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Revision: 1.71
Committed: Thu Aug 30 05:24:14 2007 UTC (16 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.70: +4 -4 lines
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# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* This file is best viewed with a window width of about 100 character */
25
26 /* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things
28 * that deal with objects should be in objects.h, things dealing
29 * with players in player.h, etc. As it is, everything just seems
30 * to be dumped in here.
31 */
32
33 #ifndef DEFINE_H
34 #define DEFINE_H
35
36 #include <autoconf.h>
37
38 #define FONTDIR ""
39 #define FONTNAME ""
40
41 /* Decstations have trouble with fabs()... */
42 #define FABS(x) fabs (x)
43
44 #ifdef __NetBSD__
45 # include <sys/param.h>
46 #endif
47 #ifndef MIN
48 # define MIN(x,y) min (x, y)
49 #endif
50 #ifndef MAX
51 # define MAX(x,y) max (x, y)
52 #endif
53
54 // maximum length of an object name in the protocol
55 #define NAME_LEN 127
56
57 /* MAX3 is basically like MAX, but instead does 3 values. */
58 #ifndef MAX3
59 # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60 #endif
61
62 /* MIN3 is basically like MIN, but instead does 3 values. */
63 #ifndef MIN3
64 # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
65 #endif
66
67 #define MAX_STAT 30 /* The maximum legal value of any stat */
68 #define MIN_STAT 1 /* The minimum legal value of any stat */
69
70 //TODO: not only use more reasonable values, also enforce them
71 #define MIN_WC -120
72 #define MAX_WC 120
73 #define MIN_AC -120
74 #define MAX_AC 120
75 #define MIN_DAM 0
76 #define MAX_DAM 200
77 #define MIN_DIGESTION -35
78 #define MAX_DIGESTION 70
79
80 #define MAX_BUF 1024
81 /* Used for all kinds of things */
82 #define VERY_BIG_BUF 2048
83 #define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85
86 #define FONTSIZE 3000 /* Max chars in font */
87
88 #define MAX_ANIMATIONS 256
89
90 #define MAX_NAME 48
91 #define MAX_EXT_TITLE 98
92
93 /* Fatal variables: */
94 //TODO: remove all calls to fatal and replace them by cleanup
95 #define OUT_OF_MEMORY 0
96 #define MAP_ERROR 1
97 #define ARCHTABLE_TOO_SMALL 2 // unused
98 #define TOO_MANY_ERRORS 3
99
100 /* TYPE DEFINES */
101
102 /* Only add new values to this list if somewhere in the program code,
103 * it is actually needed. Just because you add a new monster does not
104 * mean it has to have a type defined here. That only needs to happen
105 * if in some .c file, it needs to do certain special actions based on
106 * the monster type, that can not be handled by any of the numerous
107 * flags
108 * Also, if you add new entries, try and fill up the holes in this list.
109 * Additionally, when you add a new entry, include it in the table in item.c
110 */
111
112 /* USED TYPES: (for dead types please look at the bottom of the type
113 * definitions)
114 */
115
116 /* type 0 objects have the default behaviour */
117
118 #define PLAYER 1
119 #define TRANSPORT 2 /* see pod/objects.pod */
120 #define ROD 3
121 #define TREASURE 4
122 #define POTION 5
123 #define FOOD 6
124 #define POISON 7
125 #define BOOK 8
126 #define CLOCK 9
127
128 #define ARROW 13
129 #define BOW 14
130 #define WEAPON 15
131 #define ARMOUR 16
132 #define PEDESTAL 17
133 #define ALTAR 18
134
135 #define LOCKED_DOOR 20
136 #define SPECIAL_KEY 21
137 #define MAP 22
138 #define DOOR 23
139 #define KEY 24
140
141 #define TIMED_GATE 26
142 #define TRIGGER 27
143 #define GRIMREAPER 28
144 #define MAGIC_EAR 29
145 #define TRIGGER_BUTTON 30
146 #define TRIGGER_ALTAR 31
147 #define TRIGGER_PEDESTAL 32
148 #define SHIELD 33
149 #define HELMET 34
150 #define HORN 35
151 #define MONEY 36
152 #define CLASS 37 /* object for applying character class modifications to someone */
153 #define GRAVESTONE 38
154 #define AMULET 39
155 #define PLAYERMOVER 40
156 #define TELEPORTER 41
157 #define CREATOR 42
158 #define SKILL 43 /* also see SKILL_TOOL (74) below */
159
160 #define EARTHWALL 45
161 #define GOLEM 46
162
163 #define THROWN_OBJ 48
164 #define BLINDNESS 49
165 #define GOD 50
166 #define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of
168 * another object and is triggered
169 * like buttons.
170 */
171 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
172 * force into a player with a specified string WHEN TRIGGERED.
173 */
174 #define DEAD_OBJECT 53
175 #define DRINK 54
176 #define MARKER 55 /* inserts an invisible, weightless
177 * force into a player with a specified string.
178 */
179 #define HOLY_ALTAR 56
180 #define PLAYER_CHANGER 57
181 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
182
183 #define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack.
185 */
186 #define GEM 60
187
188 #define FIREWALL 62
189 #define ANVIL 63
190 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191 #define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change:
193 * 0 = furious, all monsters become aggressive
194 * 1 = angry, all but friendly become aggressive
195 * 2 = calm, all aggressive monsters calm down
196 * 3 = sleep, all monsters fall asleep
197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
201 #define EXIT 66
202 #define ENCOUNTER 67
203 #define SHOP_FLOOR 68
204 #define SHOP_MAT 69
205 #define RING 70
206 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
207 #define FLESH 72 /* animal 'body parts' -b.t. */
208 #define INORGANIC 73 /* metals and minerals */
209 #define SKILL_TOOL 74 /* Allows the use of a skill */
210 #define LIGHTER 75
211
212 #define BUILDABLE_WALL 77 /* this is a buildable wall */
213
214
215 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
216 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all
219 chairs from here. */
220
221 #define LAMP 82 /* a lamp */
222 #define DUPLICATOR 83 /* duplicator/multiplier object */
223
224 #define SPELLBOOK 85
225
226 #define CLOAK 87
227
228 #define SPINNER 90
229 #define GATE 91
230 #define BUTTON 92
231 #define CF_HANDLE 93
232 #define HOLE 94
233 #define TRAPDOOR 95
234
235 #define SIGN 98
236 #define BOOTS 99
237 #define GLOVES 100
238 #define SPELL 101
239 #define SPELL_EFFECT 102
240 #define CONVERTER 103
241 #define BRACERS 104
242 #define POISONING 105
243 #define SAVEBED 106
244
245 #define WAND 109
246
247 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248 #define SCROLL 111
249 #define DIRECTOR 112
250 #define GIRDLE 113
251 #define FORCE 114
252 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
255 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256 #define CONTAINER 122
257 #define ARMOUR_IMPROVER 123
258 #define WEAPON_IMPROVER 124
259
260 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261 #define DEEP_SWAMP 138
262 #define IDENTIFY_ALTAR 139
263
264 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266 #define RUNE 154
267 #define TRAP 155
268
269 #define POWER_CRYSTAL 156
270 #define CORPSE 157
271
272 #define DISEASE 158
273 #define SYMPTOM 159
274 #define BUILDER 160 /* Generic item builder, see subtypes */
275 #define MATERIAL 161 /* Material for building */
276
277 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282 #define NUM_TYPES 166 // must be max(type) + 1
283
284 /* DEAD TYPES: */
285 //#define FBULLET 10
286 //#define FBALL 11
287 //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288 //#define CONFUSION 19
289 //#define MMISSILE 25
290 /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294 //#define BOMB 47
295 //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297 /* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308 //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309 //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310 //#define MONSTER 80 /* yes, thats a real, living creature */
311 //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312 //#define TOOL 84 /* a tool for building objects */
313 //#define BUILDFAC 86 /* facilities for building objects */
314 //#define CONE 88
315 //#define AURA 89 /* aura spell object */
316 //#define WORD_OF_RECALL 96
317 //#define PARAIMAGE 97
318 //#define POISONCLOUD 107
319 //#define FIREHOLES 108
320 //#define ABILITY 110
321 /* unused: 125 - 129
322 * type 125 was MONEY_CHANGER
323 */
324 //#define CANCELLATION 141 /* not used with new spell code */
325 //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326 //#define SWARM_SPELL 153
327 //#define GPS 162 /* Ground positionning system, moved to Python plugin */
328 //#define QUEST 164 /* See below for subtypes */
329
330 /* END TYPE DEFINE */
331
332 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
333
334 /* Subtypes for BUILDER */
335 #define ST_BD_BUILD 1 /* Builds an item */
336 #define ST_BD_REMOVE 2 /* Removes an item */
337
338 /* Subtypes for MATERIAL */
339 #define ST_MAT_FLOOR 1 /* Floor */
340 #define ST_MAT_WALL 2 /* Wall */
341 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
342
343 /* definitions for weapontypes */
344
345 #define WEAP_HIT 0 /* the basic */
346 #define WEAP_SLASH 1 /* slash */
347 #define WEAP_PIERCE 2 /* arrows, stiletto */
348 #define WEAP_CLEAVE 3 /* axe */
349 #define WEAP_SLICE 4 /* katana */
350 #define WEAP_STAB 5 /* knife, dagger */
351 #define WEAP_WHIP 6 /* whips n chains */
352 #define WEAP_CRUSH 7 /* big hammers, flails */
353 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
354
355 typedef struct typedata
356 {
357 int number;
358 const char *name;
359 const char *name_pl;
360 int identifyskill;
361 int identifyskill2;
362 } typedata;
363
364 extern const int ItemTypesSize;
365 extern typedata ItemTypes[];
366
367 /* definitions for detailed pickup descriptions.
368 * The objective is to define intelligent groups of items that the
369 * user can pick up or leave as he likes. */
370
371 /* high bit as flag for new pickup options */
372 #define PU_NOTHING 0x00000000
373
374 #define PU_DEBUG 0x10000000
375 #define PU_INHIBIT 0x20000000
376 #define PU_STOP 0x40000000
377 #define PU_NEWMODE 0x80000000
378
379 #define PU_RATIO 0x0000000F
380
381 #define PU_FOOD 0x00000010
382 #define PU_DRINK 0x00000020
383 #define PU_VALUABLES 0x00000040
384 #define PU_BOW 0x00000080
385
386 #define PU_ARROW 0x00000100
387 #define PU_HELMET 0x00000200
388 #define PU_SHIELD 0x00000400
389 #define PU_ARMOUR 0x00000800
390
391 #define PU_BOOTS 0x00001000
392 #define PU_GLOVES 0x00002000
393 #define PU_CLOAK 0x00004000
394 #define PU_KEY 0x00008000
395
396 #define PU_MISSILEWEAPON 0x00010000
397 #define PU_ALLWEAPON 0x00020000
398 #define PU_MAGICAL 0x00040000
399 #define PU_POTION 0x00080000
400
401 #define PU_SPELLBOOK 0x00100000
402 #define PU_SKILLSCROLL 0x00200000
403 #define PU_READABLES 0x00400000
404 #define PU_MAGIC_DEVICE 0x00800000
405
406 #define PU_NOT_CURSED 0x01000000
407 #define PU_JEWELS 0x02000000
408 #define PU_FLESH 0x04000000
409
410
411 /* Instead of using arbitrary constants for indexing the
412 * freearr, add these values. <= SIZEOFFREE1 will get you
413 * within 1 space. <= SIZEOFFREE2 wll get you withing
414 * 2 spaces, and the entire array (< SIZEOFFREE) is
415 * three spaces
416 */
417 #define SIZEOFFREE1 8
418 #define SIZEOFFREE2 24
419 #define SIZEOFFREE 49
420
421 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
422
423 /*
424 * If any FLAG's are added or changed, make sure the flag_names structure in
425 * common/loader.l is updated.
426 */
427
428 /* Basic routines to do above */
429 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
430 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
431 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
432
433 /* the flags */
434
435 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
436 #define FLAG_WIZ 1 /* Object has special privilegies */
437 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
438 #define FLAG_FREED 3 /* Object is in the list of free objects */
439 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
440 #define FLAG_APPLIED 5 /* Object is ready for use by living */
441 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
442 #define FLAG_USE_SHIELD 7
443 /* Can this creature use a shield? */
444
445 #define FLAG_NO_PICK 8 /* Object can't be picked up */
446
447 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
448 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449
450 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
451
452 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
453 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
454
455 #define FLAG_MONSTER 14 /* Will attack players */
456 #define FLAG_FRIENDLY 15 /* Will help players */
457
458 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
459 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
460 #define FLAG_AUTO_APPLY 18
461 /* Will be applied when created */
462 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
463 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
464 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
465 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
466 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
467 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
468
469 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
470 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
471 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
472
473 #define FLAG_IS_USED_UP 28
474 /* When (--food<0) the object will exit */
475 #define FLAG_IDENTIFIED 29
476 /* Player knows full info about item */
477 #define FLAG_REFLECTING 30
478 /* Object reflects from walls (lightning) */
479 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
480
481 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
482 #define FLAG_HITBACK 33 /* Object will hit back when hit */
483 #define FLAG_STARTEQUIP 34
484 /* Object was given to player at start */
485 #define FLAG_BLOCKSVIEW 35
486 /* Object blocks view */
487 #define FLAG_UNDEAD 36 /* Monster is undead */
488 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
489 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
490 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
491
492 #define FLAG_REFL_SPELL 40
493 /* Spells (some) will reflect from object */
494 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
495 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
496 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
497 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
498 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 but can still attack at a distance */
500
501 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
502 thru this object as if it wasn't there */
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504
505 #define FLAG_PICK_UP 48 /* Can pick up */
506 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507 #define FLAG_NO_DROP 50 /* Object can't be dropped */
508 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
509 #define FLAG_CAST_SPELL 52
510 /* (Monster) can learn and cast spells */
511 #define FLAG_USE_SCROLL 53
512 /* (Monster) can read scroll */
513 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
514 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
515
516 #define FLAG_USE_ARMOUR 56
517 /* (Monster) can wear armour/shield/helmet */
518 #define FLAG_USE_WEAPON 57
519 /* (Monster) can wield weapons */
520 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
521 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
522 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
523 #define FLAG_XRAYS 61 /* X-ray vision */
524 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
525 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526
527 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
528 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
529 #define FLAG_SLEEP 66 /* NPC is sleeping */
530 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
531 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
532 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
533 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
534 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
535
536 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
537 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
538 #define FLAG_CURSED 74 /* The object is cursed */
539 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
540 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
541 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
542 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
543 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
544
545 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
546 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
547 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
548
549 #define FLAG_PRECIOUS 83 // object is precious (pets)
550 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
551 #define FLAG_MAKE_INVIS 85
552 /* (Item) gives invisibility when applied */
553 #define FLAG_INV_LOCKED 86
554 /* Item will not be dropped from inventory */
555 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
556
557 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
558 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
559 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
560 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
561 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
562 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
563 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
564
565 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
566
567 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
568 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
569 * away (replaces ghosthit)
570 */
571 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
572 * detect cases were the server is trying
573 * to send an upditem when we have not
574 * actually sent the item.
575 */
576
577 #define FLAG_BERSERK 99 /* monster will attack closest living
578 object */
579 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
580 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
581 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
582 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
583 * load_original_map() */
584 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
585 // * the overlay, and is not subject to
586 // * decay. */
587 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
588 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
589 #define FLAG_IS_WATER 107
590 #define FLAG_CONTENT_ON_GEN 108
591 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
592 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
593 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
594 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
595
596 #define NUM_FLAGS 113 /* Should always be equal to the last
597 * defined flag + 1. If you change this,
598 * make sure you update the flag_links
599 * in common/loader.l
600 */
601
602 /* Values can go up to 127 before the size of the flags array in the
603 * object structure needs to be enlarged.
604 * So there are 18 available flags slots
605 */
606
607 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
608
609 /* If you add new movement types, you may need to update
610 * describe_item() so properly describe those types.
611 * change_abil() probably should be updated also.
612 */
613 #define MOVE_WALK 0x01 /* Object walks */
614 #define MOVE_FLY_LOW 0x02 /* Low flying object */
615 #define MOVE_FLY_HIGH 0x04 /* High flying object */
616 #define MOVE_FLYING 0x06
617 /* Combo of fly_low and fly_high */
618 #define MOVE_SWIM 0x08 /* Swimming object */
619 #define MOVE_BOAT 0x10 /* Boats/sailing */
620 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
621
622 #define MOVE_ALL 0x3f /* Mask of all movement types */
623
624 /* typdef here to define type large enough to hold bitmask of
625 * all movement types. Make one declaration so easy to update.
626 * uint8 is defined yet, so just use what that would define it
627 * at anyways.
628 */
629 typedef unsigned char MoveType;
630
631 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
632 * Basically, ob2 has to block all of ob1 movement types.
633 */
634 #define OB_MOVE_BLOCK(ob1, ob2) \
635 ((ob1->move_type & ob2->move_block) == ob1->move_type)
636
637 /* Basic macro to see if if ob1 can not move onto a space based
638 * on the 'type' move_block parameter
639 * Add check - if type is 0, don't stop anything from moving
640 * onto it.
641 *
642 */
643 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
644 ((type) && (ob1->move_type & type) == ob1->move_type)
645
646
647 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
648 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
649 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
650
651 /* Note: These values are only a default value, resizing can change them */
652 #define INV_SIZE 12 /* How many items can be viewed in inventory */
653 #define LOOK_SIZE 6 /* ditto, but for the look-window */
654 #define MAX_INV_SIZE 40 /* For initializing arrays */
655 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
656
657 #define EDITABLE(xyz) ((xyz)->arch->editable)
658
659 #define E_MONSTER 0x00000001
660 #define E_EXIT 0x00000002
661 #define E_TREASURE 0x00000004
662 #define E_BACKGROUND 0x00000008
663 #define E_DOOR 0x00000010
664 #define E_SPECIAL 0x00000020
665 #define E_SHOP 0x00000040
666 #define E_NORMAL 0x00000080
667 #define E_FALSE_WALL 0x00000100
668 #define E_WALL 0x00000200
669 #define E_EQUIPMENT 0x00000400
670 #define E_OTHER 0x00000800
671 #define E_ARTIFACT 0x00001000
672
673 #define EXIT_PATH(xyz) (xyz)->slaying
674 #define EXIT_LEVEL(xyz) (xyz)->stats.food
675 #define EXIT_X(xyz) (xyz)->stats.hp
676 #define EXIT_Y(xyz) (xyz)->stats.sp
677 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
678 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
679
680 /* for use by the lighting code */
681 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
682 * large values allow objects that can
683 * slow down the game */
684 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
685 * practical reason to exceed this */
686 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
687 MAX_LIGHT_RADII:(xyz)->glow_radius;
688
689 #define F_BUY 0
690 #define F_SELL 1
691 #define F_TRUE 2 /* True value of item, unadjusted */
692 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
693 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
694 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
695 #define F_APPROX 32 /* flag to give a guess of item value */
696 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
697
698 #define DIRX(xyz) freearr_x[(xyz)->direction]
699 #define DIRY(xyz) freearr_y[(xyz)->direction]
700
701 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
702 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
703
704 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
705 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
706 #define WEAPON_SPEED(xyz) (xyz)->last_sp
707
708 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
709 each of them signed char, concatenated in a int16 */
710 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
711 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
712 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
713 #define FIRE_DIRECTIONAL 0
714 #define FIRE_POSITIONAL 1
715
716 /******************************************************************************/
717 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
718 /******************************************************************************/
719 /* if your monsters start acting wierd, mail me */
720 /******************************************************************************/
721 /* the following definitions are for the attack_movement variable in monsters */
722 /* if the attack_variable movement is left out of the monster archetype, or is*/
723 /* set to zero */
724 /* the standard mode of movement from previous versions of crossfire will be */
725 /* used. the upper four bits of movement data are not in effect when the monst*/
726 /* er has an enemy. these should only be used for non agressive monsters. */
727 /* to program a monsters movement add the attack movement numbers to the movem*/
728 /* ment numbers example a monster that moves in a circle until attacked and */
729 /* then attacks from a distance: */
730 /* CIRCLE1 = 32 */
731 /* + DISTATT = 1 */
732 /* ------------------- */
733 /* attack_movement = 33 */
734 /******************************************************************************/
735 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
736 /* attack from a distance - good for missile users only */
737 #define RUNATT 2 /* run but attack if player catches up to object */
738 #define HITRUN 3 /* run to then hit player then run away cyclicly */
739 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
740 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
741 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
742 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
743 #define WAIT2 8 /* monster does not try to move towards player if far */
744 /* maintains comfortable distance */
745 #define PETMOVE 16 /* if the upper four bits of attack_movement */
746 /* are set to this number, the monster follows a player */
747 /* until the owner calls it back or off */
748 /* player followed denoted by 0b->owner */
749 /* the monster will try to attack whatever the player is */
750 /* attacking, and will continue to do so until the owner */
751 /* calls off the monster - a key command will be */
752 /* inserted to do so */
753 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
754 /* are set to this number, the monster will move in a */
755 /* circle until it is attacked, or the enemy field is */
756 /* set, this is good for non-aggressive monsters and NPC */
757 #define CIRCLE2 48 /* same as above but a larger circle is used */
758 #define PACEH 64 /* The Monster will pace back and forth until attacked */
759 /* this is HORIZONTAL movement */
760 #define PACEH2 80 /* the monster will pace as above but the length of the */
761 /* pace area is longer and the monster stops before */
762 /* changing directions */
763 /* this is HORIZONTAL movement */
764 #define RANDO 96 /* the monster will go in a random direction until */
765 /* it is stopped by an obstacle, then it chooses another */
766 /* direction. */
767 #define RANDO2 112 /* constantly move in a different random direction */
768 #define PACEV 128 /* The Monster will pace back and forth until attacked */
769 /* this is VERTICAL movement */
770 #define PACEV2 144 /* the monster will pace as above but the length of the */
771 /* pace area is longer and the monster stops before */
772 /* changing directions */
773 /* this is VERTICAL movement */
774 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
775 #define HI4 240
776
777 #define BLANK_FACE_NAME "blank.x11"
778 #define EMPTY_FACE_NAME "empty.x11"
779
780 /*
781 * Defines for the luck/random functions to make things more readable
782 */
783
784 #define PREFER_HIGH 1
785 #define PREFER_LOW 0
786
787 /* Flags for apply_special() */
788 enum apply_flag
789 {
790 /* Basic flags/mode, always use one of these */
791 AP_TOGGLE = 0,
792 AP_APPLY = 1,
793 AP_UNAPPLY = 2,
794
795 AP_BASIC_FLAGS = 0x0f,
796
797 /* Optional flags, for bitwise or with a basic flag */
798 AP_NO_MERGE = 0x10,
799 AP_IGNORE_CURSE = 0x20,
800 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
801 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
802 };
803
804 /* Bitmask values for 'can_apply_object()' return values.
805 * the CAN_APPLY_ prefix is to just note what function the
806 * are returned from.
807 *
808 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
809 * location who doesn't have.
810 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
811 * this basically means one of the FLAGS are set saying you can't
812 * use this.
813 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
814 * if this object can do anything to use this object. If the value
815 * returned from can_apply_object() anded with the mask is non zero,
816 * then it is out of the control of this creature to use the item.
817 * otherwise it means that by unequipping stuff, they could apply the object
818 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
819 * this.
820 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
821 * unapplied before this can be applied. Think of switching to
822 * a bow but you have a sword & shield - both the sword and
823 * shield need to be uneqipped before you can do the bow.
824 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
825 * this one can be applied. Think of rings - human is wearing two
826 * rings and tries to apply one - there are two possible rings he
827 * could remove.
828 *
829 */
830 #define CAN_APPLY_NEVER 0x1
831 #define CAN_APPLY_RESTRICTION 0x2
832 #define CAN_APPLY_NOT_MASK 0xf
833 #define CAN_APPLY_UNAPPLY 0x10
834 #define CAN_APPLY_UNAPPLY_MULT 0x20
835 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
836
837 // Cut off point of when an object is put on the active list or not
838 // we use 2**-n because that can be represented exactly
839 // also make sure that this is a float, not double, constant
840 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
841
842 #define RANDOM() (rndm.next () & 0xffffffU)
843 #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
844
845 /* Returns the weight of the given object. Note: it does not take the number of
846 * items (nrof) into account.
847 */
848 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
849
850
851 /* Code fastening defines
852 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
853 * buf__ and increment buf__ position so it will point to the end of buf__.
854 * the '\0' caracter will not be put at end of buf__.
855 * use preparefastcat and finishfastcat on buf__ to prepare
856 * and clean up the string. (Lots faster than doing each time...)
857 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
858 * keep in mind FAST_STRNCAT is faster since length of second argument is
859 * kown in advance.
860 */
861
862 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
863 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
864 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
865 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
866
867 /*
868 * Warning!
869 * If you add message types here, don't forget
870 * to keep the client up to date too!
871 */
872
873 /* message types */
874 #define MSG_TYPE_BOOK 1
875 #define MSG_TYPE_CARD 2
876 #define MSG_TYPE_PAPER 3
877 #define MSG_TYPE_SIGN 4
878 #define MSG_TYPE_MONUMENT 5
879 #define MSG_TYPE_SCRIPTED_DIALOG 6
880 #define MSG_TYPE_MOTD 7
881 #define MSG_TYPE_ADMIN 8
882 #define MSG_TYPE_LAST 9
883
884 #define MSG_SUBTYPE_NONE 0
885
886 /* book messages subtypes */
887 #define MSG_TYPE_BOOK_CLASP_1 1
888 #define MSG_TYPE_BOOK_CLASP_2 2
889 #define MSG_TYPE_BOOK_ELEGANT_1 3
890 #define MSG_TYPE_BOOK_ELEGANT_2 4
891 #define MSG_TYPE_BOOK_QUARTO_1 5
892 #define MSG_TYPE_BOOK_QUARTO_2 6
893 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
894 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
895 #define MSG_TYPE_BOOK_SPELL_PYRO 9
896 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
897 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
898
899 /* card messages subtypes*/
900 #define MSG_TYPE_CARD_SIMPLE_1 1
901 #define MSG_TYPE_CARD_SIMPLE_2 2
902 #define MSG_TYPE_CARD_SIMPLE_3 3
903 #define MSG_TYPE_CARD_ELEGANT_1 4
904 #define MSG_TYPE_CARD_ELEGANT_2 5
905 #define MSG_TYPE_CARD_ELEGANT_3 6
906 #define MSG_TYPE_CARD_STRANGE_1 7
907 #define MSG_TYPE_CARD_STRANGE_2 8
908 #define MSG_TYPE_CARD_STRANGE_3 9
909 #define MSG_TYPE_CARD_MONEY_1 10
910 #define MSG_TYPE_CARD_MONEY_2 11
911 #define MSG_TYPE_CARD_MONEY_3 12
912
913 /* Paper messages subtypes */
914 #define MSG_TYPE_PAPER_NOTE_1 1
915 #define MSG_TYPE_PAPER_NOTE_2 2
916 #define MSG_TYPE_PAPER_NOTE_3 3
917 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
918 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
919 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
920 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
921 #define MSG_TYPE_PAPER_ENVELOPE_1 8
922 #define MSG_TYPE_PAPER_ENVELOPE_2 9
923 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
924 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
925 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
926 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
927 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
928
929 /* road signs messages subtypes */
930 #define MSG_TYPE_SIGN_BASIC 1
931 #define MSG_TYPE_SIGN_DIR_LEFT 2
932 #define MSG_TYPE_SIGN_DIR_RIGHT 3
933 #define MSG_TYPE_SIGN_DIR_BOTH 4
934
935 /* stones and monument messages */
936 #define MSG_TYPE_MONUMENT_STONE_1 1
937 #define MSG_TYPE_MONUMENT_STONE_2 2
938 #define MSG_TYPE_MONUMENT_STONE_3 3
939 #define MSG_TYPE_MONUMENT_STATUE_1 4
940 #define MSG_TYPE_MONUMENT_STATUE_2 5
941 #define MSG_TYPE_MONUMENT_STATUE_3 6
942 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
943 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
944 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
945 #define MSG_TYPE_MONUMENT_WALL_1 10
946 #define MSG_TYPE_MONUMENT_WALL_2 11
947 #define MSG_TYPE_MONUMENT_WALL_3 12
948
949 /*some readable flags*/
950
951 /* dialog messsage */
952 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
953 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
954 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
955
956 /* admin messages */
957 #define MSG_TYPE_ADMIN_RULES 1
958 #define MSG_TYPE_ADMIN_NEWS 2
959
960 /**
961 * Maximum distance a player may hear a sound from.
962 * This is only used for new client/server sound. If the sound source
963 * on the map is farther away than this, we don't sent it to the client.
964 */
965 #define MAX_SOUND_DISTANCE 16
966
967 #define LOG_CHANNEL "log" // the plain and ugly standard server log
968 #define INFO_CHANNEL "info" // lower_left box
969 #define SAY_CHANNEL "channel-say"
970 #define CHAT_CHANNEL "channel-chat"
971
972 /* The following are the color flags passed to new_draw_info.
973 *
974 * We also set up some control flags
975 *
976 * NDI = New Draw Info
977 */
978
979 /* Color specifications - note these match the order in xutil.c */
980 /* Note 2: Black, the default color, is 0. Thus, it does not need to
981 * be implicitly specified.
982 */
983 #define NDI_BLACK 0
984 #define NDI_WHITE 1
985 #define NDI_NAVY 2
986 #define NDI_RED 3
987 #define NDI_ORANGE 4
988 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
989 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
990 #define NDI_GREEN 7 /* SeaGreen */
991 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
992 /* Than seagreen - also background color */
993 #define NDI_GREY 9
994 #define NDI_BROWN 10 /* Sienna */
995 #define NDI_GOLD 11
996 #define NDI_TAN 12 /* Khaki */
997
998 #define NDI_MAX_COLOR 12 /* Last value in */
999 #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
1000 /* using an int anyways, so we have the space */
1001 /* to still do all the flags */
1002
1003 #define NDI_REPLY 0x20 // is a direct reply to a user command
1004 #define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
1005 #define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
1006
1007 #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1008 #define NDI_ALL 0x2000 /* Inform all players of this message */
1009 #define NDI_DEF 0x4000 // ignore colour for channel protocol
1010
1011 #endif /* DEFINE_H */
1012