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/cvs/deliantra/server/include/define.h
Revision: 1.51
Committed: Sat Apr 21 16:56:32 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +1 -1 lines
Log Message:
having a) monsters as treasures b) multipart monsters as treasures
and c) multipart monsters as terasures on tiled maps... hit a big
pile of bugs again.

this change:

- implements a per-map active flag. when items are being inserted
  they are activated or deactivated according to that flag.
  this could get rid of most or even all of the explicit
  activate/deactivate calls.
- implement some glue to make instantiating multipart objects easier
  (this is used inside fix_multipart_objects and might make it possible
  to put multipart objects at map borders - those were winged before)
- do finer-grained locking as to not lead to deadlocks when insert
  recurses e.g. when loading tiled maps.

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 //TODO: remove all calls to fatal and replace them by cleanup
88 #define OUT_OF_MEMORY 0
89 #define MAP_ERROR 1
90 #define ARCHTABLE_TOO_SMALL 2 // unused
91 #define TOO_MANY_ERRORS 3
92
93 /* TYPE DEFINES */
94
95 /* Only add new values to this list if somewhere in the program code,
96 * it is actually needed. Just because you add a new monster does not
97 * mean it has to have a type defined here. That only needs to happen
98 * if in some .c file, it needs to do certain special actions based on
99 * the monster type, that can not be handled by any of the numerous
100 * flags
101 * Also, if you add new entries, try and fill up the holes in this list.
102 * Additionally, when you add a new entry, include it in the table in item.c
103 */
104
105 /* USED TYPES: (for dead types please look at the bottom of the type
106 * definitions)
107 */
108
109 /* type 0 objects have the default behaviour */
110
111 #define PLAYER 1
112 #define TRANSPORT 2 /* see pod/objects.pod */
113 #define ROD 3
114 #define TREASURE 4
115 #define POTION 5
116 #define FOOD 6
117 #define POISON 7
118 #define BOOK 8
119 #define CLOCK 9
120
121 #define ARROW 13
122 #define BOW 14
123 #define WEAPON 15
124 #define ARMOUR 16
125 #define PEDESTAL 17
126 #define ALTAR 18
127
128 #define LOCKED_DOOR 20
129 #define SPECIAL_KEY 21
130 #define MAP 22
131 #define DOOR 23
132 #define KEY 24
133
134 #define TIMED_GATE 26
135 #define TRIGGER 27
136 #define GRIMREAPER 28
137 #define MAGIC_EAR 29
138 #define TRIGGER_BUTTON 30
139 #define TRIGGER_ALTAR 31
140 #define TRIGGER_PEDESTAL 32
141 #define SHIELD 33
142 #define HELMET 34
143 #define HORN 35
144 #define MONEY 36
145 #define CLASS 37 /* object for applying character class modifications to someone */
146 #define GRAVESTONE 38
147 #define AMULET 39
148 #define PLAYERMOVER 40
149 #define TELEPORTER 41
150 #define CREATOR 42
151 #define SKILL 43 /* also see SKILL_TOOL (74) below */
152
153 #define EARTHWALL 45
154 #define GOLEM 46
155
156 #define THROWN_OBJ 48
157 #define BLINDNESS 49
158 #define GOD 50
159 #define DETECTOR 51 /* peterm: detector is an object
160 * which notices the presense of
161 * another object and is triggered
162 * like buttons.
163 */
164 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
165 * force into a player with a specified string WHEN TRIGGERED.
166 */
167 #define DEAD_OBJECT 53
168 #define DRINK 54
169 #define MARKER 55 /* inserts an invisible, weightless
170 * force into a player with a specified string.
171 */
172 #define HOLY_ALTAR 56
173 #define PLAYER_CHANGER 57
174 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
175
176 #define PEACEMAKER 59 /* Object owned by a player which can convert
177 * a monster into a peaceful being incapable of attack.
178 */
179 #define GEM 60
180
181 #define FIREWALL 62
182 #define ANVIL 63
183 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
184 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
185 * values of last_sp set how to change:
186 * 0 = furious, all monsters become aggressive
187 * 1 = angry, all but friendly become aggressive
188 * 2 = calm, all aggressive monsters calm down
189 * 3 = sleep, all monsters fall asleep
190 * 4 = charm, monsters become pets */
191 #define EXIT 66
192 #define ENCOUNTER 67
193 #define SHOP_FLOOR 68
194 #define SHOP_MAT 69
195 #define RING 70
196 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
197 #define FLESH 72 /* animal 'body parts' -b.t. */
198 #define INORGANIC 73 /* metals and minerals */
199 #define SKILL_TOOL 74 /* Allows the use of a skill */
200 #define LIGHTER 75
201
202 #define BUILDABLE_WALL 77 /* this is a buildable wall */
203
204
205 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
206 in the engine. Like statues, clocks, chairs,...
207 If perhaps we create a function where we can sit
208 on chairs, we create a new type and remove all
209 chairs from here. */
210
211 #define LAMP 82 /* a lamp */
212 #define DUPLICATOR 83 /* duplicator/multiplier object */
213
214 #define SPELLBOOK 85
215
216 #define CLOAK 87
217
218 #define SPINNER 90
219 #define GATE 91
220 #define BUTTON 92
221 #define CF_HANDLE 93
222 #define HOLE 94
223 #define TRAPDOOR 95
224
225 #define SIGN 98
226 #define BOOTS 99
227 #define GLOVES 100
228 #define SPELL 101
229 #define SPELL_EFFECT 102
230 #define CONVERTER 103
231 #define BRACERS 104
232 #define POISONING 105
233 #define SAVEBED 106
234
235 #define WAND 109
236
237 #define SCROLL 111
238 #define DIRECTOR 112
239 #define GIRDLE 113
240 #define FORCE 114
241 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
242 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
243
244 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
245 #define CONTAINER 122
246 #define ARMOUR_IMPROVER 123
247 #define WEAPON_IMPROVER 124
248
249 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250 #define DEEP_SWAMP 138
251 #define IDENTIFY_ALTAR 139
252
253 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254
255 #define RUNE 154
256 #define TRAP 155
257
258 #define POWER_CRYSTAL 156
259 #define CORPSE 157
260
261 #define DISEASE 158
262 #define SYMPTOM 159
263 #define BUILDER 160 /* Generic item builder, see subtypes */
264 #define MATERIAL 161 /* Material for building */
265
266 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267
268 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */
270
271 /* DEAD TYPES: */
272 //#define FBULLET 10
273 //#define FBALL 11
274 //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275 //#define CONFUSION 19
276 //#define MMISSILE 25
277 /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
278 * experience for broad skill categories. This value
279 * is now automatically converteed at load time.
280 */
281 //#define BOMB 47
282 //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
283
284 /* random crossfire developer: The trap_part, wall, light_source,
285 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes,
287 * and should perhaps be removed.
288 *
289 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL.
293 */
294
295 //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
296 //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
297 //#define MONSTER 80 /* yes, thats a real, living creature */
298 //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
299 //#define TOOL 84 /* a tool for building objects */
300 //#define BUILDFAC 86 /* facilities for building objects */
301 //#define CONE 88
302 //#define AURA 89 /* aura spell object */
303 //#define WORD_OF_RECALL 96
304 //#define PARAIMAGE 97
305 //#define POISONCLOUD 107
306 //#define FIREHOLES 108
307 //#define ABILITY 110
308 /* unused: 125 - 129
309 * type 125 was MONEY_CHANGER
310 */
311 //#define CANCELLATION 141 /* not used with new spell code */
312 //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
313 //#define SWARM_SPELL 153
314 //#define GPS 162 /* Ground positionning system, moved to Python plugin */
315 //#define QUEST 164 /* See below for subtypes */
316
317 /* END TYPE DEFINE */
318
319 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
320
321 /* Subtypes for BUILDER */
322 #define ST_BD_BUILD 1 /* Builds an item */
323 #define ST_BD_REMOVE 2 /* Removes an item */
324
325 /* Subtypes for MATERIAL */
326 #define ST_MAT_FLOOR 1 /* Floor */
327 #define ST_MAT_WALL 2 /* Wall */
328 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
329
330 /* definitions for weapontypes */
331
332 #define WEAP_HIT 0 /* the basic */
333 #define WEAP_SLASH 1 /* slash */
334 #define WEAP_PIERCE 2 /* arrows, stiletto */
335 #define WEAP_CLEAVE 3 /* axe */
336 #define WEAP_SLICE 4 /* katana */
337 #define WEAP_STAB 5 /* knife, dagger */
338 #define WEAP_WHIP 6 /* whips n chains */
339 #define WEAP_CRUSH 7 /* big hammers, flails */
340 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
341
342 typedef struct typedata
343 {
344 int number;
345 const char *name;
346 const char *name_pl;
347 int identifyskill;
348 int identifyskill2;
349 } typedata;
350
351 extern const int ItemTypesSize;
352 extern typedata ItemTypes[];
353
354 /* definitions for detailed pickup descriptions.
355 * The objective is to define intelligent groups of items that the
356 * user can pick up or leave as he likes. */
357
358 /* high bit as flag for new pickup options */
359 #define PU_NOTHING 0x00000000
360
361 #define PU_DEBUG 0x10000000
362 #define PU_INHIBIT 0x20000000
363 #define PU_STOP 0x40000000
364 #define PU_NEWMODE 0x80000000
365
366 #define PU_RATIO 0x0000000F
367
368 #define PU_FOOD 0x00000010
369 #define PU_DRINK 0x00000020
370 #define PU_VALUABLES 0x00000040
371 #define PU_BOW 0x00000080
372
373 #define PU_ARROW 0x00000100
374 #define PU_HELMET 0x00000200
375 #define PU_SHIELD 0x00000400
376 #define PU_ARMOUR 0x00000800
377
378 #define PU_BOOTS 0x00001000
379 #define PU_GLOVES 0x00002000
380 #define PU_CLOAK 0x00004000
381 #define PU_KEY 0x00008000
382
383 #define PU_MISSILEWEAPON 0x00010000
384 #define PU_ALLWEAPON 0x00020000
385 #define PU_MAGICAL 0x00040000
386 #define PU_POTION 0x00080000
387
388 #define PU_SPELLBOOK 0x00100000
389 #define PU_SKILLSCROLL 0x00200000
390 #define PU_READABLES 0x00400000
391 #define PU_MAGIC_DEVICE 0x00800000
392
393 #define PU_NOT_CURSED 0x01000000
394 #define PU_JEWELS 0x02000000
395 #define PU_FLESH 0x04000000
396
397
398 /* Instead of using arbitrary constants for indexing the
399 * freearr, add these values. <= SIZEOFFREE1 will get you
400 * within 1 space. <= SIZEOFFREE2 wll get you withing
401 * 2 spaces, and the entire array (< SIZEOFFREE) is
402 * three spaces
403 */
404 #define SIZEOFFREE1 8
405 #define SIZEOFFREE2 24
406 #define SIZEOFFREE 49
407
408 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
409
410 /*
411 * If any FLAG's are added or changed, make sure the flag_names structure in
412 * common/loader.l is updated.
413 */
414
415 /* Basic routines to do above */
416 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
417 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
418 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
419
420 /* the flags */
421
422 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423 #define FLAG_WIZ 1 /* Object has special privilegies */
424 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
425 #define FLAG_FREED 3 /* Object is in the list of free objects */
426 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
427 #define FLAG_APPLIED 5 /* Object is ready for use by living */
428 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429 #define FLAG_USE_SHIELD 7
430 /* Can this creature use a shield? */
431
432 #define FLAG_NO_PICK 8 /* Object can't be picked up */
433
434 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
437 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
438
439 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
440 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441
442 #define FLAG_MONSTER 14 /* Will attack players */
443 #define FLAG_FRIENDLY 15 /* Will help players */
444
445 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447 #define FLAG_AUTO_APPLY 18
448 /* Will be applied when created */
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
450 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
453 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455
456 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
458 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
459
460 #define FLAG_IS_USED_UP 28
461 /* When (--food<0) the object will exit */
462 #define FLAG_IDENTIFIED 29
463 /* Player knows full info about item */
464 #define FLAG_REFLECTING 30
465 /* Object reflects from walls (lightning) */
466 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
467
468 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469 #define FLAG_HITBACK 33 /* Object will hit back when hit */
470 #define FLAG_STARTEQUIP 34
471 /* Object was given to player at start */
472 #define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
474 #define FLAG_UNDEAD 36 /* Monster is undead */
475 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
476 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
477 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
478
479 #define FLAG_REFL_SPELL 40
480 /* Spells (some) will reflect from object */
481 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
482 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
483 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
485 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
486 but can still attack at a distance */
487
488 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
489 thru this object as if it wasn't there */
490 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
491
492 #define FLAG_PICK_UP 48 /* Can pick up */
493 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
494 #define FLAG_NO_DROP 50 /* Object can't be dropped */
495 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
496 #define FLAG_CAST_SPELL 52
497 /* (Monster) can learn and cast spells */
498 #define FLAG_USE_SCROLL 53
499 /* (Monster) can read scroll */
500 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
501 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
502
503 #define FLAG_USE_ARMOUR 56
504 /* (Monster) can wear armour/shield/helmet */
505 #define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */
507 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
508 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
509 #define FLAG_READY_BOW 60 /* not implemented yet */
510 #define FLAG_XRAYS 61 /* X-ray vision */
511 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
512 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
513
514 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
515 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
516 #define FLAG_SLEEP 66 /* NPC is sleeping */
517 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
518 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
519 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
520 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
521 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
522
523 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
524 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
525 #define FLAG_CURSED 74 /* The object is cursed */
526 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
527 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
528 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
529 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
530 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
531
532 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
533 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
534 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535
536 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
537 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538 #define FLAG_MAKE_INVIS 85
539 /* (Item) gives invisibility when applied */
540 #define FLAG_INV_LOCKED 86
541 /* Item will not be dropped from inventory */
542 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
543
544 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
545 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
546 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
547 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
548 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
549 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
550 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
551
552 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
553
554 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
555 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
556 * away (replaces ghosthit)
557 */
558 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
559 * detect cases were the server is trying
560 * to send an upditem when we have not
561 * actually sent the item.
562 */
563
564 #define FLAG_BERSERK 99 /* monster will attack closest living
565 object */
566 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
567 #define FLAG_NO_ATTACK 101 /* monster don't attack */
568 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
569 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
570 * load_original_map() */
571 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
572 * the overlay, and is not subject to
573 * decay. */
574 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
575 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
576 #define FLAG_IS_WATER 107
577 #define FLAG_CONTENT_ON_GEN 108
578 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
579 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
580 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
581 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
582
583 #define NUM_FLAGS 113 /* Should always be equal to the last
584 * defined flag + 1. If you change this,
585 * make sure you update the flag_links
586 * in common/loader.l
587 */
588
589 /* Values can go up to 127 before the size of the flags array in the
590 * object structure needs to be enlarged.
591 * So there are 18 available flags slots
592 */
593
594 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
595
596 /* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also.
599 */
600 #define MOVE_WALK 0x01 /* Object walks */
601 #define MOVE_FLY_LOW 0x02 /* Low flying object */
602 #define MOVE_FLY_HIGH 0x04 /* High flying object */
603 #define MOVE_FLYING 0x06
604 /* Combo of fly_low and fly_high */
605 #define MOVE_SWIM 0x08 /* Swimming object */
606 #define MOVE_BOAT 0x10 /* Boats/sailing */
607 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
608
609 #define MOVE_ALL 0x3f /* Mask of all movement types */
610
611 /* typdef here to define type large enough to hold bitmask of
612 * all movement types. Make one declaration so easy to update.
613 * uint8 is defined yet, so just use what that would define it
614 * at anyways.
615 */
616 typedef unsigned char MoveType;
617
618 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
619 * Basically, ob2 has to block all of ob1 movement types.
620 */
621 #define OB_MOVE_BLOCK(ob1, ob2) \
622 ((ob1->move_type & ob2->move_block) == ob1->move_type)
623
624 /* Basic macro to see if if ob1 can not move onto a space based
625 * on the 'type' move_block parameter
626 * Add check - if type is 0, don't stop anything from moving
627 * onto it.
628 *
629 */
630 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
631 ((type) && (ob1->move_type & type) == ob1->move_type)
632
633
634 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
635 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
636 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
637
638 /* Note: These values are only a default value, resizing can change them */
639 #define INV_SIZE 12 /* How many items can be viewed in inventory */
640 #define LOOK_SIZE 6 /* ditto, but for the look-window */
641 #define MAX_INV_SIZE 40 /* For initializing arrays */
642 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
643
644 #define EDITABLE(xyz) ((xyz)->arch->editable)
645
646 #define E_MONSTER 0x00000001
647 #define E_EXIT 0x00000002
648 #define E_TREASURE 0x00000004
649 #define E_BACKGROUND 0x00000008
650 #define E_DOOR 0x00000010
651 #define E_SPECIAL 0x00000020
652 #define E_SHOP 0x00000040
653 #define E_NORMAL 0x00000080
654 #define E_FALSE_WALL 0x00000100
655 #define E_WALL 0x00000200
656 #define E_EQUIPMENT 0x00000400
657 #define E_OTHER 0x00000800
658 #define E_ARTIFACT 0x00001000
659
660 #define EXIT_PATH(xyz) (xyz)->slaying
661 #define EXIT_LEVEL(xyz) (xyz)->stats.food
662 #define EXIT_X(xyz) (xyz)->stats.hp
663 #define EXIT_Y(xyz) (xyz)->stats.sp
664 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
665 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
666
667 /* for use by the lighting code */
668 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
669 * large values allow objects that can
670 * slow down the game */
671 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
672 * practical reason to exceed this */
673 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
674 MAX_LIGHT_RADII:(xyz)->glow_radius;
675
676 #define F_BUY 0
677 #define F_SELL 1
678 #define F_TRUE 2 /* True value of item, unadjusted */
679 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
680 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
681 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
682 #define F_APPROX 32 /* flag to give a guess of item value */
683 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
684
685 #define DIRX(xyz) freearr_x[(xyz)->direction]
686 #define DIRY(xyz) freearr_y[(xyz)->direction]
687
688 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
689 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
690
691 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
692 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
693 #define WEAPON_SPEED(xyz) (xyz)->last_sp
694
695 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
696 each of them signed char, concatenated in a int16 */
697 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
698 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
699 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
700 #define FIRE_DIRECTIONAL 0
701 #define FIRE_POSITIONAL 1
702
703 /******************************************************************************/
704 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
705 /******************************************************************************/
706 /* if your monsters start acting wierd, mail me */
707 /******************************************************************************/
708 /* the following definitions are for the attack_movement variable in monsters */
709 /* if the attack_variable movement is left out of the monster archetype, or is*/
710 /* set to zero */
711 /* the standard mode of movement from previous versions of crossfire will be */
712 /* used. the upper four bits of movement data are not in effect when the monst*/
713 /* er has an enemy. these should only be used for non agressive monsters. */
714 /* to program a monsters movement add the attack movement numbers to the movem*/
715 /* ment numbers example a monster that moves in a circle until attacked and */
716 /* then attacks from a distance: */
717 /* CIRCLE1 = 32 */
718 /* + DISTATT = 1 */
719 /* ------------------- */
720 /* attack_movement = 33 */
721 /******************************************************************************/
722 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
723 /* attack from a distance - good for missile users only */
724 #define RUNATT 2 /* run but attack if player catches up to object */
725 #define HITRUN 3 /* run to then hit player then run away cyclicly */
726 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
727 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
728 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
729 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
730 #define WAIT2 8 /* monster does not try to move towards player if far */
731 /* maintains comfortable distance */
732 #define PETMOVE 16 /* if the upper four bits of attack_movement */
733 /* are set to this number, the monster follows a player */
734 /* until the owner calls it back or off */
735 /* player followed denoted by 0b->owner */
736 /* the monster will try to attack whatever the player is */
737 /* attacking, and will continue to do so until the owner */
738 /* calls off the monster - a key command will be */
739 /* inserted to do so */
740 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
741 /* are set to this number, the monster will move in a */
742 /* circle until it is attacked, or the enemy field is */
743 /* set, this is good for non-aggressive monsters and NPC */
744 #define CIRCLE2 48 /* same as above but a larger circle is used */
745 #define PACEH 64 /* The Monster will pace back and forth until attacked */
746 /* this is HORIZONTAL movement */
747 #define PACEH2 80 /* the monster will pace as above but the length of the */
748 /* pace area is longer and the monster stops before */
749 /* changing directions */
750 /* this is HORIZONTAL movement */
751 #define RANDO 96 /* the monster will go in a random direction until */
752 /* it is stopped by an obstacle, then it chooses another */
753 /* direction. */
754 #define RANDO2 112 /* constantly move in a different random direction */
755 #define PACEV 128 /* The Monster will pace back and forth until attacked */
756 /* this is VERTICAL movement */
757 #define PACEV2 144 /* the monster will pace as above but the length of the */
758 /* pace area is longer and the monster stops before */
759 /* changing directions */
760 /* this is VERTICAL movement */
761 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
762 #define HI4 240
763
764 #define BLANK_FACE_NAME "blank.x11"
765 #define EMPTY_FACE_NAME "empty.x11"
766
767 /*
768 * Defines for the luck/random functions to make things more readable
769 */
770
771 #define PREFER_HIGH 1
772 #define PREFER_LOW 0
773
774 /* Simple function we use below to keep adding to the same string
775 * but also make sure we don't overwrite that string.
776 */
777 static inline void
778 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
779 {
780 if (*curlen == (maxlen - 1))
781 return;
782
783 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
784 dest[maxlen - 1] = 0;
785 *curlen += strlen (orig);
786
787 if (*curlen > (maxlen - 1))
788 *curlen = maxlen - 1;
789 }
790
791
792 /* The SAFE versions of these call the safe_strcat function above.
793 * Ideally, all functions should use the SAFE functions, but they
794 * require some extra support in the calling function to remain as
795 * efficient.
796 */
797 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
798 if(variable) { \
799 int i,j=0; \
800 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
801 for(i=0; i<NROFATTACKS; i++) \
802 if(variable & (1<<i)) { \
803 if (j) \
804 safe_strcat(retbuf,", ", len, maxlen); \
805 else \
806 j = 1; \
807 safe_strcat(retbuf, attacks[i], len, maxlen); \
808 } \
809 safe_strcat(retbuf,")",len,maxlen); \
810 }
811
812
813 /* separated this from the common/item.c file. b.t. Dec 1995 */
814
815 #define DESCRIBE_ABILITY(retbuf, variable, name) \
816 if(variable) { \
817 int i,j=0; \
818 strcat(retbuf,"(" name ": "); \
819 for(i=0; i<NROFATTACKS; i++) \
820 if(variable & (1<<i)) { \
821 if (j) \
822 strcat(retbuf,", "); \
823 else \
824 j = 1; \
825 strcat(retbuf, attacks[i]); \
826 } \
827 strcat(retbuf,")"); \
828 }
829
830
831 #define DESCRIBE_PATH(retbuf, variable, name) \
832 if(variable) { \
833 int i,j=0; \
834 strcat(retbuf,"(" name ": "); \
835 for(i=0; i<NRSPELLPATHS; i++) \
836 if(variable & (1<<i)) { \
837 if (j) \
838 strcat(retbuf,", "); \
839 else \
840 j = 1; \
841 strcat(retbuf, spellpathnames[i]); \
842 } \
843 strcat(retbuf,")"); \
844 }
845
846
847 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
848 if(variable) { \
849 int i,j=0; \
850 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
851 for(i=0; i<NRSPELLPATHS; i++) \
852 if(variable & (1<<i)) { \
853 if (j) \
854 safe_strcat(retbuf,", ", len, maxlen); \
855 else \
856 j = 1; \
857 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
858 } \
859 safe_strcat(retbuf,")", len, maxlen); \
860 }
861
862 /* Flags for apply_special() */
863 enum apply_flag
864 {
865 /* Basic flags, always use one of these */
866 AP_NULL = 0,
867 AP_APPLY = 1,
868 AP_UNAPPLY = 2,
869
870 AP_BASIC_FLAGS = 15,
871
872 /* Optional flags, for bitwise or with a basic flag */
873 AP_NO_MERGE = 16,
874 AP_IGNORE_CURSE = 32,
875 AP_PRINT = 64 /* Print what to do, don't actually do it */
876 /* Note this is supported in all the functions */
877 };
878
879 /* Bitmask values for 'can_apply_object()' return values.
880 * the CAN_APPLY_ prefix is to just note what function the
881 * are returned from.
882 *
883 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
884 * location who doesn't have.
885 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
886 * this basically means one of the FLAGS are set saying you can't
887 * use this.
888 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
889 * if this object can do anything to use this object. If the value
890 * returned from can_apply_object() anded with the mask is non zero,
891 * then it is out of the control of this creature to use the item.
892 * otherwise it means that by unequipping stuff, they could apply the object
893 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
894 * this.
895 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
896 * unapplied before this can be applied. Think of switching to
897 * a bow but you have a sword & shield - both the sword and
898 * shield need to be uneqipped before you can do the bow.
899 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
900 * this one can be applied. Think of rings - human is wearing two
901 * rings and tries to apply one - there are two possible rings he
902 * could remove.
903 *
904 */
905 #define CAN_APPLY_NEVER 0x1
906 #define CAN_APPLY_RESTRICTION 0x2
907 #define CAN_APPLY_NOT_MASK 0xf
908 #define CAN_APPLY_UNAPPLY 0x10
909 #define CAN_APPLY_UNAPPLY_MULT 0x20
910 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
911
912 /* Cut off point of when an object is put on the active list or not */
913 #define MIN_ACTIVE_SPEED 1e-5
914
915 #define RANDOM() (rndm.next () & 0xffffffU)
916 #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
917
918 /* Returns the weight of the given object. Note: it does not take the number of
919 * items (nrof) into account.
920 */
921 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
922
923
924 /* Code fastening defines
925 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
926 * buf__ and increment buf__ position so it will point to the end of buf__.
927 * the '\0' caracter will not be put at end of buf__.
928 * use preparefastcat and finishfastcat on buf__ to prepare
929 * and clean up the string. (Lots faster than doing each time...)
930 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
931 * keep in mind FAST_STRNCAT is faster since length of second argument is
932 * kown in advance.
933 */
934
935 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
936 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
937 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
938 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
939
940 /*
941 * Warning!
942 * If you add message types here, don't forget
943 * to keep the client up to date too!
944 */
945
946 /* message types */
947 #define MSG_TYPE_BOOK 1
948 #define MSG_TYPE_CARD 2
949 #define MSG_TYPE_PAPER 3
950 #define MSG_TYPE_SIGN 4
951 #define MSG_TYPE_MONUMENT 5
952 #define MSG_TYPE_SCRIPTED_DIALOG 6
953 #define MSG_TYPE_MOTD 7
954 #define MSG_TYPE_ADMIN 8
955 #define MSG_TYPE_LAST 9
956
957 #define MSG_SUBTYPE_NONE 0
958
959 /* book messages subtypes */
960 #define MSG_TYPE_BOOK_CLASP_1 1
961 #define MSG_TYPE_BOOK_CLASP_2 2
962 #define MSG_TYPE_BOOK_ELEGANT_1 3
963 #define MSG_TYPE_BOOK_ELEGANT_2 4
964 #define MSG_TYPE_BOOK_QUARTO_1 5
965 #define MSG_TYPE_BOOK_QUARTO_2 6
966 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
967 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
968 #define MSG_TYPE_BOOK_SPELL_PYRO 9
969 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
970 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
971
972 /* card messages subtypes*/
973 #define MSG_TYPE_CARD_SIMPLE_1 1
974 #define MSG_TYPE_CARD_SIMPLE_2 2
975 #define MSG_TYPE_CARD_SIMPLE_3 3
976 #define MSG_TYPE_CARD_ELEGANT_1 4
977 #define MSG_TYPE_CARD_ELEGANT_2 5
978 #define MSG_TYPE_CARD_ELEGANT_3 6
979 #define MSG_TYPE_CARD_STRANGE_1 7
980 #define MSG_TYPE_CARD_STRANGE_2 8
981 #define MSG_TYPE_CARD_STRANGE_3 9
982 #define MSG_TYPE_CARD_MONEY_1 10
983 #define MSG_TYPE_CARD_MONEY_2 11
984 #define MSG_TYPE_CARD_MONEY_3 12
985
986 /* Paper messages subtypes */
987 #define MSG_TYPE_PAPER_NOTE_1 1
988 #define MSG_TYPE_PAPER_NOTE_2 2
989 #define MSG_TYPE_PAPER_NOTE_3 3
990 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
991 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
992 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
993 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
994 #define MSG_TYPE_PAPER_ENVELOPE_1 8
995 #define MSG_TYPE_PAPER_ENVELOPE_2 9
996 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
997 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
998 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
999 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1000 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1001
1002 /* road signs messages subtypes */
1003 #define MSG_TYPE_SIGN_BASIC 1
1004 #define MSG_TYPE_SIGN_DIR_LEFT 2
1005 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1006 #define MSG_TYPE_SIGN_DIR_BOTH 4
1007
1008 /* stones and monument messages */
1009 #define MSG_TYPE_MONUMENT_STONE_1 1
1010 #define MSG_TYPE_MONUMENT_STONE_2 2
1011 #define MSG_TYPE_MONUMENT_STONE_3 3
1012 #define MSG_TYPE_MONUMENT_STATUE_1 4
1013 #define MSG_TYPE_MONUMENT_STATUE_2 5
1014 #define MSG_TYPE_MONUMENT_STATUE_3 6
1015 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1016 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1017 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1018 #define MSG_TYPE_MONUMENT_WALL_1 10
1019 #define MSG_TYPE_MONUMENT_WALL_2 11
1020 #define MSG_TYPE_MONUMENT_WALL_3 12
1021
1022 /*some readable flags*/
1023
1024 /* dialog messsage */
1025 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1026 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1027 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1028
1029 /* admin messages */
1030 #define MSG_TYPE_ADMIN_RULES 1
1031 #define MSG_TYPE_ADMIN_NEWS 2
1032
1033 #endif /* DEFINE_H */
1034