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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 1.73 by root, Sat Sep 1 08:03:44 2007 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: define.h,v 1.9 2006/09/11 12:08:01 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
30 25
31/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
36 */ 31 */
37 32
38#ifndef DEFINE_H 33#ifndef DEFINE_H
39#define DEFINE_H 34#define DEFINE_H
40 35
41/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly.
44 */
45#if !defined(__STDC__)
46/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error.
48 */
49error - Your ANSI C compiler should be defining __STDC__;
50#endif
51
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 36#include <autoconf.h>
54#endif
55 37
56#define FONTDIR "" 38#define FONTDIR ""
57#define FONTNAME "" 39#define FONTNAME ""
58 40
59/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
61 43
62#ifdef __NetBSD__ 44#ifdef __NetBSD__
63#include <sys/param.h> 45# include <sys/param.h>
64#endif 46#endif
65#ifndef MIN 47#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 48# define MIN(x,y) min (x, y)
67#endif 49#endif
68#ifndef MAX 50#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 51# define MAX(x,y) max (x, y)
70#endif 52#endif
71 53
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
73#ifndef NAME_MAX 55#define NAME_LEN 127
74#define NAME_MAX 255
75#endif
76 56
77/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 58#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 60#endif
81 61
82/* MIN3 is basically like MIN, but instead does 3 values. */ 62/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 63#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 64# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 65#endif
86 66
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
89 69
90#define MAX_BUF 1024 /* Used for all kinds of things */ 70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
80#define MAX_BUF 1024
81 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 85
95#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
96 87
97#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
98 89
99#define MAX_NAME 48 90#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
102 92
103/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
104#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 96#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
107#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
108 99
109/* TYPE DEFINES */ 100/* TYPE DEFINES */
101
110/* Only add new values to this list if somewhere in the program code, 102/* 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 103 * 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 104 * 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 105 * 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 106 * the monster type, that can not be handled by any of the numerous
115 * flags 107 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 108 * Also, if you add new entries, try and fill up the holes in this list.
117 * Additionally, when you add a new entry, include it in the table in item.c 109 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 110 */
119 111
120/* type 0 will be undefined and shows a non valid type information */ 112/* USED TYPES: (for dead types please look at the bottom of the type
113 * definitions)
114 */
121 115
122#define PLAYER 1 116/* type 0 objects have the default behaviour */
123#define TRANSPORT 2 /* see doc/Developers/objects */ 117
124#define ROD 3 118#define PLAYER 1
119#define TRANSPORT 2 /* see pod/objects.pod */
120#define ROD 3
125#define TREASURE 4 121#define TREASURE 4
126#define POTION 5 122#define POTION 5
127#define FOOD 6 123#define FOOD 6
128#define POISON 7 124#define POISON 7
129#define BOOK 8 125#define BOOK 8
130#define CLOCK 9 126#define CLOCK 9
131/*#define FBULLET 10 */ 127
132/*#define FBALL 11 */ 128#define ARROW 13
133#define LIGHTNING 12 129#define BOW 14
134#define ARROW 13
135#define BOW 14
136#define WEAPON 15 130#define WEAPON 15
137#define ARMOUR 16 131#define ARMOUR 16
138#define PEDESTAL 17 132#define PEDESTAL 17
139#define ALTAR 18 133#define ALTAR 18
140/*#define CONFUSION 19 */ 134
141#define LOCKED_DOOR 20 135#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 136#define SPECIAL_KEY 21
143#define MAP 22 137#define MAP 22
144#define DOOR 23 138#define DOOR 23
145#define KEY 24 139#define KEY 24
146/*#define MMISSILE 25 */ 140
147#define TIMED_GATE 26 141#define TIMED_GATE 26
148#define TRIGGER 27 142#define TRIGGER 27
149#define GRIMREAPER 28 143#define GRIMREAPER 28
150#define MAGIC_EAR 29 144#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 145#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 146#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 147#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 148#define SHIELD 33
155#define HELMET 34 149#define HELMET 34
156#define HORN 35 150#define HORN 35
157#define MONEY 36 151#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 152#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 153#define GRAVESTONE 38
160#define AMULET 39 154#define AMULET 39
161#define PLAYERMOVER 40 155#define PLAYERMOVER 40
162#define TELEPORTER 41 156#define TELEPORTER 41
163#define CREATOR 42 157#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 158#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 159
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 160#define EARTHWALL 45
169#define GOLEM 46 161#define GOLEM 46
170/*#define BOMB 47 */ 162
171#define THROWN_OBJ 48 163#define THROWN_OBJ 48
172#define BLINDNESS 49 164#define BLINDNESS 49
173#define GOD 50 165#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 166#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 167 * which notices the presense of
177 /* another object and is triggered */ 168 * another object and is triggered
178 /* like buttons. */ 169 * like buttons.
170 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 171#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 172 * force into a player with a specified string WHEN TRIGGERED.
173 */
181#define DEAD_OBJECT 53 174#define DEAD_OBJECT 53
182#define DRINK 54 175#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 176#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 177 * force into a player with a specified string.
178 */
185#define HOLY_ALTAR 56 179#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 180#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 181#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 182
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 183#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 184 * a monster into a peaceful being incapable of attack.
191#define GEM 60 185 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 186#define GEM 60
187
193#define FIREWALL 62 188#define FIREWALL 62
194#define ANVIL 63 189#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 190#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 191#define MOOD_FLOOR 65 /*
197 * values of last_sp set how to change: 192 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
203#define EXIT 66 198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
201#define EXIT 66
204#define ENCOUNTER 67 202#define ENCOUNTER 67
205#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
206#define SHOP_MAT 69 204#define SHOP_MAT 69
207#define RING 70 205#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 206#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 210#define LIGHTER 75
213 211
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
215 * types are not used in any archetypes, and should perhaps be removed.
216 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218 213
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 214
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
225 chairs from here. */ 219 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 220
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 221#define LAMP 82 /* a lamp */
228#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 223
231#define SPELLBOOK 85 224#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */
233#define CLOAK 87
234/*#define CONE 88 */
235/*#define AURA 89 *//* aura spell object */
236 225
226#define CLOAK 87
227
237#define SPINNER 90 228#define SPINNER 90
238#define GATE 91 229#define GATE 91
239#define BUTTON 92 230#define BUTTON 92
240#define CF_HANDLE 93 231#define CF_HANDLE 93
241#define HOLE 94 232#define HOLE 94
242#define TRAPDOOR 95 233#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 234
244/*#define PARAIMAGE 97 */ 235#define SIGN 98
245#define SIGN 98 236#define BOOTS 99
246#define BOOTS 99
247#define GLOVES 100 237#define GLOVES 100
248#define SPELL 101 238#define SPELL 101
249#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
250#define CONVERTER 103 240#define CONVERTER 103
251#define BRACERS 104 241#define BRACERS 104
252#define POISONING 105 242#define POISONING 105
253#define SAVEBED 106 243#define SAVEBED 106
254#define POISONCLOUD 107 244
255#define FIREHOLES 108 245#define WAND 109
256#define WAND 109 246
257/*#define ABILITY 110*/ 247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
258#define SCROLL 111 248#define SCROLL 111
259#define DIRECTOR 112 249#define DIRECTOR 112
260#define GIRDLE 113 250#define GIRDLE 113
261#define FORCE 114 251#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#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 */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 256#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
268 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282#define NUM_TYPES 166 // must be max(type) + 1
283
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
269/* unused: 125 - 129 321/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 322 * type 125 was MONEY_CHANGER
271 */ 323 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
273#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 324//#define CANCELLATION 141 /* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
278/*#define SWARM_SPELL 153*/ 326//#define SWARM_SPELL 153
279#define RUNE 154
280#define TRAP 155
281
282#define POWER_CRYSTAL 156
283#define CORPSE 157
284
285#define DISEASE 158
286#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291#define QUEST 164 /* See below for subtypes */ 328//#define QUEST 164 /* See below for subtypes */
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 329
293 potions, alchemy, or magic works here (elmex) */
294/* END TYPE DEFINE */ 330/* END TYPE DEFINE */
295 331
296#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
297 333
298/* Subtypes for BUILDER */ 334/* Subtypes for BUILDER */
299#define ST_BD_BUILD 1 /* Builds an item */ 335#define ST_BD_BUILD 1 /* Builds an item */
300#define ST_BD_REMOVE 2 /* Removes an item */ 336#define ST_BD_REMOVE 2 /* Removes an item */
301 337
302/* Subtypes for MATERIAL */ 338/* Subtypes for MATERIAL */
303#define ST_MAT_FLOOR 1 /* Floor */ 339#define ST_MAT_FLOOR 1 /* Floor */
304#define ST_MAT_WALL 2 /* Wall */ 340#define ST_MAT_WALL 2 /* Wall */
305#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 341#define ST_MAT_ITEM 3 /* All other items, including doors & such */
306 342
307/* definitions for weapontypes */ 343/* definitions for weapontypes */
308 344
309#define WEAP_HIT 0 /* the basic */ 345#define WEAP_HIT 0 /* the basic */
310#define WEAP_SLASH 1 /* slash */ 346#define WEAP_SLASH 1 /* slash */
311#define WEAP_PIERCE 2 /* arrows, stiletto */ 347#define WEAP_PIERCE 2 /* arrows, stiletto */
312#define WEAP_CLEAVE 3 /* axe */ 348#define WEAP_CLEAVE 3 /* axe */
313#define WEAP_SLICE 4 /* katana */ 349#define WEAP_SLICE 4 /* katana */
314#define WEAP_STAB 5 /* knife, dagger */ 350#define WEAP_STAB 5 /* knife, dagger */
315#define WEAP_WHIP 6 /* whips n chains */ 351#define WEAP_WHIP 6 /* whips n chains */
316#define WEAP_CRUSH 7 /* big hammers, flails */ 352#define WEAP_CRUSH 7 /* big hammers, flails */
317#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 353#define WEAP_BLUD 8 /* bludgeoning, club, stick */
318 354
319typedef struct typedata { 355typedef struct typedata
356{
320 int number; 357 int number;
321 const char *name; 358 const char *name;
322 const char *name_pl; 359 const char *name_pl;
323 int identifyskill; 360 int identifyskill;
324 int identifyskill2; 361 int identifyskill2;
325} typedata; 362} typedata;
326 363
327extern const int ItemTypesSize; 364extern const int ItemTypesSize;
328extern typedata ItemTypes[]; 365extern typedata ItemTypes[];
329 366
366#define PU_READABLES 0x00400000 403#define PU_READABLES 0x00400000
367#define PU_MAGIC_DEVICE 0x00800000 404#define PU_MAGIC_DEVICE 0x00800000
368 405
369#define PU_NOT_CURSED 0x01000000 406#define PU_NOT_CURSED 0x01000000
370#define PU_JEWELS 0x02000000 407#define PU_JEWELS 0x02000000
408#define PU_FLESH 0x04000000
371 409
372 410
373/* Instead of using arbitrary constants for indexing the 411/* Instead of using arbitrary constants for indexing the
374 * freearr, add these values. <= SIZEOFFREE1 will get you 412 * freearr, add these values. <= SIZEOFFREE1 will get you
375 * within 1 space. <= SIZEOFFREE2 wll get you withing 413 * within 1 space. <= SIZEOFFREE2 wll get you withing
378 */ 416 */
379#define SIZEOFFREE1 8 417#define SIZEOFFREE1 8
380#define SIZEOFFREE2 24 418#define SIZEOFFREE2 24
381#define SIZEOFFREE 49 419#define SIZEOFFREE 49
382 420
383#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 421#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
384 422
385/* Flag structure now changed. 423/*
386 * Each flag is now a bit offset, starting at zero. The macros
387 * will update/read the appropriate flag element in the object
388 * structure.
389 *
390 * Hopefully, since these offsets are integer constants set at run time,
391 * the compiler will reduce the macros something as simple as the
392 * old system was.
393 *
394 * Flags now have FLAG as the prefix. This to be clearer, and also
395 * to make sure F_ names are not still being used anyplace.
396 *
397 * The macros below assume that the flag size for each element is 32
398 * bits. IF it is smaller, bad things will happen. See structs.h
399 * for more info.
400 *
401 * All functions should use the macros below. In process of converting
402 * to the new system, I find several files that did not use the previous
403 * macros.
404 *
405 * If any FLAG's are or changed, make sure the flag_names structure in 424 * If any FLAG's are added or changed, make sure the flag_names structure in
406 * common/loader.l is updated. 425 * common/loader.l is updated.
407 * 426 */
408 * flags[0] is 0 to 31 427
409 * flags[1] is 32 to 63
410 * flags[2] is 64 to 95
411 * flags[3] is 96 to 127
412 */
413/* Basic routines to do above */ 428/* Basic routines to do above */
414#define SET_FLAG(xyz, p) \ 429#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
415 ((xyz)->flags[p/32] |= (1U << (p % 32))) 430#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
416#define CLEAR_FLAG(xyz, p) \ 431#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
417 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
418#define QUERY_FLAG(xyz, p) \
419 ((xyz)->flags[p/32] & (1U << (p % 32)))
420#define COMPARE_FLAGS(p,q) \
421 ( \
422 ((p)->flags[0] == (q)->flags[0]) && \
423 ((p)->flags[1] == (q)->flags[1]) && \
424 ((p)->flags[2] == (q)->flags[2]) && \
425 ((p)->flags[3] == (q)->flags[3]) \
426 )
427/* convenience macros to determine what kind of things we are dealing with */
428
429#define IS_WEAPON(op) \
430 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
431
432#define IS_ARMOR(op) \
433 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
434 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
435 op->type == BRACERS || op->type == GIRDLE)
436
437#define IS_LIVE(op) \
438 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
439 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
440 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
441
442#define IS_ARROW(op) \
443 (op->type==ARROW || \
444 (op->type==SPELL_EFFECT && \
445 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
446
447/* This return TRUE if object has still randomitems which
448 * could be expanded.
449 */
450#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
451 432
452/* the flags */ 433/* the flags */
453 434
454#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
455#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
456#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 437#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 */ 438#define FLAG_FREED 3 /* Object is in the list of free objects */
458#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
459#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
460#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
461#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
462 443
463#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
445
464/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
465/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
448
466#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 449#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
450
467/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 451/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
468/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 452/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
453
469#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
470#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
471
472#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
473#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
474#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
475#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
476#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
477#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
478#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
479#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
480#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465
481/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
482/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
483/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469
484#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
485#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
486#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
487#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
488
489/* Start of values in flags[1] */
490#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
491#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
492#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
493#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
494#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
495#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
496#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
497#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 481#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
498
499#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 482#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
483
500#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 484#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 */ 485#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
502#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
503#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 487#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
504#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
505 but can still attack at a distance */ 489 but can still attack at a distance */
490
506/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 491/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
507 thru this object as if it wasn't there */ 492 thru this object as if it wasn't there */
508/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 493/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
509 494
510#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
511#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
512#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
513#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 498#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
499
514#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
515#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
516#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 502#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
517#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
518
519#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
520#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 505#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
521#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 506#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) */ 507#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
523#define FLAG_READY_BOW 60 /* not implemented yet */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
524#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
525#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#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 */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
527 513
528/* Start of values in flags[2] */
529#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 515#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
531#define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
532#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
533#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
534#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 519#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 */ 520#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
536#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 521#define FLAG_STEALTH 71 /* Will wake monsters with less range */
537 522
538#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 523#define FLAG_WIZPASS 72 /* The wizard can go through walls */
539#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 524#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
540#define FLAG_CURSED 74 /* The object is cursed */ 525#define FLAG_CURSED 74 /* The object is cursed */
541#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 526#define FLAG_DAMNED 75 /* The object is _very_ cursed */
542#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 527#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 */ 528#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 */ 529#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
545#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 530#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
546 531
547#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#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 */ 533#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 */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 535
536#define FLAG_PRECIOUS 83 // object is precious (pets)
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
553#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
540
554#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
555
556#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
557#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 543#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 */ 544#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 */ 545#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) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
561#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 547#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
562#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 548#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
549
563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 550/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
564 551
565/* Start of values in flags[3] */
566#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 552#define FLAG_NO_STEAL 96 /* Item can't be stolen */
567#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 553#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
568 * away (replaces ghosthit) 554 * away (replaces ghosthit)
569 */ 555 */
570#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 556#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
571 * detect cases were the server is trying 557 * detect cases were the server is trying
572 * to send an upditem when we have not 558 * to send an upditem when we have not
573 * actually sent the item. 559 * actually sent the item.
574 */ 560 */
575 561
576#define FLAG_BERSERK 99 /* monster will attack closest living 562#define FLAG_BERSERK 99 /* monster will attack closest living
577 object */ 563 object */
578#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 564#define FLAG_NEUTRAL 100 /* monster is from type neutral */
579#define FLAG_NO_ATTACK 101 /* monster don't attack */ 565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
580#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 566#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
581#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 567#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
582 * load_original_map() */ 568 * load_original_map() */
583#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 569//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
584 * the overlay, and is not subject to 570// * the overlay, and is not subject to
585 * decay. */ 571// * decay. */
586#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 572#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' */ 573#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
588#define FLAG_IS_WATER 107 574#define FLAG_IS_WATER 107
589#define FLAG_CONTENT_ON_GEN 108 575#define FLAG_CONTENT_ON_GEN 108
590#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 576#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
591#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 577#define FLAG_IS_BUILDABLE 110 /* Can build on item */
592#define FLAG_AFK 111 /* Player is AFK */ 578#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
579#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
580
593#define NUM_FLAGS 111 /* Should always be equal to the last 581#define NUM_FLAGS 113 /* Should always be equal to the last
594 * defined flag. If you change this, 582 * defined flag + 1. If you change this,
595 * make sure you update the flag_links 583 * make sure you update the flag_links
596 * in common/loader.l 584 * in common/loader.l
597 */ 585 */
598
599/* Values can go up to 127 before the size of the flags array in the
600 * object structure needs to be enlarged.
601 * So there are 18 available flags slots
602 */
603
604 586
605#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
606
607#if 0
608/* These should no longer be needed - access move_slow_penalty
609 * directly.
610 */
611#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
612#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
613#endif
614 588
615/* If you add new movement types, you may need to update 589/* If you add new movement types, you may need to update
616 * describe_item() so properly describe those types. 590 * describe_item() so properly describe those types.
617 * change_abil() probably should be updated also. 591 * change_abil() probably should be updated also.
618 */ 592 */
619#define MOVE_WALK 0x1 /* Object walks */ 593#define MOVE_WALK 0x01 /* Object walks */
620#define MOVE_FLY_LOW 0x2 /* Low flying object */ 594#define MOVE_FLY_LOW 0x02 /* Low flying object */
621#define MOVE_FLY_HIGH 0x4 /* High flying object */ 595#define MOVE_FLY_HIGH 0x04 /* High flying object */
622#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 596#define MOVE_FLYING 0x06
597 /* Combo of fly_low and fly_high */
623#define MOVE_SWIM 0x8 /* Swimming object */ 598#define MOVE_SWIM 0x08 /* Swimming object */
624#define MOVE_BOAT 0x10 /* Boats/sailing */ 599#define MOVE_BOAT 0x10 /* Boats/sailing */
600#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
601
625#define MOVE_ALL 0x1f /* Mask of all movement types */ 602#define MOVE_ALL 0x3f /* Mask of all movement types */
626
627/* the normal assumption is that objects are walking/flying.
628 * 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
630 * expect as more movement types show up, this is likely to get
631 * updated. Basically, this is the default for spaces that allow
632 * movement - anything but swimming right now. If you really
633 * want nothing at all, then can always set move_block to 0
634 */
635#define MOVE_BLOCK_DEFAULT MOVE_SWIM
636 603
637/* typdef here to define type large enough to hold bitmask of 604/* typdef here to define type large enough to hold bitmask of
638 * all movement types. Make one declaration so easy to update. 605 * all movement types. Make one declaration so easy to update.
639 * uint8 is defined yet, so just use what that would define it
640 * at anyways.
641 */ 606 */
642typedef unsigned char MoveType; 607typedef unsigned char MoveType;
643 608
644/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 609/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
645 * Basically, ob2 has to block all of ob1 movement types. 610 * Basically, ob2 has to block all of ob1 movement types.
646 */ 611 */
647#define OB_MOVE_BLOCK(ob1, ob2) \ 612#define OB_MOVE_BLOCK(ob1, ob2) \
652 * Add check - if type is 0, don't stop anything from moving 617 * Add check - if type is 0, don't stop anything from moving
653 * onto it. 618 * onto it.
654 * 619 *
655 */ 620 */
656#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 621#define OB_TYPE_MOVE_BLOCK(ob1, type) \
657 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 622 ((type) && (ob1->move_type & type) == ob1->move_type)
658
659 623
660#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 624#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
661#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 625#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
662#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 626#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
663
664/* 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 */
666#define LOOK_SIZE 6 /* ditto, but for the look-window */
667#define MAX_INV_SIZE 40 /* For initializing arrays */
668#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
669
670#define EDITABLE(xyz) ((xyz)->arch->editable)
671
672#define E_MONSTER 0x00000001
673#define E_EXIT 0x00000002
674#define E_TREASURE 0x00000004
675#define E_BACKGROUND 0x00000008
676#define E_DOOR 0x00000010
677#define E_SPECIAL 0x00000020
678#define E_SHOP 0x00000040
679#define E_NORMAL 0x00000080
680#define E_FALSE_WALL 0x00000100
681#define E_WALL 0x00000200
682#define E_EQUIPMENT 0x00000400
683#define E_OTHER 0x00000800
684#define E_ARTIFACT 0x00001000
685 627
686#define EXIT_PATH(xyz) (xyz)->slaying 628#define EXIT_PATH(xyz) (xyz)->slaying
687#define EXIT_LEVEL(xyz) (xyz)->stats.food 629#define EXIT_LEVEL(xyz) (xyz)->stats.food
688#define EXIT_X(xyz) (xyz)->stats.hp 630#define EXIT_X(xyz) (xyz)->stats.hp
689#define EXIT_Y(xyz) (xyz)->stats.sp 631#define EXIT_Y(xyz) (xyz)->stats.sp
690#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 632#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
691#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 633#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
692 634
693/* for use by the lighting code */ 635/* for use by the lighting code */
694#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 636#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
695 * large values allow objects that can 637 * large values allow objects that can
696 * slow down the game */ 638 * slow down the game */
697#define MAX_DARKNESS 5 /* maximum map darkness, there is no 639#define MAX_DARKNESS 5 /* maximum map darkness, there is no
698 * practical reason to exceed this */ 640 * practical reason to exceed this */
699#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 641#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
700 MAX_LIGHT_RADII:(xyz)->glow_radius; 642 MAX_LIGHT_RADII:(xyz)->glow_radius;
701 643
702#define F_BUY 0 644#define F_BUY 0
703#define F_SELL 1 645#define F_SELL 1
704#define F_TRUE 2 /* True value of item, unadjusted */ 646#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 */ 647#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 */ 648#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
707#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 649#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 */ 650#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 */ 651#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
710 652
711#define DIRX(xyz) freearr_x[(xyz)->direction] 653#define DIRX(xyz) freearr_x[(xyz)->direction]
712#define DIRY(xyz) freearr_y[(xyz)->direction] 654#define DIRY(xyz) freearr_y[(xyz)->direction]
713
714#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;
716 655
717#define ARMOUR_SPEED(xyz) (xyz)->last_sp 656#define ARMOUR_SPEED(xyz) (xyz)->last_sp
718#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 657#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
719#define WEAPON_SPEED(xyz) (xyz)->last_sp 658#define WEAPON_SPEED(xyz) (xyz)->last_sp
720 659
721/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 660/* 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 */ 661 each of them signed char, concatenated in a int16 */
723#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 662#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
724#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 663#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) 664#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
665
726#define FIRE_DIRECTIONAL 0 666#define FIRE_DIRECTIONAL 0
727#define FIRE_POSITIONAL 1 667#define FIRE_POSITIONAL 1
728 668
729/******************************************************************************/ 669/******************************************************************************/
730/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 670/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
743/* CIRCLE1 = 32 */ 683/* CIRCLE1 = 32 */
744/* + DISTATT = 1 */ 684/* + DISTATT = 1 */
745/* ------------------- */ 685/* ------------------- */
746/* attack_movement = 33 */ 686/* attack_movement = 33 */
747/******************************************************************************/ 687/******************************************************************************/
748#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 688#define DISTATT 1 /* move toward a player if far, but mantain some space, */
749 /* attack from a distance - good for missile users only */ 689 /* attack from a distance - good for missile users only */
750#define RUNATT 2 /* run but attack if player catches up to object */ 690#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 */ 691#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 */ 692#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 */ 693#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 */ 694#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 */ 695#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 */ 696#define WAIT2 8 /* monster does not try to move towards player if far */
757 /* maintains comfortable distance */ 697 /* maintains comfortable distance */
758#define PETMOVE 16 /* if the upper four bits of attack_movement */ 698#define PETMOVE 16 /* if the upper four bits of attack_movement */
759 /* are set to this number, the monster follows a player */ 699 /* are set to this number, the monster follows a player */
760 /* until the owner calls it back or off */ 700 /* until the owner calls it back or off */
761 /* player followed denoted by 0b->owner */ 701 /* player followed denoted by 0b->owner */
762 /* the monster will try to attack whatever the player is */ 702 /* the monster will try to attack whatever the player is */
763 /* attacking, and will continue to do so until the owner */ 703 /* attacking, and will continue to do so until the owner */
764 /* calls off the monster - a key command will be */ 704 /* calls off the monster - a key command will be */
765 /* inserted to do so */ 705 /* inserted to do so */
766#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 706#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 */ 707 /* are set to this number, the monster will move in a */
768 /* circle until it is attacked, or the enemy field is */ 708 /* circle until it is attacked, or the enemy field is */
769 /* set, this is good for non-aggressive monsters and NPC */ 709 /* set, this is good for non-aggressive monsters and NPC */
770#define CIRCLE2 48 /* same as above but a larger circle is used */ 710#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 */ 711#define PACEH 64 /* The Monster will pace back and forth until attacked */
772 /* this is HORIZONTAL movement */ 712 /* this is HORIZONTAL movement */
773#define PACEH2 80 /* the monster will pace as above but the length of the */ 713#define PACEH2 80 /* the monster will pace as above but the length of the */
774 /* pace area is longer and the monster stops before */ 714 /* pace area is longer and the monster stops before */
775 /* changing directions */ 715 /* changing directions */
776 /* this is HORIZONTAL movement */ 716 /* this is HORIZONTAL movement */
777#define RANDO 96 /* the monster will go in a random direction until */ 717#define RANDO 96 /* the monster will go in a random direction until */
778 /* it is stopped by an obstacle, then it chooses another */ 718 /* it is stopped by an obstacle, then it chooses another */
779 /* direction. */ 719 /* direction. */
780#define RANDO2 112 /* constantly move in a different random direction */ 720#define RANDO2 112 /* constantly move in a different random direction */
781#define PACEV 128 /* The Monster will pace back and forth until attacked */ 721#define PACEV 128 /* The Monster will pace back and forth until attacked */
782 /* this is VERTICAL movement */ 722 /* this is VERTICAL movement */
783#define PACEV2 144 /* the monster will pace as above but the length of the */ 723#define PACEV2 144 /* the monster will pace as above but the length of the */
784 /* pace area is longer and the monster stops before */ 724 /* pace area is longer and the monster stops before */
785 /* changing directions */ 725 /* changing directions */
786 /* this is VERTICAL movement */ 726 /* this is VERTICAL movement */
787#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 727#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
788#define HI4 240 728#define HI4 240
789 729
790/*
791 * Use of the state-variable in player objects:
792 */
793
794#define ST_PLAYING 0
795#define ST_PLAY_AGAIN 1
796#define ST_ROLL_STAT 2
797#define ST_CHANGE_CLASS 3
798#define ST_CONFIRM_QUIT 4
799#define ST_CONFIGURE 5
800#define ST_GET_NAME 6
801#define ST_GET_PASSWORD 7
802#define ST_CONFIRM_PASSWORD 8
803#define ST_GET_PARTY_PASSWORD 10
804
805#define BLANK_FACE_NAME "blank.111" 730#define BLANK_FACE_NAME "blank.x11"
806#define EMPTY_FACE_NAME "empty.111" 731#define EMPTY_FACE_NAME "empty.x11"
807#define DARK_FACE1_NAME "dark1.111"
808#define DARK_FACE2_NAME "dark2.111"
809#define DARK_FACE3_NAME "dark3.111"
810#define SMOOTH_FACE_NAME "default_smoothed.111"
811 732
812/* 733/*
813 * Defines for the luck/random functions to make things more readable 734 * Defines for the luck/random functions to make things more readable
814 */ 735 */
815 736
816#define PREFER_HIGH 1 737#define PREFER_HIGH 1
817#define PREFER_LOW 0 738#define PREFER_LOW 0
818 739
819/* Simple function we use below to keep adding to the same string 740/* Flags for apply_special() */
820 * but also make sure we don't overwrite that string. 741enum apply_flag
821 */
822static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
823{ 742{
824 if (*curlen == (maxlen-1)) return;
825 strncpy(dest+*curlen, orig, maxlen-*curlen-1);
826 dest[maxlen-1]=0;
827 *curlen += strlen(orig);
828 if (*curlen>(maxlen-1)) *curlen=maxlen-1;
829}
830
831
832/* The SAFE versions of these call the safe_strcat function above.
833 * Ideally, all functions should use the SAFE functions, but they
834 * require some extra support in the calling function to remain as
835 * efficient.
836 */
837#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
838 if(variable) { \
839 int i,j=0; \
840 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
841 for(i=0; i<NROFATTACKS; i++) \
842 if(variable & (1<<i)) { \
843 if (j) \
844 safe_strcat(retbuf,", ", len, maxlen); \
845 else \
846 j = 1; \
847 safe_strcat(retbuf, attacks[i], len, maxlen); \
848 } \
849 safe_strcat(retbuf,")",len,maxlen); \
850 }
851
852
853/* separated this from the common/item.c file. b.t. Dec 1995 */
854
855#define DESCRIBE_ABILITY(retbuf, variable, name) \
856 if(variable) { \
857 int i,j=0; \
858 strcat(retbuf,"(" name ": "); \
859 for(i=0; i<NROFATTACKS; i++) \
860 if(variable & (1<<i)) { \
861 if (j) \
862 strcat(retbuf,", "); \
863 else \
864 j = 1; \
865 strcat(retbuf, attacks[i]); \
866 } \
867 strcat(retbuf,")"); \
868 }
869
870
871#define DESCRIBE_PATH(retbuf, variable, name) \
872 if(variable) { \
873 int i,j=0; \
874 strcat(retbuf,"(" name ": "); \
875 for(i=0; i<NRSPELLPATHS; i++) \
876 if(variable & (1<<i)) { \
877 if (j) \
878 strcat(retbuf,", "); \
879 else \
880 j = 1; \
881 strcat(retbuf, spellpathnames[i]); \
882 } \
883 strcat(retbuf,")"); \
884 }
885
886
887#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
888 if(variable) { \
889 int i,j=0; \
890 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
891 for(i=0; i<NRSPELLPATHS; i++) \
892 if(variable & (1<<i)) { \
893 if (j) \
894 safe_strcat(retbuf,", ", len, maxlen); \
895 else \
896 j = 1; \
897 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
898 } \
899 safe_strcat(retbuf,")", len, maxlen); \
900 }
901
902/* Flags for apply_special() */
903enum apply_flag {
904 /* Basic flags, always use one of these */ 743 /* Basic flags/mode, always use one of these */
905 AP_NULL = 0, 744 AP_TOGGLE = 0,
906 AP_APPLY = 1, 745 AP_APPLY = 1,
907 AP_UNAPPLY = 2, 746 AP_UNAPPLY = 2,
908 747
909 AP_BASIC_FLAGS = 15, 748 AP_BASIC_FLAGS = 0x0f,
910 749
911 /* Optional flags, for bitwise or with a basic flag */ 750 /* Optional flags, for bitwise or with a basic flag */
912 AP_NO_MERGE = 16, 751 AP_NO_MERGE = 0x10,
913 AP_IGNORE_CURSE = 32, 752 AP_IGNORE_CURSE = 0x20,
914 AP_PRINT = 64 /* Print what to do, don't actually do it */ 753 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
915 /* Note this is supported in all the functions */ 754 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
916
917}; 755};
918 756
919/* Bitmask values for 'can_apply_object()' return values. 757/* Bitmask values for 'can_apply_object()' return values.
920 * the CAN_APPLY_ prefix is to just note what function the 758 * the CAN_APPLY_ prefix is to just note what function the
921 * are returned from. 759 * are returned from.
947#define CAN_APPLY_NOT_MASK 0xf 785#define CAN_APPLY_NOT_MASK 0xf
948#define CAN_APPLY_UNAPPLY 0x10 786#define CAN_APPLY_UNAPPLY 0x10
949#define CAN_APPLY_UNAPPLY_MULT 0x20 787#define CAN_APPLY_UNAPPLY_MULT 0x20
950#define CAN_APPLY_UNAPPLY_CHOICE 0x40 788#define CAN_APPLY_UNAPPLY_CHOICE 0x40
951 789
952/* Cut off point of when an object is put on the active list or not */ 790// Cut off point of when an object is put on the active list or not
953#define MIN_ACTIVE_SPEED 0.00001 791// we use 2**-n because that can be represented exactly
792// also make sure that this is a float, not double, constant
793#define MIN_ACTIVE_SPEED (1.f / 65536.f)
954 794
955/* 795#define RANDOM() (rndm.next () & 0xffffffU)
956 * random() is much better than rand(). If you have random(), use it instead.
957 * You shouldn't need to change any of this
958 *
959 * 0.93.3: It looks like linux has random (previously, it was set below
960 * to use rand). Perhaps old version of linux lack rand? IF you run into
961 * problems, add || defined(__linux__) the #if immediately below.
962 *
963 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
964 * here.
965 */
966
967#ifdef HAVE_SRANDOM
968#define RANDOM() random()
969#define SRANDOM(xyz) srandom(xyz)
970#else
971# ifdef HAVE_SRAND48
972# define RANDOM() lrand48()
973# define SRANDOM(xyz) srand48(xyz)
974# else
975# ifdef HAVE_SRAND
976# define RANDOM() rand()
977# define SRANDOM(xyz) srand(xyz)
978# else
979# error "Could not find a usable random routine"
980# endif
981# endif
982#endif
983 796
984/* Returns the weight of the given object. Note: it does not take the number of 797/* Returns the weight of the given object. Note: it does not take the number of
985 * items (nrof) into account. 798 * items (nrof) into account.
799 * (this looks rather bogus, schmorp)
986 */ 800 */
987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 801#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
988 802
989
990/* Code fastening defines
991 * 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__.
993 * the '\0' caracter will not be put at end of buf__.
994 * use preparefastcat and finishfastcat on buf__ to prepare
995 * and clean up the string. (Lots faster than doing each time...)
996 * 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
998 * kown in advance.
999 */
1000
1001 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1002 #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__);}
1004 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1005
1006 /* You may uncomment following define to check sanity of code.
1007 * But use as debug only (loses all speed gained by those macros)
1008 */
1009/*#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__);}*/
1011
1012
1013
1014
1015
1016
1017
1018/* 803/*
1019 * Warning! 804 * Warning!
1020 * If you add message types here, don't forget 805 * If you add message types here, don't forget
1021 * to keep the client up to date too! 806 * to keep the client up to date too!
1022 */ 807 */
1023 808
1024
1025/* message types */ 809/* message types */
1026#define MSG_TYPE_BOOK 1 810#define MSG_TYPE_BOOK 1
1027#define MSG_TYPE_CARD 2 811#define MSG_TYPE_CARD 2
1028#define MSG_TYPE_PAPER 3 812#define MSG_TYPE_PAPER 3
1029#define MSG_TYPE_SIGN 4 813#define MSG_TYPE_SIGN 4
1099#define MSG_TYPE_MONUMENT_WALL_3 12 883#define MSG_TYPE_MONUMENT_WALL_3 12
1100 884
1101/*some readable flags*/ 885/*some readable flags*/
1102 886
1103/* dialog messsage */ 887/* dialog messsage */
1104#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 888#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1105#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 889#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1106#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 890#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1107 891
1108/* admin messages */ 892/* admin messages */
1109#define MSG_TYPE_ADMIN_RULES 1 893#define MSG_TYPE_ADMIN_RULES 1
1110#define MSG_TYPE_ADMIN_NEWS 2 894#define MSG_TYPE_ADMIN_NEWS 2
1111 895
896/**
897 * Maximum distance a player may hear a sound from.
898 * This is only used for new client/server sound. If the sound source
899 * on the map is farther away than this, we don't sent it to the client.
900 */
901#define MAX_SOUND_DISTANCE 16
902
903#define LOG_CHANNEL "log" // the plain and ugly standard server log
904#define INFO_CHANNEL "info" // lower_left box
905#define SAY_CHANNEL "channel-say"
906#define CHAT_CHANNEL "channel-chat"
907#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
908
909/* The following are the color flags passed to new_draw_info.
910 *
911 * We also set up some control flags
912 *
913 * NDI = New Draw Info
914 */
915
916/* Color specifications - note these match the order in xutil.c */
917/* Note 2: Black, the default color, is 0. Thus, it does not need to
918 * be implicitly specified.
919 */
920#define NDI_BLACK 0
921#define NDI_WHITE 1
922#define NDI_NAVY 2
923#define NDI_RED 3
924#define NDI_ORANGE 4
925#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
926#define NDI_DK_ORANGE 6 /* DarkOrange2 */
927#define NDI_GREEN 7 /* SeaGreen */
928#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
929 /* Than seagreen - also background color */
930#define NDI_GREY 9
931#define NDI_BROWN 10 /* Sienna */
932#define NDI_GOLD 11
933#define NDI_TAN 12 /* Khaki */
934
935#define NDI_MAX_COLOR 12 /* Last value in */
936#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
937 /* using an int anyways, so we have the space */
938 /* to still do all the flags */
939
940#define NDI_REPLY 0x20 // is a direct reply to a user command
941#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
942#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
943#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
944
945#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
946#define NDI_ALL 0x2000 /* Inform all players of this message */
947#define NDI_DEF 0x4000 // ignore colour for channel protocol
948
1112#endif /* DEFINE_H */ 949#endif /* DEFINE_H */
950

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