum apply_flag
974{
904 /* Basic flags, always use one of these */ 975 /* Basic flags, always use one of these */
905 AP_NULL = 0, 976 AP_NULL = 0,
906 AP_APPLY = 1, 977 AP_APPLY = 1,
907 AP_UNAPPLY = 2, 978 AP_UNAPPLY = 2,
908 979
909 AP_BASIC_FLAGS = 15, 980 AP_BASIC_FLAGS = 15,
910 981
911 /* Optional flags, for bitwise or with a basic flag */ 982 /* Optional flags, for bitwise or with a basic flag */
912 AP_NO_MERGE = 16, 983 AP_NO_MERGE = 16,
913 AP_IGNORE_CURSE = 32, 984 AP_IGNORE_CURSE = 32,
914 AP_PRINT = 64 /* Print what to do, don't actually do it */ 985 AP_PRINT = 64 /* Print what to do, don't actually do it */
915 /* Note this is supported in all the functions */ 986 /* Note this is supported in all the functions */
916
917}; 987};
918 988
919/* Bitmask values for 'can_apply_object()' return values. 989/* Bitmask values for 'can_apply_object()' return values.
920 * the CAN_APPLY_ prefix is to just note what function the 990 * the CAN_APPLY_ prefix is to just note what function the
921 * are returned from. 991 * are returned from.
940 * this one can be applied. Think of rings - human is wearing two 1010 * this one can be applied. Think of rings - human is wearing two
941 * rings and tries to apply one - there are two possible rings he 1011 * rings and tries to apply one - there are two possible rings he
942 * could remove. 1012 * could remove.
943 * 1013 *
944 */ 1014 */
945#define CAN_APPLY_NEVER 0x1 1015# define CAN_APPLY_NEVER 0x1
946#define CAN_APPLY_RESTRICTION 0x2 1016# define CAN_APPLY_RESTRICTION 0x2
947#define CAN_APPLY_NOT_MASK 0xf 1017# define CAN_APPLY_NOT_MASK 0xf
948#define CAN_APPLY_UNAPPLY 0x10 1018# define CAN_APPLY_UNAPPLY 0x10
949#define CAN_APPLY_UNAPPLY_MULT 0x20 1019# define CAN_APPLY_UNAPPLY_MULT 0x20
950#define CAN_APPLY_UNAPPLY_CHOICE 0x40 1020# define CAN_APPLY_UNAPPLY_CHOICE 0x40
951 1021
952/* Cut off point of when an object is put on the active list or not */ 1022/* Cut off point of when an object is put on the active list or not */
953#define MIN_ACTIVE_SPEED 0.00001 1023# define MIN_ACTIVE_SPEED 0.00001
954 1024
955/* 1025/*
956 * random() is much better than rand(). If you have random(), use it instead. 1026 * random() is much better than rand(). If you have random(), use it instead.
957 * You shouldn't need to change any of this 1027 * You shouldn't need to change any of this
958 * 1028 *
962 * 1032 *
963 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
964 * here. 1034 * here.
965 */ 1035 */
966 1036
967#ifdef HAVE_SRANDOM 1037# ifdef HAVE_SRANDOM
968#define RANDOM() random() 1038# define RANDOM() random()
969#define SRANDOM(xyz) srandom(xyz) 1039# define SRANDOM(xyz) srandom(xyz)
970#else 1040# else
971# ifdef HAVE_SRAND48 1041# ifdef HAVE_SRAND48
972# define RANDOM() lrand48() 1042# define RANDOM() lrand48()
973# define SRANDOM(xyz) srand48(xyz) 1043# define SRANDOM(xyz) srand48(xyz)
974# else 1044# else
975# ifdef HAVE_SRAND 1045# ifdef HAVE_SRAND
976# define RANDOM() rand() 1046# define RANDOM() rand()
977# define SRANDOM(xyz) srand(xyz) 1047# define SRANDOM(xyz) srand(xyz)
978# else 1048# else
979# error "Could not find a usable random routine" 1049# error "Could not find a usable random routine"
980# endif 1050# endif
981# endif 1051# endif
982#endif 1052# endif
983 1053
984/* Returns the weight of the given object. Note: it does not take the number of 1054/* Returns the weight of the given object. Note: it does not take the number of
985 * items (nrof) into account. 1055 * items (nrof) into account.
986 */ 1056 */
987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 1057# define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
988 1058
989 1059
990/* Code fastening defines 1060/* Code fastening defines
991 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by 1061 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
992 * buf__ and increment buf__ position so it will point to the end of buf__. 1062 * buf__ and increment buf__ position so it will point to the end of buf__.
996 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
997 * keep in mind FAST_STRNCAT is faster since length of second argument is 1067 * keep in mind FAST_STRNCAT is faster since length of second argument is
998 * kown in advance. 1068 * kown in advance.
999 */ 1069 */
1000 1070
1001 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1071# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1002 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1072# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1003 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 1073# define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1004 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1074# define FINISH_FASTCAT(buf__) buf__[0]='\0';
1005 1075
1006 /* You may uncomment following define to check sanity of code. 1076 /* You may uncomment following define to check sanity of code.
1007 * But use as debug only (loses all speed gained by those macros) 1077 * But use as debug only (loses all speed gained by those macros)
1008 */ 1078 */
1079
1009/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ 1080/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1010 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ 1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1011 1082
1012 1083
1013 1084
1014 1085
1015 1086
1016 1087
1017 1088
1018/* 1089/*
1019 * Warning! 1090 * Warning!
1020 * If you add message types here, don't forget 1091 * If you add message types here, don't forget
1021 * to keep the client up to date too! 1092 * to keep the client up to date too!
1022 */ 1093 */
1023 1094
1024 1095
1025/* message types */ 1096/* message types */
1026#define MSG_TYPE_BOOK 1 1097# define MSG_TYPE_BOOK 1
1027#define MSG_TYPE_CARD 2 1098# define MSG_TYPE_CARD 2
1028#define MSG_TYPE_PAPER 3 1099# define MSG_TYPE_PAPER 3
1029#define MSG_TYPE_SIGN 4 1100# define MSG_TYPE_SIGN 4
1030#define MSG_TYPE_MONUMENT 5 1101# define MSG_TYPE_MONUMENT 5
1031#define MSG_TYPE_SCRIPTED_DIALOG 6 1102# define MSG_TYPE_SCRIPTED_DIALOG 6
1032#define MSG_TYPE_MOTD 7 1103# define MSG_TYPE_MOTD 7
1033#define MSG_TYPE_ADMIN 8 1104# define MSG_TYPE_ADMIN 8
1034#define MSG_TYPE_LAST 9 1105# define MSG_TYPE_LAST 9
1035 1106
1036#define MSG_SUBTYPE_NONE 0 1107# define MSG_SUBTYPE_NONE 0
1037 1108
1038/* book messages subtypes */ 1109/* book messages subtypes */
1039#define MSG_TYPE_BOOK_CLASP_1 1 1110# define MSG_TYPE_BOOK_CLASP_1 1
1040#define MSG_TYPE_BOOK_CLASP_2 2 1111# define MSG_TYPE_BOOK_CLASP_2 2
1041#define MSG_TYPE_BOOK_ELEGANT_1 3 1112# define MSG_TYPE_BOOK_ELEGANT_1 3
1042#define MSG_TYPE_BOOK_ELEGANT_2 4 1113# define MSG_TYPE_BOOK_ELEGANT_2 4
1043#define MSG_TYPE_BOOK_QUARTO_1 5 1114# define MSG_TYPE_BOOK_QUARTO_1 5
1044#define MSG_TYPE_BOOK_QUARTO_2 6 1115# define MSG_TYPE_BOOK_QUARTO_2 6
1045#define MSG_TYPE_BOOK_SPELL_EVOKER 7 1116# define MSG_TYPE_BOOK_SPELL_EVOKER 7
1046#define MSG_TYPE_BOOK_SPELL_PRAYER 8 1117# define MSG_TYPE_BOOK_SPELL_PRAYER 8
1047#define MSG_TYPE_BOOK_SPELL_PYRO 9 1118# define MSG_TYPE_BOOK_SPELL_PYRO 9
1048#define MSG_TYPE_BOOK_SPELL_SORCERER 10 1119# define MSG_TYPE_BOOK_SPELL_SORCERER 10
1049#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 1120# define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1050 1121
1051/* card messages subtypes*/ 1122/* card messages subtypes*/
1052#define MSG_TYPE_CARD_SIMPLE_1 1 1123# define MSG_TYPE_CARD_SIMPLE_1 1
1053#define MSG_TYPE_CARD_SIMPLE_2 2 1124# define MSG_TYPE_CARD_SIMPLE_2 2
1054#define MSG_TYPE_CARD_SIMPLE_3 3 1125# define MSG_TYPE_CARD_SIMPLE_3 3
1055#define MSG_TYPE_CARD_ELEGANT_1 4 1126# define MSG_TYPE_CARD_ELEGANT_1 4
1056#define MSG_TYPE_CARD_ELEGANT_2 5 1127# define MSG_TYPE_CARD_ELEGANT_2 5
1057#define MSG_TYPE_CARD_ELEGANT_3 6 1128# define MSG_TYPE_CARD_ELEGANT_3 6
1058#define MSG_TYPE_CARD_STRANGE_1 7 1129# define MSG_TYPE_CARD_STRANGE_1 7
1059#define MSG_TYPE_CARD_STRANGE_2 8 1130# define MSG_TYPE_CARD_STRANGE_2 8
1060#define MSG_TYPE_CARD_STRANGE_3 9 1131# define MSG_TYPE_CARD_STRANGE_3 9
1061#define MSG_TYPE_CARD_MONEY_1 10 1132# define MSG_TYPE_CARD_MONEY_1 10
1062#define MSG_TYPE_CARD_MONEY_2 11 1133# define MSG_TYPE_CARD_MONEY_2 11
1063#define MSG_TYPE_CARD_MONEY_3 12 1134# define MSG_TYPE_CARD_MONEY_3 12
1064 1135
1065/* Paper messages subtypes */ 1136/* Paper messages subtypes */
1066#define MSG_TYPE_PAPER_NOTE_1 1 1137# define MSG_TYPE_PAPER_NOTE_1 1
1067#define MSG_TYPE_PAPER_NOTE_2 2 1138# define MSG_TYPE_PAPER_NOTE_2 2
1068#define MSG_TYPE_PAPER_NOTE_3 3 1139# define MSG_TYPE_PAPER_NOTE_3 3
1069#define MSG_TYPE_PAPER_LETTER_OLD_1 4 1140# define MSG_TYPE_PAPER_LETTER_OLD_1 4
1070#define MSG_TYPE_PAPER_LETTER_OLD_2 5 1141# define MSG_TYPE_PAPER_LETTER_OLD_2 5
1071#define MSG_TYPE_PAPER_LETTER_NEW_1 6 1142# define MSG_TYPE_PAPER_LETTER_NEW_1 6
1072#define MSG_TYPE_PAPER_LETTER_NEW_2 7 1143# define MSG_TYPE_PAPER_LETTER_NEW_2 7
1073#define MSG_TYPE_PAPER_ENVELOPE_1 8 1144# define MSG_TYPE_PAPER_ENVELOPE_1 8
1074#define MSG_TYPE_PAPER_ENVELOPE_2 9 1145# define MSG_TYPE_PAPER_ENVELOPE_2 9
1075#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 1146# define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1076#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 1147# define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1077#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 1148# define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1078#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 1149# define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1079#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 1150# define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1080 1151
1081/* road signs messages subtypes */ 1152/* road signs messages subtypes */
1082#define MSG_TYPE_SIGN_BASIC 1 1153# define MSG_TYPE_SIGN_BASIC 1
1083#define MSG_TYPE_SIGN_DIR_LEFT 2 1154# define MSG_TYPE_SIGN_DIR_LEFT 2
1084#define MSG_TYPE_SIGN_DIR_RIGHT 3 1155# define MSG_TYPE_SIGN_DIR_RIGHT 3
1085#define MSG_TYPE_SIGN_DIR_BOTH 4 1156# define MSG_TYPE_SIGN_DIR_BOTH 4
1086 1157
1087/* stones and monument messages */ 1158/* stones and monument messages */
1088#define MSG_TYPE_MONUMENT_STONE_1 1 1159# define MSG_TYPE_MONUMENT_STONE_1 1
1089#define MSG_TYPE_MONUMENT_STONE_2 2 1160# define MSG_TYPE_MONUMENT_STONE_2 2
1090#define MSG_TYPE_MONUMENT_STONE_3 3 1161# define MSG_TYPE_MONUMENT_STONE_3 3
1091#define MSG_TYPE_MONUMENT_STATUE_1 4 1162# define MSG_TYPE_MONUMENT_STATUE_1 4
1092#define MSG_TYPE_MONUMENT_STATUE_2 5 1163# define MSG_TYPE_MONUMENT_STATUE_2 5
1093#define MSG_TYPE_MONUMENT_STATUE_3 6 1164# define MSG_TYPE_MONUMENT_STATUE_3 6
1094#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 1165# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1095#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 1166# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1096#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 1167# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1097#define MSG_TYPE_MONUMENT_WALL_1 10 1168# define MSG_TYPE_MONUMENT_WALL_1 10
1098#define MSG_TYPE_MONUMENT_WALL_2 11 1169# define MSG_TYPE_MONUMENT_WALL_2 11
1099#define MSG_TYPE_MONUMENT_WALL_3 12 1170# define MSG_TYPE_MONUMENT_WALL_3 12
1100 1171
1101/*some readable flags*/ 1172/*some readable flags*/
1102 1173
1103/* dialog messsage */ 1174/* dialog messsage */
1104#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1175# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1105#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1176# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1106#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1177# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1107 1178
1108/* admin messages */ 1179/* admin messages */
1109#define MSG_TYPE_ADMIN_RULES 1 1180# define MSG_TYPE_ADMIN_RULES 1
1110#define MSG_TYPE_ADMIN_NEWS 2 1181# define MSG_TYPE_ADMIN_NEWS 2
1111 1182
1112#endif /* DEFINE_H */ 1183#endif /* DEFINE_H */

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