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/cvs/deliantra/server/include/define.h
Revision: 1.75
Committed: Mon Sep 10 10:43:10 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.74: +56 -73 lines
Log Message:
*** empty log message ***

File Contents

# 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 //10
128 //11
129 //12
130 #define ARROW 13
131 #define BOW 14
132 #define WEAPON 15
133 #define ARMOUR 16
134 #define PEDESTAL 17
135 #define ALTAR 18
136 //19
137 #define LOCKED_DOOR 20
138 #define SPECIAL_KEY 21
139 #define MAP 22
140 #define DOOR 23
141 #define KEY 24
142 //25
143 #define TIMED_GATE 26
144 #define TRIGGER 27
145 #define GRIMREAPER 28
146 #define MAGIC_EAR 29
147 #define TRIGGER_BUTTON 30
148 #define TRIGGER_ALTAR 31
149 #define TRIGGER_PEDESTAL 32
150 #define SHIELD 33
151 #define HELMET 34
152 #define HORN 35
153 #define MONEY 36
154 #define CLASS 37 /* object for applying character class modifications to someone */
155 #define GRAVESTONE 38
156 #define AMULET 39
157 #define PLAYERMOVER 40
158 #define TELEPORTER 41
159 #define CREATOR 42
160 #define SKILL 43 /* also see SKILL_TOOL (74) below */
161 //44
162 #define EARTHWALL 45
163 #define GOLEM 46
164 //47
165 #define THROWN_OBJ 48
166 #define BLINDNESS 49
167 #define GOD 50
168 #define DETECTOR 51 /* peterm: detector is an object
169 * which notices the presense of
170 * another object and is triggered
171 * like buttons.
172 */
173 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
174 * force into a player with a specified string WHEN TRIGGERED.
175 */
176 #define DEAD_OBJECT 53
177 #define DRINK 54
178 #define MARKER 55 /* inserts an invisible, weightless
179 * force into a player with a specified string.
180 */
181 #define HOLY_ALTAR 56
182 #define PLAYER_CHANGER 57
183 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
184
185 #define PEACEMAKER 59 /* Object owned by a player which can convert
186 * a monster into a peaceful being incapable of attack.
187 */
188 #define GEM 60
189 //61
190 #define FIREWALL 62
191 #define ANVIL 63
192 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
193 #define MOOD_FLOOR 65 /*
194 * values of last_sp set how to change:
195 * 0 = furious, all monsters become aggressive
196 * 1 = angry, all but friendly become aggressive
197 * 2 = calm, all aggressive monsters calm down
198 * 3 = sleep, all monsters fall asleep
199 * 4 = charm, monsters become pets
200 * 5 = destroy monsters
201 * 6 = destroy pets / friendlies
202 */
203 #define EXIT 66
204 #define ENCOUNTER 67
205 #define SHOP_FLOOR 68
206 #define SHOP_MAT 69
207 #define RING 70
208 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
209 #define FLESH 72 /* animal 'body parts' -b.t. */
210 #define INORGANIC 73 /* metals and minerals */
211 #define SKILL_TOOL 74 /* Allows the use of a skill */
212 #define LIGHTER 75
213 //76
214 #define BUILDABLE_WALL 77 /* this is a buildable wall */
215 //78
216 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
217 in the engine. Like statues, clocks, chairs,...
218 If perhaps we create a function where we can sit
219 on chairs, we create a new type and remove all
220 chairs from here. */
221 //80
222 //81
223 #define LAMP 82 /* a lamp */
224 #define DUPLICATOR 83 /* duplicator/multiplier object */
225 //84
226 #define SPELLBOOK 85
227 //86
228 #define CLOAK 87
229 //88
230 //89
231 #define SPINNER 90
232 #define GATE 91
233 #define BUTTON 92
234 #define CF_HANDLE 93
235 #define HOLE 94
236 #define TRAPDOOR 95
237 //96
238 //97
239 #define SIGN 98
240 #define BOOTS 99
241 #define GLOVES 100
242 #define SPELL 101
243 #define SPELL_EFFECT 102
244 #define CONVERTER 103
245 #define BRACERS 104
246 #define POISONING 105
247 #define SAVEBED 106
248 //107
249 //108
250 #define WAND 109
251 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
252 #define SCROLL 111
253 #define DIRECTOR 112
254 #define GIRDLE 113
255 #define FORCE 114
256 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
257 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
258 //117
259 //118
260 //119
261 //120
262 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
263 #define CONTAINER 122
264 #define ARMOUR_IMPROVER 123
265 #define WEAPON_IMPROVER 124
266 //125
267 //126
268 //127
269 //128
270 //129
271 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
272 //131
273 //132
274 //133
275 //134
276 //135
277 //136
278 //137
279 #define DEEP_SWAMP 138
280 #define IDENTIFY_ALTAR 139
281 //140
282 //141
283 //142
284 //143
285 //144
286 //145
287 //146
288 //147
289 //148
290 //149
291 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
292 //151
293 //152
294 //153
295 #define RUNE 154
296 #define TRAP 155
297 #define POWER_CRYSTAL 156
298 #define CORPSE 157
299 #define DISEASE 158
300 #define SYMPTOM 159
301 #define BUILDER 160 /* Generic item builder, see subtypes */
302 #define MATERIAL 161 /* Material for building */
303 //162
304 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
305 //164
306 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
307 potions, alchemy, or magic works here (elmex) */
308
309 #define NUM_TYPES 166 // must be max(type) + 1
310
311 /* END TYPE DEFINE */
312
313 // maximum supported subtype number + 1, can be increased to 256
314 // currently (2007-09) in use: 50
315 #define NUM_SUBTYPES 64
316
317 /* Subtypes for BUILDER */
318 #define ST_BD_BUILD 1 /* Builds an item */
319 #define ST_BD_REMOVE 2 /* Removes an item */
320
321 /* Subtypes for MATERIAL */
322 #define ST_MAT_FLOOR 1 /* Floor */
323 #define ST_MAT_WALL 2 /* Wall */
324 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
325
326 /* definitions for weapontypes */
327
328 #define WEAP_HIT 0 /* the basic */
329 #define WEAP_SLASH 1 /* slash */
330 #define WEAP_PIERCE 2 /* arrows, stiletto */
331 #define WEAP_CLEAVE 3 /* axe */
332 #define WEAP_SLICE 4 /* katana */
333 #define WEAP_STAB 5 /* knife, dagger */
334 #define WEAP_WHIP 6 /* whips n chains */
335 #define WEAP_CRUSH 7 /* big hammers, flails */
336 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
337
338 typedef struct typedata
339 {
340 int number;
341 const char *name;
342 const char *name_pl;
343 int identifyskill;
344 int identifyskill2;
345 } typedata;
346
347 extern const int ItemTypesSize;
348 extern typedata ItemTypes[];
349
350 /* definitions for detailed pickup descriptions.
351 * The objective is to define intelligent groups of items that the
352 * user can pick up or leave as he likes. */
353
354 /* high bit as flag for new pickup options */
355 #define PU_NOTHING 0x00000000
356
357 #define PU_DEBUG 0x10000000
358 #define PU_INHIBIT 0x20000000
359 #define PU_STOP 0x40000000
360 #define PU_NEWMODE 0x80000000
361
362 #define PU_RATIO 0x0000000F
363
364 #define PU_FOOD 0x00000010
365 #define PU_DRINK 0x00000020
366 #define PU_VALUABLES 0x00000040
367 #define PU_BOW 0x00000080
368
369 #define PU_ARROW 0x00000100
370 #define PU_HELMET 0x00000200
371 #define PU_SHIELD 0x00000400
372 #define PU_ARMOUR 0x00000800
373
374 #define PU_BOOTS 0x00001000
375 #define PU_GLOVES 0x00002000
376 #define PU_CLOAK 0x00004000
377 #define PU_KEY 0x00008000
378
379 #define PU_MISSILEWEAPON 0x00010000
380 #define PU_ALLWEAPON 0x00020000
381 #define PU_MAGICAL 0x00040000
382 #define PU_POTION 0x00080000
383
384 #define PU_SPELLBOOK 0x00100000
385 #define PU_SKILLSCROLL 0x00200000
386 #define PU_READABLES 0x00400000
387 #define PU_MAGIC_DEVICE 0x00800000
388
389 #define PU_NOT_CURSED 0x01000000
390 #define PU_JEWELS 0x02000000
391 #define PU_FLESH 0x04000000
392
393
394 /* Instead of using arbitrary constants for indexing the
395 * freearr, add these values. <= SIZEOFFREE1 will get you
396 * within 1 space. <= SIZEOFFREE2 wll get you withing
397 * 2 spaces, and the entire array (< SIZEOFFREE) is
398 * three spaces
399 */
400 #define SIZEOFFREE1 8
401 #define SIZEOFFREE2 24
402 #define SIZEOFFREE 49
403
404 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
405
406 /*
407 * If any FLAG's are added or changed, make sure the flag_names structure in
408 * common/loader.l is updated.
409 */
410
411 /* Basic routines to do above */
412 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
413 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
414 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
415
416 /* the flags */
417
418 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
419 #define FLAG_WIZ 1 /* Object has special privilegies */
420 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
421 #define FLAG_FREED 3 /* Object is in the list of free objects */
422 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
423 #define FLAG_APPLIED 5 /* Object is ready for use by living */
424 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
425 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
426
427 #define FLAG_NO_PICK 8 /* Object can't be picked up */
428
429 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
430 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
431
432 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
433
434 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
435 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
436
437 #define FLAG_MONSTER 14 /* Will attack players */
438 #define FLAG_FRIENDLY 15 /* Will help players */
439 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
440 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
441 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
442 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
443 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
444 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
445 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
446 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
447 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
448
449 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
450 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
451 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
452
453 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
454 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
455 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
456 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
457 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
458 #define FLAG_HITBACK 33 /* Object will hit back when hit */
459 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
460 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
461 #define FLAG_UNDEAD 36 /* Monster is undead */
462 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
463 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
464 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
465 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
466
467 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
468 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
469 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
470 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
471 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
472 but can still attack at a distance */
473
474 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
475 thru this object as if it wasn't there */
476 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
477
478 #define FLAG_PICK_UP 48 /* Can pick up */
479 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
480 #define FLAG_NO_DROP 50 /* Object can't be dropped */
481 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
482
483 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
484 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
485 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
486 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
487 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
488 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
489 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
490 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
491 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
492
493 #define FLAG_XRAYS 61 /* X-ray vision */
494 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
495 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
496
497 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
498 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
499 #define FLAG_SLEEP 66 /* NPC is sleeping */
500 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
501 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
502 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
503 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
504 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
505
506 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
507 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
508 #define FLAG_CURSED 74 /* The object is cursed */
509 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
510 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
511 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
512 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
513 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
514
515 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
516 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
517 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
518
519 #define FLAG_PRECIOUS 83 // object is precious (pets)
520 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
521 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
522 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
523
524 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
525 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
526 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
527 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
528 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
529 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
530 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
531 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
532
533 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
534
535 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
536 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
537 * away (replaces ghosthit)
538 */
539 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
540 * detect cases were the server is trying
541 * to send an upditem when we have not
542 * actually sent the item.
543 */
544
545 #define FLAG_BERSERK 99 /* monster will attack closest living
546 object */
547 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
548 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
549 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
550 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
551 * load_original_map() */
552 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
553 // * the overlay, and is not subject to
554 // * decay. */
555 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
556 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
557 #define FLAG_IS_WATER 107
558 #define FLAG_CONTENT_ON_GEN 108
559 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
560 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
561 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
562 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
563
564 #define NUM_FLAGS 113 /* Should always be equal to the last
565 * defined flag + 1. If you change this,
566 * make sure you update the flag_links
567 * in common/loader.l
568 */
569
570 /* If you add new movement types, you may need to update
571 * describe_item() so properly describe those types.
572 * change_abil() probably should be updated also.
573 */
574 #define MOVE_WALK 0x01 /* Object walks */
575 #define MOVE_FLY_LOW 0x02 /* Low flying object */
576 #define MOVE_FLY_HIGH 0x04 /* High flying object */
577 #define MOVE_FLYING 0x06
578 /* Combo of fly_low and fly_high */
579 #define MOVE_SWIM 0x08 /* Swimming object */
580 #define MOVE_BOAT 0x10 /* Boats/sailing */
581 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
582
583 #define MOVE_ALL 0x3f /* Mask of all movement types */
584
585 /* typdef here to define type large enough to hold bitmask of
586 * all movement types. Make one declaration so easy to update.
587 */
588 typedef unsigned char MoveType;
589
590 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
591 * Basically, ob2 has to block all of ob1 movement types.
592 */
593 #define OB_MOVE_BLOCK(ob1, ob2) \
594 ((ob1->move_type & ob2->move_block) == ob1->move_type)
595
596 /* Basic macro to see if if ob1 can not move onto a space based
597 * on the 'type' move_block parameter
598 * Add check - if type is 0, don't stop anything from moving
599 * onto it.
600 *
601 */
602 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
603 ((type) && (ob1->move_type & type) == ob1->move_type)
604
605 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
606 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
607 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
608
609 #define EXIT_PATH(xyz) (xyz)->slaying
610 #define EXIT_LEVEL(xyz) (xyz)->stats.food
611 #define EXIT_X(xyz) (xyz)->stats.hp
612 #define EXIT_Y(xyz) (xyz)->stats.sp
613 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
614 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
615
616 /* for use by the lighting code */
617 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
618 * large values allow objects that can
619 * slow down the game */
620 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
621 * practical reason to exceed this */
622 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
623 MAX_LIGHT_RADII:(xyz)->glow_radius;
624
625 #define F_BUY 0
626 #define F_SELL 1
627 #define F_TRUE 2 /* True value of item, unadjusted */
628 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
629 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
630 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
631 #define F_APPROX 32 /* flag to give a guess of item value */
632 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
633
634 #define DIRX(xyz) freearr_x[(xyz)->direction]
635 #define DIRY(xyz) freearr_y[(xyz)->direction]
636
637 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
638 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
639 #define WEAPON_SPEED(xyz) (xyz)->last_sp
640
641 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
642 each of them signed char, concatenated in a int16 */
643 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
644 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
645 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
646
647 #define FIRE_DIRECTIONAL 0
648 #define FIRE_POSITIONAL 1
649
650 /******************************************************************************/
651 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
652 /******************************************************************************/
653 /* if your monsters start acting wierd, mail me */
654 /******************************************************************************/
655 /* the following definitions are for the attack_movement variable in monsters */
656 /* if the attack_variable movement is left out of the monster archetype, or is*/
657 /* set to zero */
658 /* the standard mode of movement from previous versions of crossfire will be */
659 /* used. the upper four bits of movement data are not in effect when the monst*/
660 /* er has an enemy. these should only be used for non agressive monsters. */
661 /* to program a monsters movement add the attack movement numbers to the movem*/
662 /* ment numbers example a monster that moves in a circle until attacked and */
663 /* then attacks from a distance: */
664 /* CIRCLE1 = 32 */
665 /* + DISTATT = 1 */
666 /* ------------------- */
667 /* attack_movement = 33 */
668 /******************************************************************************/
669 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
670 /* attack from a distance - good for missile users only */
671 #define RUNATT 2 /* run but attack if player catches up to object */
672 #define HITRUN 3 /* run to then hit player then run away cyclicly */
673 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
674 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
675 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
676 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
677 #define WAIT2 8 /* monster does not try to move towards player if far */
678 /* maintains comfortable distance */
679 #define PETMOVE 16 /* if the upper four bits of attack_movement */
680 /* are set to this number, the monster follows a player */
681 /* until the owner calls it back or off */
682 /* player followed denoted by 0b->owner */
683 /* the monster will try to attack whatever the player is */
684 /* attacking, and will continue to do so until the owner */
685 /* calls off the monster - a key command will be */
686 /* inserted to do so */
687 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
688 /* are set to this number, the monster will move in a */
689 /* circle until it is attacked, or the enemy field is */
690 /* set, this is good for non-aggressive monsters and NPC */
691 #define CIRCLE2 48 /* same as above but a larger circle is used */
692 #define PACEH 64 /* The Monster will pace back and forth until attacked */
693 /* this is HORIZONTAL movement */
694 #define PACEH2 80 /* the monster will pace as above but the length of the */
695 /* pace area is longer and the monster stops before */
696 /* changing directions */
697 /* this is HORIZONTAL movement */
698 #define RANDO 96 /* the monster will go in a random direction until */
699 /* it is stopped by an obstacle, then it chooses another */
700 /* direction. */
701 #define RANDO2 112 /* constantly move in a different random direction */
702 #define PACEV 128 /* The Monster will pace back and forth until attacked */
703 /* this is VERTICAL movement */
704 #define PACEV2 144 /* the monster will pace as above but the length of the */
705 /* pace area is longer and the monster stops before */
706 /* changing directions */
707 /* this is VERTICAL movement */
708 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
709 #define HI4 240
710
711 #define BLANK_FACE_NAME "blank.x11"
712 #define EMPTY_FACE_NAME "empty.x11"
713
714 /*
715 * Defines for the luck/random functions to make things more readable
716 */
717
718 #define PREFER_HIGH 1
719 #define PREFER_LOW 0
720
721 /* Flags for apply_special() */
722 enum apply_flag
723 {
724 /* Basic flags/mode, always use one of these */
725 AP_TOGGLE = 0,
726 AP_APPLY = 1,
727 AP_UNAPPLY = 2,
728
729 AP_BASIC_FLAGS = 0x0f,
730
731 /* Optional flags, for bitwise or with a basic flag */
732 AP_NO_MERGE = 0x10,
733 AP_IGNORE_CURSE = 0x20,
734 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
735 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
736 };
737
738 /* Bitmask values for 'can_apply_object()' return values.
739 * the CAN_APPLY_ prefix is to just note what function the
740 * are returned from.
741 *
742 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
743 * location who doesn't have.
744 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
745 * this basically means one of the FLAGS are set saying you can't
746 * use this.
747 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
748 * if this object can do anything to use this object. If the value
749 * returned from can_apply_object() anded with the mask is non zero,
750 * then it is out of the control of this creature to use the item.
751 * otherwise it means that by unequipping stuff, they could apply the object
752 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
753 * this.
754 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
755 * unapplied before this can be applied. Think of switching to
756 * a bow but you have a sword & shield - both the sword and
757 * shield need to be uneqipped before you can do the bow.
758 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
759 * this one can be applied. Think of rings - human is wearing two
760 * rings and tries to apply one - there are two possible rings he
761 * could remove.
762 *
763 */
764 #define CAN_APPLY_NEVER 0x1
765 #define CAN_APPLY_RESTRICTION 0x2
766 #define CAN_APPLY_NOT_MASK 0xf
767 #define CAN_APPLY_UNAPPLY 0x10
768 #define CAN_APPLY_UNAPPLY_MULT 0x20
769 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
770
771 // Cut off point of when an object is put on the active list or not
772 // we use 2**-n because that can be represented exactly
773 // also make sure that this is a float, not double, constant
774 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
775
776 #define RANDOM() (rndm.next () & 0xffffffU)
777
778 /* Returns the weight of the given object. Note: it does not take the number of
779 * items (nrof) into account.
780 * (this looks rather bogus, schmorp)
781 */
782 #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
783
784 /*
785 * Warning!
786 * If you add message types here, don't forget
787 * to keep the client up to date too!
788 */
789
790 /* message types */
791 #define MSG_TYPE_BOOK 1
792 #define MSG_TYPE_CARD 2
793 #define MSG_TYPE_PAPER 3
794 #define MSG_TYPE_SIGN 4
795 #define MSG_TYPE_MONUMENT 5
796 #define MSG_TYPE_SCRIPTED_DIALOG 6
797 #define MSG_TYPE_MOTD 7
798 #define MSG_TYPE_ADMIN 8
799 #define MSG_TYPE_LAST 9
800
801 #define MSG_SUBTYPE_NONE 0
802
803 /* book messages subtypes */
804 #define MSG_TYPE_BOOK_CLASP_1 1
805 #define MSG_TYPE_BOOK_CLASP_2 2
806 #define MSG_TYPE_BOOK_ELEGANT_1 3
807 #define MSG_TYPE_BOOK_ELEGANT_2 4
808 #define MSG_TYPE_BOOK_QUARTO_1 5
809 #define MSG_TYPE_BOOK_QUARTO_2 6
810 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
811 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
812 #define MSG_TYPE_BOOK_SPELL_PYRO 9
813 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
814 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
815
816 /* card messages subtypes*/
817 #define MSG_TYPE_CARD_SIMPLE_1 1
818 #define MSG_TYPE_CARD_SIMPLE_2 2
819 #define MSG_TYPE_CARD_SIMPLE_3 3
820 #define MSG_TYPE_CARD_ELEGANT_1 4
821 #define MSG_TYPE_CARD_ELEGANT_2 5
822 #define MSG_TYPE_CARD_ELEGANT_3 6
823 #define MSG_TYPE_CARD_STRANGE_1 7
824 #define MSG_TYPE_CARD_STRANGE_2 8
825 #define MSG_TYPE_CARD_STRANGE_3 9
826 #define MSG_TYPE_CARD_MONEY_1 10
827 #define MSG_TYPE_CARD_MONEY_2 11
828 #define MSG_TYPE_CARD_MONEY_3 12
829
830 /* Paper messages subtypes */
831 #define MSG_TYPE_PAPER_NOTE_1 1
832 #define MSG_TYPE_PAPER_NOTE_2 2
833 #define MSG_TYPE_PAPER_NOTE_3 3
834 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
835 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
836 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
837 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
838 #define MSG_TYPE_PAPER_ENVELOPE_1 8
839 #define MSG_TYPE_PAPER_ENVELOPE_2 9
840 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
841 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
842 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
843 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
844 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
845
846 /* road signs messages subtypes */
847 #define MSG_TYPE_SIGN_BASIC 1
848 #define MSG_TYPE_SIGN_DIR_LEFT 2
849 #define MSG_TYPE_SIGN_DIR_RIGHT 3
850 #define MSG_TYPE_SIGN_DIR_BOTH 4
851
852 /* stones and monument messages */
853 #define MSG_TYPE_MONUMENT_STONE_1 1
854 #define MSG_TYPE_MONUMENT_STONE_2 2
855 #define MSG_TYPE_MONUMENT_STONE_3 3
856 #define MSG_TYPE_MONUMENT_STATUE_1 4
857 #define MSG_TYPE_MONUMENT_STATUE_2 5
858 #define MSG_TYPE_MONUMENT_STATUE_3 6
859 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
860 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
861 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
862 #define MSG_TYPE_MONUMENT_WALL_1 10
863 #define MSG_TYPE_MONUMENT_WALL_2 11
864 #define MSG_TYPE_MONUMENT_WALL_3 12
865
866 /*some readable flags*/
867
868 /* dialog messsage */
869 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
870 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
871 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
872
873 /* admin messages */
874 #define MSG_TYPE_ADMIN_RULES 1
875 #define MSG_TYPE_ADMIN_NEWS 2
876
877 /**
878 * Maximum distance a player may hear a sound from.
879 * This is only used for new client/server sound. If the sound source
880 * on the map is farther away than this, we don't sent it to the client.
881 */
882 #define MAX_SOUND_DISTANCE 16
883
884 #define LOG_CHANNEL "log" // the plain and ugly standard server log
885 #define INFO_CHANNEL "info" // lower_left box
886 #define SAY_CHANNEL "channel-say"
887 #define CHAT_CHANNEL "channel-chat"
888 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
889
890 /* The following are the color flags passed to new_draw_info.
891 *
892 * We also set up some control flags
893 *
894 * NDI = New Draw Info
895 */
896
897 /* Color specifications - note these match the order in xutil.c */
898 /* Note 2: Black, the default color, is 0. Thus, it does not need to
899 * be implicitly specified.
900 */
901 #define NDI_BLACK 0
902 #define NDI_WHITE 1
903 #define NDI_NAVY 2
904 #define NDI_RED 3
905 #define NDI_ORANGE 4
906 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
907 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
908 #define NDI_GREEN 7 /* SeaGreen */
909 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
910 /* Than seagreen - also background color */
911 #define NDI_GREY 9
912 #define NDI_BROWN 10 /* Sienna */
913 #define NDI_GOLD 11
914 #define NDI_TAN 12 /* Khaki */
915
916 #define NDI_MAX_COLOR 12 /* Last value in */
917 #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
918 /* using an int anyways, so we have the space */
919 /* to still do all the flags */
920
921 #define NDI_REPLY 0x20 // is a direct reply to a user command
922 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
923 #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
924 #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
925
926 #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
927 #define NDI_ALL 0x2000 /* Inform all players of this message */
928 #define NDI_DEF 0x4000 // ignore colour for channel protocol
929
930 #endif /* DEFINE_H */
931