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/cvs/deliantra/server/include/define.h
Revision: 1.61
Committed: Mon Jun 4 13:04:00 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +2 -4 lines
Log Message:
- archetype is now a subclass of object.
- store archetypes in an object_vector.
- use a different startegy for archetype loading
  (reloading is MOST CERTAINLY broken).

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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 // maximum length of an object name in the protocol
56 #define NAME_LEN 127
57
58 /* MAX3 is basically like MAX, but instead does 3 values. */
59 #ifndef MAX3
60 # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
61 #endif
62
63 /* MIN3 is basically like MIN, but instead does 3 values. */
64 #ifndef MIN3
65 # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
66 #endif
67
68 #define MAX_STAT 30 /* The maximum legal value of any stat */
69 #define MIN_STAT 1 /* The minimum legal value of any stat */
70
71 //TODO: not only use more reasonable values, also enforce them
72 #define MIN_WC -120
73 #define MAX_WC 120
74 #define MIN_AC -120
75 #define MAX_AC 120
76 #define MIN_DAM 0
77 #define MAX_DAM 200
78
79 #define MAX_BUF 1024
80 /* Used for all kinds of things */
81 #define VERY_BIG_BUF 2048
82 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
83 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
84
85 #define FONTSIZE 3000 /* Max chars in font */
86
87 #define MAX_ANIMATIONS 256
88
89 #define MAX_NAME 48
90 #define MAX_EXT_TITLE 98
91
92 /* Fatal variables: */
93 //TODO: remove all calls to fatal and replace them by cleanup
94 #define OUT_OF_MEMORY 0
95 #define MAP_ERROR 1
96 #define ARCHTABLE_TOO_SMALL 2 // unused
97 #define TOO_MANY_ERRORS 3
98
99 /* TYPE DEFINES */
100
101 /* Only add new values to this list if somewhere in the program code,
102 * it is actually needed. Just because you add a new monster does not
103 * mean it has to have a type defined here. That only needs to happen
104 * if in some .c file, it needs to do certain special actions based on
105 * the monster type, that can not be handled by any of the numerous
106 * flags
107 * Also, if you add new entries, try and fill up the holes in this list.
108 * Additionally, when you add a new entry, include it in the table in item.c
109 */
110
111 /* USED TYPES: (for dead types please look at the bottom of the type
112 * definitions)
113 */
114
115 /* type 0 objects have the default behaviour */
116
117 #define PLAYER 1
118 #define TRANSPORT 2 /* see pod/objects.pod */
119 #define ROD 3
120 #define TREASURE 4
121 #define POTION 5
122 #define FOOD 6
123 #define POISON 7
124 #define BOOK 8
125 #define CLOCK 9
126
127 #define ARROW 13
128 #define BOW 14
129 #define WEAPON 15
130 #define ARMOUR 16
131 #define PEDESTAL 17
132 #define ALTAR 18
133
134 #define LOCKED_DOOR 20
135 #define SPECIAL_KEY 21
136 #define MAP 22
137 #define DOOR 23
138 #define KEY 24
139
140 #define TIMED_GATE 26
141 #define TRIGGER 27
142 #define GRIMREAPER 28
143 #define MAGIC_EAR 29
144 #define TRIGGER_BUTTON 30
145 #define TRIGGER_ALTAR 31
146 #define TRIGGER_PEDESTAL 32
147 #define SHIELD 33
148 #define HELMET 34
149 #define HORN 35
150 #define MONEY 36
151 #define CLASS 37 /* object for applying character class modifications to someone */
152 #define GRAVESTONE 38
153 #define AMULET 39
154 #define PLAYERMOVER 40
155 #define TELEPORTER 41
156 #define CREATOR 42
157 #define SKILL 43 /* also see SKILL_TOOL (74) below */
158
159 #define EARTHWALL 45
160 #define GOLEM 46
161
162 #define THROWN_OBJ 48
163 #define BLINDNESS 49
164 #define GOD 50
165 #define DETECTOR 51 /* peterm: detector is an object
166 * which notices the presense of
167 * another object and is triggered
168 * like buttons.
169 */
170 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
171 * force into a player with a specified string WHEN TRIGGERED.
172 */
173 #define DEAD_OBJECT 53
174 #define DRINK 54
175 #define MARKER 55 /* inserts an invisible, weightless
176 * force into a player with a specified string.
177 */
178 #define HOLY_ALTAR 56
179 #define PLAYER_CHANGER 57
180 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
181
182 #define PEACEMAKER 59 /* Object owned by a player which can convert
183 * a monster into a peaceful being incapable of attack.
184 */
185 #define GEM 60
186
187 #define FIREWALL 62
188 #define ANVIL 63
189 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
190 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
191 * values of last_sp set how to change:
192 * 0 = furious, all monsters become aggressive
193 * 1 = angry, all but friendly become aggressive
194 * 2 = calm, all aggressive monsters calm down
195 * 3 = sleep, all monsters fall asleep
196 * 4 = charm, monsters become pets */
197 #define EXIT 66
198 #define ENCOUNTER 67
199 #define SHOP_FLOOR 68
200 #define SHOP_MAT 69
201 #define RING 70
202 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
203 #define FLESH 72 /* animal 'body parts' -b.t. */
204 #define INORGANIC 73 /* metals and minerals */
205 #define SKILL_TOOL 74 /* Allows the use of a skill */
206 #define LIGHTER 75
207
208 #define BUILDABLE_WALL 77 /* this is a buildable wall */
209
210
211 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
212 in the engine. Like statues, clocks, chairs,...
213 If perhaps we create a function where we can sit
214 on chairs, we create a new type and remove all
215 chairs from here. */
216
217 #define LAMP 82 /* a lamp */
218 #define DUPLICATOR 83 /* duplicator/multiplier object */
219
220 #define SPELLBOOK 85
221
222 #define CLOAK 87
223
224 #define SPINNER 90
225 #define GATE 91
226 #define BUTTON 92
227 #define CF_HANDLE 93
228 #define HOLE 94
229 #define TRAPDOOR 95
230
231 #define SIGN 98
232 #define BOOTS 99
233 #define GLOVES 100
234 #define SPELL 101
235 #define SPELL_EFFECT 102
236 #define CONVERTER 103
237 #define BRACERS 104
238 #define POISONING 105
239 #define SAVEBED 106
240
241 #define WAND 109
242
243 #define SCROLL 111
244 #define DIRECTOR 112
245 #define GIRDLE 113
246 #define FORCE 114
247 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
248 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
249
250 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
251 #define CONTAINER 122
252 #define ARMOUR_IMPROVER 123
253 #define WEAPON_IMPROVER 124
254
255 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
256 #define DEEP_SWAMP 138
257 #define IDENTIFY_ALTAR 139
258
259 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
260
261 #define RUNE 154
262 #define TRAP 155
263
264 #define POWER_CRYSTAL 156
265 #define CORPSE 157
266
267 #define DISEASE 158
268 #define SYMPTOM 159
269 #define BUILDER 160 /* Generic item builder, see subtypes */
270 #define MATERIAL 161 /* Material for building */
271
272 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
273
274 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
275 potions, alchemy, or magic works here (elmex) */
276
277 #define NUM_TYPES 166 // must be max(type) + 1
278
279 /* DEAD TYPES: */
280 //#define FBULLET 10
281 //#define FBALL 11
282 //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283 //#define CONFUSION 19
284 //#define MMISSILE 25
285 /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286 * experience for broad skill categories. This value
287 * is now automatically converteed at load time.
288 */
289 //#define BOMB 47
290 //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291
292 /* random crossfire developer: The trap_part, wall, light_source,
293 * misc_object, monster, and spawn_generator
294 * types are not used in any archetypes,
295 * and should perhaps be removed.
296 *
297 * Wed Dec 20 13:35:24 CET 2006:
298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300 * renamed WALL to BUILDABLE_WALL.
301 */
302
303 //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304 //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305 //#define MONSTER 80 /* yes, thats a real, living creature */
306 //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307 //#define TOOL 84 /* a tool for building objects */
308 //#define BUILDFAC 86 /* facilities for building objects */
309 //#define CONE 88
310 //#define AURA 89 /* aura spell object */
311 //#define WORD_OF_RECALL 96
312 //#define PARAIMAGE 97
313 //#define POISONCLOUD 107
314 //#define FIREHOLES 108
315 //#define ABILITY 110
316 /* unused: 125 - 129
317 * type 125 was MONEY_CHANGER
318 */
319 //#define CANCELLATION 141 /* not used with new spell code */
320 //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
321 //#define SWARM_SPELL 153
322 //#define GPS 162 /* Ground positionning system, moved to Python plugin */
323 //#define QUEST 164 /* See below for subtypes */
324
325 /* END TYPE DEFINE */
326
327 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
328
329 /* Subtypes for BUILDER */
330 #define ST_BD_BUILD 1 /* Builds an item */
331 #define ST_BD_REMOVE 2 /* Removes an item */
332
333 /* Subtypes for MATERIAL */
334 #define ST_MAT_FLOOR 1 /* Floor */
335 #define ST_MAT_WALL 2 /* Wall */
336 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
337
338 /* definitions for weapontypes */
339
340 #define WEAP_HIT 0 /* the basic */
341 #define WEAP_SLASH 1 /* slash */
342 #define WEAP_PIERCE 2 /* arrows, stiletto */
343 #define WEAP_CLEAVE 3 /* axe */
344 #define WEAP_SLICE 4 /* katana */
345 #define WEAP_STAB 5 /* knife, dagger */
346 #define WEAP_WHIP 6 /* whips n chains */
347 #define WEAP_CRUSH 7 /* big hammers, flails */
348 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
349
350 typedef struct typedata
351 {
352 int number;
353 const char *name;
354 const char *name_pl;
355 int identifyskill;
356 int identifyskill2;
357 } typedata;
358
359 extern const int ItemTypesSize;
360 extern typedata ItemTypes[];
361
362 /* definitions for detailed pickup descriptions.
363 * The objective is to define intelligent groups of items that the
364 * user can pick up or leave as he likes. */
365
366 /* high bit as flag for new pickup options */
367 #define PU_NOTHING 0x00000000
368
369 #define PU_DEBUG 0x10000000
370 #define PU_INHIBIT 0x20000000
371 #define PU_STOP 0x40000000
372 #define PU_NEWMODE 0x80000000
373
374 #define PU_RATIO 0x0000000F
375
376 #define PU_FOOD 0x00000010
377 #define PU_DRINK 0x00000020
378 #define PU_VALUABLES 0x00000040
379 #define PU_BOW 0x00000080
380
381 #define PU_ARROW 0x00000100
382 #define PU_HELMET 0x00000200
383 #define PU_SHIELD 0x00000400
384 #define PU_ARMOUR 0x00000800
385
386 #define PU_BOOTS 0x00001000
387 #define PU_GLOVES 0x00002000
388 #define PU_CLOAK 0x00004000
389 #define PU_KEY 0x00008000
390
391 #define PU_MISSILEWEAPON 0x00010000
392 #define PU_ALLWEAPON 0x00020000
393 #define PU_MAGICAL 0x00040000
394 #define PU_POTION 0x00080000
395
396 #define PU_SPELLBOOK 0x00100000
397 #define PU_SKILLSCROLL 0x00200000
398 #define PU_READABLES 0x00400000
399 #define PU_MAGIC_DEVICE 0x00800000
400
401 #define PU_NOT_CURSED 0x01000000
402 #define PU_JEWELS 0x02000000
403 #define PU_FLESH 0x04000000
404
405
406 /* Instead of using arbitrary constants for indexing the
407 * freearr, add these values. <= SIZEOFFREE1 will get you
408 * within 1 space. <= SIZEOFFREE2 wll get you withing
409 * 2 spaces, and the entire array (< SIZEOFFREE) is
410 * three spaces
411 */
412 #define SIZEOFFREE1 8
413 #define SIZEOFFREE2 24
414 #define SIZEOFFREE 49
415
416 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
417
418 /*
419 * If any FLAG's are added or changed, make sure the flag_names structure in
420 * common/loader.l is updated.
421 */
422
423 /* Basic routines to do above */
424 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
425 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
426 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
427
428 /* the flags */
429
430 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
431 #define FLAG_WIZ 1 /* Object has special privilegies */
432 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
433 #define FLAG_FREED 3 /* Object is in the list of free objects */
434 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
435 #define FLAG_APPLIED 5 /* Object is ready for use by living */
436 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
437 #define FLAG_USE_SHIELD 7
438 /* Can this creature use a shield? */
439
440 #define FLAG_NO_PICK 8 /* Object can't be picked up */
441
442 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
443 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444
445 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
446
447 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
448 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449
450 #define FLAG_MONSTER 14 /* Will attack players */
451 #define FLAG_FRIENDLY 15 /* Will help players */
452
453 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
454 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
455 #define FLAG_AUTO_APPLY 18
456 /* Will be applied when created */
457 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
458 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
459 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
460 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
461 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
462 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
463
464 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
465 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
466 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467
468 #define FLAG_IS_USED_UP 28
469 /* When (--food<0) the object will exit */
470 #define FLAG_IDENTIFIED 29
471 /* Player knows full info about item */
472 #define FLAG_REFLECTING 30
473 /* Object reflects from walls (lightning) */
474 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
475
476 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
477 #define FLAG_HITBACK 33 /* Object will hit back when hit */
478 #define FLAG_STARTEQUIP 34
479 /* Object was given to player at start */
480 #define FLAG_BLOCKSVIEW 35
481 /* Object blocks view */
482 #define FLAG_UNDEAD 36 /* Monster is undead */
483 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
484 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
485 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
486
487 #define FLAG_REFL_SPELL 40
488 /* Spells (some) will reflect from object */
489 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
490 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
491 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
492 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
493 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
494 but can still attack at a distance */
495
496 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
497 thru this object as if it wasn't there */
498 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
499
500 #define FLAG_PICK_UP 48 /* Can pick up */
501 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
502 #define FLAG_NO_DROP 50 /* Object can't be dropped */
503 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
504 #define FLAG_CAST_SPELL 52
505 /* (Monster) can learn and cast spells */
506 #define FLAG_USE_SCROLL 53
507 /* (Monster) can read scroll */
508 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
509 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
510
511 #define FLAG_USE_ARMOUR 56
512 /* (Monster) can wear armour/shield/helmet */
513 #define FLAG_USE_WEAPON 57
514 /* (Monster) can wield weapons */
515 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
516 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
517 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
518 #define FLAG_XRAYS 61 /* X-ray vision */
519 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
520 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
521
522 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
523 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
524 #define FLAG_SLEEP 66 /* NPC is sleeping */
525 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
526 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
527 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
528 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
529 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
530
531 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
532 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
533 #define FLAG_CURSED 74 /* The object is cursed */
534 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
535 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
536 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
537 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
538 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
539
540 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
541 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
542 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
543
544 #define FLAG_PRECIOUS 83 // object is precious (pets)
545 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
546 #define FLAG_MAKE_INVIS 85
547 /* (Item) gives invisibility when applied */
548 #define FLAG_INV_LOCKED 86
549 /* Item will not be dropped from inventory */
550 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
551
552 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
553 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
554 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
555 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
556 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
557 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
558 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
559
560 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
561
562 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
563 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
564 * away (replaces ghosthit)
565 */
566 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
567 * detect cases were the server is trying
568 * to send an upditem when we have not
569 * actually sent the item.
570 */
571
572 #define FLAG_BERSERK 99 /* monster will attack closest living
573 object */
574 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
575 #define FLAG_NO_ATTACK 101 /* monster don't attack */
576 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
578 * load_original_map() */
579 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
580 * the overlay, and is not subject to
581 * decay. */
582 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
583 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
584 #define FLAG_IS_WATER 107
585 #define FLAG_CONTENT_ON_GEN 108
586 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
587 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
588 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
590
591 #define NUM_FLAGS 113 /* Should always be equal to the last
592 * defined flag + 1. If you change this,
593 * make sure you update the flag_links
594 * in common/loader.l
595 */
596
597 /* Values can go up to 127 before the size of the flags array in the
598 * object structure needs to be enlarged.
599 * So there are 18 available flags slots
600 */
601
602 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
603
604 /* If you add new movement types, you may need to update
605 * describe_item() so properly describe those types.
606 * change_abil() probably should be updated also.
607 */
608 #define MOVE_WALK 0x01 /* Object walks */
609 #define MOVE_FLY_LOW 0x02 /* Low flying object */
610 #define MOVE_FLY_HIGH 0x04 /* High flying object */
611 #define MOVE_FLYING 0x06
612 /* Combo of fly_low and fly_high */
613 #define MOVE_SWIM 0x08 /* Swimming object */
614 #define MOVE_BOAT 0x10 /* Boats/sailing */
615 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616
617 #define MOVE_ALL 0x3f /* Mask of all movement types */
618
619 /* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it
622 * at anyways.
623 */
624 typedef unsigned char MoveType;
625
626 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
627 * Basically, ob2 has to block all of ob1 movement types.
628 */
629 #define OB_MOVE_BLOCK(ob1, ob2) \
630 ((ob1->move_type & ob2->move_block) == ob1->move_type)
631
632 /* Basic macro to see if if ob1 can not move onto a space based
633 * on the 'type' move_block parameter
634 * Add check - if type is 0, don't stop anything from moving
635 * onto it.
636 *
637 */
638 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
639 ((type) && (ob1->move_type & type) == ob1->move_type)
640
641
642 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
643 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
644 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
645
646 /* Note: These values are only a default value, resizing can change them */
647 #define INV_SIZE 12 /* How many items can be viewed in inventory */
648 #define LOOK_SIZE 6 /* ditto, but for the look-window */
649 #define MAX_INV_SIZE 40 /* For initializing arrays */
650 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
651
652 #define EDITABLE(xyz) ((xyz)->arch->editable)
653
654 #define E_MONSTER 0x00000001
655 #define E_EXIT 0x00000002
656 #define E_TREASURE 0x00000004
657 #define E_BACKGROUND 0x00000008
658 #define E_DOOR 0x00000010
659 #define E_SPECIAL 0x00000020
660 #define E_SHOP 0x00000040
661 #define E_NORMAL 0x00000080
662 #define E_FALSE_WALL 0x00000100
663 #define E_WALL 0x00000200
664 #define E_EQUIPMENT 0x00000400
665 #define E_OTHER 0x00000800
666 #define E_ARTIFACT 0x00001000
667
668 #define EXIT_PATH(xyz) (xyz)->slaying
669 #define EXIT_LEVEL(xyz) (xyz)->stats.food
670 #define EXIT_X(xyz) (xyz)->stats.hp
671 #define EXIT_Y(xyz) (xyz)->stats.sp
672 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
673 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
674
675 /* for use by the lighting code */
676 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
677 * large values allow objects that can
678 * slow down the game */
679 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
680 * practical reason to exceed this */
681 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
682 MAX_LIGHT_RADII:(xyz)->glow_radius;
683
684 #define F_BUY 0
685 #define F_SELL 1
686 #define F_TRUE 2 /* True value of item, unadjusted */
687 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
688 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
689 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
690 #define F_APPROX 32 /* flag to give a guess of item value */
691 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
692
693 #define DIRX(xyz) freearr_x[(xyz)->direction]
694 #define DIRY(xyz) freearr_y[(xyz)->direction]
695
696 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
697 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
698
699 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
700 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
701 #define WEAPON_SPEED(xyz) (xyz)->last_sp
702
703 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
704 each of them signed char, concatenated in a int16 */
705 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
706 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
707 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
708 #define FIRE_DIRECTIONAL 0
709 #define FIRE_POSITIONAL 1
710
711 /******************************************************************************/
712 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
713 /******************************************************************************/
714 /* if your monsters start acting wierd, mail me */
715 /******************************************************************************/
716 /* the following definitions are for the attack_movement variable in monsters */
717 /* if the attack_variable movement is left out of the monster archetype, or is*/
718 /* set to zero */
719 /* the standard mode of movement from previous versions of crossfire will be */
720 /* used. the upper four bits of movement data are not in effect when the monst*/
721 /* er has an enemy. these should only be used for non agressive monsters. */
722 /* to program a monsters movement add the attack movement numbers to the movem*/
723 /* ment numbers example a monster that moves in a circle until attacked and */
724 /* then attacks from a distance: */
725 /* CIRCLE1 = 32 */
726 /* + DISTATT = 1 */
727 /* ------------------- */
728 /* attack_movement = 33 */
729 /******************************************************************************/
730 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
731 /* attack from a distance - good for missile users only */
732 #define RUNATT 2 /* run but attack if player catches up to object */
733 #define HITRUN 3 /* run to then hit player then run away cyclicly */
734 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
735 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
736 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
737 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
738 #define WAIT2 8 /* monster does not try to move towards player if far */
739 /* maintains comfortable distance */
740 #define PETMOVE 16 /* if the upper four bits of attack_movement */
741 /* are set to this number, the monster follows a player */
742 /* until the owner calls it back or off */
743 /* player followed denoted by 0b->owner */
744 /* the monster will try to attack whatever the player is */
745 /* attacking, and will continue to do so until the owner */
746 /* calls off the monster - a key command will be */
747 /* inserted to do so */
748 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
749 /* are set to this number, the monster will move in a */
750 /* circle until it is attacked, or the enemy field is */
751 /* set, this is good for non-aggressive monsters and NPC */
752 #define CIRCLE2 48 /* same as above but a larger circle is used */
753 #define PACEH 64 /* The Monster will pace back and forth until attacked */
754 /* this is HORIZONTAL movement */
755 #define PACEH2 80 /* the monster will pace as above but the length of the */
756 /* pace area is longer and the monster stops before */
757 /* changing directions */
758 /* this is HORIZONTAL movement */
759 #define RANDO 96 /* the monster will go in a random direction until */
760 /* it is stopped by an obstacle, then it chooses another */
761 /* direction. */
762 #define RANDO2 112 /* constantly move in a different random direction */
763 #define PACEV 128 /* The Monster will pace back and forth until attacked */
764 /* this is VERTICAL movement */
765 #define PACEV2 144 /* the monster will pace as above but the length of the */
766 /* pace area is longer and the monster stops before */
767 /* changing directions */
768 /* this is VERTICAL movement */
769 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
770 #define HI4 240
771
772 #define BLANK_FACE_NAME "blank.x11"
773 #define EMPTY_FACE_NAME "empty.x11"
774
775 /*
776 * Defines for the luck/random functions to make things more readable
777 */
778
779 #define PREFER_HIGH 1
780 #define PREFER_LOW 0
781
782 /* Simple function we use below to keep adding to the same string
783 * but also make sure we don't overwrite that string.
784 */
785 static inline void
786 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
787 {
788 if (*curlen == (maxlen - 1))
789 return;
790
791 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
792 dest[maxlen - 1] = 0;
793 *curlen += strlen (orig);
794
795 if (*curlen > (maxlen - 1))
796 *curlen = maxlen - 1;
797 }
798
799
800 /* The SAFE versions of these call the safe_strcat function above.
801 * Ideally, all functions should use the SAFE functions, but they
802 * require some extra support in the calling function to remain as
803 * efficient.
804 */
805 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
806 if(variable) { \
807 int i,j=0; \
808 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
809 for(i=0; i<NROFATTACKS; i++) \
810 if(variable & (1<<i)) { \
811 if (j) \
812 safe_strcat(retbuf,", ", len, maxlen); \
813 else \
814 j = 1; \
815 safe_strcat(retbuf, attacks[i], len, maxlen); \
816 } \
817 safe_strcat(retbuf,")",len,maxlen); \
818 }
819
820
821 /* separated this from the common/item.c file. b.t. Dec 1995 */
822
823 #define DESCRIBE_ABILITY(retbuf, variable, name) \
824 if(variable) { \
825 int i,j=0; \
826 strcat(retbuf,"(" name ": "); \
827 for(i=0; i<NROFATTACKS; i++) \
828 if(variable & (1<<i)) { \
829 if (j) \
830 strcat(retbuf,", "); \
831 else \
832 j = 1; \
833 strcat(retbuf, attacks[i]); \
834 } \
835 strcat(retbuf,")"); \
836 }
837
838
839 #define DESCRIBE_PATH(retbuf, variable, name) \
840 if(variable) { \
841 int i,j=0; \
842 strcat(retbuf,"(" name ": "); \
843 for(i=0; i<NRSPELLPATHS; i++) \
844 if(variable & (1<<i)) { \
845 if (j) \
846 strcat(retbuf,", "); \
847 else \
848 j = 1; \
849 strcat(retbuf, spellpathnames[i]); \
850 } \
851 strcat(retbuf,")"); \
852 }
853
854
855 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
856 if(variable) { \
857 int i,j=0; \
858 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
859 for(i=0; i<NRSPELLPATHS; i++) \
860 if(variable & (1<<i)) { \
861 if (j) \
862 safe_strcat(retbuf,", ", len, maxlen); \
863 else \
864 j = 1; \
865 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
866 } \
867 safe_strcat(retbuf,")", len, maxlen); \
868 }
869
870 /* Flags for apply_special() */
871 enum apply_flag
872 {
873 /* Basic flags/mode, always use one of these */
874 AP_TOGGLE = 0,
875 AP_APPLY = 1,
876 AP_UNAPPLY = 2,
877
878 AP_BASIC_FLAGS = 0x0f,
879
880 /* Optional flags, for bitwise or with a basic flag */
881 AP_NO_MERGE = 0x10,
882 AP_IGNORE_CURSE = 0x20,
883 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
884 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
885 };
886
887 /* Bitmask values for 'can_apply_object()' return values.
888 * the CAN_APPLY_ prefix is to just note what function the
889 * are returned from.
890 *
891 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
892 * location who doesn't have.
893 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
894 * this basically means one of the FLAGS are set saying you can't
895 * use this.
896 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
897 * if this object can do anything to use this object. If the value
898 * returned from can_apply_object() anded with the mask is non zero,
899 * then it is out of the control of this creature to use the item.
900 * otherwise it means that by unequipping stuff, they could apply the object
901 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
902 * this.
903 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
904 * unapplied before this can be applied. Think of switching to
905 * a bow but you have a sword & shield - both the sword and
906 * shield need to be uneqipped before you can do the bow.
907 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
908 * this one can be applied. Think of rings - human is wearing two
909 * rings and tries to apply one - there are two possible rings he
910 * could remove.
911 *
912 */
913 #define CAN_APPLY_NEVER 0x1
914 #define CAN_APPLY_RESTRICTION 0x2
915 #define CAN_APPLY_NOT_MASK 0xf
916 #define CAN_APPLY_UNAPPLY 0x10
917 #define CAN_APPLY_UNAPPLY_MULT 0x20
918 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
919
920 /* Cut off point of when an object is put on the active list or not */
921 #define MIN_ACTIVE_SPEED 1e-5
922
923 #define RANDOM() (rndm.next () & 0xffffffU)
924 #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925
926 /* Returns the weight of the given object. Note: it does not take the number of
927 * items (nrof) into account.
928 */
929 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
930
931
932 /* Code fastening defines
933 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
934 * buf__ and increment buf__ position so it will point to the end of buf__.
935 * the '\0' caracter will not be put at end of buf__.
936 * use preparefastcat and finishfastcat on buf__ to prepare
937 * and clean up the string. (Lots faster than doing each time...)
938 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
939 * keep in mind FAST_STRNCAT is faster since length of second argument is
940 * kown in advance.
941 */
942
943 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
944 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
945 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
946 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
947
948 /*
949 * Warning!
950 * If you add message types here, don't forget
951 * to keep the client up to date too!
952 */
953
954 /* message types */
955 #define MSG_TYPE_BOOK 1
956 #define MSG_TYPE_CARD 2
957 #define MSG_TYPE_PAPER 3
958 #define MSG_TYPE_SIGN 4
959 #define MSG_TYPE_MONUMENT 5
960 #define MSG_TYPE_SCRIPTED_DIALOG 6
961 #define MSG_TYPE_MOTD 7
962 #define MSG_TYPE_ADMIN 8
963 #define MSG_TYPE_LAST 9
964
965 #define MSG_SUBTYPE_NONE 0
966
967 /* book messages subtypes */
968 #define MSG_TYPE_BOOK_CLASP_1 1
969 #define MSG_TYPE_BOOK_CLASP_2 2
970 #define MSG_TYPE_BOOK_ELEGANT_1 3
971 #define MSG_TYPE_BOOK_ELEGANT_2 4
972 #define MSG_TYPE_BOOK_QUARTO_1 5
973 #define MSG_TYPE_BOOK_QUARTO_2 6
974 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
975 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
976 #define MSG_TYPE_BOOK_SPELL_PYRO 9
977 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
978 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
979
980 /* card messages subtypes*/
981 #define MSG_TYPE_CARD_SIMPLE_1 1
982 #define MSG_TYPE_CARD_SIMPLE_2 2
983 #define MSG_TYPE_CARD_SIMPLE_3 3
984 #define MSG_TYPE_CARD_ELEGANT_1 4
985 #define MSG_TYPE_CARD_ELEGANT_2 5
986 #define MSG_TYPE_CARD_ELEGANT_3 6
987 #define MSG_TYPE_CARD_STRANGE_1 7
988 #define MSG_TYPE_CARD_STRANGE_2 8
989 #define MSG_TYPE_CARD_STRANGE_3 9
990 #define MSG_TYPE_CARD_MONEY_1 10
991 #define MSG_TYPE_CARD_MONEY_2 11
992 #define MSG_TYPE_CARD_MONEY_3 12
993
994 /* Paper messages subtypes */
995 #define MSG_TYPE_PAPER_NOTE_1 1
996 #define MSG_TYPE_PAPER_NOTE_2 2
997 #define MSG_TYPE_PAPER_NOTE_3 3
998 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
999 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1000 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1001 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1002 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1003 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1004 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1005 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1006 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1007 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1008 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1009
1010 /* road signs messages subtypes */
1011 #define MSG_TYPE_SIGN_BASIC 1
1012 #define MSG_TYPE_SIGN_DIR_LEFT 2
1013 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1014 #define MSG_TYPE_SIGN_DIR_BOTH 4
1015
1016 /* stones and monument messages */
1017 #define MSG_TYPE_MONUMENT_STONE_1 1
1018 #define MSG_TYPE_MONUMENT_STONE_2 2
1019 #define MSG_TYPE_MONUMENT_STONE_3 3
1020 #define MSG_TYPE_MONUMENT_STATUE_1 4
1021 #define MSG_TYPE_MONUMENT_STATUE_2 5
1022 #define MSG_TYPE_MONUMENT_STATUE_3 6
1023 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1024 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1025 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1026 #define MSG_TYPE_MONUMENT_WALL_1 10
1027 #define MSG_TYPE_MONUMENT_WALL_2 11
1028 #define MSG_TYPE_MONUMENT_WALL_3 12
1029
1030 /*some readable flags*/
1031
1032 /* dialog messsage */
1033 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1034 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1035 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1036
1037 /* admin messages */
1038 #define MSG_TYPE_ADMIN_RULES 1
1039 #define MSG_TYPE_ADMIN_NEWS 2
1040
1041 #endif /* DEFINE_H */
1042