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/cvs/deliantra/server/include/define.h
Revision: 1.146
Committed: Wed Dec 5 19:31:26 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.145: +1 -1 lines
Log Message:
improve, not fix, some sscanf madness, probably introducing more bugs

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /* This file is best viewed with a window width of about 100 character */
27
28 /* This file is really too large. With all the .h files
29 * around, this file should be better split between them - things
30 * that deal with objects should be in objects.h, things dealing
31 * with players in player.h, etc. As it is, everything just seems
32 * to be dumped in here.
33 */
34
35 #ifndef DEFINE_H
36 #define DEFINE_H
37
38 #include <autoconf.h>
39
40 #define FONTDIR ""
41 #define FONTNAME ""
42
43 #ifdef __NetBSD__
44 # include <sys/param.h>
45 #endif
46
47 #define MAXNUMLEVELS 256 // maximum number of levels possible
48 #define MAXLEVEL_TREASURE 115 // for treasure calculations only
49
50 // maximum length of an object name in the protocol
51 #define NAME_LEN 127
52
53 #define MAX_STAT 30 /* The maximum legal value of any stat */
54 #define MIN_STAT 1 /* The minimum legal value of any stat */
55
56 #define MAX_FOOD 999
57
58 //TODO: not only use more reasonable values, also enforce them
59 #define MIN_WC -120
60 #define MAX_WC 120
61 #define MIN_AC -120
62 #define MAX_AC 120
63 #define MIN_DAM 0
64 #define MAX_DAM 200
65 #define MIN_DIGESTION -35
66 #define MAX_DIGESTION 70
67
68 #define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */
69
70 #define MAX_NAME 48
71
72 #define ATTUNE_REPELL 16 // levels diff for attune/repell
73
74 /* TYPE DEFINES */
75
76 /* Only add new values to this list if somewhere in the program code,
77 * it is actually needed. Just because you add a new monster does not
78 * mean it has to have a type defined here. That only needs to happen
79 * if in some .c file, it needs to do certain special actions based on
80 * the monster type, that can not be handled by any of the numerous
81 * flags
82 * Also, if you add new entries, try and fill up the holes in this list.
83 * Additionally, when you add a new entry, include it in the table in item.c
84 */
85
86 /* USED TYPES: (for dead types please look at the bottom of the type
87 * definitions)
88 */
89
90 /* type 0 objects have the default behaviour */
91
92 #define PLAYER 1
93 #define TRANSPORT 2 /* see pod/objects.pod */
94 #define ROD 3
95 #define TREASURE 4
96 #define POTION 5
97 #define FOOD 6
98 #define POISON 7
99 #define BOOK 8
100 #define CLOCK 9
101 #define VEIN 10 // deliantra: mineral/ore/whatever vein
102 #define RANGED 11 // deliantra: other range item (skill based)
103 #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
104 #define ARROW 13
105 #define BOW 14
106 #define WEAPON 15
107 #define ARMOUR 16
108 #define PEDESTAL 17
109 #define ALTAR 18
110 #define T_MATCH 19
111 #define LOCKED_DOOR 20
112 #define SPECIAL_KEY 21
113 #define MAP 22
114 #define DOOR 23
115 #define KEY 24
116 #define PHYSICS 25 // deliantra: "things that move"
117 #define TIMED_GATE 26
118 #define TRIGGER 27
119 #define GRIMREAPER 28
120 #define MAGIC_EAR 29
121 #define TRIGGER_BUTTON 30
122 #define TRIGGER_ALTAR 31
123 #define TRIGGER_PEDESTAL 32
124 #define SHIELD 33
125 #define HELMET 34
126 #define HORN 35
127 #define MONEY 36
128 #define CLASS 37 /* object for applying character class modifications to someone */
129 #define GRAVESTONE 38
130 #define AMULET 39
131 #define PLAYERMOVER 40
132 #define TELEPORTER 41
133 #define CREATOR 42
134 #define SKILL 43 /* also see SKILL_TOOL (74) below */
135 #define IDENTIFY_ALTAR 44
136 #define EARTHWALL 45
137 #define GOLEM 46
138 #define DEEP_SWAMP 47
139 #define THROWN_OBJ 48
140 #define BLINDNESS 49
141 #define GOD 50
142 #define DETECTOR 51 /* peterm: detector is an object
143 * which notices the presense of
144 * another object and is triggered
145 * like buttons.
146 */
147 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
148 * force into a player with a specified string WHEN TRIGGERED.
149 */
150 #define DEAD_OBJECT 53
151 #define DRINK 54
152 #define MARKER 55 /* inserts an invisible, weightless
153 * force into a player with a specified string.
154 */
155 #define HOLY_ALTAR 56
156 #define PLAYER_CHANGER 57
157 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
158
159 #define PEACEMAKER 59 /* Object owned by a player which can convert
160 * a monster into a peaceful being incapable of attack.
161 */
162 #define GEM 60
163 #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
164 #define FIREWALL 62
165 #define ANVIL 63
166 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
167 #define MOOD_FLOOR 65 /*
168 * values of last_sp set how to change:
169 * 0 = furious, all monsters become aggressive
170 * 1 = angry, all but friendly become aggressive
171 * 2 = calm, all aggressive monsters calm down
172 * 3 = sleep, all monsters fall asleep
173 * 4 = charm, monsters become pets
174 * 5 = destroy monsters
175 * 6 = destroy pets / friendlies
176 */
177 #define EXIT 66
178 #define ENCOUNTER 67
179 #define SHOP_FLOOR 68
180 #define SHOP_MAT 69
181 #define RING 70
182 //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
183 #define FLESH 72 /* animal 'body parts' -b.t. */
184 #define INORGANIC 73 /* metals and minerals */
185 #define SKILL_TOOL 74 /* Allows the use of a skill */
186 #define LIGHTER 75
187 //76
188 #define BUILDABLE_WALL 77 /* this is a buildable wall */
189 //78
190 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
191 in the engine. Like statues, clocks, chairs,...
192 If perhaps we create a function where we can sit
193 on chairs, we create a new type and remove all
194 chairs from here. */
195 //80
196 #define TORCH 81 /* a torch */
197 #define LAMP 82 /* a lamp */
198 #define DUPLICATOR 83 /* duplicator/multiplier object */
199 //84
200 #define SPELLBOOK 85
201 //86
202 #define CLOAK 87
203 #define MAPSCRIPT 88 /* A perl-scripted connectable */
204 #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
205 potions, alchemy, or magic works here (elmex) */
206 #define SPINNER 90
207 #define GATE 91
208 #define BUTTON 92
209 #define T_HANDLE 93
210 #define HOLE 94
211 #define TRAPDOOR 95
212 #define RUNE 96
213 #define TRAP 97
214 #define SIGN 98
215 #define BOOTS 99
216 #define GLOVES 100
217 #define SPELL 101
218 #define SPELL_EFFECT 102
219 #define CONVERTER 103
220 #define BRACERS 104
221 #define POISONING 105
222 #define SAVEBED 106
223 #define DISEASE 107
224 #define SYMPTOM 108
225 #define WAND 109
226 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
227 #define SCROLL 111
228 #define DIRECTOR 112
229 #define GIRDLE 113
230 #define FORCE 114
231 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
232 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
233 #define ITEM_TRANSFORMER 117 /* Transforming one item with another */
234 #define POWER_CRYSTAL 118
235 #define CORPSE 119
236 //120
237 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
238 #define CONTAINER 122
239 #define ARMOUR_IMPROVER 123
240 #define WEAPON_IMPROVER 124
241 #define BUILDER 125 /* Generic item builder, see subtypes */
242 #define MATERIAL 126 /* Material for building */
243
244 #define NUM_TYPES 127 // must be max(type) + 1
245
246 /* END TYPE DEFINE */
247
248 typedef std::bitset<NUM_TYPES> typeset;
249
250 /* These are the items that currently can change digestion, regeneration,
251 * spell point recovery and mana point recovery. Seems sort of an arbitary
252 * list, but other items store other info into stats array.
253 * As a special exception, bows use stats.sp for their own purposes.
254 */
255 static const struct digest_types : typeset
256 {
257 digest_types ()
258 {
259 set (WEAPON);
260 set (BOW);
261 set (ARMOUR);
262 set (HELMET);
263 set (SHIELD);
264 set (RING);
265 set (BOOTS);
266 set (GLOVES);
267 set (AMULET);
268 set (GIRDLE);
269 set (BRACERS);
270 set (CLOAK);
271 set (DISEASE);
272 set (FORCE);
273 set (SKILL);
274 }
275 } digest_types;
276
277 // maximum supported subtype number + 1, can be increased to 256
278 // currently (2007-09) in use: 50
279 #define NUM_SUBTYPES 64
280
281 /* Subtypes for BUILDER */
282 #define ST_BD_BUILD 1 /* Builds an item */
283 #define ST_BD_REMOVE 2 /* Removes an item */
284
285 /* Subtypes for MATERIAL */
286 #define ST_MAT_FLOOR 1 /* Floor */
287 #define ST_MAT_WALL 2 /* Wall */
288 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
289 #define ST_MAT_QUAD 4 /* Quad build material */
290
291 /* definitions for weapontypes */
292
293 #define WEAP_HIT 0 /* the basic */
294 #define WEAP_SLASH 1 /* slash */
295 #define WEAP_PIERCE 2 /* arrows, stiletto */
296 #define WEAP_CLEAVE 3 /* axe */
297 #define WEAP_SLICE 4 /* katana */
298 #define WEAP_STAB 5 /* knife, dagger */
299 #define WEAP_WHIP 6 /* whips n chains */
300 #define WEAP_CRUSH 7 /* big hammers, flails */
301 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
302
303 typedef struct typedata
304 {
305 int number;
306 const char *name;
307 const char *name_pl;
308 int identifyskill;
309 int identifyskill2;
310 } typedata;
311
312 extern const int ItemTypesSize;
313 extern typedata ItemTypes[];
314
315 /* definitions for detailed pickup descriptions.
316 * The objective is to define intelligent groups of items that the
317 * user can pick up or leave as he likes. */
318
319 /* high bit as flag for new pickup options */
320 #define PU_NOTHING 0x00000000
321
322 #define PU_DEBUG 0x10000000
323 #define PU_INHIBIT 0x20000000
324 #define PU_STOP 0x40000000
325 #define PU_ENABLE 0x80000000 // used to distinguish value density
326
327 #define PU_RATIO 0x0000000F
328
329 #define PU_FOOD 0x00000010
330 #define PU_DRINK 0x00000020
331 #define PU_VALUABLES 0x00000040
332 #define PU_BOW 0x00000080
333
334 #define PU_ARROW 0x00000100
335 #define PU_HELMET 0x00000200
336 #define PU_SHIELD 0x00000400
337 #define PU_ARMOUR 0x00000800
338
339 #define PU_BOOTS 0x00001000
340 #define PU_GLOVES 0x00002000
341 #define PU_CLOAK 0x00004000
342 #define PU_KEY 0x00008000
343
344 #define PU_MISSILEWEAPON 0x00010000
345 #define PU_ALLWEAPON 0x00020000
346 #define PU_MAGICAL 0x00040000
347 #define PU_POTION 0x00080000
348
349 #define PU_SPELLBOOK 0x00100000
350 #define PU_SKILLSCROLL 0x00200000
351 #define PU_READABLES 0x00400000
352 #define PU_MAGIC_DEVICE 0x00800000
353
354 #define PU_NOT_CURSED 0x01000000
355 #define PU_JEWELS 0x02000000
356 #define PU_FLESH 0x04000000
357
358
359 /* Instead of using arbitrary constants for indexing the
360 * freearr, add these values. <= SIZEOFFREE1 will get you
361 * within 1 space. <= SIZEOFFREE2 wll get you withing
362 * 2 spaces, and the entire array (< SIZEOFFREE) is
363 * three spaces
364 */
365 #define SIZEOFFREE0 0
366 #define SIZEOFFREE1 8
367 #define SIZEOFFREE2 24
368 #define SIZEOFFREE3 48
369 #define SIZEOFFREE 49
370
371 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
372
373 /*
374 * If any FLAG's are added or changed, make sure the flag_names structure in
375 * common/loader.C is updated.
376 */
377
378 /* the flags */
379
380 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
381 #define FLAG_WIZ 1 /* Object has special privilegies */
382 #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
383 #define FLAG_FREED 3 /* Object is in the list of free objects */
384 #define FLAG_WIZLOOK 4 /* disable los and lighting */
385 #define FLAG_APPLIED 5 /* Object is ready for use by living */
386 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
387 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
388 #define FLAG_NO_PICK 8 /* Object can't be picked up */
389 #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
390 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
391 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
392 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
393 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
394 #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
395 #define FLAG_MONSTER 14 /* Will attack players */
396 #define FLAG_FRIENDLY 15 /* Will help players */
397 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
398 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
399 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
400 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
401 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
402 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
403 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
404 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
405 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
406 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
407 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
408 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
409 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
410 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
411 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
412 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
413 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
414 #define FLAG_HITBACK 33 /* Object will hit back when hit */
415 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
416 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
417 #define FLAG_UNDEAD 36 /* Monster is undead */
418 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
419 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
420 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
421 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
422 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
423 //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
424 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
425 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
426 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
427 but can still attack at a distance */
428 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
429 thru this object as if it wasn't there */
430 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
431 #define FLAG_PICK_UP 48 /* Can pick up */
432 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
433 #define FLAG_NO_DROP 50 /* Object can't be dropped */
434 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
435 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
436 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
437 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
438 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
439 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
440 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
441 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
442 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
443 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
444 #define FLAG_XRAYS 61 /* X-ray vision */
445 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
446 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
447 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
448 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
449 #define FLAG_SLEEP 66 /* NPC is sleeping */
450 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
451 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
452 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
453 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
454 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
455 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
456 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
457 #define FLAG_CURSED 74 /* The object is cursed */
458 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
459 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
460 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
461 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
462 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
463 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
464 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
465 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
466 #define FLAG_PRECIOUS 83 // object is precious (pets)
467 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
468 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
469 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
470 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
471 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
472 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
473 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
474 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
475 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
476 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
477 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
478 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
479 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
480 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
481 * away (replaces ghosthit)
482 */
483 #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
484
485 #define FLAG_BERSERK 99 /* monster will attack closest living
486 object */
487 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
488 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
489 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
490 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
491 * load_original_map() */
492 #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
493 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
494 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
495 #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
496 #define FLAG_CONTENT_ON_GEN 108
497 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
498 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
499 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
500 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501 #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502 * (for the quads world for instance)
503 */
504
505 // temporary assignments
506 #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507
508 #define NUM_FLAGS 115 /* Should always be equal to the last
509 * defined flag + 1.
510 */
511
512 /* If you add new movement types, you may need to update
513 * describe_item() so properly describe those types.
514 * change_abil() probably should be updated also.
515 */
516 #define MOVE_WALK 0x01 /* Object walks */
517 #define MOVE_FLY_LOW 0x02 /* Low flying object */
518 #define MOVE_FLY_HIGH 0x04 /* High flying object */
519 #define MOVE_SWIM 0x08 /* Swimming object */
520 #define MOVE_BOAT 0x10 /* Boats/sailing */
521 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
522
523 #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
524 #define MOVE_ALL 0x3f /* Mask of all movement types */
525
526 /* typdef here to define type large enough to hold bitmask of
527 * all movement types. Make one declaration so easy to update.
528 */
529 typedef unsigned char MoveType;
530
531 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
532 * Basically, ob2 has to block all of ob1 movement types.
533 */
534 #define OB_MOVE_BLOCK(ob1, ob2) \
535 ((ob1->move_type & ob2->move_block) == ob1->move_type)
536
537 /* Basic macro to see if if ob1 can not move onto a space based
538 * on the 'type' move_block parameter
539 * Add check - if type is 0, don't stop anything from moving
540 * onto it.
541 *
542 */
543 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
544 ((type) && (ob1->move_type & type) == ob1->move_type)
545
546 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
547
548 #define EXIT_PATH(xyz) (xyz)->slaying
549 #define EXIT_LEVEL(xyz) (xyz)->stats.food
550 #define EXIT_X(xyz) (xyz)->stats.hp
551 #define EXIT_Y(xyz) (xyz)->stats.sp
552 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
553 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
554
555 /* for use by the lighting code */
556 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
557 * large values allow objects that can
558 * slow down the game */
559 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
560 * practical reason to exceed this */
561 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
562 #define LOS_BLOCKED 100 /* fully blocked spaces */
563 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
564 MAX_LIGHT_RADII : (xyz)->glow_radius;
565 // player position in blocked_los code
566 #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
567 #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
568
569
570 #define F_BUY 0
571 #define F_SELL 1
572 #define F_TRUE 2 /* True value of item, unadjusted */
573 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
574 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
575 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
576 #define F_APPROX 32 /* flag to give a guess of item value */
577 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
578
579 #define DIRX(xyz) freearr_x[(xyz)]
580 #define DIRY(xyz) freearr_y[(xyz)]
581
582 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
583 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
584 #define WEAPON_SPEED(xyz) (xyz)->last_sp
585
586 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
587 each of them signed char, concatenated in a int16 */
588 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
589 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
590 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
591
592 #define FIRE_DIRECTIONAL 0
593 #define FIRE_POSITIONAL 1
594
595 /******************************************************************************/
596 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
597 /******************************************************************************/
598 /* if your monsters start acting wierd, mail me */
599 /******************************************************************************/
600 /* the following definitions are for the attack_movement variable in monsters */
601 /* if the attack_variable movement is left out of the monster archetype, or is*/
602 /* set to zero */
603 /* the standard mode of movement from previous versions of crossfire will be */
604 /* used. the upper four bits of movement data are not in effect when the monst*/
605 /* er has an enemy. these should only be used for non agressive monsters. */
606 /* to program a monsters movement add the attack movement numbers to the movem*/
607 /* ment numbers example a monster that moves in a circle until attacked and */
608 /* then attacks from a distance: */
609 /* CIRCLE1 = 32 */
610 /* + DISTATT = 1 */
611 /* ------------------- */
612 /* attack_movement = 33 */
613 /******************************************************************************/
614 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
615 /* attack from a distance - good for missile users only */
616 #define RUNATT 2 /* run but attack if player catches up to object */
617 #define HITRUN 3 /* run to then hit player then run away cyclicly */
618 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
619 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
620 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
621 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
622 #define WAIT2 8 /* monster does not try to move towards player if far */
623 /* maintains comfortable distance */
624
625 #define PETMOVE 16 /* if the upper four bits of attack_movement */
626 /* are set to this number, the monster follows a player */
627 /* until the owner calls it back or off */
628 /* player followed denoted by 0b->owner */
629 /* the monster will try to attack whatever the player is */
630 /* attacking, and will continue to do so until the owner */
631 /* calls off the monster - a key command will be */
632 /* inserted to do so */
633 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
634 /* are set to this number, the monster will move in a */
635 /* circle until it is attacked, or the enemy field is */
636 /* set, this is good for non-aggressive monsters and NPC */
637 #define CIRCLE2 48 /* same as above but a larger circle is used */
638 #define PACEH 64 /* The Monster will pace back and forth until attacked */
639 /* this is HORIZONTAL movement */
640 #define PACEH2 80 /* the monster will pace as above but the length of the */
641 /* pace area is longer and the monster stops before */
642 /* changing directions */
643 /* this is HORIZONTAL movement */
644 #define RANDO 96 /* the monster will go in a random direction until */
645 /* it is stopped by an obstacle, then it chooses another */
646 /* direction. */
647 #define RANDO2 112 /* constantly move in a different random direction */
648 #define PACEV 128 /* The Monster will pace back and forth until attacked */
649 /* this is VERTICAL movement */
650 #define PACEV2 144 /* the monster will pace as above but the length of the */
651 /* pace area is longer and the monster stops before */
652 /* changing directions */
653 /* this is VERTICAL movement */
654 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
655 #define HI4 240
656
657 #define BLANK_FACE_NAME "blank.x11"
658 #define EMPTY_FACE_NAME "empty.x11"
659 #define MAGICMOUTH_FACE_NAME "magicmouth.x11"
660
661 /*
662 * Defines for the luck/random functions to make things more readable
663 */
664
665 #define PREFER_HIGH 1
666 #define PREFER_LOW 0
667
668 /* Flags for apply_special() */
669 enum apply_flag
670 {
671 /* Basic flags/mode, always use one of these */
672 AP_TOGGLE = 0,
673 AP_APPLY = 0x01,
674 AP_UNAPPLY = 0x02,
675 AP_MODE = 0x03,
676
677 /* Optional flags, for bitwise or with a basic flag */
678 AP_NO_MERGE = 0x10,
679 AP_IGNORE_CURSE = 0x20,
680 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
681 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
682 };
683
684 /* Bitmask values for 'can_apply_object()' return values.
685 * the CAN_APPLY_ prefix is to just note what function the
686 * are returned from.
687 *
688 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
689 * location who doesn't have.
690 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
691 * this basically means one of the FLAGS are set saying you can't
692 * use this.
693 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
694 * if this object can do anything to use this object. If the value
695 * returned from can_apply_object() anded with the mask is non zero,
696 * then it is out of the control of this creature to use the item.
697 * otherwise it means that by unequipping stuff, they could apply the object
698 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
699 * this.
700 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
701 * unapplied before this can be applied. Think of switching to
702 * a bow but you have a sword & shield - both the sword and
703 * shield need to be uneqipped before you can do the bow.
704 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
705 * this one can be applied. Think of rings - human is wearing two
706 * rings and tries to apply one - there are two possible rings he
707 * could remove.
708 *
709 */
710 #define CAN_APPLY_NEVER 0x01
711 #define CAN_APPLY_RESTRICTION 0x02
712 #define CAN_APPLY_NOT_MASK 0x0f
713
714 #define CAN_APPLY_UNAPPLY 0x10
715 #define CAN_APPLY_UNAPPLY_MULT 0x20
716 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
717
718 // Cut off point of when an object is put on the active list or not
719 // we use 2**-n because that can be represented exactly
720 // also make sure that this is a float, not double, constant.
721 // some areas in the server divide by this value, so
722 // to avoid integer overflows it should not be much lower.
723 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
724
725 /* have mercy on players and guarantee a somewhat higher speed */
726 #define MIN_PLAYER_SPEED 0.04f
727
728 /*
729 * Warning!
730 * If you add message types here, don't forget
731 * to keep the client up to date too!
732 */
733
734 /* message types */
735 #define MSG_TYPE_BOOK 1
736 #define MSG_TYPE_CARD 2
737 #define MSG_TYPE_PAPER 3
738 #define MSG_TYPE_SIGN 4
739 #define MSG_TYPE_MONUMENT 5
740 #define MSG_TYPE_SCRIPTED_DIALOG 6
741 #define MSG_TYPE_MOTD 7
742 #define MSG_TYPE_ADMIN 8
743 #define MSG_TYPE_LAST 9
744
745 #define MSG_SUBTYPE_NONE 0
746
747 /* book messages subtypes */
748 #define MSG_TYPE_BOOK_CLASP_1 1
749 #define MSG_TYPE_BOOK_CLASP_2 2
750 #define MSG_TYPE_BOOK_ELEGANT_1 3
751 #define MSG_TYPE_BOOK_ELEGANT_2 4
752 #define MSG_TYPE_BOOK_QUARTO_1 5
753 #define MSG_TYPE_BOOK_QUARTO_2 6
754 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
755 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
756 #define MSG_TYPE_BOOK_SPELL_PYRO 9
757 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
758 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
759
760 /* card messages subtypes*/
761 #define MSG_TYPE_CARD_SIMPLE_1 1
762 #define MSG_TYPE_CARD_SIMPLE_2 2
763 #define MSG_TYPE_CARD_SIMPLE_3 3
764 #define MSG_TYPE_CARD_ELEGANT_1 4
765 #define MSG_TYPE_CARD_ELEGANT_2 5
766 #define MSG_TYPE_CARD_ELEGANT_3 6
767 #define MSG_TYPE_CARD_STRANGE_1 7
768 #define MSG_TYPE_CARD_STRANGE_2 8
769 #define MSG_TYPE_CARD_STRANGE_3 9
770 #define MSG_TYPE_CARD_MONEY_1 10
771 #define MSG_TYPE_CARD_MONEY_2 11
772 #define MSG_TYPE_CARD_MONEY_3 12
773
774 /* Paper messages subtypes */
775 #define MSG_TYPE_PAPER_NOTE_1 1
776 #define MSG_TYPE_PAPER_NOTE_2 2
777 #define MSG_TYPE_PAPER_NOTE_3 3
778 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
779 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
780 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
781 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
782 #define MSG_TYPE_PAPER_ENVELOPE_1 8
783 #define MSG_TYPE_PAPER_ENVELOPE_2 9
784 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
785 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
786 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
787 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
788 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
789
790 /* road signs messages subtypes */
791 #define MSG_TYPE_SIGN_BASIC 1
792 #define MSG_TYPE_SIGN_DIR_LEFT 2
793 #define MSG_TYPE_SIGN_DIR_RIGHT 3
794 #define MSG_TYPE_SIGN_DIR_BOTH 4
795
796 /* stones and monument messages */
797 #define MSG_TYPE_MONUMENT_STONE_1 1
798 #define MSG_TYPE_MONUMENT_STONE_2 2
799 #define MSG_TYPE_MONUMENT_STONE_3 3
800 #define MSG_TYPE_MONUMENT_STATUE_1 4
801 #define MSG_TYPE_MONUMENT_STATUE_2 5
802 #define MSG_TYPE_MONUMENT_STATUE_3 6
803 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
804 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
805 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
806 #define MSG_TYPE_MONUMENT_WALL_1 10
807 #define MSG_TYPE_MONUMENT_WALL_2 11
808 #define MSG_TYPE_MONUMENT_WALL_3 12
809
810 /*some readable flags*/
811
812 /* dialog messsage */
813 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
814 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
815 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
816
817 /* admin messages */
818 #define MSG_TYPE_ADMIN_RULES 1
819 #define MSG_TYPE_ADMIN_NEWS 2
820
821 /**
822 * Maximum distance a player may hear a sound from.
823 * This is only used for client/server sound and say. If the sound source
824 * on the map is farther away than this, we don't sent it to the client.
825 */
826 #define MAX_SOUND_DISTANCE 16
827
828 #define LOG_CHANNEL "log" // the plain and ugly standard server log
829 #define INFO_CHANNEL "info" // lower_left box
830 #define SAY_CHANNEL "say"
831 #define CHAT_CHANNEL "chat"
832 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
833
834 /* The following are the color flags passed to new_draw_info.
835 *
836 * We also set up some control flags
837 *
838 * NDI = New Draw Info
839 */
840
841 /* Color specifications - note these match the order in xutil.c */
842 /* Note 2: Black, the default color, is 0. Thus, it does not need to
843 * be implicitly specified.
844 */
845 #define NDI_BLACK 0
846 #define NDI_WHITE 1
847 #define NDI_NAVY 2
848 #define NDI_RED 3
849 #define NDI_ORANGE 4
850 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
851 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
852 #define NDI_GREEN 7 /* SeaGreen */
853 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
854 /* Than seagreen - also background color */
855 #define NDI_GREY 9
856 #define NDI_BROWN 10 /* Sienna */
857 #define NDI_GOLD 11
858 #define NDI_TAN 12 /* Khaki */
859
860 #define NDI_MAX_COLOR 12 /* Last value in */
861 #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
862 /* using an int anyways, so we have the space */
863 /* to still do all the flags */
864
865 #define NDI_REPLY 0x20 // is a direct reply to a user command
866 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
867 #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
868 #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
869
870 #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
871 #define NDI_ALL 0x2000 /* Inform all players of this message */
872 #define NDI_DEF 0x4000 // ignore colour for channel protocol
873 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
874
875 #endif /* DEFINE_H */
876