/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire@schmorp.de */ /* 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 /* * Crossfire requires ANSI-C, but some compilers "forget" to define it. * Thus the prototypes made by cextract don't get included correctly. */ #if !defined(__STDC__) /* Removed # from start of following line. makedepend was picking it up. * The following should still hopefully result in an error. */ error - Your ANSI C compiler should be defining __STDC__; #endif #include #define FONTDIR "" #define FONTNAME "" /* Decstations have trouble with fabs()... */ #define FABS(x) ((x)<0?-(x):(x)) #ifdef __NetBSD__ # include #endif #ifndef MIN # define MIN(x,y) ((x)<(y)?(x):(y)) #endif #ifndef MAX # define MAX(x,y) ((x)>(y)?(x):(y)) #endif /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ #ifndef NAME_MAX # define NAME_MAX 255 #endif /* MAX3 is basically like MAX, but instead does 3 values. */ #ifndef MAX3 # define MAX3(x,y, z) (MAX(x, MAX(y,z))) #endif /* MIN3 is basically like MIN, but instead does 3 values. */ #ifndef MIN3 # define MIN3(x,y, z) (MIN(x, MIN(y,z))) #endif #define MAX_STAT 30 /* The maximum legal value of any stat */ #define MIN_STAT 1 /* The minimum legal value of any stat */ #define MAX_BUF 1024 /* Used for all kinds of things */ #define VERY_BIG_BUF 2048 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ #define FONTSIZE 3000 /* Max chars in font */ #define MAX_ANIMATIONS 256 #define MAX_NAME 48 #define MAX_EXT_TITLE 98 /* Fatal variables: */ #define OUT_OF_MEMORY 0 #define MAP_ERROR 1 #define ARCHTABLE_TOO_SMALL 2 #define TOO_MANY_ERRORS 3 /* 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 ARROW 13 #define BOW 14 #define WEAPON 15 #define ARMOUR 16 #define PEDESTAL 17 #define ALTAR 18 #define LOCKED_DOOR 20 #define SPECIAL_KEY 21 #define MAP 22 #define DOOR 23 #define KEY 24 #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 EARTHWALL 45 #define GOLEM 46 #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 FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu * 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 */ #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 */ #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 #define BUILDABLE_WALL 77 /* this is a buildable wall */ #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. */ #define LAMP 82 /* a lamp */ #define DUPLICATOR 83 /* duplicator/multiplier object */ #define SPELLBOOK 85 #define CLOAK 87 #define SPINNER 90 #define GATE 91 #define BUTTON 92 #define CF_HANDLE 93 #define HOLE 94 #define TRAPDOOR 95 #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 WAND 109 #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 CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ #define DEEP_SWAMP 138 #define IDENTIFY_ALTAR 139 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ #define RUNE 154 #define TRAP 155 #define POWER_CRYSTAL 156 #define CORPSE 157 #define DISEASE 158 #define SYMPTOM 159 #define BUILDER 160 /* Generic item builder, see subtypes */ #define MATERIAL 161 /* Material for building */ #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, potions, alchemy, or magic works here (elmex) */ /* DEAD TYPES: */ //#define FBULLET 10 //#define FBALL 11 //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 //#define CONFUSION 19 //#define MMISSILE 25 /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain * experience for broad skill categories. This value * is now automatically converteed at load time. */ //#define BOMB 47 //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ /* random crossfire developer: The trap_part, wall, light_source, * misc_object, monster, and spawn_generator * types are not used in any archetypes, * and should perhaps be removed. * * Wed Dec 20 13:35:24 CET 2006: * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. * renamed WALL to BUILDABLE_WALL. */ //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ //#define MONSTER 80 /* yes, thats a real, living creature */ //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ //#define TOOL 84 /* a tool for building objects */ //#define BUILDFAC 86 /* facilities for building objects */ //#define CONE 88 //#define AURA 89 /* aura spell object */ //#define WORD_OF_RECALL 96 //#define PARAIMAGE 97 //#define POISONCLOUD 107 //#define FIREHOLES 108 //#define ABILITY 110 /* unused: 125 - 129 * type 125 was MONEY_CHANGER */ //#define CANCELLATION 141 /* not used with new spell code */ //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ //#define SWARM_SPELL 153 //#define GPS 162 /* Ground positionning system, moved to Python plugin */ //#define QUEST 164 /* See below for subtypes */ /* END TYPE DEFINE */ #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 /* 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_NEWMODE 0x80000000 #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 SIZEOFFREE1 8 #define SIZEOFFREE2 24 #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.l is updated. */ /* Basic routines to do above */ #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 #define QUERY_FLAG(obj, flg) (obj)->flag [flg] /* 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 invenory */ #define FLAG_FREED 3 /* Object is in the list of free objects */ #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ #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*//* Applied when it's walked upon */ /*#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_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 */ // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ #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 exit */ #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 */ /* Start of values in flags[1] */ #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 /* not implemented yet */ #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 */ /* Start of values in flags[2] */ #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_READY_HORN 83 unused (Monster) has a horn readied */ #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 */ /* Start of values in flags[3] */ #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_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to * detect cases were the server is trying * to send an upditem when we have not * actually sent the item. */ #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 don'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_OBJ_SAVE_ON_OVL 104 /* this object should be saved on * the overlay, and is not subject to * decay. */ #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 #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 NUM_FLAGS 112 /* 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 */ /* Values can go up to 127 before the size of the flags array in the * object structure needs to be enlarged. * So there are 18 available flags slots */ #define NROFNEWOBJS(xyz) ((xyz)->stats.food) #if 0 /* These should no longer be needed - access move_slow_penalty * directly. */ # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 #endif /* 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 0x1 /* Object walks */ #define MOVE_FLY_LOW 0x2 /* Low flying object */ #define MOVE_FLY_HIGH 0x4 /* High flying object */ #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ #define MOVE_SWIM 0x8 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ #define MOVE_ALL 0x1f /* Mask of all movement types */ /* the normal assumption is that objects are walking/flying. * So often we don't want to block movement, but still don't want * to allow all types (swimming is rather specialized) - I also * expect as more movement types show up, this is likely to get * updated. Basically, this is the default for spaces that allow * movement - anything but swimming right now. If you really * want nothing at all, then can always set move_block to 0 */ #define MOVE_BLOCK_DEFAULT MOVE_SWIM /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. * uint8 is defined yet, so just use what that would define it * at anyways. */ 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 != 0) && (ob1->move_type & type) == ob1->move_type) #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ /* Note: These values are only a default value, resizing can change them */ #define INV_SIZE 12 /* How many items can be viewed in inventory */ #define LOOK_SIZE 6 /* ditto, but for the look-window */ #define MAX_INV_SIZE 40 /* For initializing arrays */ #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ #define EDITABLE(xyz) ((xyz)->arch->editable) #define E_MONSTER 0x00000001 #define E_EXIT 0x00000002 #define E_TREASURE 0x00000004 #define E_BACKGROUND 0x00000008 #define E_DOOR 0x00000010 #define E_SPECIAL 0x00000020 #define E_SHOP 0x00000040 #define E_NORMAL 0x00000080 #define E_FALSE_WALL 0x00000100 #define E_WALL 0x00000200 #define E_EQUIPMENT 0x00000400 #define E_OTHER 0x00000800 #define E_ARTIFACT 0x00001000 #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_RADII 4 /* max radii 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 BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ MAX_LIGHT_RADII:(xyz)->glow_radius; #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 D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; #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 DARK_FACE1_NAME "dark1.x11" #define DARK_FACE2_NAME "dark2.x11" #define DARK_FACE3_NAME "dark3.x11" #define SMOOTH_FACE_NAME "default_smoothed.111" /* * Defines for the luck/random functions to make things more readable */ #define PREFER_HIGH 1 #define PREFER_LOW 0 /* Simple function we use below to keep adding to the same string * but also make sure we don't overwrite that string. */ static inline void safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) { if (*curlen == (maxlen - 1)) return; strncpy (dest + *curlen, orig, maxlen - *curlen - 1); dest[maxlen - 1] = 0; *curlen += strlen (orig); if (*curlen > (maxlen - 1)) *curlen = maxlen - 1; } /* The SAFE versions of these call the safe_strcat function above. * Ideally, all functions should use the SAFE functions, but they * require some extra support in the calling function to remain as * efficient. */ #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ if(variable) { \ int i,j=0; \ safe_strcat(retbuf,"(" name ": ", len, maxlen); \ for(i=0; inrof?op->weight:op->weight+op->carrying) /* Code fastening defines * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by * buf__ and increment buf__ position so it will point to the end of buf__. * the '\0' caracter will not be put at end of buf__. * use preparefastcat and finishfastcat on buf__ to prepare * and clean up the string. (Lots faster than doing each time...) * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, * keep in mind FAST_STRNCAT is faster since length of second argument is * kown in advance. */ #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} #define FINISH_FASTCAT(buf__) buf__[0]='\0'; /* You may uncomment following define to check sanity of code. * But use as debug only (loses all speed gained by those macros) */ /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ /* * 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 #endif /* DEFINE_H */