/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* This file is best viewed with a window width of about 100 character */ /* This file is really too large. With all the .h files * around, this file should be better split between them - things * that deal with objects should be in objects.h, things dealing * with players in player.h, etc. As it is, everything just seems * to be dumped in here. */ #ifndef DEFINE_H # define DEFINE_H /* * Crossfire requires ANSI-C, but some compilers "forget" to define it. * Thus the prototypes made by cextract don't get included correctly. */ # if !defined(__STDC__) /* Removed # from start of following line. makedepend was picking it up. * The following should still hopefully result in an error. */ error - Your ANSI C compiler should be defining __STDC__; # endif # ifndef WIN32 /* ---win32 exclude unix configuration part */ # include # endif # define FONTDIR "" # define FONTNAME "" /* Decstations have trouble with fabs()... */ # define FABS(x) ((x)<0?-(x):(x)) # ifdef __NetBSD__ # include # endif # ifndef MIN # define MIN(x,y) ((x)<(y)?(x):(y)) # endif # ifndef MAX # define MAX(x,y) ((x)>(y)?(x):(y)) # endif /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ # ifndef NAME_MAX # define NAME_MAX 255 # endif /* MAX3 is basically like MAX, but instead does 3 values. */ # ifndef MAX3 # define MAX3(x,y, z) (MAX(x, MAX(y,z))) # endif /* MIN3 is basically like MIN, but instead does 3 values. */ # ifndef MIN3 # define MIN3(x,y, z) (MIN(x, MIN(y,z))) # endif # define MAX_STAT 30 /* The maximum legal value of any stat */ # define MIN_STAT 1 /* The minimum legal value of any stat */ # define MAX_BUF 1024 /* Used for all kinds of things */ # define VERY_BIG_BUF 2048 # define HUGE_BUF 4096 /* Used for messages - some can be quite long */ # define SOCKET_BUFLEN 4096 /* Max length a packet could be */ # define FONTSIZE 3000 /* Max chars in font */ # define MAX_ANIMATIONS 256 # define MAX_NAME 48 # define BIG_NAME 32 # define MAX_EXT_TITLE 98 /* Fatal variables: */ # define OUT_OF_MEMORY 0 # define MAP_ERROR 1 # define ARCHTABLE_TOO_SMALL 2 # define TOO_MANY_ERRORS 3 /* TYPE DEFINES */ /* Only add new values to this list if somewhere in the program code, * it is actually needed. Just because you add a new monster does not * mean it has to have a type defined here. That only needs to happen * if in some .c file, it needs to do certain special actions based on * the monster type, that can not be handled by any of the numerous * flags * Also, if you add new entries, try and fill up the holes in this list. * Additionally, when you add a new entry, include it in the table in item.c */ /* type 0 will be undefined and shows a non valid type information */ # define PLAYER 1 # define TRANSPORT 2 /* see doc/Developers/objects */ # define ROD 3 # define TREASURE 4 # define POTION 5 # define FOOD 6 # define POISON 7 # define BOOK 8 # define CLOCK 9 /*#define FBULLET 10 */ /*#define FBALL 11 */ # define LIGHTNING 12 # define ARROW 13 # define BOW 14 # define WEAPON 15 # define ARMOUR 16 # define PEDESTAL 17 # define ALTAR 18 /*#define CONFUSION 19 */ # define LOCKED_DOOR 20 # define SPECIAL_KEY 21 # define MAP 22 # define DOOR 23 # define KEY 24 /*#define MMISSILE 25 */ # define TIMED_GATE 26 # define TRIGGER 27 # define GRIMREAPER 28 # define MAGIC_EAR 29 # define TRIGGER_BUTTON 30 # define TRIGGER_ALTAR 31 # define TRIGGER_PEDESTAL 32 # define SHIELD 33 # define HELMET 34 # define HORN 35 # define MONEY 36 # define CLASS 37 /* object for applying character class modifications to someone */ # define GRAVESTONE 38 # define AMULET 39 # define PLAYERMOVER 40 # define TELEPORTER 41 # define CREATOR 42 # define SKILL 43 /* also see SKILL_TOOL (74) below */ # define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ /* experience for broad skill categories. This value */ /* is now automatically converteed at load time. */ # define EARTHWALL 45 # define GOLEM 46 /*#define BOMB 47 */ # define THROWN_OBJ 48 # define BLINDNESS 49 # define GOD 50 # define DETECTOR 51 /* peterm: detector is an object */ /* which notices the presense of */ /* another object and is triggered */ /* like buttons. */ # define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ /* force into a player with a specified string WHEN TRIGGERED. */ # define DEAD_OBJECT 53 # define DRINK 54 # define MARKER 55 /* inserts an invisible, weightless */ /* force into a player with a specified string. */ # define HOLY_ALTAR 56 # define PLAYER_CHANGER 57 # define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ # define PEACEMAKER 59 /* Object owned by a player which can convert */ /* a monster into a peaceful being incapable of attack. */ # define GEM 60 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ # define FIREWALL 62 # define ANVIL 63 # define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ # define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu * values of last_sp set how to change: * 0 = furious, all monsters become aggressive * 1 = angry, all but friendly become aggressive * 2 = calm, all aggressive monsters calm down * 3 = sleep, all monsters fall asleep * 4 = charm, monsters become pets */ # define EXIT 66 # define ENCOUNTER 67 # define SHOP_FLOOR 68 # define SHOP_MAT 69 # define RING 70 # define FLOOR 71 /* this is a floor tile -> native layer 0 */ # define FLESH 72 /* animal 'body parts' -b.t. */ # define INORGANIC 73 /* metals and minerals */ # define SKILL_TOOL 74 /* Allows the use of a skill */ # define LIGHTER 75 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator * types are not used in any archetypes, and should perhaps be removed. */ # define TRAP_PART 76 /* Needed by set traps skill -b.t. */ # define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ # define LIGHT_SOURCE 78 /* torches, lamps, etc. */ # define MISC_OBJECT 79 /* misc. objects are for objects without a function in the engine. Like statues, clocks, chairs,... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here. */ # define MONSTER 80 /* yes, thats a real, living creature */ # define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ # define LAMP 82 /* a lamp */ # define DUPLICATOR 83 /* duplicator/multiplier object */ # define TOOL 84 /* a tool for building objects */ # define SPELLBOOK 85 # define BUILDFAC 86 /* facilities for building objects */ # define CLOAK 87 /*#define CONE 88 */ /*#define AURA 89 *//* aura spell object */ # define SPINNER 90 # define GATE 91 # define BUTTON 92 # define CF_HANDLE 93 # define HOLE 94 # define TRAPDOOR 95 /*#define WORD_OF_RECALL 96 */ /*#define PARAIMAGE 97 */ # define SIGN 98 # define BOOTS 99 # define GLOVES 100 # define SPELL 101 # define SPELL_EFFECT 102 # define CONVERTER 103 # define BRACERS 104 # define POISONING 105 # define SAVEBED 106 # define POISONCLOUD 107 # define FIREHOLES 108 # define WAND 109 /*#define ABILITY 110*/ # define SCROLL 111 # define DIRECTOR 112 # define GIRDLE 113 # define FORCE 114 # define POTION_EFFECT 115 /* a force, holding the effect of a potion */ # define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ # define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ # define CONTAINER 122 # define ARMOUR_IMPROVER 123 # define WEAPON_IMPROVER 124 /* unused: 125 - 129 * type 125 was MONEY_CHANGER */ # define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ # define DEEP_SWAMP 138 # define IDENTIFY_ALTAR 139 /*#define CANCELLATION 141*//* not used with new spell code */ # define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ /*#define SWARM_SPELL 153*/ # define RUNE 154 # define TRAP 155 # define POWER_CRYSTAL 156 # define CORPSE 157 # define DISEASE 158 # define SYMPTOM 159 # define BUILDER 160 /* Generic item builder, see subtypes */ # define MATERIAL 161/* Material for building */ /* #define GPS 162 Ground positionning system, moved to Python plugin */ # define ITEM_TRANSFORMER 163/* Transforming one item with another */ # define QUEST 164/* See below for subtypes */ # define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, potions, alchemy, or magic works here (elmex) */ /* END TYPE DEFINE */ # define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 /* Subtypes for BUILDER */ # define ST_BD_BUILD 1 /* Builds an item */ # define ST_BD_REMOVE 2 /* Removes an item */ /* Subtypes for MATERIAL */ # define ST_MAT_FLOOR 1 /* Floor */ # define ST_MAT_WALL 2 /* Wall */ # define ST_MAT_ITEM 3 /* All other items, including doors & such */ /* definitions for weapontypes */ # define WEAP_HIT 0 /* the basic */ # define WEAP_SLASH 1 /* slash */ # define WEAP_PIERCE 2 /* arrows, stiletto */ # define WEAP_CLEAVE 3 /* axe */ # define WEAP_SLICE 4 /* katana */ # define WEAP_STAB 5 /* knife, dagger */ # define WEAP_WHIP 6 /* whips n chains */ # define WEAP_CRUSH 7 /* big hammers, flails */ # define WEAP_BLUD 8 /* bludgeoning, club, stick */ typedef struct typedata { int number; const char *name; const char *name_pl; int identifyskill; int identifyskill2; } typedata; extern const int ItemTypesSize; extern typedata ItemTypes[]; /* definitions for detailed pickup descriptions. * The objective is to define intelligent groups of items that the * user can pick up or leave as he likes. */ /* high bit as flag for new pickup options */ # define PU_NOTHING 0x00000000 # define PU_DEBUG 0x10000000 # define PU_INHIBIT 0x20000000 # define PU_STOP 0x40000000 # define PU_NEWMODE 0x80000000 # define PU_RATIO 0x0000000F # define PU_FOOD 0x00000010 # define PU_DRINK 0x00000020 # define PU_VALUABLES 0x00000040 # define PU_BOW 0x00000080 # define PU_ARROW 0x00000100 # define PU_HELMET 0x00000200 # define PU_SHIELD 0x00000400 # define PU_ARMOUR 0x00000800 # define PU_BOOTS 0x00001000 # define PU_GLOVES 0x00002000 # define PU_CLOAK 0x00004000 # define PU_KEY 0x00008000 # define PU_MISSILEWEAPON 0x00010000 # define PU_ALLWEAPON 0x00020000 # define PU_MAGICAL 0x00040000 # define PU_POTION 0x00080000 # define PU_SPELLBOOK 0x00100000 # define PU_SKILLSCROLL 0x00200000 # define PU_READABLES 0x00400000 # define PU_MAGIC_DEVICE 0x00800000 # define PU_NOT_CURSED 0x01000000 # define PU_JEWELS 0x02000000 /* Instead of using arbitrary constants for indexing the * freearr, add these values. <= SIZEOFFREE1 will get you * within 1 space. <= SIZEOFFREE2 wll get you withing * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ # define SIZEOFFREE1 8 # define SIZEOFFREE2 24 # define SIZEOFFREE 49 # define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ /* Flag structure now changed. * Each flag is now a bit offset, starting at zero. The macros * will update/read the appropriate flag element in the object * structure. * * Hopefully, since these offsets are integer constants set at run time, * the compiler will reduce the macros something as simple as the * old system was. * * Flags now have FLAG as the prefix. This to be clearer, and also * to make sure F_ names are not still being used anyplace. * * The macros below assume that the flag size for each element is 32 * bits. IF it is smaller, bad things will happen. See structs.h * for more info. * * All functions should use the macros below. In process of converting * to the new system, I find several files that did not use the previous * macros. * * If any FLAG's are or changed, make sure the flag_names structure in * common/loader.l is updated. * * flags[0] is 0 to 31 * flags[1] is 32 to 63 * flags[2] is 64 to 95 * flags[3] is 96 to 127 */ /* Basic routines to do above */ # define SET_FLAG(xyz, p) \ ((xyz)->flags[p/32] |= (1U << (p % 32))) # define CLEAR_FLAG(xyz, p) \ ((xyz)->flags[p/32] &= ~(1U << (p % 32))) # define QUERY_FLAG(xyz, p) \ ((xyz)->flags[p/32] & (1U << (p % 32))) # define COMPARE_FLAGS(p,q) \ ( \ ((p)->flags[0] == (q)->flags[0]) && \ ((p)->flags[1] == (q)->flags[1]) && \ ((p)->flags[2] == (q)->flags[2]) && \ ((p)->flags[3] == (q)->flags[3]) \ ) /* convenience macros to determine what kind of things we are dealing with */ # define IS_WEAPON(op) \ (op->type == ARROW || op->type == BOW || op->type == WEAPON) # define IS_ARMOR(op) \ (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ op->type == BRACERS || op->type == GIRDLE) # define IS_LIVE(op) \ ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) # define IS_ARROW(op) \ (op->type==ARROW || \ (op->type==SPELL_EFFECT && \ (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) /* This return TRUE if object has still randomitems which * could be expanded. */ # define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) /* the flags */ # define FLAG_ALIVE 0 /* Object can fight (or be fought) */ # define FLAG_WIZ 1 /* Object has special privilegies */ # define FLAG_REMOVED 2 /* Object is not in any map or invenory */ # define FLAG_FREED 3 /* Object is in the list of free objects */ # define FLAG_WAS_WIZ 4 /* Player was once a wiz */ # define FLAG_APPLIED 5 /* Object is ready for use by living */ # define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ # define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ # define FLAG_NO_PICK 8 /* Object can't be picked up */ /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ # define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ # define FLAG_MONSTER 14 /* Will attack players */ # define FLAG_FRIENDLY 15 /* Will help players */ # define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ # define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ # define FLAG_AUTO_APPLY 18 /* Will be applied when created */ # define FLAG_TREASURE 19 /* Will generate treasure when applied */ # define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ # define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ # define FLAG_CAN_ROLL 22 /* Object can be rolled */ # define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ # define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ # define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ # define FLAG_IDENTIFIED 29 /* Player knows full info about item */ # define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ # define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ /* Start of values in flags[1] */ # define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ # define FLAG_HITBACK 33 /* Object will hit back when hit */ # define FLAG_STARTEQUIP 34 /* Object was given to player at start */ # define FLAG_BLOCKSVIEW 35 /* Object blocks view */ # define FLAG_UNDEAD 36 /* Monster is undead */ # define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ # define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ # define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ # define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ # define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ # define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ # define FLAG_IS_LIGHTABLE 43 /* object can be lit */ # define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ # define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ thru this object as if it wasn't there */ /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ # define FLAG_PICK_UP 48 /* Can pick up */ # define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ # define FLAG_NO_DROP 50 /* Object can't be dropped */ # define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ # define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ # define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ # define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ # define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ # define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ # define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ # define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ # define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ # define FLAG_READY_BOW 60 /* not implemented yet */ # define FLAG_XRAYS 61 /* X-ray vision */ # define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ # define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ /* Start of values in flags[2] */ # define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ # define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ # define FLAG_SLEEP 66 /* NPC is sleeping */ # define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ # define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ # define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ # define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ # define FLAG_STEALTH 71 /* Will wake monsters with less range */ # define FLAG_WIZPASS 72 /* The wizard can go through walls */ # define FLAG_IS_LINKED 73 /* The object is linked with other objects */ # define FLAG_CURSED 74 /* The object is cursed */ # define FLAG_DAMNED 75 /* The object is _very_ cursed */ # define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ # define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ # define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ # define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ # define FLAG_BEEN_APPLIED 80 /* The object has been applied */ # define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ # define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ # define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ # define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ # define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ # define FLAG_IS_WOODED 87 /* Item is wooded terrain */ # define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ # define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ # define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ # define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ # define FLAG_BLIND 92 /* If set, object cannot see (visually) */ # define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ # define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ /* Start of values in flags[3] */ # define FLAG_NO_STEAL 96 /* Item can't be stolen */ # define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) */ # define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to * detect cases were the server is trying * to send an upditem when we have not * actually sent the item. */ # define FLAG_BERSERK 99 /* monster will attack closest living object */ # define FLAG_NEUTRAL 100 /* monster is from type neutral */ # define FLAG_NO_ATTACK 101 /* monster don't attack */ # define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ # define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by * load_original_map() */ # define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on * the overlay, and is not subject to * decay. */ # define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ # define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ # define FLAG_IS_WATER 107 # define FLAG_CONTENT_ON_GEN 108 # define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ # define FLAG_IS_BUILDABLE 110 /* Can build on item */ # define FLAG_AFK 111 /* Player is AFK */ # define NUM_FLAGS 111 /* Should always be equal to the last * defined flag. If you change this, * make sure you update the flag_links * in common/loader.l */ /* Values can go up to 127 before the size of the flags array in the * object structure needs to be enlarged. * So there are 18 available flags slots */ # define NROFNEWOBJS(xyz) ((xyz)->stats.food) # if 0 /* These should no longer be needed - access move_slow_penalty * directly. */ # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 # endif /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ # define MOVE_WALK 0x1 /* Object walks */ # define MOVE_FLY_LOW 0x2 /* Low flying object */ # define MOVE_FLY_HIGH 0x4 /* High flying object */ # define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ # define MOVE_SWIM 0x8 /* Swimming object */ # define MOVE_BOAT 0x10 /* Boats/sailing */ # define MOVE_ALL 0x1f /* Mask of all movement types */ /* the normal assumption is that objects are walking/flying. * So often we don't want to block movement, but still don't want * to allow all types (swimming is rather specialized) - I also * expect as more movement types show up, this is likely to get * updated. Basically, this is the default for spaces that allow * movement - anything but swimming right now. If you really * want nothing at all, then can always set move_block to 0 */ # define MOVE_BLOCK_DEFAULT MOVE_SWIM /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. * uint8 is defined yet, so just use what that would define it * at anyways. */ typedef unsigned char MoveType; /* Basic macro to see if ob2 blocks ob1 from moving onto this space. * Basically, ob2 has to block all of ob1 movement types. */ # define OB_MOVE_BLOCK(ob1, ob2) \ ((ob1->move_type & ob2->move_block) == ob1->move_type) /* Basic macro to see if if ob1 can not move onto a space based * on the 'type' move_block parameter * Add check - if type is 0, don't stop anything from moving * onto it. * */ # define OB_TYPE_MOVE_BLOCK(ob1, type) \ ( (type != 0) && (ob1->move_type & type) == ob1->move_type) # define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) # define GENERATE_TYPE(xyz) ((xyz)->stats.sp) # define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ /* Note: These values are only a default value, resizing can change them */ # define INV_SIZE 12 /* How many items can be viewed in inventory */ # define LOOK_SIZE 6 /* ditto, but for the look-window */ # define MAX_INV_SIZE 40 /* For initializing arrays */ # define MAX_LOOK_SIZE 40 /* ditto for the look-window */ # define EDITABLE(xyz) ((xyz)->arch->editable) # define E_MONSTER 0x00000001 # define E_EXIT 0x00000002 # define E_TREASURE 0x00000004 # define E_BACKGROUND 0x00000008 # define E_DOOR 0x00000010 # define E_SPECIAL 0x00000020 # define E_SHOP 0x00000040 # define E_NORMAL 0x00000080 # define E_FALSE_WALL 0x00000100 # define E_WALL 0x00000200 # define E_EQUIPMENT 0x00000400 # define E_OTHER 0x00000800 # define E_ARTIFACT 0x00001000 # define EXIT_PATH(xyz) (xyz)->slaying # define EXIT_LEVEL(xyz) (xyz)->stats.food # define EXIT_X(xyz) (xyz)->stats.hp # define EXIT_Y(xyz) (xyz)->stats.sp # define EXIT_ALT_X(xyz) (xyz)->stats.maxhp # define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ # define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really * large values allow objects that can * slow down the game */ # define MAX_DARKNESS 5 /* maximum map darkness, there is no * practical reason to exceed this */ # define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ MAX_LIGHT_RADII:(xyz)->glow_radius; # define F_BUY 0 # define F_SELL 1 # define F_TRUE 2 /* True value of item, unadjusted */ # define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ # define F_IDENTIFIED 8 /* flag to calculate value of identified item */ # define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ # define F_APPROX 32 /* flag to give a guess of item value */ # define F_SHOP 64 /* consider the effect that the shop that the player is in has */ # define DIRX(xyz) freearr_x[(xyz)->direction] # define DIRY(xyz) freearr_y[(xyz)->direction] # define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; # define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; # define ARMOUR_SPEED(xyz) (xyz)->last_sp # define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour # define WEAPON_SPEED(xyz) (xyz)->last_sp /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y each of them signed char, concatenated in a int16 */ # define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) # define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) # define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) # define FIRE_DIRECTIONAL 0 # define FIRE_POSITIONAL 1 /******************************************************************************/ /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ /******************************************************************************/ /* if your monsters start acting wierd, mail me */ /******************************************************************************/ /* the following definitions are for the attack_movement variable in monsters */ /* if the attack_variable movement is left out of the monster archetype, or is*/ /* set to zero */ /* the standard mode of movement from previous versions of crossfire will be */ /* used. the upper four bits of movement data are not in effect when the monst*/ /* er has an enemy. these should only be used for non agressive monsters. */ /* to program a monsters movement add the attack movement numbers to the movem*/ /* ment numbers example a monster that moves in a circle until attacked and */ /* then attacks from a distance: */ /* CIRCLE1 = 32 */ /* + DISTATT = 1 */ /* ------------------- */ /* attack_movement = 33 */ /******************************************************************************/ # define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ # define RUNATT 2 /* run but attack if player catches up to object */ # define HITRUN 3 /* run to then hit player then run away cyclicly */ # define WAITATT 4 /* wait for player to approach then hit, move if hit */ # define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ # define ALLRUN 6 /* always run never attack good for sim. of weak player */ # define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ # define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ # define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ /* player followed denoted by 0b->owner */ /* the monster will try to attack whatever the player is */ /* attacking, and will continue to do so until the owner */ /* calls off the monster - a key command will be */ /* inserted to do so */ # define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ /* set, this is good for non-aggressive monsters and NPC */ # define CIRCLE2 48 /* same as above but a larger circle is used */ # define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ # define PACEH2 80 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is HORIZONTAL movement */ # define RANDO 96 /* the monster will go in a random direction until */ /* it is stopped by an obstacle, then it chooses another */ /* direction. */ # define RANDO2 112 /* constantly move in a different random direction */ # define PACEV 128 /* The Monster will pace back and forth until attacked */ /* this is VERTICAL movement */ # define PACEV2 144 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is VERTICAL movement */ # define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ # define HI4 240 /* * Use of the state-variable in player objects: */ # define ST_PLAYING 0 # define ST_PLAY_AGAIN 1 # define ST_ROLL_STAT 2 # define ST_CHANGE_CLASS 3 # define ST_CONFIRM_QUIT 4 # define ST_CONFIGURE 5 # define ST_GET_NAME 6 # define ST_GET_PASSWORD 7 # define ST_CONFIRM_PASSWORD 8 # define ST_GET_PARTY_PASSWORD 10 # define BLANK_FACE_NAME "blank.111" # define EMPTY_FACE_NAME "empty.111" # define DARK_FACE1_NAME "dark1.111" # define DARK_FACE2_NAME "dark2.111" # define DARK_FACE3_NAME "dark3.111" # define SMOOTH_FACE_NAME "default_smoothed.111" /* * Defines for the luck/random functions to make things more readable */ # define PREFER_HIGH 1 # define PREFER_LOW 0 /* Simple function we use below to keep adding to the same string * but also make sure we don't overwrite that string. */ static inline void safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) { if (*curlen == (maxlen - 1)) return; strncpy (dest + *curlen, orig, maxlen - *curlen - 1); dest[maxlen - 1] = 0; *curlen += strlen (orig); if (*curlen > (maxlen - 1)) *curlen = maxlen - 1; } /* The SAFE versions of these call the safe_strcat function above. * Ideally, all functions should use the SAFE functions, but they * require some extra support in the calling function to remain as * efficient. */ # define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ if(variable) { \ int i,j=0; \ safe_strcat(retbuf,"(" name ": ", len, maxlen); \ for(i=0; inrof?op->weight:op->weight+op->carrying) /* Code fastening defines * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by * buf__ and increment buf__ position so it will point to the end of buf__. * the '\0' caracter will not be put at end of buf__. * use preparefastcat and finishfastcat on buf__ to prepare * and clean up the string. (Lots faster than doing each time...) * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, * keep in mind FAST_STRNCAT is faster since length of second argument is * kown in advance. */ # define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) # define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} # define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} # define FINISH_FASTCAT(buf__) buf__[0]='\0'; /* You may uncomment following define to check sanity of code. * But use as debug only (loses all speed gained by those macros) */ /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ /* * Warning! * If you add message types here, don't forget * to keep the client up to date too! */ /* message types */ # define MSG_TYPE_BOOK 1 # define MSG_TYPE_CARD 2 # define MSG_TYPE_PAPER 3 # define MSG_TYPE_SIGN 4 # define MSG_TYPE_MONUMENT 5 # define MSG_TYPE_SCRIPTED_DIALOG 6 # define MSG_TYPE_MOTD 7 # define MSG_TYPE_ADMIN 8 # define MSG_TYPE_LAST 9 # define MSG_SUBTYPE_NONE 0 /* book messages subtypes */ # define MSG_TYPE_BOOK_CLASP_1 1 # define MSG_TYPE_BOOK_CLASP_2 2 # define MSG_TYPE_BOOK_ELEGANT_1 3 # define MSG_TYPE_BOOK_ELEGANT_2 4 # define MSG_TYPE_BOOK_QUARTO_1 5 # define MSG_TYPE_BOOK_QUARTO_2 6 # define MSG_TYPE_BOOK_SPELL_EVOKER 7 # define MSG_TYPE_BOOK_SPELL_PRAYER 8 # define MSG_TYPE_BOOK_SPELL_PYRO 9 # define MSG_TYPE_BOOK_SPELL_SORCERER 10 # define MSG_TYPE_BOOK_SPELL_SUMMONER 11 /* card messages subtypes*/ # define MSG_TYPE_CARD_SIMPLE_1 1 # define MSG_TYPE_CARD_SIMPLE_2 2 # define MSG_TYPE_CARD_SIMPLE_3 3 # define MSG_TYPE_CARD_ELEGANT_1 4 # define MSG_TYPE_CARD_ELEGANT_2 5 # define MSG_TYPE_CARD_ELEGANT_3 6 # define MSG_TYPE_CARD_STRANGE_1 7 # define MSG_TYPE_CARD_STRANGE_2 8 # define MSG_TYPE_CARD_STRANGE_3 9 # define MSG_TYPE_CARD_MONEY_1 10 # define MSG_TYPE_CARD_MONEY_2 11 # define MSG_TYPE_CARD_MONEY_3 12 /* Paper messages subtypes */ # define MSG_TYPE_PAPER_NOTE_1 1 # define MSG_TYPE_PAPER_NOTE_2 2 # define MSG_TYPE_PAPER_NOTE_3 3 # define MSG_TYPE_PAPER_LETTER_OLD_1 4 # define MSG_TYPE_PAPER_LETTER_OLD_2 5 # define MSG_TYPE_PAPER_LETTER_NEW_1 6 # define MSG_TYPE_PAPER_LETTER_NEW_2 7 # define MSG_TYPE_PAPER_ENVELOPE_1 8 # define MSG_TYPE_PAPER_ENVELOPE_2 9 # define MSG_TYPE_PAPER_SCROLL_OLD_1 10 # define MSG_TYPE_PAPER_SCROLL_OLD_2 11 # define MSG_TYPE_PAPER_SCROLL_NEW_1 12 # define MSG_TYPE_PAPER_SCROLL_NEW_2 13 # define MSG_TYPE_PAPER_SCROLL_MAGIC 14 /* road signs messages subtypes */ # define MSG_TYPE_SIGN_BASIC 1 # define MSG_TYPE_SIGN_DIR_LEFT 2 # define MSG_TYPE_SIGN_DIR_RIGHT 3 # define MSG_TYPE_SIGN_DIR_BOTH 4 /* stones and monument messages */ # define MSG_TYPE_MONUMENT_STONE_1 1 # define MSG_TYPE_MONUMENT_STONE_2 2 # define MSG_TYPE_MONUMENT_STONE_3 3 # define MSG_TYPE_MONUMENT_STATUE_1 4 # define MSG_TYPE_MONUMENT_STATUE_2 5 # define MSG_TYPE_MONUMENT_STATUE_3 6 # define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 # define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 # define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 # define MSG_TYPE_MONUMENT_WALL_1 10 # define MSG_TYPE_MONUMENT_WALL_2 11 # define MSG_TYPE_MONUMENT_WALL_3 12 /*some readable flags*/ /* dialog messsage */ # define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ # define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ # define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ /* admin messages */ # define MSG_TYPE_ADMIN_RULES 1 # define MSG_TYPE_ADMIN_NEWS 2 #endif /* DEFINE_H */