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/cvs/deliantra/server/include/define.h
Revision: 1.42
Committed: Thu Jan 18 19:32:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +2 -2 lines
Log Message:
just experimenting

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
23 */
24
25 /* This file is best viewed with a window width of about 100 character */
26
27 /* This file is really too large. With all the .h files
28 * around, this file should be better split between them - things
29 * that deal with objects should be in objects.h, things dealing
30 * with players in player.h, etc. As it is, everything just seems
31 * to be dumped in here.
32 */
33
34 #ifndef DEFINE_H
35 #define DEFINE_H
36
37 /*
38 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
39 * Thus the prototypes made by cextract don't get included correctly.
40 */
41 #if !defined(__STDC__)
42
43 /* Removed # from start of following line. makedepend was picking it up.
44 * The following should still hopefully result in an error.
45 */
46 error - Your ANSI C compiler should be defining __STDC__;
47 #endif
48
49 #include <autoconf.h>
50
51 #define FONTDIR ""
52 #define FONTNAME ""
53
54 /* Decstations have trouble with fabs()... */
55 #define FABS(x) ((x)<0?-(x):(x))
56
57 #ifdef __NetBSD__
58 # include <sys/param.h>
59 #endif
60 #ifndef MIN
61 # define MIN(x,y) min (x, y)
62 #endif
63 #ifndef MAX
64 # define MAX(x,y) max (x, y)
65 #endif
66
67 /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
68 #ifndef NAME_MAX
69 # define NAME_MAX 255
70 #endif
71
72 /* MAX3 is basically like MAX, but instead does 3 values. */
73 #ifndef MAX3
74 # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
75 #endif
76
77 /* MIN3 is basically like MIN, but instead does 3 values. */
78 #ifndef MIN3
79 # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
80 #endif
81
82 #define MAX_STAT 30 /* The maximum legal value of any stat */
83 #define MIN_STAT 1 /* The minimum legal value of any stat */
84
85 #define MAX_BUF 1024
86 /* Used for all kinds of things */
87 #define VERY_BIG_BUF 2048
88 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
89 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
90
91 #define FONTSIZE 3000 /* Max chars in font */
92
93 #define MAX_ANIMATIONS 256
94
95 #define MAX_NAME 48
96 #define MAX_EXT_TITLE 98
97
98 /* Fatal variables: */
99 #define OUT_OF_MEMORY 0
100 #define MAP_ERROR 1
101 #define ARCHTABLE_TOO_SMALL 2
102 #define TOO_MANY_ERRORS 3
103
104 /* TYPE DEFINES */
105
106 /* Only add new values to this list if somewhere in the program code,
107 * it is actually needed. Just because you add a new monster does not
108 * mean it has to have a type defined here. That only needs to happen
109 * if in some .c file, it needs to do certain special actions based on
110 * the monster type, that can not be handled by any of the numerous
111 * flags
112 * Also, if you add new entries, try and fill up the holes in this list.
113 * Additionally, when you add a new entry, include it in the table in item.c
114 */
115
116 /* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
119
120 /* type 0 objects have the default behaviour */
121
122 #define PLAYER 1
123 #define TRANSPORT 2 /* see pod/objects.pod */
124 #define ROD 3
125 #define TREASURE 4
126 #define POTION 5
127 #define FOOD 6
128 #define POISON 7
129 #define BOOK 8
130 #define CLOCK 9
131
132 #define ARROW 13
133 #define BOW 14
134 #define WEAPON 15
135 #define ARMOUR 16
136 #define PEDESTAL 17
137 #define ALTAR 18
138
139 #define LOCKED_DOOR 20
140 #define SPECIAL_KEY 21
141 #define MAP 22
142 #define DOOR 23
143 #define KEY 24
144
145 #define TIMED_GATE 26
146 #define TRIGGER 27
147 #define GRIMREAPER 28
148 #define MAGIC_EAR 29
149 #define TRIGGER_BUTTON 30
150 #define TRIGGER_ALTAR 31
151 #define TRIGGER_PEDESTAL 32
152 #define SHIELD 33
153 #define HELMET 34
154 #define HORN 35
155 #define MONEY 36
156 #define CLASS 37 /* object for applying character class modifications to someone */
157 #define GRAVESTONE 38
158 #define AMULET 39
159 #define PLAYERMOVER 40
160 #define TELEPORTER 41
161 #define CREATOR 42
162 #define SKILL 43 /* also see SKILL_TOOL (74) below */
163
164 #define EARTHWALL 45
165 #define GOLEM 46
166
167 #define THROWN_OBJ 48
168 #define BLINDNESS 49
169 #define GOD 50
170 #define DETECTOR 51 /* peterm: detector is an object
171 * which notices the presense of
172 * another object and is triggered
173 * like buttons.
174 */
175 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
176 * force into a player with a specified string WHEN TRIGGERED.
177 */
178 #define DEAD_OBJECT 53
179 #define DRINK 54
180 #define MARKER 55 /* inserts an invisible, weightless
181 * force into a player with a specified string.
182 */
183 #define HOLY_ALTAR 56
184 #define PLAYER_CHANGER 57
185 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
186
187 #define PEACEMAKER 59 /* Object owned by a player which can convert
188 * a monster into a peaceful being incapable of attack.
189 */
190 #define GEM 60
191
192 #define FIREWALL 62
193 #define ANVIL 63
194 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
195 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
196 * values of last_sp set how to change:
197 * 0 = furious, all monsters become aggressive
198 * 1 = angry, all but friendly become aggressive
199 * 2 = calm, all aggressive monsters calm down
200 * 3 = sleep, all monsters fall asleep
201 * 4 = charm, monsters become pets */
202 #define EXIT 66
203 #define ENCOUNTER 67
204 #define SHOP_FLOOR 68
205 #define SHOP_MAT 69
206 #define RING 70
207 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
208 #define FLESH 72 /* animal 'body parts' -b.t. */
209 #define INORGANIC 73 /* metals and minerals */
210 #define SKILL_TOOL 74 /* Allows the use of a skill */
211 #define LIGHTER 75
212
213 #define BUILDABLE_WALL 77 /* this is a buildable wall */
214
215
216 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
217 in the engine. Like statues, clocks, chairs,...
218 If perhaps we create a function where we can sit
219 on chairs, we create a new type and remove all
220 chairs from here. */
221
222 #define LAMP 82 /* a lamp */
223 #define DUPLICATOR 83 /* duplicator/multiplier object */
224
225 #define SPELLBOOK 85
226
227 #define CLOAK 87
228
229 #define SPINNER 90
230 #define GATE 91
231 #define BUTTON 92
232 #define CF_HANDLE 93
233 #define HOLE 94
234 #define TRAPDOOR 95
235
236 #define SIGN 98
237 #define BOOTS 99
238 #define GLOVES 100
239 #define SPELL 101
240 #define SPELL_EFFECT 102
241 #define CONVERTER 103
242 #define BRACERS 104
243 #define POISONING 105
244 #define SAVEBED 106
245
246 #define WAND 109
247
248 #define SCROLL 111
249 #define DIRECTOR 112
250 #define GIRDLE 113
251 #define FORCE 114
252 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
255 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256 #define CONTAINER 122
257 #define ARMOUR_IMPROVER 123
258 #define WEAPON_IMPROVER 124
259
260 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261 #define DEEP_SWAMP 138
262 #define IDENTIFY_ALTAR 139
263
264 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266 #define RUNE 154
267 #define TRAP 155
268
269 #define POWER_CRYSTAL 156
270 #define CORPSE 157
271
272 #define DISEASE 158
273 #define SYMPTOM 159
274 #define BUILDER 160 /* Generic item builder, see subtypes */
275 #define MATERIAL 161 /* Material for building */
276
277 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282 /* DEAD TYPES: */
283 //#define FBULLET 10
284 //#define FBALL 11
285 //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286 //#define CONFUSION 19
287 //#define MMISSILE 25
288 /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292 //#define BOMB 47
293 //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295 /* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306 //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307 //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308 //#define MONSTER 80 /* yes, thats a real, living creature */
309 //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310 //#define TOOL 84 /* a tool for building objects */
311 //#define BUILDFAC 86 /* facilities for building objects */
312 //#define CONE 88
313 //#define AURA 89 /* aura spell object */
314 //#define WORD_OF_RECALL 96
315 //#define PARAIMAGE 97
316 //#define POISONCLOUD 107
317 //#define FIREHOLES 108
318 //#define ABILITY 110
319 /* unused: 125 - 129
320 * type 125 was MONEY_CHANGER
321 */
322 //#define CANCELLATION 141 /* not used with new spell code */
323 //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
324 //#define SWARM_SPELL 153
325 //#define GPS 162 /* Ground positionning system, moved to Python plugin */
326 //#define QUEST 164 /* See below for subtypes */
327
328 /* END TYPE DEFINE */
329
330 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
331
332 /* Subtypes for BUILDER */
333 #define ST_BD_BUILD 1 /* Builds an item */
334 #define ST_BD_REMOVE 2 /* Removes an item */
335
336 /* Subtypes for MATERIAL */
337 #define ST_MAT_FLOOR 1 /* Floor */
338 #define ST_MAT_WALL 2 /* Wall */
339 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
340
341 /* definitions for weapontypes */
342
343 #define WEAP_HIT 0 /* the basic */
344 #define WEAP_SLASH 1 /* slash */
345 #define WEAP_PIERCE 2 /* arrows, stiletto */
346 #define WEAP_CLEAVE 3 /* axe */
347 #define WEAP_SLICE 4 /* katana */
348 #define WEAP_STAB 5 /* knife, dagger */
349 #define WEAP_WHIP 6 /* whips n chains */
350 #define WEAP_CRUSH 7 /* big hammers, flails */
351 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
352
353 typedef struct typedata
354 {
355 int number;
356 const char *name;
357 const char *name_pl;
358 int identifyskill;
359 int identifyskill2;
360 } typedata;
361
362 extern const int ItemTypesSize;
363 extern typedata ItemTypes[];
364
365 /* definitions for detailed pickup descriptions.
366 * The objective is to define intelligent groups of items that the
367 * user can pick up or leave as he likes. */
368
369 /* high bit as flag for new pickup options */
370 #define PU_NOTHING 0x00000000
371
372 #define PU_DEBUG 0x10000000
373 #define PU_INHIBIT 0x20000000
374 #define PU_STOP 0x40000000
375 #define PU_NEWMODE 0x80000000
376
377 #define PU_RATIO 0x0000000F
378
379 #define PU_FOOD 0x00000010
380 #define PU_DRINK 0x00000020
381 #define PU_VALUABLES 0x00000040
382 #define PU_BOW 0x00000080
383
384 #define PU_ARROW 0x00000100
385 #define PU_HELMET 0x00000200
386 #define PU_SHIELD 0x00000400
387 #define PU_ARMOUR 0x00000800
388
389 #define PU_BOOTS 0x00001000
390 #define PU_GLOVES 0x00002000
391 #define PU_CLOAK 0x00004000
392 #define PU_KEY 0x00008000
393
394 #define PU_MISSILEWEAPON 0x00010000
395 #define PU_ALLWEAPON 0x00020000
396 #define PU_MAGICAL 0x00040000
397 #define PU_POTION 0x00080000
398
399 #define PU_SPELLBOOK 0x00100000
400 #define PU_SKILLSCROLL 0x00200000
401 #define PU_READABLES 0x00400000
402 #define PU_MAGIC_DEVICE 0x00800000
403
404 #define PU_NOT_CURSED 0x01000000
405 #define PU_JEWELS 0x02000000
406 #define PU_FLESH 0x04000000
407
408
409 /* Instead of using arbitrary constants for indexing the
410 * freearr, add these values. <= SIZEOFFREE1 will get you
411 * within 1 space. <= SIZEOFFREE2 wll get you withing
412 * 2 spaces, and the entire array (< SIZEOFFREE) is
413 * three spaces
414 */
415 #define SIZEOFFREE1 8
416 #define SIZEOFFREE2 24
417 #define SIZEOFFREE 49
418
419 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
420
421 /*
422 * If any FLAG's are added or changed, make sure the flag_names structure in
423 * common/loader.l is updated.
424 */
425
426 /* Basic routines to do above */
427 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
428 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
429 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
430
431 /* the flags */
432
433 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
434 #define FLAG_WIZ 1 /* Object has special privilegies */
435 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
436 #define FLAG_FREED 3 /* Object is in the list of free objects */
437 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
438 #define FLAG_APPLIED 5 /* Object is ready for use by living */
439 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
440 #define FLAG_USE_SHIELD 7
441 /* Can this creature use a shield? */
442
443 #define FLAG_NO_PICK 8 /* Object can't be picked up */
444
445 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
448 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
449
450 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
451 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452
453 #define FLAG_MONSTER 14 /* Will attack players */
454 #define FLAG_FRIENDLY 15 /* Will help players */
455
456 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
458 #define FLAG_AUTO_APPLY 18
459 /* Will be applied when created */
460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
461 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
462 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
464 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
466
467 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
468 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
469 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
470
471 #define FLAG_IS_USED_UP 28
472 /* When (--food<0) the object will exit */
473 #define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */
475 #define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */
477 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
478
479 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
480 #define FLAG_HITBACK 33 /* Object will hit back when hit */
481 #define FLAG_STARTEQUIP 34
482 /* Object was given to player at start */
483 #define FLAG_BLOCKSVIEW 35
484 /* Object blocks view */
485 #define FLAG_UNDEAD 36 /* Monster is undead */
486 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
487 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
488 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
489
490 #define FLAG_REFL_SPELL 40
491 /* Spells (some) will reflect from object */
492 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
493 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
494 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
495 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
496 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
497 but can still attack at a distance */
498
499 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
500 thru this object as if it wasn't there */
501 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
502
503 #define FLAG_PICK_UP 48 /* Can pick up */
504 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
505 #define FLAG_NO_DROP 50 /* Object can't be dropped */
506 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
507 #define FLAG_CAST_SPELL 52
508 /* (Monster) can learn and cast spells */
509 #define FLAG_USE_SCROLL 53
510 /* (Monster) can read scroll */
511 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
512 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
513
514 #define FLAG_USE_ARMOUR 56
515 /* (Monster) can wear armour/shield/helmet */
516 #define FLAG_USE_WEAPON 57
517 /* (Monster) can wield weapons */
518 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
519 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
520 #define FLAG_READY_BOW 60 /* not implemented yet */
521 #define FLAG_XRAYS 61 /* X-ray vision */
522 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
523 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
524
525 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
526 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
527 #define FLAG_SLEEP 66 /* NPC is sleeping */
528 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
529 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
530 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
531 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
532 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
533
534 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
535 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
536 #define FLAG_CURSED 74 /* The object is cursed */
537 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
538 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
539 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
540 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
541 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
542
543 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
544 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
545 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546
547 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
548 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
549 #define FLAG_MAKE_INVIS 85
550 /* (Item) gives invisibility when applied */
551 #define FLAG_INV_LOCKED 86
552 /* Item will not be dropped from inventory */
553 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
554
555 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
556 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
557 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
558 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
559 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
560 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
561 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
562
563 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
564
565 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
566 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
567 * away (replaces ghosthit)
568 */
569 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
570 * detect cases were the server is trying
571 * to send an upditem when we have not
572 * actually sent the item.
573 */
574
575 #define FLAG_BERSERK 99 /* monster will attack closest living
576 object */
577 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
578 #define FLAG_NO_ATTACK 101 /* monster don't attack */
579 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
580 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
581 * load_original_map() */
582 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
583 * the overlay, and is not subject to
584 * decay. */
585 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
586 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
587 #define FLAG_IS_WATER 107
588 #define FLAG_CONTENT_ON_GEN 108
589 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
590 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
591 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592 #define FLAG_NO_SAVE 112 // item doesn't get saved with map
593
594 #define NUM_FLAGS 113 /* Should always be equal to the last
595 * defined flag + 1. If you change this,
596 * make sure you update the flag_links
597 * in common/loader.l
598 */
599
600 /* Values can go up to 127 before the size of the flags array in the
601 * object structure needs to be enlarged.
602 * So there are 18 available flags slots
603 */
604
605 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
606
607 /* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also.
610 */
611 #define MOVE_WALK 0x1 /* Object walks */
612 #define MOVE_FLY_LOW 0x2 /* Low flying object */
613 #define MOVE_FLY_HIGH 0x4 /* High flying object */
614 #define MOVE_FLYING 0x6
615 /* Combo of fly_low and fly_high */
616 #define MOVE_SWIM 0x8 /* Swimming object */
617 #define MOVE_BOAT 0x10 /* Boats/sailing */
618 #define MOVE_ALL 0x1f /* Mask of all movement types */
619
620 /* the normal assumption is that objects are walking/flying.
621 * So often we don't want to block movement, but still don't want
622 * to allow all types (swimming is rather specialized) - I also
623 * expect as more movement types show up, this is likely to get
624 * updated. Basically, this is the default for spaces that allow
625 * movement - anything but swimming right now. If you really
626 * want nothing at all, then can always set move_block to 0
627 */
628 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
629
630 /* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update.
632 * uint8 is defined yet, so just use what that would define it
633 * at anyways.
634 */
635 typedef unsigned char MoveType;
636
637 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
638 * Basically, ob2 has to block all of ob1 movement types.
639 */
640 #define OB_MOVE_BLOCK(ob1, ob2) \
641 ((ob1->move_type & ob2->move_block) == ob1->move_type)
642
643 /* Basic macro to see if if ob1 can not move onto a space based
644 * on the 'type' move_block parameter
645 * Add check - if type is 0, don't stop anything from moving
646 * onto it.
647 *
648 */
649 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
650 ((type) && (ob1->move_type & type) == ob1->move_type)
651
652
653 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
654 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
655 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
656
657 /* Note: These values are only a default value, resizing can change them */
658 #define INV_SIZE 12 /* How many items can be viewed in inventory */
659 #define LOOK_SIZE 6 /* ditto, but for the look-window */
660 #define MAX_INV_SIZE 40 /* For initializing arrays */
661 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
662
663 #define EDITABLE(xyz) ((xyz)->arch->editable)
664
665 #define E_MONSTER 0x00000001
666 #define E_EXIT 0x00000002
667 #define E_TREASURE 0x00000004
668 #define E_BACKGROUND 0x00000008
669 #define E_DOOR 0x00000010
670 #define E_SPECIAL 0x00000020
671 #define E_SHOP 0x00000040
672 #define E_NORMAL 0x00000080
673 #define E_FALSE_WALL 0x00000100
674 #define E_WALL 0x00000200
675 #define E_EQUIPMENT 0x00000400
676 #define E_OTHER 0x00000800
677 #define E_ARTIFACT 0x00001000
678
679 #define EXIT_PATH(xyz) (xyz)->slaying
680 #define EXIT_LEVEL(xyz) (xyz)->stats.food
681 #define EXIT_X(xyz) (xyz)->stats.hp
682 #define EXIT_Y(xyz) (xyz)->stats.sp
683 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
684 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
685
686 /* for use by the lighting code */
687 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
688 * large values allow objects that can
689 * slow down the game */
690 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
691 * practical reason to exceed this */
692 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
693 MAX_LIGHT_RADII:(xyz)->glow_radius;
694
695 #define F_BUY 0
696 #define F_SELL 1
697 #define F_TRUE 2 /* True value of item, unadjusted */
698 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
699 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
700 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
701 #define F_APPROX 32 /* flag to give a guess of item value */
702 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
703
704 #define DIRX(xyz) freearr_x[(xyz)->direction]
705 #define DIRY(xyz) freearr_y[(xyz)->direction]
706
707 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
708 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
709
710 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
711 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
712 #define WEAPON_SPEED(xyz) (xyz)->last_sp
713
714 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
715 each of them signed char, concatenated in a int16 */
716 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
717 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
718 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
719 #define FIRE_DIRECTIONAL 0
720 #define FIRE_POSITIONAL 1
721
722 /******************************************************************************/
723 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
724 /******************************************************************************/
725 /* if your monsters start acting wierd, mail me */
726 /******************************************************************************/
727 /* the following definitions are for the attack_movement variable in monsters */
728 /* if the attack_variable movement is left out of the monster archetype, or is*/
729 /* set to zero */
730 /* the standard mode of movement from previous versions of crossfire will be */
731 /* used. the upper four bits of movement data are not in effect when the monst*/
732 /* er has an enemy. these should only be used for non agressive monsters. */
733 /* to program a monsters movement add the attack movement numbers to the movem*/
734 /* ment numbers example a monster that moves in a circle until attacked and */
735 /* then attacks from a distance: */
736 /* CIRCLE1 = 32 */
737 /* + DISTATT = 1 */
738 /* ------------------- */
739 /* attack_movement = 33 */
740 /******************************************************************************/
741 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
742 /* attack from a distance - good for missile users only */
743 #define RUNATT 2 /* run but attack if player catches up to object */
744 #define HITRUN 3 /* run to then hit player then run away cyclicly */
745 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
746 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
747 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
748 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
749 #define WAIT2 8 /* monster does not try to move towards player if far */
750 /* maintains comfortable distance */
751 #define PETMOVE 16 /* if the upper four bits of attack_movement */
752 /* are set to this number, the monster follows a player */
753 /* until the owner calls it back or off */
754 /* player followed denoted by 0b->owner */
755 /* the monster will try to attack whatever the player is */
756 /* attacking, and will continue to do so until the owner */
757 /* calls off the monster - a key command will be */
758 /* inserted to do so */
759 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
760 /* are set to this number, the monster will move in a */
761 /* circle until it is attacked, or the enemy field is */
762 /* set, this is good for non-aggressive monsters and NPC */
763 #define CIRCLE2 48 /* same as above but a larger circle is used */
764 #define PACEH 64 /* The Monster will pace back and forth until attacked */
765 /* this is HORIZONTAL movement */
766 #define PACEH2 80 /* the monster will pace as above but the length of the */
767 /* pace area is longer and the monster stops before */
768 /* changing directions */
769 /* this is HORIZONTAL movement */
770 #define RANDO 96 /* the monster will go in a random direction until */
771 /* it is stopped by an obstacle, then it chooses another */
772 /* direction. */
773 #define RANDO2 112 /* constantly move in a different random direction */
774 #define PACEV 128 /* The Monster will pace back and forth until attacked */
775 /* this is VERTICAL movement */
776 #define PACEV2 144 /* the monster will pace as above but the length of the */
777 /* pace area is longer and the monster stops before */
778 /* changing directions */
779 /* this is VERTICAL movement */
780 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
781 #define HI4 240
782
783 #define BLANK_FACE_NAME "blank.x11"
784 #define EMPTY_FACE_NAME "empty.x11"
785 #define DARK_FACE1_NAME "dark1.x11"
786 #define DARK_FACE2_NAME "dark2.x11"
787 #define DARK_FACE3_NAME "dark3.x11"
788 #define SMOOTH_FACE_NAME "default_smoothed.111"
789
790 /*
791 * Defines for the luck/random functions to make things more readable
792 */
793
794 #define PREFER_HIGH 1
795 #define PREFER_LOW 0
796
797 /* Simple function we use below to keep adding to the same string
798 * but also make sure we don't overwrite that string.
799 */
800 static inline void
801 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
802 {
803 if (*curlen == (maxlen - 1))
804 return;
805
806 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
807 dest[maxlen - 1] = 0;
808 *curlen += strlen (orig);
809
810 if (*curlen > (maxlen - 1))
811 *curlen = maxlen - 1;
812 }
813
814
815 /* The SAFE versions of these call the safe_strcat function above.
816 * Ideally, all functions should use the SAFE functions, but they
817 * require some extra support in the calling function to remain as
818 * efficient.
819 */
820 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
821 if(variable) { \
822 int i,j=0; \
823 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
824 for(i=0; i<NROFATTACKS; i++) \
825 if(variable & (1<<i)) { \
826 if (j) \
827 safe_strcat(retbuf,", ", len, maxlen); \
828 else \
829 j = 1; \
830 safe_strcat(retbuf, attacks[i], len, maxlen); \
831 } \
832 safe_strcat(retbuf,")",len,maxlen); \
833 }
834
835
836 /* separated this from the common/item.c file. b.t. Dec 1995 */
837
838 #define DESCRIBE_ABILITY(retbuf, variable, name) \
839 if(variable) { \
840 int i,j=0; \
841 strcat(retbuf,"(" name ": "); \
842 for(i=0; i<NROFATTACKS; i++) \
843 if(variable & (1<<i)) { \
844 if (j) \
845 strcat(retbuf,", "); \
846 else \
847 j = 1; \
848 strcat(retbuf, attacks[i]); \
849 } \
850 strcat(retbuf,")"); \
851 }
852
853
854 #define DESCRIBE_PATH(retbuf, variable, name) \
855 if(variable) { \
856 int i,j=0; \
857 strcat(retbuf,"(" name ": "); \
858 for(i=0; i<NRSPELLPATHS; i++) \
859 if(variable & (1<<i)) { \
860 if (j) \
861 strcat(retbuf,", "); \
862 else \
863 j = 1; \
864 strcat(retbuf, spellpathnames[i]); \
865 } \
866 strcat(retbuf,")"); \
867 }
868
869
870 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
871 if(variable) { \
872 int i,j=0; \
873 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
874 for(i=0; i<NRSPELLPATHS; i++) \
875 if(variable & (1<<i)) { \
876 if (j) \
877 safe_strcat(retbuf,", ", len, maxlen); \
878 else \
879 j = 1; \
880 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
881 } \
882 safe_strcat(retbuf,")", len, maxlen); \
883 }
884
885 /* Flags for apply_special() */
886 enum apply_flag
887 {
888 /* Basic flags, always use one of these */
889 AP_NULL = 0,
890 AP_APPLY = 1,
891 AP_UNAPPLY = 2,
892
893 AP_BASIC_FLAGS = 15,
894
895 /* Optional flags, for bitwise or with a basic flag */
896 AP_NO_MERGE = 16,
897 AP_IGNORE_CURSE = 32,
898 AP_PRINT = 64 /* Print what to do, don't actually do it */
899 /* Note this is supported in all the functions */
900 };
901
902 /* Bitmask values for 'can_apply_object()' return values.
903 * the CAN_APPLY_ prefix is to just note what function the
904 * are returned from.
905 *
906 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
907 * location who doesn't have.
908 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
909 * this basically means one of the FLAGS are set saying you can't
910 * use this.
911 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
912 * if this object can do anything to use this object. If the value
913 * returned from can_apply_object() anded with the mask is non zero,
914 * then it is out of the control of this creature to use the item.
915 * otherwise it means that by unequipping stuff, they could apply the object
916 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
917 * this.
918 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
919 * unapplied before this can be applied. Think of switching to
920 * a bow but you have a sword & shield - both the sword and
921 * shield need to be uneqipped before you can do the bow.
922 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
923 * this one can be applied. Think of rings - human is wearing two
924 * rings and tries to apply one - there are two possible rings he
925 * could remove.
926 *
927 */
928 #define CAN_APPLY_NEVER 0x1
929 #define CAN_APPLY_RESTRICTION 0x2
930 #define CAN_APPLY_NOT_MASK 0xf
931 #define CAN_APPLY_UNAPPLY 0x10
932 #define CAN_APPLY_UNAPPLY_MULT 0x20
933 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
934
935 /* Cut off point of when an object is put on the active list or not */
936 #define MIN_ACTIVE_SPEED 1e-5
937
938 /*
939 * random() is much better than rand(). If you have random(), use it instead.
940 * You shouldn't need to change any of this
941 *
942 * 0.93.3: It looks like linux has random (previously, it was set below
943 * to use rand). Perhaps old version of linux lack rand? IF you run into
944 * problems, add || defined(__linux__) the #if immediately below.
945 *
946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
947 * here.
948 */
949
950 #define RANDOM() rndm.next ()
951 #define SRANDOM(xyz) //TODO, get rid of
952
953 /* Returns the weight of the given object. Note: it does not take the number of
954 * items (nrof) into account.
955 */
956 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
957
958
959 /* Code fastening defines
960 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
961 * buf__ and increment buf__ position so it will point to the end of buf__.
962 * the '\0' caracter will not be put at end of buf__.
963 * use preparefastcat and finishfastcat on buf__ to prepare
964 * and clean up the string. (Lots faster than doing each time...)
965 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
966 * keep in mind FAST_STRNCAT is faster since length of second argument is
967 * kown in advance.
968 */
969
970 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
971 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
972 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
973 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
974
975 /*
976 * Warning!
977 * If you add message types here, don't forget
978 * to keep the client up to date too!
979 */
980
981 /* message types */
982 #define MSG_TYPE_BOOK 1
983 #define MSG_TYPE_CARD 2
984 #define MSG_TYPE_PAPER 3
985 #define MSG_TYPE_SIGN 4
986 #define MSG_TYPE_MONUMENT 5
987 #define MSG_TYPE_SCRIPTED_DIALOG 6
988 #define MSG_TYPE_MOTD 7
989 #define MSG_TYPE_ADMIN 8
990 #define MSG_TYPE_LAST 9
991
992 #define MSG_SUBTYPE_NONE 0
993
994 /* book messages subtypes */
995 #define MSG_TYPE_BOOK_CLASP_1 1
996 #define MSG_TYPE_BOOK_CLASP_2 2
997 #define MSG_TYPE_BOOK_ELEGANT_1 3
998 #define MSG_TYPE_BOOK_ELEGANT_2 4
999 #define MSG_TYPE_BOOK_QUARTO_1 5
1000 #define MSG_TYPE_BOOK_QUARTO_2 6
1001 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1002 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1003 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1004 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1005 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1006
1007 /* card messages subtypes*/
1008 #define MSG_TYPE_CARD_SIMPLE_1 1
1009 #define MSG_TYPE_CARD_SIMPLE_2 2
1010 #define MSG_TYPE_CARD_SIMPLE_3 3
1011 #define MSG_TYPE_CARD_ELEGANT_1 4
1012 #define MSG_TYPE_CARD_ELEGANT_2 5
1013 #define MSG_TYPE_CARD_ELEGANT_3 6
1014 #define MSG_TYPE_CARD_STRANGE_1 7
1015 #define MSG_TYPE_CARD_STRANGE_2 8
1016 #define MSG_TYPE_CARD_STRANGE_3 9
1017 #define MSG_TYPE_CARD_MONEY_1 10
1018 #define MSG_TYPE_CARD_MONEY_2 11
1019 #define MSG_TYPE_CARD_MONEY_3 12
1020
1021 /* Paper messages subtypes */
1022 #define MSG_TYPE_PAPER_NOTE_1 1
1023 #define MSG_TYPE_PAPER_NOTE_2 2
1024 #define MSG_TYPE_PAPER_NOTE_3 3
1025 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1026 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1027 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1028 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1029 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1030 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1031 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1032 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1033 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1034 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1035 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1036
1037 /* road signs messages subtypes */
1038 #define MSG_TYPE_SIGN_BASIC 1
1039 #define MSG_TYPE_SIGN_DIR_LEFT 2
1040 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1041 #define MSG_TYPE_SIGN_DIR_BOTH 4
1042
1043 /* stones and monument messages */
1044 #define MSG_TYPE_MONUMENT_STONE_1 1
1045 #define MSG_TYPE_MONUMENT_STONE_2 2
1046 #define MSG_TYPE_MONUMENT_STONE_3 3
1047 #define MSG_TYPE_MONUMENT_STATUE_1 4
1048 #define MSG_TYPE_MONUMENT_STATUE_2 5
1049 #define MSG_TYPE_MONUMENT_STATUE_3 6
1050 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1051 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1052 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1053 #define MSG_TYPE_MONUMENT_WALL_1 10
1054 #define MSG_TYPE_MONUMENT_WALL_2 11
1055 #define MSG_TYPE_MONUMENT_WALL_3 12
1056
1057 /*some readable flags*/
1058
1059 /* dialog messsage */
1060 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1061 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1062 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1063
1064 /* admin messages */
1065 #define MSG_TYPE_ADMIN_RULES 1
1066 #define MSG_TYPE_ADMIN_NEWS 2
1067
1068 #endif /* DEFINE_H */
1069