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Revision: 1.102
Committed: Mon Oct 12 14:00:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.101: +7 -6 lines
Log Message:
clarify license

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* This file is best viewed with a window width of about 100 character */
26
27 /* This file is really too large. With all the .h files
28 * around, this file should be better split between them - things
29 * that deal with objects should be in objects.h, things dealing
30 * with players in player.h, etc. As it is, everything just seems
31 * to be dumped in here.
32 */
33
34 #ifndef DEFINE_H
35 #define DEFINE_H
36
37 #include <autoconf.h>
38
39 #define FONTDIR ""
40 #define FONTNAME ""
41
42 /* Decstations have trouble with fabs()... */
43 #define FABS(x) fabs (x)
44
45 #ifdef __NetBSD__
46 # include <sys/param.h>
47 #endif
48
49 // maximum length of an object name in the protocol
50 #define NAME_LEN 127
51
52 #undef MIN
53 #undef MAX
54
55 #define MAX_STAT 30 /* The maximum legal value of any stat */
56 #define MIN_STAT 1 /* The minimum legal value of any stat */
57
58 //TODO: not only use more reasonable values, also enforce them
59 #define MIN_WC -120
60 #define MAX_WC 120
61 #define MIN_AC -120
62 #define MAX_AC 120
63 #define MIN_DAM 0
64 #define MAX_DAM 200
65 #define MIN_DIGESTION -35
66 #define MAX_DIGESTION 70
67
68 #define MAX_BUF 1024
69 /* Used for all kinds of things */
70 #define VERY_BIG_BUF 2048
71 #define HUGE_BUF 10240 /* Used for messages - some can be quite long */
72 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
73
74 #define FONTSIZE 3000 /* Max chars in font */
75
76 #define MAX_ANIMATIONS 256
77
78 #define MAX_NAME 48
79 #define MAX_EXT_TITLE 98
80
81 #define ATTUNE_REPELL 16 // levels diff for attune/repell
82
83 //TODO: remove all calls to fatal and replace them by cleanup
84 #define OUT_OF_MEMORY 0
85 #define MAP_ERROR 1
86 #define ARCHTABLE_TOO_SMALL 2 // unused
87 #define TOO_MANY_ERRORS 3
88
89 /* TYPE DEFINES */
90
91 /* Only add new values to this list if somewhere in the program code,
92 * it is actually needed. Just because you add a new monster does not
93 * mean it has to have a type defined here. That only needs to happen
94 * if in some .c file, it needs to do certain special actions based on
95 * the monster type, that can not be handled by any of the numerous
96 * flags
97 * Also, if you add new entries, try and fill up the holes in this list.
98 * Additionally, when you add a new entry, include it in the table in item.c
99 */
100
101 /* USED TYPES: (for dead types please look at the bottom of the type
102 * definitions)
103 */
104
105 /* type 0 objects have the default behaviour */
106
107 #define PLAYER 1
108 #define TRANSPORT 2 /* see pod/objects.pod */
109 #define ROD 3
110 #define TREASURE 4
111 #define POTION 5
112 #define FOOD 6
113 #define POISON 7
114 #define BOOK 8
115 #define CLOCK 9
116 //10
117 //11
118 //12
119 #define ARROW 13
120 #define BOW 14
121 #define WEAPON 15
122 #define ARMOUR 16
123 #define PEDESTAL 17
124 #define ALTAR 18
125 //19
126 #define LOCKED_DOOR 20
127 #define SPECIAL_KEY 21
128 #define MAP 22
129 #define DOOR 23
130 #define KEY 24
131 //25
132 #define TIMED_GATE 26
133 #define TRIGGER 27
134 #define GRIMREAPER 28
135 #define MAGIC_EAR 29
136 #define TRIGGER_BUTTON 30
137 #define TRIGGER_ALTAR 31
138 #define TRIGGER_PEDESTAL 32
139 #define SHIELD 33
140 #define HELMET 34
141 #define HORN 35
142 #define MONEY 36
143 #define CLASS 37 /* object for applying character class modifications to someone */
144 #define GRAVESTONE 38
145 #define AMULET 39
146 #define PLAYERMOVER 40
147 #define TELEPORTER 41
148 #define CREATOR 42
149 #define SKILL 43 /* also see SKILL_TOOL (74) below */
150 //44
151 #define EARTHWALL 45
152 #define GOLEM 46
153 //47
154 #define THROWN_OBJ 48
155 #define BLINDNESS 49
156 #define GOD 50
157 #define DETECTOR 51 /* peterm: detector is an object
158 * which notices the presense of
159 * another object and is triggered
160 * like buttons.
161 */
162 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
163 * force into a player with a specified string WHEN TRIGGERED.
164 */
165 #define DEAD_OBJECT 53
166 #define DRINK 54
167 #define MARKER 55 /* inserts an invisible, weightless
168 * force into a player with a specified string.
169 */
170 #define HOLY_ALTAR 56
171 #define PLAYER_CHANGER 57
172 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
173
174 #define PEACEMAKER 59 /* Object owned by a player which can convert
175 * a monster into a peaceful being incapable of attack.
176 */
177 #define GEM 60
178 //61
179 #define FIREWALL 62
180 #define ANVIL 63
181 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
182 #define MOOD_FLOOR 65 /*
183 * values of last_sp set how to change:
184 * 0 = furious, all monsters become aggressive
185 * 1 = angry, all but friendly become aggressive
186 * 2 = calm, all aggressive monsters calm down
187 * 3 = sleep, all monsters fall asleep
188 * 4 = charm, monsters become pets
189 * 5 = destroy monsters
190 * 6 = destroy pets / friendlies
191 */
192 #define EXIT 66
193 #define ENCOUNTER 67
194 #define SHOP_FLOOR 68
195 #define SHOP_MAT 69
196 #define RING 70
197 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
198 #define FLESH 72 /* animal 'body parts' -b.t. */
199 #define INORGANIC 73 /* metals and minerals */
200 #define SKILL_TOOL 74 /* Allows the use of a skill */
201 #define LIGHTER 75
202 //76
203 #define BUILDABLE_WALL 77 /* this is a buildable wall */
204 //78
205 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
206 in the engine. Like statues, clocks, chairs,...
207 If perhaps we create a function where we can sit
208 on chairs, we create a new type and remove all
209 chairs from here. */
210 //80
211 #define TORCH 81 /* a torch */
212 #define LAMP 82 /* a lamp */
213 #define DUPLICATOR 83 /* duplicator/multiplier object */
214 //84
215 #define SPELLBOOK 85
216 //86
217 #define CLOAK 87
218 //88
219 //89
220 #define SPINNER 90
221 #define GATE 91
222 #define BUTTON 92
223 #define CF_HANDLE 93
224 #define HOLE 94
225 #define TRAPDOOR 95
226 //96
227 //97
228 #define SIGN 98
229 #define BOOTS 99
230 #define GLOVES 100
231 #define SPELL 101
232 #define SPELL_EFFECT 102
233 #define CONVERTER 103
234 #define BRACERS 104
235 #define POISONING 105
236 #define SAVEBED 106
237 //107
238 //108
239 #define WAND 109
240 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
241 #define SCROLL 111
242 #define DIRECTOR 112
243 #define GIRDLE 113
244 #define FORCE 114
245 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
246 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
247 //117
248 //118
249 //119
250 //120
251 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
252 #define CONTAINER 122
253 #define ARMOUR_IMPROVER 123
254 #define WEAPON_IMPROVER 124
255 //125
256 //126
257 //127
258 //128
259 //129
260 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261 //131
262 //132
263 //133
264 //134
265 //135
266 //136
267 //137
268 #define DEEP_SWAMP 138
269 #define IDENTIFY_ALTAR 139
270 //140
271 //141
272 //142
273 //143
274 //144
275 //145
276 //146
277 //147
278 //148
279 //149
280 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
281 //151
282 //152
283 //153
284 #define RUNE 154
285 #define TRAP 155
286 #define POWER_CRYSTAL 156
287 #define CORPSE 157
288 #define DISEASE 158
289 #define SYMPTOM 159
290 #define BUILDER 160 /* Generic item builder, see subtypes */
291 #define MATERIAL 161 /* Material for building */
292 //162
293 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
294 #define MAPSCRIPT 164 /* A perl-scripted connectable */
295 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
296 potions, alchemy, or magic works here (elmex) */
297
298 #define NUM_TYPES 166 // must be max(type) + 1
299
300 /* END TYPE DEFINE */
301
302 // maximum supported subtype number + 1, can be increased to 256
303 // currently (2007-09) in use: 50
304 #define NUM_SUBTYPES 64
305
306 /* Subtypes for BUILDER */
307 #define ST_BD_BUILD 1 /* Builds an item */
308 #define ST_BD_REMOVE 2 /* Removes an item */
309
310 /* Subtypes for MATERIAL */
311 #define ST_MAT_FLOOR 1 /* Floor */
312 #define ST_MAT_WALL 2 /* Wall */
313 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
314
315 /* definitions for weapontypes */
316
317 #define WEAP_HIT 0 /* the basic */
318 #define WEAP_SLASH 1 /* slash */
319 #define WEAP_PIERCE 2 /* arrows, stiletto */
320 #define WEAP_CLEAVE 3 /* axe */
321 #define WEAP_SLICE 4 /* katana */
322 #define WEAP_STAB 5 /* knife, dagger */
323 #define WEAP_WHIP 6 /* whips n chains */
324 #define WEAP_CRUSH 7 /* big hammers, flails */
325 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
326
327 typedef struct typedata
328 {
329 int number;
330 const char *name;
331 const char *name_pl;
332 int identifyskill;
333 int identifyskill2;
334 } typedata;
335
336 extern const int ItemTypesSize;
337 extern typedata ItemTypes[];
338
339 /* definitions for detailed pickup descriptions.
340 * The objective is to define intelligent groups of items that the
341 * user can pick up or leave as he likes. */
342
343 /* high bit as flag for new pickup options */
344 #define PU_NOTHING 0x00000000
345
346 #define PU_DEBUG 0x10000000
347 #define PU_INHIBIT 0x20000000
348 #define PU_STOP 0x40000000
349 #define PU_ENABLE 0x80000000 // used to distinguish value density
350
351 #define PU_RATIO 0x0000000F
352
353 #define PU_FOOD 0x00000010
354 #define PU_DRINK 0x00000020
355 #define PU_VALUABLES 0x00000040
356 #define PU_BOW 0x00000080
357
358 #define PU_ARROW 0x00000100
359 #define PU_HELMET 0x00000200
360 #define PU_SHIELD 0x00000400
361 #define PU_ARMOUR 0x00000800
362
363 #define PU_BOOTS 0x00001000
364 #define PU_GLOVES 0x00002000
365 #define PU_CLOAK 0x00004000
366 #define PU_KEY 0x00008000
367
368 #define PU_MISSILEWEAPON 0x00010000
369 #define PU_ALLWEAPON 0x00020000
370 #define PU_MAGICAL 0x00040000
371 #define PU_POTION 0x00080000
372
373 #define PU_SPELLBOOK 0x00100000
374 #define PU_SKILLSCROLL 0x00200000
375 #define PU_READABLES 0x00400000
376 #define PU_MAGIC_DEVICE 0x00800000
377
378 #define PU_NOT_CURSED 0x01000000
379 #define PU_JEWELS 0x02000000
380 #define PU_FLESH 0x04000000
381
382
383 /* Instead of using arbitrary constants for indexing the
384 * freearr, add these values. <= SIZEOFFREE1 will get you
385 * within 1 space. <= SIZEOFFREE2 wll get you withing
386 * 2 spaces, and the entire array (< SIZEOFFREE) is
387 * three spaces
388 */
389 #define SIZEOFFREE0 0
390 #define SIZEOFFREE1 8
391 #define SIZEOFFREE2 24
392 #define SIZEOFFREE3 48
393 #define SIZEOFFREE 49
394
395 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
396
397 /*
398 * If any FLAG's are added or changed, make sure the flag_names structure in
399 * common/loader.C is updated.
400 */
401
402 /* Basic routines to do above */
403 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
404 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
405 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
406
407 /* the flags */
408
409 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
410 #define FLAG_WIZ 1 /* Object has special privilegies */
411 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
412 #define FLAG_FREED 3 /* Object is in the list of free objects */
413 #define FLAG_WIZLOOK 4 /* disable los and lighting */
414 #define FLAG_APPLIED 5 /* Object is ready for use by living */
415 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
416 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
417
418 #define FLAG_NO_PICK 8 /* Object can't be picked up */
419
420 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
421 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
422
423 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
424
425 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
426 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
427 #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
428
429 #define FLAG_MONSTER 14 /* Will attack players */
430 #define FLAG_FRIENDLY 15 /* Will help players */
431 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
432 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
433 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
434 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
435 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
436 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
437 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
438 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
439 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
440
441 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
442 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
443 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
444
445 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
446 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
447 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
448 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
449 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
450 #define FLAG_HITBACK 33 /* Object will hit back when hit */
451 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
452 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
453 #define FLAG_UNDEAD 36 /* Monster is undead */
454 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
455 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
456 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
457 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
458
459 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
460 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
461 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
462 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
463 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
464 but can still attack at a distance */
465
466 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
467 thru this object as if it wasn't there */
468 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
469
470 #define FLAG_PICK_UP 48 /* Can pick up */
471 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
472 #define FLAG_NO_DROP 50 /* Object can't be dropped */
473 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
474
475 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
476 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
477 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
478 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
479 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
480 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
481 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
482 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
483 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
484
485 #define FLAG_XRAYS 61 /* X-ray vision */
486 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
487 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
488
489 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
490 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
491 #define FLAG_SLEEP 66 /* NPC is sleeping */
492 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
493 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
494 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
495 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
496 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
497
498 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
499 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
500 #define FLAG_CURSED 74 /* The object is cursed */
501 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
502 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
503 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
504 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
505 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
506
507 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
508 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
509 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
510
511 #define FLAG_PRECIOUS 83 // object is precious (pets)
512 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
513 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
514 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
515
516 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
517 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
518 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
519 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
520 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
521 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
522 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
523 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
524
525 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
526
527 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
528 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
529 * away (replaces ghosthit)
530 */
531 #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
532
533 #define FLAG_BERSERK 99 /* monster will attack closest living
534 object */
535 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
536 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
537 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
538 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
539 * load_original_map() */
540 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
541 // * the overlay, and is not subject to
542 // * decay. */
543 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
544 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
545 #define FLAG_IS_WATER 107
546 #define FLAG_CONTENT_ON_GEN 108
547 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
548 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
549 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
550 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
551
552 #define NUM_FLAGS 113 /* Should always be equal to the last
553 * defined flag + 1. If you change this,
554 * make sure you update the flag_links
555 * in common/loader.l
556 */
557
558 /* If you add new movement types, you may need to update
559 * describe_item() so properly describe those types.
560 * change_abil() probably should be updated also.
561 */
562 #define MOVE_WALK 0x01 /* Object walks */
563 #define MOVE_FLY_LOW 0x02 /* Low flying object */
564 #define MOVE_FLY_HIGH 0x04 /* High flying object */
565 #define MOVE_FLYING 0x06
566 /* Combo of fly_low and fly_high */
567 #define MOVE_SWIM 0x08 /* Swimming object */
568 #define MOVE_BOAT 0x10 /* Boats/sailing */
569 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
570
571 #define MOVE_ALL 0x3f /* Mask of all movement types */
572
573 /* typdef here to define type large enough to hold bitmask of
574 * all movement types. Make one declaration so easy to update.
575 */
576 typedef unsigned char MoveType;
577
578 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
579 * Basically, ob2 has to block all of ob1 movement types.
580 */
581 #define OB_MOVE_BLOCK(ob1, ob2) \
582 ((ob1->move_type & ob2->move_block) == ob1->move_type)
583
584 /* Basic macro to see if if ob1 can not move onto a space based
585 * on the 'type' move_block parameter
586 * Add check - if type is 0, don't stop anything from moving
587 * onto it.
588 *
589 */
590 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
591 ((type) && (ob1->move_type & type) == ob1->move_type)
592
593 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
594
595 #define EXIT_PATH(xyz) (xyz)->slaying
596 #define EXIT_LEVEL(xyz) (xyz)->stats.food
597 #define EXIT_X(xyz) (xyz)->stats.hp
598 #define EXIT_Y(xyz) (xyz)->stats.sp
599 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601
602 /* for use by the lighting code */
603 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
604 * large values allow objects that can
605 * slow down the game */
606 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * practical reason to exceed this */
608 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
609 #define LOS_BLOCKED 100 /* fully blocked spaces */
610 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
611 MAX_LIGHT_RADII:(xyz)->glow_radius;
612 // player position in blocked_los code
613 #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
614 #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
615
616
617 #define F_BUY 0
618 #define F_SELL 1
619 #define F_TRUE 2 /* True value of item, unadjusted */
620 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
621 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
622 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
623 #define F_APPROX 32 /* flag to give a guess of item value */
624 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
625
626 #define DIRX(xyz) freearr_x[(xyz)->direction]
627 #define DIRY(xyz) freearr_y[(xyz)->direction]
628
629 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
630 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
631 #define WEAPON_SPEED(xyz) (xyz)->last_sp
632
633 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
634 each of them signed char, concatenated in a int16 */
635 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
636 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
637 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
638
639 #define FIRE_DIRECTIONAL 0
640 #define FIRE_POSITIONAL 1
641
642 /******************************************************************************/
643 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
644 /******************************************************************************/
645 /* if your monsters start acting wierd, mail me */
646 /******************************************************************************/
647 /* the following definitions are for the attack_movement variable in monsters */
648 /* if the attack_variable movement is left out of the monster archetype, or is*/
649 /* set to zero */
650 /* the standard mode of movement from previous versions of crossfire will be */
651 /* used. the upper four bits of movement data are not in effect when the monst*/
652 /* er has an enemy. these should only be used for non agressive monsters. */
653 /* to program a monsters movement add the attack movement numbers to the movem*/
654 /* ment numbers example a monster that moves in a circle until attacked and */
655 /* then attacks from a distance: */
656 /* CIRCLE1 = 32 */
657 /* + DISTATT = 1 */
658 /* ------------------- */
659 /* attack_movement = 33 */
660 /******************************************************************************/
661 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
662 /* attack from a distance - good for missile users only */
663 #define RUNATT 2 /* run but attack if player catches up to object */
664 #define HITRUN 3 /* run to then hit player then run away cyclicly */
665 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
666 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
667 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
668 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
669 #define WAIT2 8 /* monster does not try to move towards player if far */
670 /* maintains comfortable distance */
671
672 #define PETMOVE 16 /* if the upper four bits of attack_movement */
673 /* are set to this number, the monster follows a player */
674 /* until the owner calls it back or off */
675 /* player followed denoted by 0b->owner */
676 /* the monster will try to attack whatever the player is */
677 /* attacking, and will continue to do so until the owner */
678 /* calls off the monster - a key command will be */
679 /* inserted to do so */
680 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
681 /* are set to this number, the monster will move in a */
682 /* circle until it is attacked, or the enemy field is */
683 /* set, this is good for non-aggressive monsters and NPC */
684 #define CIRCLE2 48 /* same as above but a larger circle is used */
685 #define PACEH 64 /* The Monster will pace back and forth until attacked */
686 /* this is HORIZONTAL movement */
687 #define PACEH2 80 /* the monster will pace as above but the length of the */
688 /* pace area is longer and the monster stops before */
689 /* changing directions */
690 /* this is HORIZONTAL movement */
691 #define RANDO 96 /* the monster will go in a random direction until */
692 /* it is stopped by an obstacle, then it chooses another */
693 /* direction. */
694 #define RANDO2 112 /* constantly move in a different random direction */
695 #define PACEV 128 /* The Monster will pace back and forth until attacked */
696 /* this is VERTICAL movement */
697 #define PACEV2 144 /* the monster will pace as above but the length of the */
698 /* pace area is longer and the monster stops before */
699 /* changing directions */
700 /* this is VERTICAL movement */
701 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
702 #define HI4 240
703
704 #define BLANK_FACE_NAME "blank.x11"
705 #define EMPTY_FACE_NAME "empty.x11"
706
707 /*
708 * Defines for the luck/random functions to make things more readable
709 */
710
711 #define PREFER_HIGH 1
712 #define PREFER_LOW 0
713
714 /* Flags for apply_special() */
715 enum apply_flag
716 {
717 /* Basic flags/mode, always use one of these */
718 AP_TOGGLE = 0,
719 AP_APPLY = 1,
720 AP_UNAPPLY = 2,
721
722 AP_BASIC_FLAGS = 0x0f,
723
724 /* Optional flags, for bitwise or with a basic flag */
725 AP_NO_MERGE = 0x10,
726 AP_IGNORE_CURSE = 0x20,
727 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
728 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
729 };
730
731 /* Bitmask values for 'can_apply_object()' return values.
732 * the CAN_APPLY_ prefix is to just note what function the
733 * are returned from.
734 *
735 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
736 * location who doesn't have.
737 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
738 * this basically means one of the FLAGS are set saying you can't
739 * use this.
740 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
741 * if this object can do anything to use this object. If the value
742 * returned from can_apply_object() anded with the mask is non zero,
743 * then it is out of the control of this creature to use the item.
744 * otherwise it means that by unequipping stuff, they could apply the object
745 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
746 * this.
747 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
748 * unapplied before this can be applied. Think of switching to
749 * a bow but you have a sword & shield - both the sword and
750 * shield need to be uneqipped before you can do the bow.
751 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
752 * this one can be applied. Think of rings - human is wearing two
753 * rings and tries to apply one - there are two possible rings he
754 * could remove.
755 *
756 */
757 #define CAN_APPLY_NEVER 0x1
758 #define CAN_APPLY_RESTRICTION 0x2
759 #define CAN_APPLY_NOT_MASK 0xf
760 #define CAN_APPLY_UNAPPLY 0x10
761 #define CAN_APPLY_UNAPPLY_MULT 0x20
762 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
763
764 // Cut off point of when an object is put on the active list or not
765 // we use 2**-n because that can be represented exactly
766 // also make sure that this is a float, not double, constant
767 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
768
769 /*
770 * Warning!
771 * If you add message types here, don't forget
772 * to keep the client up to date too!
773 */
774
775 /* message types */
776 #define MSG_TYPE_BOOK 1
777 #define MSG_TYPE_CARD 2
778 #define MSG_TYPE_PAPER 3
779 #define MSG_TYPE_SIGN 4
780 #define MSG_TYPE_MONUMENT 5
781 #define MSG_TYPE_SCRIPTED_DIALOG 6
782 #define MSG_TYPE_MOTD 7
783 #define MSG_TYPE_ADMIN 8
784 #define MSG_TYPE_LAST 9
785
786 #define MSG_SUBTYPE_NONE 0
787
788 /* book messages subtypes */
789 #define MSG_TYPE_BOOK_CLASP_1 1
790 #define MSG_TYPE_BOOK_CLASP_2 2
791 #define MSG_TYPE_BOOK_ELEGANT_1 3
792 #define MSG_TYPE_BOOK_ELEGANT_2 4
793 #define MSG_TYPE_BOOK_QUARTO_1 5
794 #define MSG_TYPE_BOOK_QUARTO_2 6
795 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
796 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
797 #define MSG_TYPE_BOOK_SPELL_PYRO 9
798 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
799 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
800
801 /* card messages subtypes*/
802 #define MSG_TYPE_CARD_SIMPLE_1 1
803 #define MSG_TYPE_CARD_SIMPLE_2 2
804 #define MSG_TYPE_CARD_SIMPLE_3 3
805 #define MSG_TYPE_CARD_ELEGANT_1 4
806 #define MSG_TYPE_CARD_ELEGANT_2 5
807 #define MSG_TYPE_CARD_ELEGANT_3 6
808 #define MSG_TYPE_CARD_STRANGE_1 7
809 #define MSG_TYPE_CARD_STRANGE_2 8
810 #define MSG_TYPE_CARD_STRANGE_3 9
811 #define MSG_TYPE_CARD_MONEY_1 10
812 #define MSG_TYPE_CARD_MONEY_2 11
813 #define MSG_TYPE_CARD_MONEY_3 12
814
815 /* Paper messages subtypes */
816 #define MSG_TYPE_PAPER_NOTE_1 1
817 #define MSG_TYPE_PAPER_NOTE_2 2
818 #define MSG_TYPE_PAPER_NOTE_3 3
819 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
820 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
821 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
822 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
823 #define MSG_TYPE_PAPER_ENVELOPE_1 8
824 #define MSG_TYPE_PAPER_ENVELOPE_2 9
825 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
826 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
827 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
828 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
829 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
830
831 /* road signs messages subtypes */
832 #define MSG_TYPE_SIGN_BASIC 1
833 #define MSG_TYPE_SIGN_DIR_LEFT 2
834 #define MSG_TYPE_SIGN_DIR_RIGHT 3
835 #define MSG_TYPE_SIGN_DIR_BOTH 4
836
837 /* stones and monument messages */
838 #define MSG_TYPE_MONUMENT_STONE_1 1
839 #define MSG_TYPE_MONUMENT_STONE_2 2
840 #define MSG_TYPE_MONUMENT_STONE_3 3
841 #define MSG_TYPE_MONUMENT_STATUE_1 4
842 #define MSG_TYPE_MONUMENT_STATUE_2 5
843 #define MSG_TYPE_MONUMENT_STATUE_3 6
844 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
845 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
846 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
847 #define MSG_TYPE_MONUMENT_WALL_1 10
848 #define MSG_TYPE_MONUMENT_WALL_2 11
849 #define MSG_TYPE_MONUMENT_WALL_3 12
850
851 /*some readable flags*/
852
853 /* dialog messsage */
854 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
855 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
856 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
857
858 /* admin messages */
859 #define MSG_TYPE_ADMIN_RULES 1
860 #define MSG_TYPE_ADMIN_NEWS 2
861
862 /**
863 * Maximum distance a player may hear a sound from.
864 * This is only used for client/server sound and say. If the sound source
865 * on the map is farther away than this, we don't sent it to the client.
866 */
867 #define MAX_SOUND_DISTANCE 16
868
869 #define LOG_CHANNEL "log" // the plain and ugly standard server log
870 #define INFO_CHANNEL "info" // lower_left box
871 #define SAY_CHANNEL "say"
872 #define CHAT_CHANNEL "chat"
873 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
874
875 /* The following are the color flags passed to new_draw_info.
876 *
877 * We also set up some control flags
878 *
879 * NDI = New Draw Info
880 */
881
882 /* Color specifications - note these match the order in xutil.c */
883 /* Note 2: Black, the default color, is 0. Thus, it does not need to
884 * be implicitly specified.
885 */
886 #define NDI_BLACK 0
887 #define NDI_WHITE 1
888 #define NDI_NAVY 2
889 #define NDI_RED 3
890 #define NDI_ORANGE 4
891 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
892 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
893 #define NDI_GREEN 7 /* SeaGreen */
894 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
895 /* Than seagreen - also background color */
896 #define NDI_GREY 9
897 #define NDI_BROWN 10 /* Sienna */
898 #define NDI_GOLD 11
899 #define NDI_TAN 12 /* Khaki */
900
901 #define NDI_MAX_COLOR 12 /* Last value in */
902 #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
903 /* using an int anyways, so we have the space */
904 /* to still do all the flags */
905
906 #define NDI_REPLY 0x20 // is a direct reply to a user command
907 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
908 #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
909 #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
910
911 #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
912 #define NDI_ALL 0x2000 /* Inform all players of this message */
913 #define NDI_DEF 0x4000 // ignore colour for channel protocol
914 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
915
916 #endif /* DEFINE_H */
917