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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 1.94 by root, Tue Dec 23 06:58:23 2008 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: define.h,v 1.9 2006/09/11 12:08:01 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
47
48// maximum length of an object name in the protocol
49#define NAME_LEN 127
50
65#ifndef MIN 51#undef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y))
67#endif
68#ifndef MAX 52#undef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y))
70#endif
71 53
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX
74#define NAME_MAX 255
75#endif
76
77/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif
81
82/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif
86
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
89 56
90#define MAX_BUF 1024 /* Used for all kinds of things */ 57//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120
59#define MAX_WC 120
60#define MIN_AC -120
61#define MAX_AC 120
62#define MIN_DAM 0
63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
66
67#define MAX_BUF 1024
68 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 72
95#define FONTSIZE 3000 /* Max chars in font */ 73#define FONTSIZE 3000 /* Max chars in font */
96 74
97#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
98 76
99#define MAX_NAME 48 77#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
102 79
103/* Fatal variables: */ 80#define ATTUNE_REPELL 16 // levels diff for attune/repell
81
82//TODO: remove all calls to fatal and replace them by cleanup
104#define OUT_OF_MEMORY 0 83#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 84#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 85#define ARCHTABLE_TOO_SMALL 2 // unused
107#define TOO_MANY_ERRORS 3 86#define TOO_MANY_ERRORS 3
108 87
109/* TYPE DEFINES */ 88/* TYPE DEFINES */
89
110/* Only add new values to this list if somewhere in the program code, 90/* 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 91 * 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 92 * 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 93 * 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 94 * the monster type, that can not be handled by any of the numerous
115 * flags 95 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 96 * 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 97 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 98 */
119 99
120/* type 0 will be undefined and shows a non valid type information */ 100/* USED TYPES: (for dead types please look at the bottom of the type
101 * definitions)
102 */
121 103
122#define PLAYER 1 104/* type 0 objects have the default behaviour */
123#define TRANSPORT 2 /* see doc/Developers/objects */ 105
124#define ROD 3 106#define PLAYER 1
107#define TRANSPORT 2 /* see pod/objects.pod */
108#define ROD 3
125#define TREASURE 4 109#define TREASURE 4
126#define POTION 5 110#define POTION 5
127#define FOOD 6 111#define FOOD 6
128#define POISON 7 112#define POISON 7
129#define BOOK 8 113#define BOOK 8
130#define CLOCK 9 114#define CLOCK 9
131/*#define FBULLET 10 */ 115//10
132/*#define FBALL 11 */ 116//11
133#define LIGHTNING 12 117//12
134#define ARROW 13 118#define ARROW 13
135#define BOW 14 119#define BOW 14
136#define WEAPON 15 120#define WEAPON 15
137#define ARMOUR 16 121#define ARMOUR 16
138#define PEDESTAL 17 122#define PEDESTAL 17
139#define ALTAR 18 123#define ALTAR 18
140/*#define CONFUSION 19 */ 124//19
141#define LOCKED_DOOR 20 125#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 126#define SPECIAL_KEY 21
143#define MAP 22 127#define MAP 22
144#define DOOR 23 128#define DOOR 23
145#define KEY 24 129#define KEY 24
146/*#define MMISSILE 25 */ 130//25
147#define TIMED_GATE 26 131#define TIMED_GATE 26
148#define TRIGGER 27 132#define TRIGGER 27
149#define GRIMREAPER 28 133#define GRIMREAPER 28
150#define MAGIC_EAR 29 134#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 135#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 136#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 137#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 138#define SHIELD 33
155#define HELMET 34 139#define HELMET 34
156#define HORN 35 140#define HORN 35
157#define MONEY 36 141#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 142#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 143#define GRAVESTONE 38
160#define AMULET 39 144#define AMULET 39
161#define PLAYERMOVER 40 145#define PLAYERMOVER 40
162#define TELEPORTER 41 146#define TELEPORTER 41
163#define CREATOR 42 147#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 148#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 149//44
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 150#define EARTHWALL 45
169#define GOLEM 46 151#define GOLEM 46
170/*#define BOMB 47 */ 152//47
171#define THROWN_OBJ 48 153#define THROWN_OBJ 48
172#define BLINDNESS 49 154#define BLINDNESS 49
173#define GOD 50 155#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 156#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 157 * which notices the presense of
177 /* another object and is triggered */ 158 * another object and is triggered
178 /* like buttons. */ 159 * like buttons.
160 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 161#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 162 * force into a player with a specified string WHEN TRIGGERED.
163 */
181#define DEAD_OBJECT 53 164#define DEAD_OBJECT 53
182#define DRINK 54 165#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 166#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 167 * force into a player with a specified string.
168 */
185#define HOLY_ALTAR 56 169#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 170#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 171#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 172
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 173#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 174 * a monster into a peaceful being incapable of attack.
191#define GEM 60 175 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 176#define GEM 60
177//61
193#define FIREWALL 62 178#define FIREWALL 62
194#define ANVIL 63 179#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 180#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 181#define MOOD_FLOOR 65 /*
197 * values of last_sp set how to change: 182 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 183 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 184 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 185 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 186 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 187 * 4 = charm, monsters become pets
203#define EXIT 66 188 * 5 = destroy monsters
189 * 6 = destroy pets / friendlies
190 */
191#define EXIT 66
204#define ENCOUNTER 67 192#define ENCOUNTER 67
205#define SHOP_FLOOR 68 193#define SHOP_FLOOR 68
206#define SHOP_MAT 69 194#define SHOP_MAT 69
207#define RING 70 195#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 200#define LIGHTER 75
213 201//76
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
215 * types are not used in any archetypes, and should perhaps be removed. 203//78
216 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218
219#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. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 204#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 205 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 206 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 207 on chairs, we create a new type and remove all
225 chairs from here. */ 208 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 209//80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 210//81
228#define LAMP 82 /* a lamp */ 211#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 213//84
231#define SPELLBOOK 85 214#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 215//86
233#define CLOAK 87 216#define CLOAK 87
234/*#define CONE 88 */ 217//88
235/*#define AURA 89 *//* aura spell object */ 218//89
236
237#define SPINNER 90 219#define SPINNER 90
238#define GATE 91 220#define GATE 91
239#define BUTTON 92 221#define BUTTON 92
240#define CF_HANDLE 93 222#define CF_HANDLE 93
241#define HOLE 94 223#define HOLE 94
242#define TRAPDOOR 95 224#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 225//96
244/*#define PARAIMAGE 97 */ 226//97
245#define SIGN 98 227#define SIGN 98
246#define BOOTS 99 228#define BOOTS 99
247#define GLOVES 100 229#define GLOVES 100
248#define SPELL 101 230#define SPELL 101
249#define SPELL_EFFECT 102 231#define SPELL_EFFECT 102
250#define CONVERTER 103 232#define CONVERTER 103
251#define BRACERS 104 233#define BRACERS 104
252#define POISONING 105 234#define POISONING 105
253#define SAVEBED 106 235#define SAVEBED 106
254#define POISONCLOUD 107 236//107
255#define FIREHOLES 108 237//108
256#define WAND 109 238#define WAND 109
257/*#define ABILITY 110*/ 239#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
258#define SCROLL 111 240#define SCROLL 111
259#define DIRECTOR 112 241#define DIRECTOR 112
260#define GIRDLE 113 242#define GIRDLE 113
261#define FORCE 114 243#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 244#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 */ 245#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
246//117
247//118
248//119
249//120
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 250#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 251#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 252#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 253#define WEAPON_IMPROVER 124
268 254//125
269/* unused: 125 - 129 255//126
270 * type 125 was MONEY_CHANGER 256//127
271 */ 257//128
258//129
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ 259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260//131
261//132
262//133
263//134
264//135
265//136
266//137
273#define DEEP_SWAMP 138 267#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139 268#define IDENTIFY_ALTAR 139
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 269//140
270//141
271//142
272//143
273//144
274//145
275//146
276//147
277//148
278//149
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 279#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 280//151
278/*#define SWARM_SPELL 153*/ 281//152
279#define RUNE 154 282//153
280#define TRAP 155 283#define RUNE 154
281 284#define TRAP 155
282#define POWER_CRYSTAL 156 285#define POWER_CRYSTAL 156
283#define CORPSE 157 286#define CORPSE 157
284 287#define DISEASE 158
285#define DISEASE 158 288#define SYMPTOM 159
286#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 289#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 290#define MATERIAL 161 /* Material for building */
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 291//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291#define QUEST 164 /* See below for subtypes */ 293//164
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */ 295 potions, alchemy, or magic works here (elmex) */
296
297#define NUM_TYPES 166 // must be max(type) + 1
298
294/* END TYPE DEFINE */ 299/* END TYPE DEFINE */
295 300
296#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 301// maximum supported subtype number + 1, can be increased to 256
302// currently (2007-09) in use: 50
303#define NUM_SUBTYPES 64
297 304
298/* Subtypes for BUILDER */ 305/* Subtypes for BUILDER */
299#define ST_BD_BUILD 1 /* Builds an item */ 306#define ST_BD_BUILD 1 /* Builds an item */
300#define ST_BD_REMOVE 2 /* Removes an item */ 307#define ST_BD_REMOVE 2 /* Removes an item */
301 308
302/* Subtypes for MATERIAL */ 309/* Subtypes for MATERIAL */
303#define ST_MAT_FLOOR 1 /* Floor */ 310#define ST_MAT_FLOOR 1 /* Floor */
304#define ST_MAT_WALL 2 /* Wall */ 311#define ST_MAT_WALL 2 /* Wall */
305#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 312#define ST_MAT_ITEM 3 /* All other items, including doors & such */
306 313
307/* definitions for weapontypes */ 314/* definitions for weapontypes */
308 315
309#define WEAP_HIT 0 /* the basic */ 316#define WEAP_HIT 0 /* the basic */
310#define WEAP_SLASH 1 /* slash */ 317#define WEAP_SLASH 1 /* slash */
311#define WEAP_PIERCE 2 /* arrows, stiletto */ 318#define WEAP_PIERCE 2 /* arrows, stiletto */
312#define WEAP_CLEAVE 3 /* axe */ 319#define WEAP_CLEAVE 3 /* axe */
313#define WEAP_SLICE 4 /* katana */ 320#define WEAP_SLICE 4 /* katana */
314#define WEAP_STAB 5 /* knife, dagger */ 321#define WEAP_STAB 5 /* knife, dagger */
315#define WEAP_WHIP 6 /* whips n chains */ 322#define WEAP_WHIP 6 /* whips n chains */
316#define WEAP_CRUSH 7 /* big hammers, flails */ 323#define WEAP_CRUSH 7 /* big hammers, flails */
317#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 324#define WEAP_BLUD 8 /* bludgeoning, club, stick */
318 325
319typedef struct typedata { 326typedef struct typedata
327{
320 int number; 328 int number;
321 const char *name; 329 const char *name;
322 const char *name_pl; 330 const char *name_pl;
323 int identifyskill; 331 int identifyskill;
324 int identifyskill2; 332 int identifyskill2;
325} typedata; 333} typedata;
326 334
327extern const int ItemTypesSize; 335extern const int ItemTypesSize;
328extern typedata ItemTypes[]; 336extern typedata ItemTypes[];
329 337
366#define PU_READABLES 0x00400000 374#define PU_READABLES 0x00400000
367#define PU_MAGIC_DEVICE 0x00800000 375#define PU_MAGIC_DEVICE 0x00800000
368 376
369#define PU_NOT_CURSED 0x01000000 377#define PU_NOT_CURSED 0x01000000
370#define PU_JEWELS 0x02000000 378#define PU_JEWELS 0x02000000
379#define PU_FLESH 0x04000000
371 380
372 381
373/* Instead of using arbitrary constants for indexing the 382/* Instead of using arbitrary constants for indexing the
374 * freearr, add these values. <= SIZEOFFREE1 will get you 383 * freearr, add these values. <= SIZEOFFREE1 will get you
375 * within 1 space. <= SIZEOFFREE2 wll get you withing 384 * within 1 space. <= SIZEOFFREE2 wll get you withing
376 * 2 spaces, and the entire array (< SIZEOFFREE) is 385 * 2 spaces, and the entire array (< SIZEOFFREE) is
377 * three spaces 386 * three spaces
378 */ 387 */
388#define SIZEOFFREE0 0
379#define SIZEOFFREE1 8 389#define SIZEOFFREE1 8
380#define SIZEOFFREE2 24 390#define SIZEOFFREE2 24
391#define SIZEOFFREE3 48
381#define SIZEOFFREE 49 392#define SIZEOFFREE 49
382 393
383#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
384 395
385/* Flag structure now changed. 396/*
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 397 * If any FLAG's are added or changed, make sure the flag_names structure in
406 * common/loader.l is updated. 398 * common/loader.l is updated.
407 * 399 */
408 * flags[0] is 0 to 31 400
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 */ 401/* Basic routines to do above */
414#define SET_FLAG(xyz, p) \ 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
415 ((xyz)->flags[p/32] |= (1U << (p % 32))) 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
416#define CLEAR_FLAG(xyz, p) \ 404#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)))
451 405
452/* the flags */ 406/* the flags */
453 407
454#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
455#define FLAG_WIZ 1 /* Object has special privilegies */ 409#define FLAG_WIZ 1 /* Object has special privilegies */
456#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 410#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 */ 411#define FLAG_FREED 3 /* Object is in the list of free objects */
458#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 412#define FLAG_WIZLOOK 4 /* disable los and lighting */
459#define FLAG_APPLIED 5 /* Object is ready for use by living */ 413#define FLAG_APPLIED 5 /* Object is ready for use by living */
460#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
461#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
462 416
463#define FLAG_NO_PICK 8 /* Object can't be picked up */ 417#define FLAG_NO_PICK 8 /* Object can't be picked up */
418
464/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 419/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
465/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 420/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
421
466#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
423
467/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 424/*#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) */ 425/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
426#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
427
469#define FLAG_MONSTER 14 /* Will attack players */ 428#define FLAG_MONSTER 14 /* Will attack players */
470#define FLAG_FRIENDLY 15 /* Will help players */ 429#define FLAG_FRIENDLY 15 /* Will help players */
471
472#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
473#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
474#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 432#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
475#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 433#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. */ 434#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
477#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 435#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
478#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 436#define FLAG_CAN_ROLL 22 /* Object can be rolled */
479#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 437#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
480#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 438#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
439
481/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 440/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
482/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 441/*#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 */ 442/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
443
484#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 444#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 */ 445#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
486#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 446#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
487#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 447#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
488
489/* Start of values in flags[1] */
490#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 448#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
491#define FLAG_HITBACK 33 /* Object will hit back when hit */ 449#define FLAG_HITBACK 33 /* Object will hit back when hit */
492#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 450#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
493#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 451#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
494#define FLAG_UNDEAD 36 /* Monster is undead */ 452#define FLAG_UNDEAD 36 /* Monster is undead */
495#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 453#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
496#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 454#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
497#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 455#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
498
499#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 456#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
457
500#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 458#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 */ 459#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
502#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 460#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
503#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 461#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
504#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 462#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
505 but can still attack at a distance */ 463 but can still attack at a distance */
464
506/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 465/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
507 thru this object as if it wasn't there */ 466 thru this object as if it wasn't there */
508/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 467/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
509 468
510#define FLAG_PICK_UP 48 /* Can pick up */ 469#define FLAG_PICK_UP 48 /* Can pick up */
511#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 470#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
512#define FLAG_NO_DROP 50 /* Object can't be dropped */ 471#define FLAG_NO_DROP 50 /* Object can't be dropped */
513#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 472#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
473
514#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 474#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
515#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 475#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
516#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 476#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
517#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 477#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
518
519#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 478#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
520#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 479#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
521#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 480#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) */ 481#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
523#define FLAG_READY_BOW 60 /* not implemented yet */ 482#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
483
524#define FLAG_XRAYS 61 /* X-ray vision */ 484#define FLAG_XRAYS 61 /* X-ray vision */
525#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 485#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 */ 486#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
527 487
528/* Start of values in flags[2] */
529#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 488#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 489#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
531#define FLAG_SLEEP 66 /* NPC is sleeping */ 490#define FLAG_SLEEP 66 /* NPC is sleeping */
532#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 491#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
533#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 492#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
534#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 493#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 */ 494#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
536#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 495#define FLAG_STEALTH 71 /* Will wake monsters with less range */
537 496
538#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 497#define FLAG_WIZPASS 72 /* The wizard can go through walls */
539#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 498#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
540#define FLAG_CURSED 74 /* The object is cursed */ 499#define FLAG_CURSED 74 /* The object is cursed */
541#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 500#define FLAG_DAMNED 75 /* The object is _very_ cursed */
542#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 501#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 */ 502#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 */ 503#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
545#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 504#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
546 505
547#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 506#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 */ 507#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 */ 508#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 509
510#define FLAG_PRECIOUS 83 // object is precious (pets)
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 511#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 512#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
553#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 513#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
514
554#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 515#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
555
556#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 516#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
557#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 517#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 */ 518#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 */ 519#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) */ 520#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
561#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 521#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
562#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 522#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
523
563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 524/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
564 525
565/* Start of values in flags[3] */
566#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 526#define FLAG_NO_STEAL 96 /* Item can't be stolen */
567#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 527#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
568 * away (replaces ghosthit) 528 * away (replaces ghosthit)
569 */ 529 */
570#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 530#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
571 * detect cases were the server is trying
572 * to send an upditem when we have not
573 * actually sent the item.
574 */
575 531
576#define FLAG_BERSERK 99 /* monster will attack closest living 532#define FLAG_BERSERK 99 /* monster will attack closest living
577 object */ 533 object */
578#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 534#define FLAG_NEUTRAL 100 /* monster is from type neutral */
579#define FLAG_NO_ATTACK 101 /* monster don't attack */ 535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
580#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 536#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
581#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 537#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
582 * load_original_map() */ 538 * load_original_map() */
583#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 539//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
584 * the overlay, and is not subject to 540// * the overlay, and is not subject to
585 * decay. */ 541// * decay. */
586#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 542#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
587#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 543#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
588#define FLAG_IS_WATER 107 544#define FLAG_IS_WATER 107
589#define FLAG_CONTENT_ON_GEN 108 545#define FLAG_CONTENT_ON_GEN 108
590#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 546#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
591#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 547#define FLAG_IS_BUILDABLE 110 /* Can build on item */
592#define FLAG_AFK 111 /* Player is AFK */ 548#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
549#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
550
593#define NUM_FLAGS 111 /* Should always be equal to the last 551#define NUM_FLAGS 113 /* Should always be equal to the last
594 * defined flag. If you change this, 552 * defined flag + 1. If you change this,
595 * make sure you update the flag_links 553 * make sure you update the flag_links
596 * in common/loader.l 554 * in common/loader.l
597 */ 555 */
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
605#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
614 556
615/* If you add new movement types, you may need to update 557/* If you add new movement types, you may need to update
616 * describe_item() so properly describe those types. 558 * describe_item() so properly describe those types.
617 * change_abil() probably should be updated also. 559 * change_abil() probably should be updated also.
618 */ 560 */
619#define MOVE_WALK 0x1 /* Object walks */ 561#define MOVE_WALK 0x01 /* Object walks */
620#define MOVE_FLY_LOW 0x2 /* Low flying object */ 562#define MOVE_FLY_LOW 0x02 /* Low flying object */
621#define MOVE_FLY_HIGH 0x4 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
622#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 564#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */
623#define MOVE_SWIM 0x8 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
624#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
569
625#define MOVE_ALL 0x1f /* Mask of all movement types */ 570#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
636 571
637/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
638 * all movement types. Make one declaration so easy to update. 573 * 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 */ 574 */
642typedef unsigned char MoveType; 575typedef unsigned char MoveType;
643 576
644/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 577/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
645 * Basically, ob2 has to block all of ob1 movement types. 578 * Basically, ob2 has to block all of ob1 movement types.
646 */ 579 */
647#define OB_MOVE_BLOCK(ob1, ob2) \ 580#define OB_MOVE_BLOCK(ob1, ob2) \
652 * Add check - if type is 0, don't stop anything from moving 585 * Add check - if type is 0, don't stop anything from moving
653 * onto it. 586 * onto it.
654 * 587 *
655 */ 588 */
656#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 589#define OB_TYPE_MOVE_BLOCK(ob1, type) \
657 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 590 ((type) && (ob1->move_type & type) == ob1->move_type)
658 591
659
660#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
661#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
662#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 592#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
685 593
686#define EXIT_PATH(xyz) (xyz)->slaying 594#define EXIT_PATH(xyz) (xyz)->slaying
687#define EXIT_LEVEL(xyz) (xyz)->stats.food 595#define EXIT_LEVEL(xyz) (xyz)->stats.food
688#define EXIT_X(xyz) (xyz)->stats.hp 596#define EXIT_X(xyz) (xyz)->stats.hp
689#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
690#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
691#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
692 600
693/* for use by the lighting code */ 601/* for use by the lighting code */
694#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
695 * large values allow objects that can 603 * large values allow objects that can
696 * slow down the game */ 604 * slow down the game */
697#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
698 * practical reason to exceed this */ 606 * practical reason to exceed this */
607#define LOS_MAX 4 /* max. los value for non-blocked spaces */
608#define LOS_BLOCKED 100 /* fully blocked spaces */
699#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
700 MAX_LIGHT_RADII:(xyz)->glow_radius; 610 MAX_LIGHT_RADII:(xyz)->glow_radius;
611// player position in blocked_los code
612#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
613#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
614
701 615
702#define F_BUY 0 616#define F_BUY 0
703#define F_SELL 1 617#define F_SELL 1
704#define F_TRUE 2 /* True value of item, unadjusted */ 618#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 */ 619#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 */ 620#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
707#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 621#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 */ 622#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 */ 623#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
710 624
711#define DIRX(xyz) freearr_x[(xyz)->direction] 625#define DIRX(xyz) freearr_x[(xyz)->direction]
712#define DIRY(xyz) freearr_y[(xyz)->direction] 626#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;
716 627
717#define ARMOUR_SPEED(xyz) (xyz)->last_sp 628#define ARMOUR_SPEED(xyz) (xyz)->last_sp
718#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 629#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
719#define WEAPON_SPEED(xyz) (xyz)->last_sp 630#define WEAPON_SPEED(xyz) (xyz)->last_sp
720 631
721/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 632/* 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 */ 633 each of them signed char, concatenated in a int16 */
723#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 634#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
724#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 635#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) 636#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
637
726#define FIRE_DIRECTIONAL 0 638#define FIRE_DIRECTIONAL 0
727#define FIRE_POSITIONAL 1 639#define FIRE_POSITIONAL 1
728 640
729/******************************************************************************/ 641/******************************************************************************/
730/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 642/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
743/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
744/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
745/* ------------------- */ 657/* ------------------- */
746/* attack_movement = 33 */ 658/* attack_movement = 33 */
747/******************************************************************************/ 659/******************************************************************************/
748#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 660#define DISTATT 1 /* move toward a player if far, but mantain some space, */
749 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
750#define RUNATT 2 /* run but attack if player catches up to object */ 662#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 */ 663#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 */ 664#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 */ 665#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 */ 666#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 */ 667#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 */ 668#define WAIT2 8 /* monster does not try to move towards player if far */
757 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
758#define PETMOVE 16 /* if the upper four bits of attack_movement */ 670#define PETMOVE 16 /* if the upper four bits of attack_movement */
759 /* are set to this number, the monster follows a player */ 671 /* are set to this number, the monster follows a player */
760 /* until the owner calls it back or off */ 672 /* until the owner calls it back or off */
761 /* player followed denoted by 0b->owner */ 673 /* player followed denoted by 0b->owner */
762 /* the monster will try to attack whatever the player is */ 674 /* the monster will try to attack whatever the player is */
763 /* attacking, and will continue to do so until the owner */ 675 /* attacking, and will continue to do so until the owner */
764 /* calls off the monster - a key command will be */ 676 /* calls off the monster - a key command will be */
765 /* inserted to do so */ 677 /* inserted to do so */
766#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 678#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 */ 679 /* are set to this number, the monster will move in a */
768 /* circle until it is attacked, or the enemy field is */ 680 /* circle until it is attacked, or the enemy field is */
769 /* set, this is good for non-aggressive monsters and NPC */ 681 /* set, this is good for non-aggressive monsters and NPC */
770#define CIRCLE2 48 /* same as above but a larger circle is used */ 682#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 */ 683#define PACEH 64 /* The Monster will pace back and forth until attacked */
772 /* this is HORIZONTAL movement */ 684 /* this is HORIZONTAL movement */
773#define PACEH2 80 /* the monster will pace as above but the length of the */ 685#define PACEH2 80 /* the monster will pace as above but the length of the */
774 /* pace area is longer and the monster stops before */ 686 /* pace area is longer and the monster stops before */
775 /* changing directions */ 687 /* changing directions */
776 /* this is HORIZONTAL movement */ 688 /* this is HORIZONTAL movement */
777#define RANDO 96 /* the monster will go in a random direction until */ 689#define RANDO 96 /* the monster will go in a random direction until */
778 /* it is stopped by an obstacle, then it chooses another */ 690 /* it is stopped by an obstacle, then it chooses another */
779 /* direction. */ 691 /* direction. */
780#define RANDO2 112 /* constantly move in a different random direction */ 692#define RANDO2 112 /* constantly move in a different random direction */
781#define PACEV 128 /* The Monster will pace back and forth until attacked */ 693#define PACEV 128 /* The Monster will pace back and forth until attacked */
782 /* this is VERTICAL movement */ 694 /* this is VERTICAL movement */
783#define PACEV2 144 /* the monster will pace as above but the length of the */ 695#define PACEV2 144 /* the monster will pace as above but the length of the */
784 /* pace area is longer and the monster stops before */ 696 /* pace area is longer and the monster stops before */
785 /* changing directions */ 697 /* changing directions */
786 /* this is VERTICAL movement */ 698 /* this is VERTICAL movement */
787#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 699#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
788#define HI4 240 700#define HI4 240
789 701
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" 702#define BLANK_FACE_NAME "blank.x11"
806#define EMPTY_FACE_NAME "empty.111" 703#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"
811 704
812/* 705/*
813 * Defines for the luck/random functions to make things more readable 706 * Defines for the luck/random functions to make things more readable
814 */ 707 */
815 708
816#define PREFER_HIGH 1 709#define PREFER_HIGH 1
817#define PREFER_LOW 0 710#define PREFER_LOW 0
818 711
819/* Simple function we use below to keep adding to the same string 712/* Flags for apply_special() */
820 * but also make sure we don't overwrite that string. 713enum apply_flag
821 */
822static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
823{ 714{
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 */ 715 /* Basic flags/mode, always use one of these */
905 AP_NULL = 0, 716 AP_TOGGLE = 0,
906 AP_APPLY = 1, 717 AP_APPLY = 1,
907 AP_UNAPPLY = 2, 718 AP_UNAPPLY = 2,
908 719
909 AP_BASIC_FLAGS = 15, 720 AP_BASIC_FLAGS = 0x0f,
910 721
911 /* Optional flags, for bitwise or with a basic flag */ 722 /* Optional flags, for bitwise or with a basic flag */
912 AP_NO_MERGE = 16, 723 AP_NO_MERGE = 0x10,
913 AP_IGNORE_CURSE = 32, 724 AP_IGNORE_CURSE = 0x20,
914 AP_PRINT = 64 /* Print what to do, don't actually do it */ 725 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
915 /* Note this is supported in all the functions */ 726 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
916
917}; 727};
918 728
919/* Bitmask values for 'can_apply_object()' return values. 729/* Bitmask values for 'can_apply_object()' return values.
920 * the CAN_APPLY_ prefix is to just note what function the 730 * the CAN_APPLY_ prefix is to just note what function the
921 * are returned from. 731 * are returned from.
947#define CAN_APPLY_NOT_MASK 0xf 757#define CAN_APPLY_NOT_MASK 0xf
948#define CAN_APPLY_UNAPPLY 0x10 758#define CAN_APPLY_UNAPPLY 0x10
949#define CAN_APPLY_UNAPPLY_MULT 0x20 759#define CAN_APPLY_UNAPPLY_MULT 0x20
950#define CAN_APPLY_UNAPPLY_CHOICE 0x40 760#define CAN_APPLY_UNAPPLY_CHOICE 0x40
951 761
952/* Cut off point of when an object is put on the active list or not */ 762// Cut off point of when an object is put on the active list or not
953#define MIN_ACTIVE_SPEED 0.00001 763// we use 2**-n because that can be represented exactly
764// also make sure that this is a float, not double, constant
765#define MIN_ACTIVE_SPEED (1.f / 65536.f)
954 766
955/* 767#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 */
966 768
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
984/* Returns the weight of the given object. Note: it does not take the number of
985 * items (nrof) into account.
986 */
987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
988
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/* 769/*
1019 * Warning! 770 * Warning!
1020 * If you add message types here, don't forget 771 * If you add message types here, don't forget
1021 * to keep the client up to date too! 772 * to keep the client up to date too!
1022 */ 773 */
1023 774
1024
1025/* message types */ 775/* message types */
1026#define MSG_TYPE_BOOK 1 776#define MSG_TYPE_BOOK 1
1027#define MSG_TYPE_CARD 2 777#define MSG_TYPE_CARD 2
1028#define MSG_TYPE_PAPER 3 778#define MSG_TYPE_PAPER 3
1029#define MSG_TYPE_SIGN 4 779#define MSG_TYPE_SIGN 4
1099#define MSG_TYPE_MONUMENT_WALL_3 12 849#define MSG_TYPE_MONUMENT_WALL_3 12
1100 850
1101/*some readable flags*/ 851/*some readable flags*/
1102 852
1103/* dialog messsage */ 853/* dialog messsage */
1104#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 854#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1105#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 855#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1106#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 856#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1107 857
1108/* admin messages */ 858/* admin messages */
1109#define MSG_TYPE_ADMIN_RULES 1 859#define MSG_TYPE_ADMIN_RULES 1
1110#define MSG_TYPE_ADMIN_NEWS 2 860#define MSG_TYPE_ADMIN_NEWS 2
1111 861
862/**
863 * Maximum distance a player may hear a sound from.
864 * This is only used for new client/server sound. If the sound source
865 * on the map is farther away than this, we don't sent it to the client.
866 */
867#define MAX_SOUND_DISTANCE 16
868
869#define LOG_CHANNEL "log" // the plain and ugly standard server log
870#define INFO_CHANNEL "info" // lower_left box
871#define SAY_CHANNEL "say"
872#define CHAT_CHANNEL "chat"
873#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
874
875/* The following are the color flags passed to new_draw_info.
876 *
877 * We also set up some control flags
878 *
879 * NDI = New Draw Info
880 */
881
882/* Color specifications - note these match the order in xutil.c */
883/* Note 2: Black, the default color, is 0. Thus, it does not need to
884 * be implicitly specified.
885 */
886#define NDI_BLACK 0
887#define NDI_WHITE 1
888#define NDI_NAVY 2
889#define NDI_RED 3
890#define NDI_ORANGE 4
891#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
892#define NDI_DK_ORANGE 6 /* DarkOrange2 */
893#define NDI_GREEN 7 /* SeaGreen */
894#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
895 /* Than seagreen - also background color */
896#define NDI_GREY 9
897#define NDI_BROWN 10 /* Sienna */
898#define NDI_GOLD 11
899#define NDI_TAN 12 /* Khaki */
900
901#define NDI_MAX_COLOR 12 /* Last value in */
902#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
903 /* using an int anyways, so we have the space */
904 /* to still do all the flags */
905
906#define NDI_REPLY 0x20 // is a direct reply to a user command
907#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
908#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
909#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
910
911#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
912#define NDI_ALL 0x2000 /* Inform all players of this message */
913#define NDI_DEF 0x4000 // ignore colour for channel protocol
914#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
915
1112#endif /* DEFINE_H */ 916#endif /* DEFINE_H */
917

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