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Revision: 1.109
Committed: Wed Nov 11 04:45:22 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
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# 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 #ifdef __NetBSD__
43 # include <sys/param.h>
44 #endif
45
46 #define MAXLEVEL 115 // for treasure calculations only
47
48 // maximum length of an object name in the protocol
49 #define NAME_LEN 127
50
51 #define MAX_STAT 30 /* The maximum legal value of any stat */
52 #define MIN_STAT 1 /* The minimum legal value of any stat */
53
54 //TODO: not only use more reasonable values, also enforce them
55 #define MIN_WC -120
56 #define MAX_WC 120
57 #define MIN_AC -120
58 #define MAX_AC 120
59 #define MIN_DAM 0
60 #define MAX_DAM 200
61 #define MIN_DIGESTION -35
62 #define MAX_DIGESTION 70
63
64 #define MAX_BUF 1024 /* Used for all kinds of things */
65
66 #define MAX_NAME 48
67
68 #define ATTUNE_REPELL 16 // levels diff for attune/repell
69
70 //TODO: remove all calls to fatal and replace them by cleanup
71 #define OUT_OF_MEMORY 0
72 #define MAP_ERROR 1
73 #define ARCHTABLE_TOO_SMALL 2 // unused
74 #define TOO_MANY_ERRORS 3
75
76 /* TYPE DEFINES */
77
78 /* Only add new values to this list if somewhere in the program code,
79 * it is actually needed. Just because you add a new monster does not
80 * mean it has to have a type defined here. That only needs to happen
81 * if in some .c file, it needs to do certain special actions based on
82 * the monster type, that can not be handled by any of the numerous
83 * flags
84 * Also, if you add new entries, try and fill up the holes in this list.
85 * Additionally, when you add a new entry, include it in the table in item.c
86 */
87
88 /* USED TYPES: (for dead types please look at the bottom of the type
89 * definitions)
90 */
91
92 /* type 0 objects have the default behaviour */
93
94 #define PLAYER 1
95 #define TRANSPORT 2 /* see pod/objects.pod */
96 #define ROD 3
97 #define TREASURE 4
98 #define POTION 5
99 #define FOOD 6
100 #define POISON 7
101 #define BOOK 8
102 #define CLOCK 9
103 //10
104 //11
105 //12
106 #define ARROW 13
107 #define BOW 14
108 #define WEAPON 15
109 #define ARMOUR 16
110 #define PEDESTAL 17
111 #define ALTAR 18
112 #define T_MATCH 19
113 #define LOCKED_DOOR 20
114 #define SPECIAL_KEY 21
115 #define MAP 22
116 #define DOOR 23
117 #define KEY 24
118 //25
119 #define TIMED_GATE 26
120 #define TRIGGER 27
121 #define GRIMREAPER 28
122 #define MAGIC_EAR 29
123 #define TRIGGER_BUTTON 30
124 #define TRIGGER_ALTAR 31
125 #define TRIGGER_PEDESTAL 32
126 #define SHIELD 33
127 #define HELMET 34
128 #define HORN 35
129 #define MONEY 36
130 #define CLASS 37 /* object for applying character class modifications to someone */
131 #define GRAVESTONE 38
132 #define AMULET 39
133 #define PLAYERMOVER 40
134 #define TELEPORTER 41
135 #define CREATOR 42
136 #define SKILL 43 /* also see SKILL_TOOL (74) below */
137 //44
138 #define EARTHWALL 45
139 #define GOLEM 46
140 //47
141 #define THROWN_OBJ 48
142 #define BLINDNESS 49
143 #define GOD 50
144 #define DETECTOR 51 /* peterm: detector is an object
145 * which notices the presense of
146 * another object and is triggered
147 * like buttons.
148 */
149 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
150 * force into a player with a specified string WHEN TRIGGERED.
151 */
152 #define DEAD_OBJECT 53
153 #define DRINK 54
154 #define MARKER 55 /* inserts an invisible, weightless
155 * force into a player with a specified string.
156 */
157 #define HOLY_ALTAR 56
158 #define PLAYER_CHANGER 57
159 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
160
161 #define PEACEMAKER 59 /* Object owned by a player which can convert
162 * a monster into a peaceful being incapable of attack.
163 */
164 #define GEM 60
165 //61
166 #define FIREWALL 62
167 #define ANVIL 63
168 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
169 #define MOOD_FLOOR 65 /*
170 * values of last_sp set how to change:
171 * 0 = furious, all monsters become aggressive
172 * 1 = angry, all but friendly become aggressive
173 * 2 = calm, all aggressive monsters calm down
174 * 3 = sleep, all monsters fall asleep
175 * 4 = charm, monsters become pets
176 * 5 = destroy monsters
177 * 6 = destroy pets / friendlies
178 */
179 #define EXIT 66
180 #define ENCOUNTER 67
181 #define SHOP_FLOOR 68
182 #define SHOP_MAT 69
183 #define RING 70
184 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
185 #define FLESH 72 /* animal 'body parts' -b.t. */
186 #define INORGANIC 73 /* metals and minerals */
187 #define SKILL_TOOL 74 /* Allows the use of a skill */
188 #define LIGHTER 75
189 //76
190 #define BUILDABLE_WALL 77 /* this is a buildable wall */
191 //78
192 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
193 in the engine. Like statues, clocks, chairs,...
194 If perhaps we create a function where we can sit
195 on chairs, we create a new type and remove all
196 chairs from here. */
197 //80
198 #define TORCH 81 /* a torch */
199 #define LAMP 82 /* a lamp */
200 #define DUPLICATOR 83 /* duplicator/multiplier object */
201 //84
202 #define SPELLBOOK 85
203 //86
204 #define CLOAK 87
205 //88
206 //89
207 #define SPINNER 90
208 #define GATE 91
209 #define BUTTON 92
210 #define T_HANDLE 93
211 #define HOLE 94
212 #define TRAPDOOR 95
213 //96
214 //97
215 #define SIGN 98
216 #define BOOTS 99
217 #define GLOVES 100
218 #define SPELL 101
219 #define SPELL_EFFECT 102
220 #define CONVERTER 103
221 #define BRACERS 104
222 #define POISONING 105
223 #define SAVEBED 106
224 //107
225 //108
226 #define WAND 109
227 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
228 #define SCROLL 111
229 #define DIRECTOR 112
230 #define GIRDLE 113
231 #define FORCE 114
232 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
233 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
234 //117
235 //118
236 //119
237 //120
238 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
239 #define CONTAINER 122
240 #define ARMOUR_IMPROVER 123
241 #define WEAPON_IMPROVER 124
242 //125
243 //126
244 //127
245 //128
246 //129
247 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
248 //131
249 //132
250 //133
251 //134
252 //135
253 //136
254 //137
255 #define DEEP_SWAMP 138
256 #define IDENTIFY_ALTAR 139
257 //140
258 //141
259 //142
260 //143
261 //144
262 //145
263 //146
264 //147
265 //148
266 //149
267 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
268 //151
269 //152
270 //153
271 #define RUNE 154
272 #define TRAP 155
273 #define POWER_CRYSTAL 156
274 #define CORPSE 157
275 #define DISEASE 158
276 #define SYMPTOM 159
277 #define BUILDER 160 /* Generic item builder, see subtypes */
278 #define MATERIAL 161 /* Material for building */
279 //162
280 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
281 #define MAPSCRIPT 164 /* A perl-scripted connectable */
282 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
283 potions, alchemy, or magic works here (elmex) */
284
285 #define NUM_TYPES 166 // must be max(type) + 1
286
287 /* END TYPE DEFINE */
288
289 // maximum supported subtype number + 1, can be increased to 256
290 // currently (2007-09) in use: 50
291 #define NUM_SUBTYPES 64
292
293 /* Subtypes for BUILDER */
294 #define ST_BD_BUILD 1 /* Builds an item */
295 #define ST_BD_REMOVE 2 /* Removes an item */
296
297 /* Subtypes for MATERIAL */
298 #define ST_MAT_FLOOR 1 /* Floor */
299 #define ST_MAT_WALL 2 /* Wall */
300 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
301
302 /* definitions for weapontypes */
303
304 #define WEAP_HIT 0 /* the basic */
305 #define WEAP_SLASH 1 /* slash */
306 #define WEAP_PIERCE 2 /* arrows, stiletto */
307 #define WEAP_CLEAVE 3 /* axe */
308 #define WEAP_SLICE 4 /* katana */
309 #define WEAP_STAB 5 /* knife, dagger */
310 #define WEAP_WHIP 6 /* whips n chains */
311 #define WEAP_CRUSH 7 /* big hammers, flails */
312 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
313
314 typedef struct typedata
315 {
316 int number;
317 const char *name;
318 const char *name_pl;
319 int identifyskill;
320 int identifyskill2;
321 } typedata;
322
323 extern const int ItemTypesSize;
324 extern typedata ItemTypes[];
325
326 /* definitions for detailed pickup descriptions.
327 * The objective is to define intelligent groups of items that the
328 * user can pick up or leave as he likes. */
329
330 /* high bit as flag for new pickup options */
331 #define PU_NOTHING 0x00000000
332
333 #define PU_DEBUG 0x10000000
334 #define PU_INHIBIT 0x20000000
335 #define PU_STOP 0x40000000
336 #define PU_ENABLE 0x80000000 // used to distinguish value density
337
338 #define PU_RATIO 0x0000000F
339
340 #define PU_FOOD 0x00000010
341 #define PU_DRINK 0x00000020
342 #define PU_VALUABLES 0x00000040
343 #define PU_BOW 0x00000080
344
345 #define PU_ARROW 0x00000100
346 #define PU_HELMET 0x00000200
347 #define PU_SHIELD 0x00000400
348 #define PU_ARMOUR 0x00000800
349
350 #define PU_BOOTS 0x00001000
351 #define PU_GLOVES 0x00002000
352 #define PU_CLOAK 0x00004000
353 #define PU_KEY 0x00008000
354
355 #define PU_MISSILEWEAPON 0x00010000
356 #define PU_ALLWEAPON 0x00020000
357 #define PU_MAGICAL 0x00040000
358 #define PU_POTION 0x00080000
359
360 #define PU_SPELLBOOK 0x00100000
361 #define PU_SKILLSCROLL 0x00200000
362 #define PU_READABLES 0x00400000
363 #define PU_MAGIC_DEVICE 0x00800000
364
365 #define PU_NOT_CURSED 0x01000000
366 #define PU_JEWELS 0x02000000
367 #define PU_FLESH 0x04000000
368
369
370 /* Instead of using arbitrary constants for indexing the
371 * freearr, add these values. <= SIZEOFFREE1 will get you
372 * within 1 space. <= SIZEOFFREE2 wll get you withing
373 * 2 spaces, and the entire array (< SIZEOFFREE) is
374 * three spaces
375 */
376 #define SIZEOFFREE0 0
377 #define SIZEOFFREE1 8
378 #define SIZEOFFREE2 24
379 #define SIZEOFFREE3 48
380 #define SIZEOFFREE 49
381
382 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
383
384 /*
385 * If any FLAG's are added or changed, make sure the flag_names structure in
386 * common/loader.C is updated.
387 */
388
389 /* Basic routines to do above */
390 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
391 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
392 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
393
394 /* the flags */
395
396 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
397 #define FLAG_WIZ 1 /* Object has special privilegies */
398 #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
399 #define FLAG_FREED 3 /* Object is in the list of free objects */
400 #define FLAG_WIZLOOK 4 /* disable los and lighting */
401 #define FLAG_APPLIED 5 /* Object is ready for use by living */
402 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
403 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
404
405 #define FLAG_NO_PICK 8 /* Object can't be picked up */
406
407 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
408 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
409
410 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
411
412 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
413 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
414 #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
415
416 #define FLAG_MONSTER 14 /* Will attack players */
417 #define FLAG_FRIENDLY 15 /* Will help players */
418 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
419 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
420 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
421 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
422 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
423 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
424 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
425 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
426 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
427
428 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
429 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
430 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
431
432 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
433 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
434 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
435 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
436 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
437 #define FLAG_HITBACK 33 /* Object will hit back when hit */
438 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
439 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
440 #define FLAG_UNDEAD 36 /* Monster is undead */
441 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
442 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
443 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
444 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
445
446 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
447 //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
448 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
449 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
450 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
451 but can still attack at a distance */
452
453 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
454 thru this object as if it wasn't there */
455 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
456
457 #define FLAG_PICK_UP 48 /* Can pick up */
458 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
459 #define FLAG_NO_DROP 50 /* Object can't be dropped */
460 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
461
462 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
463 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
464 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
465 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
466 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
467 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
468 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
469 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
470 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
471
472 #define FLAG_XRAYS 61 /* X-ray vision */
473 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
474 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
475
476 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
477 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
478 #define FLAG_SLEEP 66 /* NPC is sleeping */
479 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
480 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
481 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
482 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
483 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
484
485 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
486 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
487 #define FLAG_CURSED 74 /* The object is cursed */
488 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
489 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
490 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
491 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
492 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
493
494 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
495 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
496 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
497
498 #define FLAG_PRECIOUS 83 // object is precious (pets)
499 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
500 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
501 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
502
503 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
504 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
505 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
506 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
507 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
508 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
509 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
510 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
511
512 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
513
514 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
515 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
516 * away (replaces ghosthit)
517 */
518 #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
519
520 #define FLAG_BERSERK 99 /* monster will attack closest living
521 object */
522 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
523 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
524 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
525 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
526 * load_original_map() */
527 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
528 // * the overlay, and is not subject to
529 // * decay. */
530 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
531 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
532 #define FLAG_IS_WATER 107
533 #define FLAG_CONTENT_ON_GEN 108
534 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
535 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
536 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
537 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
538
539 #define NUM_FLAGS 113 /* Should always be equal to the last
540 * defined flag + 1. If you change this,
541 * make sure you update the flag_links
542 * in common/loader.l
543 */
544
545 /* If you add new movement types, you may need to update
546 * describe_item() so properly describe those types.
547 * change_abil() probably should be updated also.
548 */
549 #define MOVE_WALK 0x01 /* Object walks */
550 #define MOVE_FLY_LOW 0x02 /* Low flying object */
551 #define MOVE_FLY_HIGH 0x04 /* High flying object */
552 #define MOVE_FLYING 0x06
553 /* Combo of fly_low and fly_high */
554 #define MOVE_SWIM 0x08 /* Swimming object */
555 #define MOVE_BOAT 0x10 /* Boats/sailing */
556 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
557
558 #define MOVE_ALL 0x3f /* Mask of all movement types */
559
560 /* typdef here to define type large enough to hold bitmask of
561 * all movement types. Make one declaration so easy to update.
562 */
563 typedef unsigned char MoveType;
564
565 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
566 * Basically, ob2 has to block all of ob1 movement types.
567 */
568 #define OB_MOVE_BLOCK(ob1, ob2) \
569 ((ob1->move_type & ob2->move_block) == ob1->move_type)
570
571 /* Basic macro to see if if ob1 can not move onto a space based
572 * on the 'type' move_block parameter
573 * Add check - if type is 0, don't stop anything from moving
574 * onto it.
575 *
576 */
577 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
578 ((type) && (ob1->move_type & type) == ob1->move_type)
579
580 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
581
582 #define EXIT_PATH(xyz) (xyz)->slaying
583 #define EXIT_LEVEL(xyz) (xyz)->stats.food
584 #define EXIT_X(xyz) (xyz)->stats.hp
585 #define EXIT_Y(xyz) (xyz)->stats.sp
586 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
587 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
588
589 /* for use by the lighting code */
590 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
591 * large values allow objects that can
592 * slow down the game */
593 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
594 * practical reason to exceed this */
595 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
596 #define LOS_BLOCKED 100 /* fully blocked spaces */
597 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
598 MAX_LIGHT_RADII:(xyz)->glow_radius;
599 // player position in blocked_los code
600 #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601 #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602
603
604 #define F_BUY 0
605 #define F_SELL 1
606 #define F_TRUE 2 /* True value of item, unadjusted */
607 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
608 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
609 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
610 #define F_APPROX 32 /* flag to give a guess of item value */
611 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
612
613 #define DIRX(xyz) freearr_x[(xyz)->direction]
614 #define DIRY(xyz) freearr_y[(xyz)->direction]
615
616 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
617 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
618 #define WEAPON_SPEED(xyz) (xyz)->last_sp
619
620 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
621 each of them signed char, concatenated in a int16 */
622 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
623 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
624 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
625
626 #define FIRE_DIRECTIONAL 0
627 #define FIRE_POSITIONAL 1
628
629 /******************************************************************************/
630 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
631 /******************************************************************************/
632 /* if your monsters start acting wierd, mail me */
633 /******************************************************************************/
634 /* the following definitions are for the attack_movement variable in monsters */
635 /* if the attack_variable movement is left out of the monster archetype, or is*/
636 /* set to zero */
637 /* the standard mode of movement from previous versions of crossfire will be */
638 /* used. the upper four bits of movement data are not in effect when the monst*/
639 /* er has an enemy. these should only be used for non agressive monsters. */
640 /* to program a monsters movement add the attack movement numbers to the movem*/
641 /* ment numbers example a monster that moves in a circle until attacked and */
642 /* then attacks from a distance: */
643 /* CIRCLE1 = 32 */
644 /* + DISTATT = 1 */
645 /* ------------------- */
646 /* attack_movement = 33 */
647 /******************************************************************************/
648 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
649 /* attack from a distance - good for missile users only */
650 #define RUNATT 2 /* run but attack if player catches up to object */
651 #define HITRUN 3 /* run to then hit player then run away cyclicly */
652 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
653 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
654 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
655 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
656 #define WAIT2 8 /* monster does not try to move towards player if far */
657 /* maintains comfortable distance */
658
659 #define PETMOVE 16 /* if the upper four bits of attack_movement */
660 /* are set to this number, the monster follows a player */
661 /* until the owner calls it back or off */
662 /* player followed denoted by 0b->owner */
663 /* the monster will try to attack whatever the player is */
664 /* attacking, and will continue to do so until the owner */
665 /* calls off the monster - a key command will be */
666 /* inserted to do so */
667 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
668 /* are set to this number, the monster will move in a */
669 /* circle until it is attacked, or the enemy field is */
670 /* set, this is good for non-aggressive monsters and NPC */
671 #define CIRCLE2 48 /* same as above but a larger circle is used */
672 #define PACEH 64 /* The Monster will pace back and forth until attacked */
673 /* this is HORIZONTAL movement */
674 #define PACEH2 80 /* the monster will pace as above but the length of the */
675 /* pace area is longer and the monster stops before */
676 /* changing directions */
677 /* this is HORIZONTAL movement */
678 #define RANDO 96 /* the monster will go in a random direction until */
679 /* it is stopped by an obstacle, then it chooses another */
680 /* direction. */
681 #define RANDO2 112 /* constantly move in a different random direction */
682 #define PACEV 128 /* The Monster will pace back and forth until attacked */
683 /* this is VERTICAL movement */
684 #define PACEV2 144 /* the monster will pace as above but the length of the */
685 /* pace area is longer and the monster stops before */
686 /* changing directions */
687 /* this is VERTICAL movement */
688 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
689 #define HI4 240
690
691 #define BLANK_FACE_NAME "blank.x11"
692 #define EMPTY_FACE_NAME "empty.x11"
693
694 /*
695 * Defines for the luck/random functions to make things more readable
696 */
697
698 #define PREFER_HIGH 1
699 #define PREFER_LOW 0
700
701 /* Flags for apply_special() */
702 enum apply_flag
703 {
704 /* Basic flags/mode, always use one of these */
705 AP_TOGGLE = 0,
706 AP_APPLY = 1,
707 AP_UNAPPLY = 2,
708
709 AP_BASIC_FLAGS = 0x0f,
710
711 /* Optional flags, for bitwise or with a basic flag */
712 AP_NO_MERGE = 0x10,
713 AP_IGNORE_CURSE = 0x20,
714 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
715 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
716 };
717
718 /* Bitmask values for 'can_apply_object()' return values.
719 * the CAN_APPLY_ prefix is to just note what function the
720 * are returned from.
721 *
722 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
723 * location who doesn't have.
724 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
725 * this basically means one of the FLAGS are set saying you can't
726 * use this.
727 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
728 * if this object can do anything to use this object. If the value
729 * returned from can_apply_object() anded with the mask is non zero,
730 * then it is out of the control of this creature to use the item.
731 * otherwise it means that by unequipping stuff, they could apply the object
732 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
733 * this.
734 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
735 * unapplied before this can be applied. Think of switching to
736 * a bow but you have a sword & shield - both the sword and
737 * shield need to be uneqipped before you can do the bow.
738 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
739 * this one can be applied. Think of rings - human is wearing two
740 * rings and tries to apply one - there are two possible rings he
741 * could remove.
742 *
743 */
744 #define CAN_APPLY_NEVER 0x1
745 #define CAN_APPLY_RESTRICTION 0x2
746 #define CAN_APPLY_NOT_MASK 0xf
747 #define CAN_APPLY_UNAPPLY 0x10
748 #define CAN_APPLY_UNAPPLY_MULT 0x20
749 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
750
751 // Cut off point of when an object is put on the active list or not
752 // we use 2**-n because that can be represented exactly
753 // also make sure that this is a float, not double, constant
754 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
755
756 /*
757 * Warning!
758 * If you add message types here, don't forget
759 * to keep the client up to date too!
760 */
761
762 /* message types */
763 #define MSG_TYPE_BOOK 1
764 #define MSG_TYPE_CARD 2
765 #define MSG_TYPE_PAPER 3
766 #define MSG_TYPE_SIGN 4
767 #define MSG_TYPE_MONUMENT 5
768 #define MSG_TYPE_SCRIPTED_DIALOG 6
769 #define MSG_TYPE_MOTD 7
770 #define MSG_TYPE_ADMIN 8
771 #define MSG_TYPE_LAST 9
772
773 #define MSG_SUBTYPE_NONE 0
774
775 /* book messages subtypes */
776 #define MSG_TYPE_BOOK_CLASP_1 1
777 #define MSG_TYPE_BOOK_CLASP_2 2
778 #define MSG_TYPE_BOOK_ELEGANT_1 3
779 #define MSG_TYPE_BOOK_ELEGANT_2 4
780 #define MSG_TYPE_BOOK_QUARTO_1 5
781 #define MSG_TYPE_BOOK_QUARTO_2 6
782 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
783 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
784 #define MSG_TYPE_BOOK_SPELL_PYRO 9
785 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
786 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
787
788 /* card messages subtypes*/
789 #define MSG_TYPE_CARD_SIMPLE_1 1
790 #define MSG_TYPE_CARD_SIMPLE_2 2
791 #define MSG_TYPE_CARD_SIMPLE_3 3
792 #define MSG_TYPE_CARD_ELEGANT_1 4
793 #define MSG_TYPE_CARD_ELEGANT_2 5
794 #define MSG_TYPE_CARD_ELEGANT_3 6
795 #define MSG_TYPE_CARD_STRANGE_1 7
796 #define MSG_TYPE_CARD_STRANGE_2 8
797 #define MSG_TYPE_CARD_STRANGE_3 9
798 #define MSG_TYPE_CARD_MONEY_1 10
799 #define MSG_TYPE_CARD_MONEY_2 11
800 #define MSG_TYPE_CARD_MONEY_3 12
801
802 /* Paper messages subtypes */
803 #define MSG_TYPE_PAPER_NOTE_1 1
804 #define MSG_TYPE_PAPER_NOTE_2 2
805 #define MSG_TYPE_PAPER_NOTE_3 3
806 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
807 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
808 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
809 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
810 #define MSG_TYPE_PAPER_ENVELOPE_1 8
811 #define MSG_TYPE_PAPER_ENVELOPE_2 9
812 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
813 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
814 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
815 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
816 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
817
818 /* road signs messages subtypes */
819 #define MSG_TYPE_SIGN_BASIC 1
820 #define MSG_TYPE_SIGN_DIR_LEFT 2
821 #define MSG_TYPE_SIGN_DIR_RIGHT 3
822 #define MSG_TYPE_SIGN_DIR_BOTH 4
823
824 /* stones and monument messages */
825 #define MSG_TYPE_MONUMENT_STONE_1 1
826 #define MSG_TYPE_MONUMENT_STONE_2 2
827 #define MSG_TYPE_MONUMENT_STONE_3 3
828 #define MSG_TYPE_MONUMENT_STATUE_1 4
829 #define MSG_TYPE_MONUMENT_STATUE_2 5
830 #define MSG_TYPE_MONUMENT_STATUE_3 6
831 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
832 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
833 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
834 #define MSG_TYPE_MONUMENT_WALL_1 10
835 #define MSG_TYPE_MONUMENT_WALL_2 11
836 #define MSG_TYPE_MONUMENT_WALL_3 12
837
838 /*some readable flags*/
839
840 /* dialog messsage */
841 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
842 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
843 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
844
845 /* admin messages */
846 #define MSG_TYPE_ADMIN_RULES 1
847 #define MSG_TYPE_ADMIN_NEWS 2
848
849 /**
850 * Maximum distance a player may hear a sound from.
851 * This is only used for client/server sound and say. If the sound source
852 * on the map is farther away than this, we don't sent it to the client.
853 */
854 #define MAX_SOUND_DISTANCE 16
855
856 #define LOG_CHANNEL "log" // the plain and ugly standard server log
857 #define INFO_CHANNEL "info" // lower_left box
858 #define SAY_CHANNEL "say"
859 #define CHAT_CHANNEL "chat"
860 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
861
862 /* The following are the color flags passed to new_draw_info.
863 *
864 * We also set up some control flags
865 *
866 * NDI = New Draw Info
867 */
868
869 /* Color specifications - note these match the order in xutil.c */
870 /* Note 2: Black, the default color, is 0. Thus, it does not need to
871 * be implicitly specified.
872 */
873 #define NDI_BLACK 0
874 #define NDI_WHITE 1
875 #define NDI_NAVY 2
876 #define NDI_RED 3
877 #define NDI_ORANGE 4
878 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
879 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
880 #define NDI_GREEN 7 /* SeaGreen */
881 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
882 /* Than seagreen - also background color */
883 #define NDI_GREY 9
884 #define NDI_BROWN 10 /* Sienna */
885 #define NDI_GOLD 11
886 #define NDI_TAN 12 /* Khaki */
887
888 #define NDI_MAX_COLOR 12 /* Last value in */
889 #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
890 /* using an int anyways, so we have the space */
891 /* to still do all the flags */
892
893 #define NDI_REPLY 0x20 // is a direct reply to a user command
894 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
895 #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
896 #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
897
898 #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
899 #define NDI_ALL 0x2000 /* Inform all players of this message */
900 #define NDI_DEF 0x4000 // ignore colour for channel protocol
901 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
902
903 #endif /* DEFINE_H */
904