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/cvs/deliantra/server/include/define.h
Revision: 1.45
Committed: Sat Jan 27 02:19:37 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +2 -14 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

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