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Revision: 1.117
Committed: Fri Apr 2 03:41:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.116: +10 -8 lines
Log Message:
preliminary check-in with dbeugging code

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 #define MAX_FOOD 999
55
56 //TODO: not only use more reasonable values, also enforce them
57 #define MIN_WC -120
58 #define MAX_WC 120
59 #define MIN_AC -120
60 #define MAX_AC 120
61 #define MIN_DAM 0
62 #define MAX_DAM 200
63 #define MIN_DIGESTION -35
64 #define MAX_DIGESTION 70
65
66 #define MAX_BUF 1024 /* Used for all kinds of things */
67
68 #define MAX_NAME 48
69
70 #define ATTUNE_REPELL 16 // levels diff for attune/repell
71
72 //TODO: remove all calls to fatal and replace them by cleanup
73 #define OUT_OF_MEMORY 0
74 #define MAP_ERROR 1
75 #define ARCHTABLE_TOO_SMALL 2 // unused
76 #define TOO_MANY_ERRORS 3
77
78 /* TYPE DEFINES */
79
80 /* Only add new values to this list if somewhere in the program code,
81 * it is actually needed. Just because you add a new monster does not
82 * mean it has to have a type defined here. That only needs to happen
83 * if in some .c file, it needs to do certain special actions based on
84 * the monster type, that can not be handled by any of the numerous
85 * flags
86 * Also, if you add new entries, try and fill up the holes in this list.
87 * Additionally, when you add a new entry, include it in the table in item.c
88 */
89
90 /* USED TYPES: (for dead types please look at the bottom of the type
91 * definitions)
92 */
93
94 /* type 0 objects have the default behaviour */
95
96 #define PLAYER 1
97 #define TRANSPORT 2 /* see pod/objects.pod */
98 #define ROD 3
99 #define TREASURE 4
100 #define POTION 5
101 #define FOOD 6
102 #define POISON 7
103 #define BOOK 8
104 #define CLOCK 9
105 #define VEIN 10 // deliantra: mineral/ore/whatever vein
106 #define RANGED 11 // deliantra: other range item (skill based)
107 //12
108 #define ARROW 13
109 #define BOW 14
110 #define WEAPON 15
111 #define ARMOUR 16
112 #define PEDESTAL 17
113 #define ALTAR 18
114 #define T_MATCH 19
115 #define LOCKED_DOOR 20
116 #define SPECIAL_KEY 21
117 #define MAP 22
118 #define DOOR 23
119 #define KEY 24
120 //25
121 #define TIMED_GATE 26
122 #define TRIGGER 27
123 #define GRIMREAPER 28
124 #define MAGIC_EAR 29
125 #define TRIGGER_BUTTON 30
126 #define TRIGGER_ALTAR 31
127 #define TRIGGER_PEDESTAL 32
128 #define SHIELD 33
129 #define HELMET 34
130 #define HORN 35
131 #define MONEY 36
132 #define CLASS 37 /* object for applying character class modifications to someone */
133 #define GRAVESTONE 38
134 #define AMULET 39
135 #define PLAYERMOVER 40
136 #define TELEPORTER 41
137 #define CREATOR 42
138 #define SKILL 43 /* also see SKILL_TOOL (74) below */
139 //44
140 #define EARTHWALL 45
141 #define GOLEM 46
142 //47
143 #define THROWN_OBJ 48
144 #define BLINDNESS 49
145 #define GOD 50
146 #define DETECTOR 51 /* peterm: detector is an object
147 * which notices the presense of
148 * another object and is triggered
149 * like buttons.
150 */
151 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
152 * force into a player with a specified string WHEN TRIGGERED.
153 */
154 #define DEAD_OBJECT 53
155 #define DRINK 54
156 #define MARKER 55 /* inserts an invisible, weightless
157 * force into a player with a specified string.
158 */
159 #define HOLY_ALTAR 56
160 #define PLAYER_CHANGER 57
161 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
162
163 #define PEACEMAKER 59 /* Object owned by a player which can convert
164 * a monster into a peaceful being incapable of attack.
165 */
166 #define GEM 60
167 //61
168 #define FIREWALL 62
169 #define ANVIL 63
170 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
171 #define MOOD_FLOOR 65 /*
172 * values of last_sp set how to change:
173 * 0 = furious, all monsters become aggressive
174 * 1 = angry, all but friendly become aggressive
175 * 2 = calm, all aggressive monsters calm down
176 * 3 = sleep, all monsters fall asleep
177 * 4 = charm, monsters become pets
178 * 5 = destroy monsters
179 * 6 = destroy pets / friendlies
180 */
181 #define EXIT 66
182 #define ENCOUNTER 67
183 #define SHOP_FLOOR 68
184 #define SHOP_MAT 69
185 #define RING 70
186 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
187 #define FLESH 72 /* animal 'body parts' -b.t. */
188 #define INORGANIC 73 /* metals and minerals */
189 #define SKILL_TOOL 74 /* Allows the use of a skill */
190 #define LIGHTER 75
191 //76
192 #define BUILDABLE_WALL 77 /* this is a buildable wall */
193 //78
194 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
195 in the engine. Like statues, clocks, chairs,...
196 If perhaps we create a function where we can sit
197 on chairs, we create a new type and remove all
198 chairs from here. */
199 //80
200 #define TORCH 81 /* a torch */
201 #define LAMP 82 /* a lamp */
202 #define DUPLICATOR 83 /* duplicator/multiplier object */
203 //84
204 #define SPELLBOOK 85
205 //86
206 #define CLOAK 87
207 //88
208 //89
209 #define SPINNER 90
210 #define GATE 91
211 #define BUTTON 92
212 #define T_HANDLE 93
213 #define HOLE 94
214 #define TRAPDOOR 95
215 //96
216 //97
217 #define SIGN 98
218 #define BOOTS 99
219 #define GLOVES 100
220 #define SPELL 101
221 #define SPELL_EFFECT 102
222 #define CONVERTER 103
223 #define BRACERS 104
224 #define POISONING 105
225 #define SAVEBED 106
226 //107
227 //108
228 #define WAND 109
229 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
230 #define SCROLL 111
231 #define DIRECTOR 112
232 #define GIRDLE 113
233 #define FORCE 114
234 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
235 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
236 //117
237 //118
238 //119
239 //120
240 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
241 #define CONTAINER 122
242 #define ARMOUR_IMPROVER 123
243 #define WEAPON_IMPROVER 124
244 //125
245 //126
246 //127
247 //128
248 //129
249 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250 //131
251 //132
252 //133
253 //134
254 //135
255 //136
256 //137
257 #define DEEP_SWAMP 138
258 #define IDENTIFY_ALTAR 139
259 //140
260 //141
261 //142
262 //143
263 //144
264 //145
265 //146
266 //147
267 //148
268 //149
269 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
270 //151
271 //152
272 //153
273 #define RUNE 154
274 #define TRAP 155
275 #define POWER_CRYSTAL 156
276 #define CORPSE 157
277 #define DISEASE 158
278 #define SYMPTOM 159
279 #define BUILDER 160 /* Generic item builder, see subtypes */
280 #define MATERIAL 161 /* Material for building */
281 //162
282 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
283 #define MAPSCRIPT 164 /* A perl-scripted connectable */
284 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
285 potions, alchemy, or magic works here (elmex) */
286
287 #define NUM_TYPES 166 // must be max(type) + 1
288
289 /* END TYPE DEFINE */
290
291 // maximum supported subtype number + 1, can be increased to 256
292 // currently (2007-09) in use: 50
293 #define NUM_SUBTYPES 64
294
295 /* Subtypes for BUILDER */
296 #define ST_BD_BUILD 1 /* Builds an item */
297 #define ST_BD_REMOVE 2 /* Removes an item */
298
299 /* Subtypes for MATERIAL */
300 #define ST_MAT_FLOOR 1 /* Floor */
301 #define ST_MAT_WALL 2 /* Wall */
302 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
303
304 /* definitions for weapontypes */
305
306 #define WEAP_HIT 0 /* the basic */
307 #define WEAP_SLASH 1 /* slash */
308 #define WEAP_PIERCE 2 /* arrows, stiletto */
309 #define WEAP_CLEAVE 3 /* axe */
310 #define WEAP_SLICE 4 /* katana */
311 #define WEAP_STAB 5 /* knife, dagger */
312 #define WEAP_WHIP 6 /* whips n chains */
313 #define WEAP_CRUSH 7 /* big hammers, flails */
314 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
315
316 typedef struct typedata
317 {
318 int number;
319 const char *name;
320 const char *name_pl;
321 int identifyskill;
322 int identifyskill2;
323 } typedata;
324
325 extern const int ItemTypesSize;
326 extern typedata ItemTypes[];
327
328 /* definitions for detailed pickup descriptions.
329 * The objective is to define intelligent groups of items that the
330 * user can pick up or leave as he likes. */
331
332 /* high bit as flag for new pickup options */
333 #define PU_NOTHING 0x00000000
334
335 #define PU_DEBUG 0x10000000
336 #define PU_INHIBIT 0x20000000
337 #define PU_STOP 0x40000000
338 #define PU_ENABLE 0x80000000 // used to distinguish value density
339
340 #define PU_RATIO 0x0000000F
341
342 #define PU_FOOD 0x00000010
343 #define PU_DRINK 0x00000020
344 #define PU_VALUABLES 0x00000040
345 #define PU_BOW 0x00000080
346
347 #define PU_ARROW 0x00000100
348 #define PU_HELMET 0x00000200
349 #define PU_SHIELD 0x00000400
350 #define PU_ARMOUR 0x00000800
351
352 #define PU_BOOTS 0x00001000
353 #define PU_GLOVES 0x00002000
354 #define PU_CLOAK 0x00004000
355 #define PU_KEY 0x00008000
356
357 #define PU_MISSILEWEAPON 0x00010000
358 #define PU_ALLWEAPON 0x00020000
359 #define PU_MAGICAL 0x00040000
360 #define PU_POTION 0x00080000
361
362 #define PU_SPELLBOOK 0x00100000
363 #define PU_SKILLSCROLL 0x00200000
364 #define PU_READABLES 0x00400000
365 #define PU_MAGIC_DEVICE 0x00800000
366
367 #define PU_NOT_CURSED 0x01000000
368 #define PU_JEWELS 0x02000000
369 #define PU_FLESH 0x04000000
370
371
372 /* Instead of using arbitrary constants for indexing the
373 * freearr, add these values. <= SIZEOFFREE1 will get you
374 * within 1 space. <= SIZEOFFREE2 wll get you withing
375 * 2 spaces, and the entire array (< SIZEOFFREE) is
376 * three spaces
377 */
378 #define SIZEOFFREE0 0
379 #define SIZEOFFREE1 8
380 #define SIZEOFFREE2 24
381 #define SIZEOFFREE3 48
382 #define SIZEOFFREE 49
383
384 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
385
386 /*
387 * If any FLAG's are added or changed, make sure the flag_names structure in
388 * common/loader.C is updated.
389 */
390
391 /* Basic routines to do above */
392 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
393 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
394 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
395
396 /* the flags */
397
398 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
399 #define FLAG_WIZ 1 /* Object has special privilegies */
400 #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
401 #define FLAG_FREED 3 /* Object is in the list of free objects */
402 #define FLAG_WIZLOOK 4 /* disable los and lighting */
403 #define FLAG_APPLIED 5 /* Object is ready for use by living */
404 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
405 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
406
407 #define FLAG_NO_PICK 8 /* Object can't be picked up */
408 #define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */
409
410 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
411
412 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
413
414 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
415 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
416 #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
417
418 #define FLAG_MONSTER 14 /* Will attack players */
419 #define FLAG_FRIENDLY 15 /* Will help players */
420 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
421 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
422 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
423 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
424 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
425 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
426 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
427 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
428 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
429
430 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
431 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
432 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
433
434 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
435 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
436 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
437 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
438 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
439 #define FLAG_HITBACK 33 /* Object will hit back when hit */
440 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
441 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
442 #define FLAG_UNDEAD 36 /* Monster is undead */
443 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
444 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
445 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
446 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
447
448 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
449 //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
450 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
451 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
452 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
453 but can still attack at a distance */
454
455 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
456 thru this object as if it wasn't there */
457 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
458
459 #define FLAG_PICK_UP 48 /* Can pick up */
460 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
461 #define FLAG_NO_DROP 50 /* Object can't be dropped */
462 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
463
464 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
465 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
466 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
467 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
468 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
469 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
470 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
471 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
472 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
473
474 #define FLAG_XRAYS 61 /* X-ray vision */
475 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
476 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
477
478 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
479 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
480 #define FLAG_SLEEP 66 /* NPC is sleeping */
481 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
482 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
483 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
484 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
485 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
486
487 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
488 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
489 #define FLAG_CURSED 74 /* The object is cursed */
490 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
491 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
492 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
493 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
494 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
495
496 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
497 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
498 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
499
500 #define FLAG_PRECIOUS 83 // object is precious (pets)
501 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
502 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
503 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
504
505 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
506 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
507 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
508 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
509 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
510 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
511 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
512 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
513
514 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
515
516 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
517 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
518 * away (replaces ghosthit)
519 */
520 #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
521
522 #define FLAG_BERSERK 99 /* monster will attack closest living
523 object */
524 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
525 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
526 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
527 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
528 * load_original_map() */
529 #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
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 /* apparently not used inside the server for anything */
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_HAVE_WEAPON = 0x80, // when applying a skill, assume we have the required weapon
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 /* have mercy on players and guarantee a somewhat higher speed */
757 #define MIN_PLAYER_SPEED 0.04f
758
759 /*
760 * Warning!
761 * If you add message types here, don't forget
762 * to keep the client up to date too!
763 */
764
765 /* message types */
766 #define MSG_TYPE_BOOK 1
767 #define MSG_TYPE_CARD 2
768 #define MSG_TYPE_PAPER 3
769 #define MSG_TYPE_SIGN 4
770 #define MSG_TYPE_MONUMENT 5
771 #define MSG_TYPE_SCRIPTED_DIALOG 6
772 #define MSG_TYPE_MOTD 7
773 #define MSG_TYPE_ADMIN 8
774 #define MSG_TYPE_LAST 9
775
776 #define MSG_SUBTYPE_NONE 0
777
778 /* book messages subtypes */
779 #define MSG_TYPE_BOOK_CLASP_1 1
780 #define MSG_TYPE_BOOK_CLASP_2 2
781 #define MSG_TYPE_BOOK_ELEGANT_1 3
782 #define MSG_TYPE_BOOK_ELEGANT_2 4
783 #define MSG_TYPE_BOOK_QUARTO_1 5
784 #define MSG_TYPE_BOOK_QUARTO_2 6
785 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
786 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
787 #define MSG_TYPE_BOOK_SPELL_PYRO 9
788 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
789 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
790
791 /* card messages subtypes*/
792 #define MSG_TYPE_CARD_SIMPLE_1 1
793 #define MSG_TYPE_CARD_SIMPLE_2 2
794 #define MSG_TYPE_CARD_SIMPLE_3 3
795 #define MSG_TYPE_CARD_ELEGANT_1 4
796 #define MSG_TYPE_CARD_ELEGANT_2 5
797 #define MSG_TYPE_CARD_ELEGANT_3 6
798 #define MSG_TYPE_CARD_STRANGE_1 7
799 #define MSG_TYPE_CARD_STRANGE_2 8
800 #define MSG_TYPE_CARD_STRANGE_3 9
801 #define MSG_TYPE_CARD_MONEY_1 10
802 #define MSG_TYPE_CARD_MONEY_2 11
803 #define MSG_TYPE_CARD_MONEY_3 12
804
805 /* Paper messages subtypes */
806 #define MSG_TYPE_PAPER_NOTE_1 1
807 #define MSG_TYPE_PAPER_NOTE_2 2
808 #define MSG_TYPE_PAPER_NOTE_3 3
809 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
810 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
811 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
812 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
813 #define MSG_TYPE_PAPER_ENVELOPE_1 8
814 #define MSG_TYPE_PAPER_ENVELOPE_2 9
815 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
816 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
817 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
818 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
819 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
820
821 /* road signs messages subtypes */
822 #define MSG_TYPE_SIGN_BASIC 1
823 #define MSG_TYPE_SIGN_DIR_LEFT 2
824 #define MSG_TYPE_SIGN_DIR_RIGHT 3
825 #define MSG_TYPE_SIGN_DIR_BOTH 4
826
827 /* stones and monument messages */
828 #define MSG_TYPE_MONUMENT_STONE_1 1
829 #define MSG_TYPE_MONUMENT_STONE_2 2
830 #define MSG_TYPE_MONUMENT_STONE_3 3
831 #define MSG_TYPE_MONUMENT_STATUE_1 4
832 #define MSG_TYPE_MONUMENT_STATUE_2 5
833 #define MSG_TYPE_MONUMENT_STATUE_3 6
834 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
835 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
836 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
837 #define MSG_TYPE_MONUMENT_WALL_1 10
838 #define MSG_TYPE_MONUMENT_WALL_2 11
839 #define MSG_TYPE_MONUMENT_WALL_3 12
840
841 /*some readable flags*/
842
843 /* dialog messsage */
844 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
845 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
846 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
847
848 /* admin messages */
849 #define MSG_TYPE_ADMIN_RULES 1
850 #define MSG_TYPE_ADMIN_NEWS 2
851
852 /**
853 * Maximum distance a player may hear a sound from.
854 * This is only used for client/server sound and say. If the sound source
855 * on the map is farther away than this, we don't sent it to the client.
856 */
857 #define MAX_SOUND_DISTANCE 16
858
859 #define LOG_CHANNEL "log" // the plain and ugly standard server log
860 #define INFO_CHANNEL "info" // lower_left box
861 #define SAY_CHANNEL "say"
862 #define CHAT_CHANNEL "chat"
863 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
864
865 /* The following are the color flags passed to new_draw_info.
866 *
867 * We also set up some control flags
868 *
869 * NDI = New Draw Info
870 */
871
872 /* Color specifications - note these match the order in xutil.c */
873 /* Note 2: Black, the default color, is 0. Thus, it does not need to
874 * be implicitly specified.
875 */
876 #define NDI_BLACK 0
877 #define NDI_WHITE 1
878 #define NDI_NAVY 2
879 #define NDI_RED 3
880 #define NDI_ORANGE 4
881 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
882 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
883 #define NDI_GREEN 7 /* SeaGreen */
884 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
885 /* Than seagreen - also background color */
886 #define NDI_GREY 9
887 #define NDI_BROWN 10 /* Sienna */
888 #define NDI_GOLD 11
889 #define NDI_TAN 12 /* Khaki */
890
891 #define NDI_MAX_COLOR 12 /* Last value in */
892 #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
893 /* using an int anyways, so we have the space */
894 /* to still do all the flags */
895
896 #define NDI_REPLY 0x20 // is a direct reply to a user command
897 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
898 #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
899 #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
900
901 #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
902 #define NDI_ALL 0x2000 /* Inform all players of this message */
903 #define NDI_DEF 0x4000 // ignore colour for channel protocol
904 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
905
906 #endif /* DEFINE_H */
907