/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ /* This file is best viewed with a window width of about 100 character */ /* This file is really too large. With all the .h files * around, this file should be better split between them - things * that deal with objects should be in objects.h, things dealing * with players in player.h, etc. As it is, everything just seems * to be dumped in here. */ #ifndef DEFINE_H #define DEFINE_H #include #define FONTDIR "" #define FONTNAME "" #ifdef __NetBSD__ # include #endif #define MAXNUMLEVELS 256 // maximum number of levels possible #define MAXLEVEL_TREASURE 115 // for treasure calculations only // maximum length of an object name in the protocol #define NAME_LEN 127 #define MAX_STAT 30 /* The maximum legal value of any stat */ #define MIN_STAT 1 /* The minimum legal value of any stat */ #define MAX_FOOD 999 //TODO: not only use more reasonable values, also enforce them #define MIN_WC -120 #define MAX_WC 120 #define MIN_AC -120 #define MAX_AC 120 #define MIN_DAM 0 #define MAX_DAM 200 #define MIN_DIGESTION -35 #define MAX_DIGESTION 70 #define MAX_BUF 1024 /* Used for all kinds of things */ #define MAX_NAME 48 #define ATTUNE_REPELL 16 // levels diff for attune/repell /* TYPE DEFINES */ /* Only add new values to this list if somewhere in the program code, * it is actually needed. Just because you add a new monster does not * mean it has to have a type defined here. That only needs to happen * if in some .c file, it needs to do certain special actions based on * the monster type, that can not be handled by any of the numerous * flags * Also, if you add new entries, try and fill up the holes in this list. * Additionally, when you add a new entry, include it in the table in item.c */ /* USED TYPES: (for dead types please look at the bottom of the type * definitions) */ /* type 0 objects have the default behaviour */ #define PLAYER 1 #define TRANSPORT 2 /* see pod/objects.pod */ #define ROD 3 #define TREASURE 4 #define POTION 5 #define FOOD 6 #define POISON 7 #define BOOK 8 #define CLOCK 9 #define VEIN 10 // deliantra: mineral/ore/whatever vein #define RANGED 11 // deliantra: other range item (skill based) #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ #define ARROW 13 #define BOW 14 #define WEAPON 15 #define ARMOUR 16 #define PEDESTAL 17 #define ALTAR 18 #define T_MATCH 19 #define LOCKED_DOOR 20 #define SPECIAL_KEY 21 #define MAP 22 #define DOOR 23 #define KEY 24 #define PHYSICS 25 // deliantra: "things that move" #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 #define MAGIC_EAR 29 #define TRIGGER_BUTTON 30 #define TRIGGER_ALTAR 31 #define TRIGGER_PEDESTAL 32 #define SHIELD 33 #define HELMET 34 #define HORN 35 #define MONEY 36 #define CLASS 37 /* object for applying character class modifications to someone */ #define GRAVESTONE 38 #define AMULET 39 #define PLAYERMOVER 40 #define TELEPORTER 41 #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ #define IDENTIFY_ALTAR 44 #define EARTHWALL 45 #define GOLEM 46 #define DEEP_SWAMP 47 #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 #define DETECTOR 51 /* peterm: detector is an object * which notices the presense of * another object and is triggered * like buttons. */ #define TRIGGER_MARKER 52 /* inserts an invisible, weightless * force into a player with a specified string WHEN TRIGGERED. */ #define DEAD_OBJECT 53 #define DRINK 54 #define MARKER 55 /* inserts an invisible, weightless * force into a player with a specified string. */ #define HOLY_ALTAR 56 #define PLAYER_CHANGER 57 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ #define PEACEMAKER 59 /* Object owned by a player which can convert * a monster into a peaceful being incapable of attack. */ #define GEM 60 #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ #define MOOD_FLOOR 65 /* * values of last_sp set how to change: * 0 = furious, all monsters become aggressive * 1 = angry, all but friendly become aggressive * 2 = calm, all aggressive monsters calm down * 3 = sleep, all monsters fall asleep * 4 = charm, monsters become pets * 5 = destroy monsters * 6 = destroy pets / friendlies */ #define EXIT 66 #define ENCOUNTER 67 #define SHOP_FLOOR 68 #define SHOP_MAT 69 #define RING 70 //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? #define FLESH 72 /* animal 'body parts' -b.t. */ #define INORGANIC 73 /* metals and minerals */ #define SKILL_TOOL 74 /* Allows the use of a skill */ #define LIGHTER 75 //76 #define BUILDABLE_WALL 77 /* this is a buildable wall */ //78 #define MISC_OBJECT 79 /* misc. objects are for objects without a function in the engine. Like statues, clocks, chairs,... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here. */ //80 #define TORCH 81 /* a torch */ #define LAMP 82 /* a lamp */ #define DUPLICATOR 83 /* duplicator/multiplier object */ //84 #define SPELLBOOK 85 //86 #define CLOAK 87 #define MAPSCRIPT 88 /* A perl-scripted connectable */ #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, potions, alchemy, or magic works here (elmex) */ #define SPINNER 90 #define GATE 91 #define BUTTON 92 #define T_HANDLE 93 #define HOLE 94 #define TRAPDOOR 95 #define RUNE 96 #define TRAP 97 #define SIGN 98 #define BOOTS 99 #define GLOVES 100 #define SPELL 101 #define SPELL_EFFECT 102 #define CONVERTER 103 #define BRACERS 104 #define POISONING 105 #define SAVEBED 106 #define DISEASE 107 #define SYMPTOM 108 #define WAND 109 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 #define DIRECTOR 112 #define GIRDLE 113 #define FORCE 114 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ #define ITEM_TRANSFORMER 117 /* Transforming one item with another */ #define POWER_CRYSTAL 118 #define CORPSE 119 //120 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 #define BUILDER 125 /* Generic item builder, see subtypes */ #define MATERIAL 126 /* Material for building */ #define NUM_TYPES 127 // must be max(type) + 1 /* END TYPE DEFINE */ typedef std::bitset typeset; /* These are the items that currently can change digestion, regeneration, * spell point recovery and mana point recovery. Seems sort of an arbitary * list, but other items store other info into stats array. * As a special exception, bows use stats.sp for their own purposes. */ static const struct digest_types : typeset { digest_types () { set (WEAPON); set (BOW); set (ARMOUR); set (HELMET); set (SHIELD); set (RING); set (BOOTS); set (GLOVES); set (AMULET); set (GIRDLE); set (BRACERS); set (CLOAK); set (DISEASE); set (FORCE); set (SKILL); } } digest_types; // maximum supported subtype number + 1, can be increased to 256 // currently (2007-09) in use: 50 #define NUM_SUBTYPES 64 /* Subtypes for BUILDER */ #define ST_BD_BUILD 1 /* Builds an item */ #define ST_BD_REMOVE 2 /* Removes an item */ /* Subtypes for MATERIAL */ #define ST_MAT_FLOOR 1 /* Floor */ #define ST_MAT_WALL 2 /* Wall */ #define ST_MAT_ITEM 3 /* All other items, including doors & such */ /* definitions for weapontypes */ #define WEAP_HIT 0 /* the basic */ #define WEAP_SLASH 1 /* slash */ #define WEAP_PIERCE 2 /* arrows, stiletto */ #define WEAP_CLEAVE 3 /* axe */ #define WEAP_SLICE 4 /* katana */ #define WEAP_STAB 5 /* knife, dagger */ #define WEAP_WHIP 6 /* whips n chains */ #define WEAP_CRUSH 7 /* big hammers, flails */ #define WEAP_BLUD 8 /* bludgeoning, club, stick */ typedef struct typedata { int number; const char *name; const char *name_pl; int identifyskill; int identifyskill2; } typedata; extern const int ItemTypesSize; extern typedata ItemTypes[]; /* definitions for detailed pickup descriptions. * The objective is to define intelligent groups of items that the * user can pick up or leave as he likes. */ /* high bit as flag for new pickup options */ #define PU_NOTHING 0x00000000 #define PU_DEBUG 0x10000000 #define PU_INHIBIT 0x20000000 #define PU_STOP 0x40000000 #define PU_ENABLE 0x80000000 // used to distinguish value density #define PU_RATIO 0x0000000F #define PU_FOOD 0x00000010 #define PU_DRINK 0x00000020 #define PU_VALUABLES 0x00000040 #define PU_BOW 0x00000080 #define PU_ARROW 0x00000100 #define PU_HELMET 0x00000200 #define PU_SHIELD 0x00000400 #define PU_ARMOUR 0x00000800 #define PU_BOOTS 0x00001000 #define PU_GLOVES 0x00002000 #define PU_CLOAK 0x00004000 #define PU_KEY 0x00008000 #define PU_MISSILEWEAPON 0x00010000 #define PU_ALLWEAPON 0x00020000 #define PU_MAGICAL 0x00040000 #define PU_POTION 0x00080000 #define PU_SPELLBOOK 0x00100000 #define PU_SKILLSCROLL 0x00200000 #define PU_READABLES 0x00400000 #define PU_MAGIC_DEVICE 0x00800000 #define PU_NOT_CURSED 0x01000000 #define PU_JEWELS 0x02000000 #define PU_FLESH 0x04000000 /* Instead of using arbitrary constants for indexing the * freearr, add these values. <= SIZEOFFREE1 will get you * within 1 space. <= SIZEOFFREE2 wll get you withing * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ #define SIZEOFFREE0 0 #define SIZEOFFREE1 8 #define SIZEOFFREE2 24 #define SIZEOFFREE3 48 #define SIZEOFFREE 49 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ /* * If any FLAG's are added or changed, make sure the flag_names structure in * common/loader.C is updated. */ /* the flags */ #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ #define FLAG_WIZ 1 /* Object has special privilegies */ #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ #define FLAG_FREED 3 /* Object is in the list of free objects */ #define FLAG_WIZLOOK 4 /* disable los and lighting */ #define FLAG_APPLIED 5 /* Object is ready for use by living */ #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ #define FLAG_NO_PICK 8 /* Object can't be picked up */ /*#define FLAG_WALK_ON 9*/ /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ #define FLAG_MONSTER 14 /* Will attack players */ #define FLAG_FRIENDLY 15 /* Will help players */ #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ #define FLAG_CAN_ROLL 22 /* Object can be rolled */ #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */ #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ #define FLAG_HITBACK 33 /* Object will hit back when hit */ #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ #define FLAG_UNDEAD 36 /* Monster is undead */ #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ thru this object as if it wasn't there */ /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ #define FLAG_PICK_UP 48 /* Can pick up */ #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ #define FLAG_NO_DROP 50 /* Object can't be dropped */ #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ #define FLAG_XRAYS 61 /* X-ray vision */ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ #define FLAG_SLEEP 66 /* NPC is sleeping */ #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ #define FLAG_STEALTH 71 /* Will wake monsters with less range */ #define FLAG_WIZPASS 72 /* The wizard can go through walls */ #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ #define FLAG_CURSED 74 /* The object is cursed */ #define FLAG_DAMNED 75 /* The object is _very_ cursed */ #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ #define FLAG_PRECIOUS 83 // object is precious (pets) #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ #define FLAG_NO_STEAL 96 /* Item can't be stolen */ #define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) */ #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging #define FLAG_BERSERK 99 /* monster will attack closest living object */ #define FLAG_NEUTRAL 100 /* monster is from type neutral */ #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by * load_original_map() */ #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ #define FLAG_CONTENT_ON_GEN 108 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item * (for the quads world for instance) */ // temporary assignments #define FLAG_PHYSICS_QUEUE 114 // object queued for physics #define NUM_FLAGS 115 /* Should always be equal to the last * defined flag + 1. If you change this, * make sure you update the flag_links * in common/loader.l */ /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ #define MOVE_WALK 0x01 /* Object walks */ #define MOVE_FLY_LOW 0x02 /* Low flying object */ #define MOVE_FLY_HIGH 0x04 /* High flying object */ #define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ #define MOVE_SHIP 0x20 /* boats suitable for oceans */ #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ #define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. */ typedef unsigned char MoveType; /* Basic macro to see if ob2 blocks ob1 from moving onto this space. * Basically, ob2 has to block all of ob1 movement types. */ #define OB_MOVE_BLOCK(ob1, ob2) \ ((ob1->move_type & ob2->move_block) == ob1->move_type) /* Basic macro to see if if ob1 can not move onto a space based * on the 'type' move_block parameter * Add check - if type is 0, don't stop anything from moving * onto it. * */ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ ((type) && (ob1->move_type & type) == ob1->move_type) #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ #define EXIT_PATH(xyz) (xyz)->slaying #define EXIT_LEVEL(xyz) (xyz)->stats.food #define EXIT_X(xyz) (xyz)->stats.hp #define EXIT_Y(xyz) (xyz)->stats.sp #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really * large values allow objects that can * slow down the game */ #define MAX_DARKNESS 5 /* maximum map darkness, there is no * practical reason to exceed this */ #define LOS_MAX 4 /* max. los value for non-blocked spaces */ #define LOS_BLOCKED 100 /* fully blocked spaces */ #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ MAX_LIGHT_RADII : (xyz)->glow_radius; // player position in blocked_los code #define LOS_X0 (MAP_CLIENT_X / 2 - 1) #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) #define F_BUY 0 #define F_SELL 1 #define F_TRUE 2 /* True value of item, unadjusted */ #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ #define F_APPROX 32 /* flag to give a guess of item value */ #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ #define DIRX(xyz) freearr_x[(xyz)->direction] #define DIRY(xyz) freearr_y[(xyz)->direction] #define ARMOUR_SPEED(xyz) (xyz)->last_sp #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour #define WEAPON_SPEED(xyz) (xyz)->last_sp /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y each of them signed char, concatenated in a int16 */ #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) #define FIRE_DIRECTIONAL 0 #define FIRE_POSITIONAL 1 /******************************************************************************/ /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ /******************************************************************************/ /* if your monsters start acting wierd, mail me */ /******************************************************************************/ /* the following definitions are for the attack_movement variable in monsters */ /* if the attack_variable movement is left out of the monster archetype, or is*/ /* set to zero */ /* the standard mode of movement from previous versions of crossfire will be */ /* used. the upper four bits of movement data are not in effect when the monst*/ /* er has an enemy. these should only be used for non agressive monsters. */ /* to program a monsters movement add the attack movement numbers to the movem*/ /* ment numbers example a monster that moves in a circle until attacked and */ /* then attacks from a distance: */ /* CIRCLE1 = 32 */ /* + DISTATT = 1 */ /* ------------------- */ /* attack_movement = 33 */ /******************************************************************************/ #define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ #define RUNATT 2 /* run but attack if player catches up to object */ #define HITRUN 3 /* run to then hit player then run away cyclicly */ #define WAITATT 4 /* wait for player to approach then hit, move if hit */ #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ #define ALLRUN 6 /* always run never attack good for sim. of weak player */ #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ #define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ #define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ /* player followed denoted by 0b->owner */ /* the monster will try to attack whatever the player is */ /* attacking, and will continue to do so until the owner */ /* calls off the monster - a key command will be */ /* inserted to do so */ #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ /* set, this is good for non-aggressive monsters and NPC */ #define CIRCLE2 48 /* same as above but a larger circle is used */ #define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ #define PACEH2 80 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is HORIZONTAL movement */ #define RANDO 96 /* the monster will go in a random direction until */ /* it is stopped by an obstacle, then it chooses another */ /* direction. */ #define RANDO2 112 /* constantly move in a different random direction */ #define PACEV 128 /* The Monster will pace back and forth until attacked */ /* this is VERTICAL movement */ #define PACEV2 144 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is VERTICAL movement */ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 #define BLANK_FACE_NAME "blank.x11" #define EMPTY_FACE_NAME "empty.x11" #define MAGICMOUTH_FACE_NAME "magicmouth.x11" /* * Defines for the luck/random functions to make things more readable */ #define PREFER_HIGH 1 #define PREFER_LOW 0 /* Flags for apply_special() */ enum apply_flag { /* Basic flags/mode, always use one of these */ AP_TOGGLE = 0, AP_APPLY = 0x01, AP_UNAPPLY = 0x02, AP_MODE = 0x03, /* Optional flags, for bitwise or with a basic flag */ AP_NO_MERGE = 0x10, AP_IGNORE_CURSE = 0x20, AP_PRINT = 0x40, /* Print what to do, don't actually do it */ AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots }; /* Bitmask values for 'can_apply_object()' return values. * the CAN_APPLY_ prefix is to just note what function the * are returned from. * * CAN_APPLY_NEVER: who will never be able to use this - requires a body * location who doesn't have. * CAN_APPLY_RESTRICTION: There is some restriction from using this item - * this basically means one of the FLAGS are set saying you can't * use this. * CAN_APPLY_NOT_MASK - this can be used to check the return value to see * if this object can do anything to use this object. If the value * returned from can_apply_object() anded with the mask is non zero, * then it is out of the control of this creature to use the item. * otherwise it means that by unequipping stuff, they could apply the object * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying * this. * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be * unapplied before this can be applied. Think of switching to * a bow but you have a sword & shield - both the sword and * shield need to be uneqipped before you can do the bow. * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before * this one can be applied. Think of rings - human is wearing two * rings and tries to apply one - there are two possible rings he * could remove. * */ #define CAN_APPLY_NEVER 0x01 #define CAN_APPLY_RESTRICTION 0x02 #define CAN_APPLY_NOT_MASK 0x0f #define CAN_APPLY_UNAPPLY 0x10 #define CAN_APPLY_UNAPPLY_MULT 0x20 #define CAN_APPLY_UNAPPLY_CHOICE 0x40 // Cut off point of when an object is put on the active list or not // we use 2**-n because that can be represented exactly // also make sure that this is a float, not double, constant. // some areas in the server divide by this value, so // to avoid integer overflows it should not be much lower. #define MIN_ACTIVE_SPEED (1.f / 65536.f) /* have mercy on players and guarantee a somewhat higher speed */ #define MIN_PLAYER_SPEED 0.04f /* * Warning! * If you add message types here, don't forget * to keep the client up to date too! */ /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2 #define MSG_TYPE_PAPER 3 #define MSG_TYPE_SIGN 4 #define MSG_TYPE_MONUMENT 5 #define MSG_TYPE_SCRIPTED_DIALOG 6 #define MSG_TYPE_MOTD 7 #define MSG_TYPE_ADMIN 8 #define MSG_TYPE_LAST 9 #define MSG_SUBTYPE_NONE 0 /* book messages subtypes */ #define MSG_TYPE_BOOK_CLASP_1 1 #define MSG_TYPE_BOOK_CLASP_2 2 #define MSG_TYPE_BOOK_ELEGANT_1 3 #define MSG_TYPE_BOOK_ELEGANT_2 4 #define MSG_TYPE_BOOK_QUARTO_1 5 #define MSG_TYPE_BOOK_QUARTO_2 6 #define MSG_TYPE_BOOK_SPELL_EVOKER 7 #define MSG_TYPE_BOOK_SPELL_PRAYER 8 #define MSG_TYPE_BOOK_SPELL_PYRO 9 #define MSG_TYPE_BOOK_SPELL_SORCERER 10 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11 /* card messages subtypes*/ #define MSG_TYPE_CARD_SIMPLE_1 1 #define MSG_TYPE_CARD_SIMPLE_2 2 #define MSG_TYPE_CARD_SIMPLE_3 3 #define MSG_TYPE_CARD_ELEGANT_1 4 #define MSG_TYPE_CARD_ELEGANT_2 5 #define MSG_TYPE_CARD_ELEGANT_3 6 #define MSG_TYPE_CARD_STRANGE_1 7 #define MSG_TYPE_CARD_STRANGE_2 8 #define MSG_TYPE_CARD_STRANGE_3 9 #define MSG_TYPE_CARD_MONEY_1 10 #define MSG_TYPE_CARD_MONEY_2 11 #define MSG_TYPE_CARD_MONEY_3 12 /* Paper messages subtypes */ #define MSG_TYPE_PAPER_NOTE_1 1 #define MSG_TYPE_PAPER_NOTE_2 2 #define MSG_TYPE_PAPER_NOTE_3 3 #define MSG_TYPE_PAPER_LETTER_OLD_1 4 #define MSG_TYPE_PAPER_LETTER_OLD_2 5 #define MSG_TYPE_PAPER_LETTER_NEW_1 6 #define MSG_TYPE_PAPER_LETTER_NEW_2 7 #define MSG_TYPE_PAPER_ENVELOPE_1 8 #define MSG_TYPE_PAPER_ENVELOPE_2 9 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14 /* road signs messages subtypes */ #define MSG_TYPE_SIGN_BASIC 1 #define MSG_TYPE_SIGN_DIR_LEFT 2 #define MSG_TYPE_SIGN_DIR_RIGHT 3 #define MSG_TYPE_SIGN_DIR_BOTH 4 /* stones and monument messages */ #define MSG_TYPE_MONUMENT_STONE_1 1 #define MSG_TYPE_MONUMENT_STONE_2 2 #define MSG_TYPE_MONUMENT_STONE_3 3 #define MSG_TYPE_MONUMENT_STATUE_1 4 #define MSG_TYPE_MONUMENT_STATUE_2 5 #define MSG_TYPE_MONUMENT_STATUE_3 6 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 #define MSG_TYPE_MONUMENT_WALL_1 10 #define MSG_TYPE_MONUMENT_WALL_2 11 #define MSG_TYPE_MONUMENT_WALL_3 12 /*some readable flags*/ /* dialog messsage */ #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ /* admin messages */ #define MSG_TYPE_ADMIN_RULES 1 #define MSG_TYPE_ADMIN_NEWS 2 /** * Maximum distance a player may hear a sound from. * This is only used for client/server sound and say. If the sound source * on the map is farther away than this, we don't sent it to the client. */ #define MAX_SOUND_DISTANCE 16 #define LOG_CHANNEL "log" // the plain and ugly standard server log #define INFO_CHANNEL "info" // lower_left box #define SAY_CHANNEL "say" #define CHAT_CHANNEL "chat" #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL /* The following are the color flags passed to new_draw_info. * * We also set up some control flags * * NDI = New Draw Info */ /* Color specifications - note these match the order in xutil.c */ /* Note 2: Black, the default color, is 0. Thus, it does not need to * be implicitly specified. */ #define NDI_BLACK 0 #define NDI_WHITE 1 #define NDI_NAVY 2 #define NDI_RED 3 #define NDI_ORANGE 4 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ #define NDI_DK_ORANGE 6 /* DarkOrange2 */ #define NDI_GREEN 7 /* SeaGreen */ #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ /* Than seagreen - also background color */ #define NDI_GREY 9 #define NDI_BROWN 10 /* Sienna */ #define NDI_GOLD 11 #define NDI_TAN 12 /* Khaki */ #define NDI_MAX_COLOR 12 /* Last value in */ #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ /* using an int anyways, so we have the space */ /* to still do all the flags */ #define NDI_REPLY 0x20 // is a direct reply to a user command #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible #define NDI_CLIENT_MASK 0xff // what the client is allowed to see #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ #define NDI_ALL 0x2000 /* Inform all players of this message */ #define NDI_DEF 0x4000 // ignore colour for channel protocol #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim #endif /* DEFINE_H */