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Comparing deliantra/server/include/define.h (file contents):
Revision 1.24 by elmex, Wed Dec 20 12:13:48 2006 UTC vs.
Revision 1.96 by root, Sun Dec 28 06:59:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
31 */ 31 */
32 32
33#ifndef DEFINE_H 33#ifndef DEFINE_H
34#define DEFINE_H 34#define DEFINE_H
35 35
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 36#include <autoconf.h>
49 37
50#define FONTDIR "" 38#define FONTDIR ""
51#define FONTNAME "" 39#define FONTNAME ""
52 40
53/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
55 43
56#ifdef __NetBSD__ 44#ifdef __NetBSD__
57# include <sys/param.h> 45# include <sys/param.h>
58#endif 46#endif
47
48// maximum length of an object name in the protocol
49#define NAME_LEN 127
50
59#ifndef MIN 51#undef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y))
61#endif
62#ifndef MAX 52#undef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y))
64#endif
65
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX
68# define NAME_MAX 255
69#endif
70
71/* MAX3 is basically like MAX, but instead does 3 values. */
72#ifndef MAX3
73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif
75
76/* MIN3 is basically like MIN, but instead does 3 values. */
77#ifndef MIN3
78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif
80 53
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
56
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
83 66
84#define MAX_BUF 1024 67#define MAX_BUF 1024
85 /* Used for all kinds of things */ 68 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
87#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 */
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89 72
90#define FONTSIZE 3000 /* Max chars in font */ 73#define FONTSIZE 3000 /* Max chars in font */
91 74
92#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
93 76
94#define MAX_NAME 48 77#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
96 79
97/* 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
98#define OUT_OF_MEMORY 0 83#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 84#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 85#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 86#define TOO_MANY_ERRORS 3
102 87
103/* TYPE DEFINES */ 88/* TYPE DEFINES */
104 89
105/* 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,
110 * flags 95 * flags
111 * 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.
112 * 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
113 */ 98 */
114 99
115/* 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 */
103
104/* type 0 objects have the default behaviour */
116 105
117#define PLAYER 1 106#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 107#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 108#define ROD 3
120#define TREASURE 4 109#define TREASURE 4
121#define POTION 5 110#define POTION 5
122#define FOOD 6 111#define FOOD 6
123#define POISON 7 112#define POISON 7
124#define BOOK 8 113#define BOOK 8
125#define CLOCK 9 114#define CLOCK 9
126 115//10
127/*#define FBULLET 10 */ 116//11
128/*#define FBALL 11 */ 117//12
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 118#define ARROW 13
132#define BOW 14 119#define BOW 14
133#define WEAPON 15 120#define WEAPON 15
134#define ARMOUR 16 121#define ARMOUR 16
135#define PEDESTAL 17 122#define PEDESTAL 17
136#define ALTAR 18 123#define ALTAR 18
137 124//19
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 125#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 126#define SPECIAL_KEY 21
142#define MAP 22 127#define MAP 22
143#define DOOR 23 128#define DOOR 23
144#define KEY 24 129#define KEY 24
145 130//25
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 131#define TIMED_GATE 26
149#define TRIGGER 27 132#define TRIGGER 27
150#define GRIMREAPER 28 133#define GRIMREAPER 28
151#define MAGIC_EAR 29 134#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 135#define TRIGGER_BUTTON 30
161#define AMULET 39 144#define AMULET 39
162#define PLAYERMOVER 40 145#define PLAYERMOVER 40
163#define TELEPORTER 41 146#define TELEPORTER 41
164#define CREATOR 42 147#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 148#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 149//44
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 150#define EARTHWALL 45
173#define GOLEM 46 151#define GOLEM 46
174 152//47
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 153#define THROWN_OBJ 48
177#define BLINDNESS 49 154#define BLINDNESS 49
178#define GOD 50 155#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 156#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 157 * which notices the presense of
195 172
196#define PEACEMAKER 59 /* Object owned by a player which can convert 173#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 174 * a monster into a peaceful being incapable of attack.
198 */ 175 */
199#define GEM 60 176#define GEM 60
200 177//61
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 178#define FIREWALL 62
204#define ANVIL 63 179#define ANVIL 63
205#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 */
206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 181#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 182 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 183 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 184 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 185 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 186 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 187 * 4 = charm, monsters become pets
188 * 5 = destroy monsters
189 * 6 = destroy pets / friendlies
190 */
213#define EXIT 66 191#define EXIT 66
214#define ENCOUNTER 67 192#define ENCOUNTER 67
215#define SHOP_FLOOR 68 193#define SHOP_FLOOR 68
216#define SHOP_MAT 69 194#define SHOP_MAT 69
217#define RING 70 195#define RING 70
218#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
219#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 200#define LIGHTER 75
223 201//76
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
225 * types are not used in any archetypes, and should perhaps be removed.
226 * elmex: haha, removed TRAP_PART now. renamed WALL to BUILDABLE_WALL
227 */
228
229/*#define TRAP_PART 76 */ /* Needed by set traps skill -b.t. */
230
231#define BUILDABLE_WALL 77 /* this is a buildable wall */ 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
232#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 203//78
233#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
234 in the engine. Like statues, clocks, chairs,... 205 in the engine. Like statues, clocks, chairs,...
235 If perhaps we create a function where we can sit 206 If perhaps we create a function where we can sit
236 on chairs, we create a new type and remove all 207 on chairs, we create a new type and remove all
237 chairs from here. */ 208 chairs from here. */
238#define MONSTER 80 /* yes, thats a real, living creature */ 209//80
239#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 210//81
240#define LAMP 82 /* a lamp */ 211#define LAMP 82 /* a lamp */
241#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
242#define TOOL 84 /* a tool for building objects */ 213//84
243#define SPELLBOOK 85 214#define SPELLBOOK 85
244#define BUILDFAC 86 /* facilities for building objects */ 215//86
245#define CLOAK 87 216#define CLOAK 87
246 217//88
247/*#define CONE 88 */ 218//89
248/*#define AURA 89 */ /* aura spell object */
249
250#define SPINNER 90 219#define SPINNER 90
251#define GATE 91 220#define GATE 91
252#define BUTTON 92 221#define BUTTON 92
253#define CF_HANDLE 93 222#define CF_HANDLE 93
254#define HOLE 94 223#define HOLE 94
255#define TRAPDOOR 95 224#define TRAPDOOR 95
256 225//96
257/*#define WORD_OF_RECALL 96 */ 226//97
258/*#define PARAIMAGE 97 */
259
260#define SIGN 98 227#define SIGN 98
261#define BOOTS 99 228#define BOOTS 99
262#define GLOVES 100 229#define GLOVES 100
263#define SPELL 101 230#define SPELL 101
264#define SPELL_EFFECT 102 231#define SPELL_EFFECT 102
265#define CONVERTER 103 232#define CONVERTER 103
266#define BRACERS 104 233#define BRACERS 104
267#define POISONING 105 234#define POISONING 105
268#define SAVEBED 106 235#define SAVEBED 106
269#define POISONCLOUD 107 236//107
270#define FIREHOLES 108 237//108
271#define WAND 109 238#define WAND 109
272 239#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
273/*#define ABILITY 110*/
274#define SCROLL 111 240#define SCROLL 111
275#define DIRECTOR 112 241#define DIRECTOR 112
276#define GIRDLE 113 242#define GIRDLE 113
277#define FORCE 114 243#define FORCE 114
278#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 */
279#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 */
280 246//117
247//118
248//119
249//120
281#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. */
282#define CONTAINER 122 251#define CONTAINER 122
283#define ARMOUR_IMPROVER 123 252#define ARMOUR_IMPROVER 123
284#define WEAPON_IMPROVER 124 253#define WEAPON_IMPROVER 124
285 254//125
286/* unused: 125 - 129 255//126
287 * type 125 was MONEY_CHANGER 256//127
288 */ 257//128
289 258//129
290#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
291#define DEEP_SWAMP 138 267#define DEEP_SWAMP 138
292#define IDENTIFY_ALTAR 139 268#define IDENTIFY_ALTAR 139
293 269//140
294/*#define CANCELLATION 141 */ /* not used with new spell code */ 270//141
295 271//142
272//143
273//144
274//145
275//146
276//147
277//148
278//149
296#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 279#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
297 280//151
298/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 281//152
299/*#define SWARM_SPELL 153*/ 282//153
300
301#define RUNE 154 283#define RUNE 154
302#define TRAP 155 284#define TRAP 155
303
304#define POWER_CRYSTAL 156 285#define POWER_CRYSTAL 156
305#define CORPSE 157 286#define CORPSE 157
306
307#define DISEASE 158 287#define DISEASE 158
308#define SYMPTOM 159 288#define SYMPTOM 159
309#define BUILDER 160 /* Generic item builder, see subtypes */ 289#define BUILDER 160 /* Generic item builder, see subtypes */
310#define MATERIAL 161 /* Material for building */ 290#define MATERIAL 161 /* Material for building */
311 291//162
312/* #define GPS 162 Ground positionning system, moved to Python plugin */
313#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
314 293//164
315/*#define QUEST 164 */ /* See below for subtypes */
316
317#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,
318 potions, alchemy, or magic works here (elmex) */ 295 potions, alchemy, or magic works here (elmex) */
319 296
297#define NUM_TYPES 166 // must be max(type) + 1
298
320/* END TYPE DEFINE */ 299/* END TYPE DEFINE */
321 300
322#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
323 304
324/* Subtypes for BUILDER */ 305/* Subtypes for BUILDER */
325#define ST_BD_BUILD 1 /* Builds an item */ 306#define ST_BD_BUILD 1 /* Builds an item */
326#define ST_BD_REMOVE 2 /* Removes an item */ 307#define ST_BD_REMOVE 2 /* Removes an item */
327 308
328/* Subtypes for MATERIAL */ 309/* Subtypes for MATERIAL */
329#define ST_MAT_FLOOR 1 /* Floor */ 310#define ST_MAT_FLOOR 1 /* Floor */
330#define ST_MAT_WALL 2 /* Wall */ 311#define ST_MAT_WALL 2 /* Wall */
331#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 312#define ST_MAT_ITEM 3 /* All other items, including doors & such */
402 * freearr, add these values. <= SIZEOFFREE1 will get you 383 * freearr, add these values. <= SIZEOFFREE1 will get you
403 * within 1 space. <= SIZEOFFREE2 wll get you withing 384 * within 1 space. <= SIZEOFFREE2 wll get you withing
404 * 2 spaces, and the entire array (< SIZEOFFREE) is 385 * 2 spaces, and the entire array (< SIZEOFFREE) is
405 * three spaces 386 * three spaces
406 */ 387 */
388#define SIZEOFFREE0 0
407#define SIZEOFFREE1 8 389#define SIZEOFFREE1 8
408#define SIZEOFFREE2 24 390#define SIZEOFFREE2 24
391#define SIZEOFFREE3 48
409#define SIZEOFFREE 49 392#define SIZEOFFREE 49
410 393
411#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
412 395
413/* 396/*
414 * If any FLAG's are added 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
415 * common/loader.l is updated. 398 * common/loader.C is updated.
416 */ 399 */
417 400
418/* Basic routines to do above */ 401/* Basic routines to do above */
419#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
420#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
421#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 404#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
422 405
423/* the flags */ 406/* the flags */
424 407
425#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
426#define FLAG_WIZ 1 /* Object has special privilegies */ 409#define FLAG_WIZ 1 /* Object has special privilegies */
427#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 */
428#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 */
429#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 412#define FLAG_WIZLOOK 4 /* disable los and lighting */
430#define FLAG_APPLIED 5 /* Object is ready for use by living */ 413#define FLAG_APPLIED 5 /* Object is ready for use by living */
431#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
432#define FLAG_USE_SHIELD 7 415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
433 /* Can this creature use a shield? */
434 416
435#define FLAG_NO_PICK 8 /* Object can't be picked up */ 417#define FLAG_NO_PICK 8 /* Object can't be picked up */
436 418
437 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 419/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
438
439 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 420/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
421
440#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
441 423
442 /*#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 */
443
444 /*#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
445#define FLAG_MONSTER 14 /* Will attack players */ 428#define FLAG_MONSTER 14 /* Will attack players */
446#define FLAG_FRIENDLY 15 /* Will help players */ 429#define FLAG_FRIENDLY 15 /* Will help players */
447
448#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
449#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
450#define FLAG_AUTO_APPLY 18 432#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
451 /* Will be applied when created */ 433#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
452 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
453#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. */
454#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 435#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
455#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 436#define FLAG_CAN_ROLL 22 /* Object can be rolled */
456#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 437#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
457#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 438#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
458 439
459 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 440/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
460
461 /*#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 */
462
463 /*#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 */
464#define FLAG_IS_USED_UP 28 443
465 /* When (--food<0) the object will exit */ 444#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
466#define FLAG_IDENTIFIED 29 445#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
467 /* Player knows full info about item */ 446#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
468#define FLAG_REFLECTING 30
469 /* Object reflects from walls (lightning) */
470#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 */
471
472/* Start of values in flags[1] */
473#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 448#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
474#define FLAG_HITBACK 33 /* Object will hit back when hit */ 449#define FLAG_HITBACK 33 /* Object will hit back when hit */
475#define FLAG_STARTEQUIP 34 450#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
476 /* Object was given to player at start */ 451#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
477#define FLAG_BLOCKSVIEW 35
478 /* Object blocks view */
479#define FLAG_UNDEAD 36 /* Monster is undead */ 452#define FLAG_UNDEAD 36 /* Monster is undead */
480#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 453#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
481#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 454#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
482#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 455#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
456#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
483 457
484#define FLAG_REFL_SPELL 40
485 /* Spells (some) will reflect from object */
486#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 */
487#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 */
488#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 460#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
489#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 */
490#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 462#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
491 but can still attack at a distance */ 463 but can still attack at a distance */
492 464
493 /*#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 \
494 thru this object as if it wasn't there */ 466 thru this object as if it wasn't there */
495 467/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
496 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
497 468
498#define FLAG_PICK_UP 48 /* Can pick up */ 469#define FLAG_PICK_UP 48 /* Can pick up */
499#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 470#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
500#define FLAG_NO_DROP 50 /* Object can't be dropped */ 471#define FLAG_NO_DROP 50 /* Object can't be dropped */
501#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 */
502#define FLAG_CAST_SPELL 52 473
503 /* (Monster) can learn and cast spells */ 474#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
504#define FLAG_USE_SCROLL 53 475#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
505 /* (Monster) can read scroll */
506#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 */
507#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 477#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
508 478#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
509#define FLAG_USE_ARMOUR 56 479#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
510 /* (Monster) can wear armour/shield/helmet */
511#define FLAG_USE_WEAPON 57
512 /* (Monster) can wield weapons */
513#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 */
514#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) */
515#define FLAG_READY_BOW 60 /* not implemented yet */ 482#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
483
516#define FLAG_XRAYS 61 /* X-ray vision */ 484#define FLAG_XRAYS 61 /* X-ray vision */
517#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 */
518#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 */
519 487
520/* Start of values in flags[2] */
521#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 488#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
522#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 */
523#define FLAG_SLEEP 66 /* NPC is sleeping */ 490#define FLAG_SLEEP 66 /* NPC is sleeping */
524#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 491#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
525#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 492#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
538 505
539#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 506#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
540#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 */
541#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 508#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
542 509
543/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 510#define FLAG_PRECIOUS 83 // object is precious (pets)
544#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 511#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
545#define FLAG_MAKE_INVIS 85 512#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
546 /* (Item) gives invisibility when applied */ 513#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
547#define FLAG_INV_LOCKED 86 514
548 /* Item will not be dropped from inventory */
549#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 515#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
550
551#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 516#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
552#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 */
553#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 */
554#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 */
555#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 520#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
556#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 */
557#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 522#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
558 523
559 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 524/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
560 525
561/* Start of values in flags[3] */
562#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 526#define FLAG_NO_STEAL 96 /* Item can't be stolen */
563#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
564 * away (replaces ghosthit) 528 * away (replaces ghosthit)
565 */ 529 */
566#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
567 * detect cases were the server is trying
568 * to send an upditem when we have not
569 * actually sent the item.
570 */
571 531
572#define FLAG_BERSERK 99 /* monster will attack closest living 532#define FLAG_BERSERK 99 /* monster will attack closest living
573 object */ 533 object */
574#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 534#define FLAG_NEUTRAL 100 /* monster is from type neutral */
575#define FLAG_NO_ATTACK 101 /* monster don't attack */ 535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 536#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577#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
578 * load_original_map() */ 538 * load_original_map() */
579#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
580 * the overlay, and is not subject to 540// * the overlay, and is not subject to
581 * decay. */ 541// * decay. */
582#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' */
583#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' */
584#define FLAG_IS_WATER 107 544#define FLAG_IS_WATER 107
585#define FLAG_CONTENT_ON_GEN 108 545#define FLAG_CONTENT_ON_GEN 108
586#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 */
587#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 547#define FLAG_IS_BUILDABLE 110 /* Can build on item */
588#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
589#define NUM_FLAGS 111 /* Should always be equal to the last 551#define NUM_FLAGS 113 /* Should always be equal to the last
590 * defined flag. If you change this, 552 * defined flag + 1. If you change this,
591 * make sure you update the flag_links 553 * make sure you update the flag_links
592 * in common/loader.l 554 * in common/loader.l
593 */ 555 */
594
595/* Values can go up to 127 before the size of the flags array in the
596 * object structure needs to be enlarged.
597 * So there are 18 available flags slots
598 */
599
600
601#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
602
603#if 0
604
605/* These should no longer be needed - access move_slow_penalty
606 * directly.
607 */
608# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
609# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
610#endif
611 556
612/* If you add new movement types, you may need to update 557/* If you add new movement types, you may need to update
613 * describe_item() so properly describe those types. 558 * describe_item() so properly describe those types.
614 * change_abil() probably should be updated also. 559 * change_abil() probably should be updated also.
615 */ 560 */
616#define MOVE_WALK 0x1 /* Object walks */ 561#define MOVE_WALK 0x01 /* Object walks */
617#define MOVE_FLY_LOW 0x2 /* Low flying object */ 562#define MOVE_FLY_LOW 0x02 /* Low flying object */
618#define MOVE_FLY_HIGH 0x4 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
619#define MOVE_FLYING 0x6 564#define MOVE_FLYING 0x06
620 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
621#define MOVE_SWIM 0x8 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
622#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569
623#define MOVE_ALL 0x1f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
624
625/* the normal assumption is that objects are walking/flying.
626 * So often we don't want to block movement, but still don't want
627 * to allow all types (swimming is rather specialized) - I also
628 * expect as more movement types show up, this is likely to get
629 * updated. Basically, this is the default for spaces that allow
630 * movement - anything but swimming right now. If you really
631 * want nothing at all, then can always set move_block to 0
632 */
633#define MOVE_BLOCK_DEFAULT MOVE_SWIM
634 571
635/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
636 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
637 * uint8 is defined yet, so just use what that would define it
638 * at anyways.
639 */ 574 */
640typedef unsigned char MoveType; 575typedef unsigned char MoveType;
641 576
642/* 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.
643 * Basically, ob2 has to block all of ob1 movement types. 578 * Basically, ob2 has to block all of ob1 movement types.
650 * 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
651 * onto it. 586 * onto it.
652 * 587 *
653 */ 588 */
654#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 589#define OB_TYPE_MOVE_BLOCK(ob1, type) \
655 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 590 ((type) && (ob1->move_type & type) == ob1->move_type)
656 591
657
658#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
659#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
660#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 592#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
661
662/* Note: These values are only a default value, resizing can change them */
663#define INV_SIZE 12 /* How many items can be viewed in inventory */
664#define LOOK_SIZE 6 /* ditto, but for the look-window */
665#define MAX_INV_SIZE 40 /* For initializing arrays */
666#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
667
668#define EDITABLE(xyz) ((xyz)->arch->editable)
669
670#define E_MONSTER 0x00000001
671#define E_EXIT 0x00000002
672#define E_TREASURE 0x00000004
673#define E_BACKGROUND 0x00000008
674#define E_DOOR 0x00000010
675#define E_SPECIAL 0x00000020
676#define E_SHOP 0x00000040
677#define E_NORMAL 0x00000080
678#define E_FALSE_WALL 0x00000100
679#define E_WALL 0x00000200
680#define E_EQUIPMENT 0x00000400
681#define E_OTHER 0x00000800
682#define E_ARTIFACT 0x00001000
683 593
684#define EXIT_PATH(xyz) (xyz)->slaying 594#define EXIT_PATH(xyz) (xyz)->slaying
685#define EXIT_LEVEL(xyz) (xyz)->stats.food 595#define EXIT_LEVEL(xyz) (xyz)->stats.food
686#define EXIT_X(xyz) (xyz)->stats.hp 596#define EXIT_X(xyz) (xyz)->stats.hp
687#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
688#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
689#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
690 600
691/* for use by the lighting code */ 601/* for use by the lighting code */
692#define MAX_LIGHT_RADII 4 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
693 /* max radii for 'light' object, really
694 * large values allow objects that can 603 * large values allow objects that can
695 * slow down the game */ 604 * slow down the game */
696#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
697 * 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 */
698#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
699 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
700 615
701#define F_BUY 0 616#define F_BUY 0
702#define F_SELL 1 617#define F_SELL 1
703#define F_TRUE 2 /* True value of item, unadjusted */ 618#define F_TRUE 2 /* True value of item, unadjusted */
704#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 */
708#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 */
709 624
710#define DIRX(xyz) freearr_x[(xyz)->direction] 625#define DIRX(xyz) freearr_x[(xyz)->direction]
711#define DIRY(xyz) freearr_y[(xyz)->direction] 626#define DIRY(xyz) freearr_y[(xyz)->direction]
712 627
713#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
714#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
715
716#define ARMOUR_SPEED(xyz) (xyz)->last_sp 628#define ARMOUR_SPEED(xyz) (xyz)->last_sp
717#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 629#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
718#define WEAPON_SPEED(xyz) (xyz)->last_sp 630#define WEAPON_SPEED(xyz) (xyz)->last_sp
719 631
720/* 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
721 each of them signed char, concatenated in a int16 */ 633 each of them signed char, concatenated in a int16 */
722#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 634#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
723#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 635#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
724#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
725#define FIRE_DIRECTIONAL 0 638#define FIRE_DIRECTIONAL 0
726#define FIRE_POSITIONAL 1 639#define FIRE_POSITIONAL 1
727 640
728/******************************************************************************/ 641/******************************************************************************/
729
730/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 642/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
731
732/******************************************************************************/ 643/******************************************************************************/
733
734/* if your monsters start acting wierd, mail me */ 644/* if your monsters start acting wierd, mail me */
735
736/******************************************************************************/ 645/******************************************************************************/
737
738/* the following definitions are for the attack_movement variable in monsters */ 646/* the following definitions are for the attack_movement variable in monsters */
739
740/* if the attack_variable movement is left out of the monster archetype, or is*/ 647/* if the attack_variable movement is left out of the monster archetype, or is*/
741
742/* set to zero */ 648/* set to zero */
743
744/* the standard mode of movement from previous versions of crossfire will be */ 649/* the standard mode of movement from previous versions of crossfire will be */
745
746/* used. the upper four bits of movement data are not in effect when the monst*/ 650/* used. the upper four bits of movement data are not in effect when the monst*/
747
748/* er has an enemy. these should only be used for non agressive monsters. */ 651/* er has an enemy. these should only be used for non agressive monsters. */
749
750/* to program a monsters movement add the attack movement numbers to the movem*/ 652/* to program a monsters movement add the attack movement numbers to the movem*/
751
752/* ment numbers example a monster that moves in a circle until attacked and */ 653/* ment numbers example a monster that moves in a circle until attacked and */
753
754/* then attacks from a distance: */ 654/* then attacks from a distance: */
755
756/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
757
758/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
759
760/* ------------------- */ 657/* ------------------- */
761
762/* attack_movement = 33 */ 658/* attack_movement = 33 */
763
764/******************************************************************************/ 659/******************************************************************************/
765#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, */
766 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
767#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 */
768#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 */
769#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 */
770#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
771#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 */
772#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 */
773#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 */
774 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
775#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
776 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
777 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
778 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
779 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
780 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
781 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
782 /* inserted to do so */ 678 /* inserted to do so */
783#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 679#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
784 /* are set to this number, the monster will move in a */ 680 /* are set to this number, the monster will move in a */
785 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
786 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
787#define CIRCLE2 48 /* same as above but a larger circle is used */ 683#define CIRCLE2 48 /* same as above but a larger circle is used */
788#define PACEH 64 /* The Monster will pace back and forth until attacked */ 684#define PACEH 64 /* The Monster will pace back and forth until attacked */
789 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
790#define PACEH2 80 /* the monster will pace as above but the length of the */ 686#define PACEH2 80 /* the monster will pace as above but the length of the */
791 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
792 /* changing directions */ 688 /* changing directions */
793 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
794#define RANDO 96 /* the monster will go in a random direction until */ 690#define RANDO 96 /* the monster will go in a random direction until */
795 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
796 /* direction. */ 692 /* direction. */
797#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
798#define PACEV 128 /* The Monster will pace back and forth until attacked */ 694#define PACEV 128 /* The Monster will pace back and forth until attacked */
799 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
800#define PACEV2 144 /* the monster will pace as above but the length of the */ 696#define PACEV2 144 /* the monster will pace as above but the length of the */
801 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
802 /* changing directions */ 698 /* changing directions */
803 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
804#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 700#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
805#define HI4 240 701#define HI4 240
806 702
807/*
808 * Use of the state-variable in player objects:
809 */
810
811#define ST_PLAYING 0
812#define ST_PLAY_AGAIN 1
813#define ST_ROLL_STAT 2
814#define ST_CHANGE_CLASS 3
815#define ST_CONFIRM_QUIT 4
816#define ST_CONFIGURE 5
817#define ST_GET_NAME 6
818#define ST_GET_PASSWORD 7
819#define ST_CONFIRM_PASSWORD 8
820#define ST_GET_PARTY_PASSWORD 10
821
822#define BLANK_FACE_NAME "blank.111" 703#define BLANK_FACE_NAME "blank.x11"
823#define EMPTY_FACE_NAME "empty.111" 704#define EMPTY_FACE_NAME "empty.x11"
824#define DARK_FACE1_NAME "dark1.111"
825#define DARK_FACE2_NAME "dark2.111"
826#define DARK_FACE3_NAME "dark3.111"
827#define SMOOTH_FACE_NAME "default_smoothed.111"
828 705
829/* 706/*
830 * Defines for the luck/random functions to make things more readable 707 * Defines for the luck/random functions to make things more readable
831 */ 708 */
832 709
833#define PREFER_HIGH 1 710#define PREFER_HIGH 1
834#define PREFER_LOW 0 711#define PREFER_LOW 0
835
836/* Simple function we use below to keep adding to the same string
837 * but also make sure we don't overwrite that string.
838 */
839static inline void
840safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
841{
842 if (*curlen == (maxlen - 1))
843 return;
844
845 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
846 dest[maxlen - 1] = 0;
847 *curlen += strlen (orig);
848
849 if (*curlen > (maxlen - 1))
850 *curlen = maxlen - 1;
851}
852
853
854/* The SAFE versions of these call the safe_strcat function above.
855 * Ideally, all functions should use the SAFE functions, but they
856 * require some extra support in the calling function to remain as
857 * efficient.
858 */
859#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
860 if(variable) { \
861 int i,j=0; \
862 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
863 for(i=0; i<NROFATTACKS; i++) \
864 if(variable & (1<<i)) { \
865 if (j) \
866 safe_strcat(retbuf,", ", len, maxlen); \
867 else \
868 j = 1; \
869 safe_strcat(retbuf, attacks[i], len, maxlen); \
870 } \
871 safe_strcat(retbuf,")",len,maxlen); \
872 }
873
874
875/* separated this from the common/item.c file. b.t. Dec 1995 */
876
877#define DESCRIBE_ABILITY(retbuf, variable, name) \
878 if(variable) { \
879 int i,j=0; \
880 strcat(retbuf,"(" name ": "); \
881 for(i=0; i<NROFATTACKS; i++) \
882 if(variable & (1<<i)) { \
883 if (j) \
884 strcat(retbuf,", "); \
885 else \
886 j = 1; \
887 strcat(retbuf, attacks[i]); \
888 } \
889 strcat(retbuf,")"); \
890 }
891
892
893#define DESCRIBE_PATH(retbuf, variable, name) \
894 if(variable) { \
895 int i,j=0; \
896 strcat(retbuf,"(" name ": "); \
897 for(i=0; i<NRSPELLPATHS; i++) \
898 if(variable & (1<<i)) { \
899 if (j) \
900 strcat(retbuf,", "); \
901 else \
902 j = 1; \
903 strcat(retbuf, spellpathnames[i]); \
904 } \
905 strcat(retbuf,")"); \
906 }
907
908
909#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
910 if(variable) { \
911 int i,j=0; \
912 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
913 for(i=0; i<NRSPELLPATHS; i++) \
914 if(variable & (1<<i)) { \
915 if (j) \
916 safe_strcat(retbuf,", ", len, maxlen); \
917 else \
918 j = 1; \
919 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
920 } \
921 safe_strcat(retbuf,")", len, maxlen); \
922 }
923 712
924/* Flags for apply_special() */ 713/* Flags for apply_special() */
925enum apply_flag 714enum apply_flag
926{ 715{
927 /* Basic flags, always use one of these */ 716 /* Basic flags/mode, always use one of these */
928 AP_NULL = 0, 717 AP_TOGGLE = 0,
929 AP_APPLY = 1, 718 AP_APPLY = 1,
930 AP_UNAPPLY = 2, 719 AP_UNAPPLY = 2,
931 720
932 AP_BASIC_FLAGS = 15, 721 AP_BASIC_FLAGS = 0x0f,
933 722
934 /* Optional flags, for bitwise or with a basic flag */ 723 /* Optional flags, for bitwise or with a basic flag */
935 AP_NO_MERGE = 16, 724 AP_NO_MERGE = 0x10,
936 AP_IGNORE_CURSE = 32, 725 AP_IGNORE_CURSE = 0x20,
937 AP_PRINT = 64 /* Print what to do, don't actually do it */ 726 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
938 /* Note this is supported in all the functions */ 727 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
939}; 728};
940 729
941/* Bitmask values for 'can_apply_object()' return values. 730/* Bitmask values for 'can_apply_object()' return values.
942 * the CAN_APPLY_ prefix is to just note what function the 731 * the CAN_APPLY_ prefix is to just note what function the
943 * are returned from. 732 * are returned from.
969#define CAN_APPLY_NOT_MASK 0xf 758#define CAN_APPLY_NOT_MASK 0xf
970#define CAN_APPLY_UNAPPLY 0x10 759#define CAN_APPLY_UNAPPLY 0x10
971#define CAN_APPLY_UNAPPLY_MULT 0x20 760#define CAN_APPLY_UNAPPLY_MULT 0x20
972#define CAN_APPLY_UNAPPLY_CHOICE 0x40 761#define CAN_APPLY_UNAPPLY_CHOICE 0x40
973 762
974/* Cut off point of when an object is put on the active list or not */ 763// Cut off point of when an object is put on the active list or not
975#define MIN_ACTIVE_SPEED 0.00001 764// we use 2**-n because that can be represented exactly
976 765// also make sure that this is a float, not double, constant
977/* 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
978 * random() is much better than rand(). If you have random(), use it instead.
979 * You shouldn't need to change any of this
980 *
981 * 0.93.3: It looks like linux has random (previously, it was set below
982 * to use rand). Perhaps old version of linux lack rand? IF you run into
983 * problems, add || defined(__linux__) the #if immediately below.
984 *
985 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
986 * here.
987 */
988
989#define RANDOM() random()
990#define SRANDOM(xyz) srandom(xyz)
991
992/* Returns the weight of the given object. Note: it does not take the number of
993 * items (nrof) into account.
994 */
995#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
996
997
998/* Code fastening defines
999 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1000 * buf__ and increment buf__ position so it will point to the end of buf__.
1001 * the '\0' caracter will not be put at end of buf__.
1002 * use preparefastcat and finishfastcat on buf__ to prepare
1003 * and clean up the string. (Lots faster than doing each time...)
1004 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1005 * keep in mind FAST_STRNCAT is faster since length of second argument is
1006 * kown in advance.
1007 */
1008
1009#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1010#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1011#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1012#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1013
1014 /* You may uncomment following define to check sanity of code.
1015 * But use as debug only (loses all speed gained by those macros)
1016 */
1017
1018/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1019 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1020
1021
1022
1023
1024
1025
1026 767
1027/* 768/*
1028 * Warning! 769 * Warning!
1029 * If you add message types here, don't forget 770 * If you add message types here, don't forget
1030 * to keep the client up to date too! 771 * to keep the client up to date too!
1031 */ 772 */
1032
1033 773
1034/* message types */ 774/* message types */
1035#define MSG_TYPE_BOOK 1 775#define MSG_TYPE_BOOK 1
1036#define MSG_TYPE_CARD 2 776#define MSG_TYPE_CARD 2
1037#define MSG_TYPE_PAPER 3 777#define MSG_TYPE_PAPER 3
1116 856
1117/* admin messages */ 857/* admin messages */
1118#define MSG_TYPE_ADMIN_RULES 1 858#define MSG_TYPE_ADMIN_RULES 1
1119#define MSG_TYPE_ADMIN_NEWS 2 859#define MSG_TYPE_ADMIN_NEWS 2
1120 860
861/**
862 * Maximum distance a player may hear a sound from.
863 * This is only used for new client/server sound. If the sound source
864 * on the map is farther away than this, we don't sent it to the client.
865 */
866#define MAX_SOUND_DISTANCE 16
867
868#define LOG_CHANNEL "log" // the plain and ugly standard server log
869#define INFO_CHANNEL "info" // lower_left box
870#define SAY_CHANNEL "say"
871#define CHAT_CHANNEL "chat"
872#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
873
874/* The following are the color flags passed to new_draw_info.
875 *
876 * We also set up some control flags
877 *
878 * NDI = New Draw Info
879 */
880
881/* Color specifications - note these match the order in xutil.c */
882/* Note 2: Black, the default color, is 0. Thus, it does not need to
883 * be implicitly specified.
884 */
885#define NDI_BLACK 0
886#define NDI_WHITE 1
887#define NDI_NAVY 2
888#define NDI_RED 3
889#define NDI_ORANGE 4
890#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
891#define NDI_DK_ORANGE 6 /* DarkOrange2 */
892#define NDI_GREEN 7 /* SeaGreen */
893#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
894 /* Than seagreen - also background color */
895#define NDI_GREY 9
896#define NDI_BROWN 10 /* Sienna */
897#define NDI_GOLD 11
898#define NDI_TAN 12 /* Khaki */
899
900#define NDI_MAX_COLOR 12 /* Last value in */
901#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
902 /* using an int anyways, so we have the space */
903 /* to still do all the flags */
904
905#define NDI_REPLY 0x20 // is a direct reply to a user command
906#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
907#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
908#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
909
910#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
911#define NDI_ALL 0x2000 /* Inform all players of this message */
912#define NDI_DEF 0x4000 // ignore colour for channel protocol
913#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
914
1121#endif /* DEFINE_H */ 915#endif /* DEFINE_H */
1122 916

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