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Revision: 1.79
Committed: Sun Apr 13 20:21:50 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.78: +2 -2 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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
48 // maximum length of an object name in the protocol
49 #define NAME_LEN 127
50
51 #undef MIN
52 #undef MAX
53
54 #define MAX_STAT 30 /* The maximum legal value of any stat */
55 #define MIN_STAT 1 /* The minimum legal value of any stat */
56
57 //TODO: not only use more reasonable values, also enforce them
58 #define MIN_WC -120
59 #define MAX_WC 120
60 #define MIN_AC -120
61 #define MAX_AC 120
62 #define MIN_DAM 0
63 #define MAX_DAM 200
64 #define MIN_DIGESTION -35
65 #define MAX_DIGESTION 70
66
67 #define MAX_BUF 1024
68 /* Used for all kinds of things */
69 #define VERY_BIG_BUF 2048
70 #define HUGE_BUF 10240 /* Used for messages - some can be quite long */
71 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
72
73 #define FONTSIZE 3000 /* Max chars in font */
74
75 #define MAX_ANIMATIONS 256
76
77 #define MAX_NAME 48
78 #define MAX_EXT_TITLE 98
79
80 //TODO: remove all calls to fatal and replace them by cleanup
81 #define OUT_OF_MEMORY 0
82 #define MAP_ERROR 1
83 #define ARCHTABLE_TOO_SMALL 2 // unused
84 #define TOO_MANY_ERRORS 3
85
86 /* TYPE DEFINES */
87
88 /* Only add new values to this list if somewhere in the program code,
89 * it is actually needed. Just because you add a new monster does not
90 * mean it has to have a type defined here. That only needs to happen
91 * if in some .c file, it needs to do certain special actions based on
92 * the monster type, that can not be handled by any of the numerous
93 * flags
94 * Also, if you add new entries, try and fill up the holes in this list.
95 * Additionally, when you add a new entry, include it in the table in item.c
96 */
97
98 /* USED TYPES: (for dead types please look at the bottom of the type
99 * definitions)
100 */
101
102 /* type 0 objects have the default behaviour */
103
104 #define PLAYER 1
105 #define TRANSPORT 2 /* see pod/objects.pod */
106 #define ROD 3
107 #define TREASURE 4
108 #define POTION 5
109 #define FOOD 6
110 #define POISON 7
111 #define BOOK 8
112 #define CLOCK 9
113 //10
114 //11
115 //12
116 #define ARROW 13
117 #define BOW 14
118 #define WEAPON 15
119 #define ARMOUR 16
120 #define PEDESTAL 17
121 #define ALTAR 18
122 //19
123 #define LOCKED_DOOR 20
124 #define SPECIAL_KEY 21
125 #define MAP 22
126 #define DOOR 23
127 #define KEY 24
128 //25
129 #define TIMED_GATE 26
130 #define TRIGGER 27
131 #define GRIMREAPER 28
132 #define MAGIC_EAR 29
133 #define TRIGGER_BUTTON 30
134 #define TRIGGER_ALTAR 31
135 #define TRIGGER_PEDESTAL 32
136 #define SHIELD 33
137 #define HELMET 34
138 #define HORN 35
139 #define MONEY 36
140 #define CLASS 37 /* object for applying character class modifications to someone */
141 #define GRAVESTONE 38
142 #define AMULET 39
143 #define PLAYERMOVER 40
144 #define TELEPORTER 41
145 #define CREATOR 42
146 #define SKILL 43 /* also see SKILL_TOOL (74) below */
147 //44
148 #define EARTHWALL 45
149 #define GOLEM 46
150 //47
151 #define THROWN_OBJ 48
152 #define BLINDNESS 49
153 #define GOD 50
154 #define DETECTOR 51 /* peterm: detector is an object
155 * which notices the presense of
156 * another object and is triggered
157 * like buttons.
158 */
159 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
160 * force into a player with a specified string WHEN TRIGGERED.
161 */
162 #define DEAD_OBJECT 53
163 #define DRINK 54
164 #define MARKER 55 /* inserts an invisible, weightless
165 * force into a player with a specified string.
166 */
167 #define HOLY_ALTAR 56
168 #define PLAYER_CHANGER 57
169 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
170
171 #define PEACEMAKER 59 /* Object owned by a player which can convert
172 * a monster into a peaceful being incapable of attack.
173 */
174 #define GEM 60
175 //61
176 #define FIREWALL 62
177 #define ANVIL 63
178 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
179 #define MOOD_FLOOR 65 /*
180 * values of last_sp set how to change:
181 * 0 = furious, all monsters become aggressive
182 * 1 = angry, all but friendly become aggressive
183 * 2 = calm, all aggressive monsters calm down
184 * 3 = sleep, all monsters fall asleep
185 * 4 = charm, monsters become pets
186 * 5 = destroy monsters
187 * 6 = destroy pets / friendlies
188 */
189 #define EXIT 66
190 #define ENCOUNTER 67
191 #define SHOP_FLOOR 68
192 #define SHOP_MAT 69
193 #define RING 70
194 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
195 #define FLESH 72 /* animal 'body parts' -b.t. */
196 #define INORGANIC 73 /* metals and minerals */
197 #define SKILL_TOOL 74 /* Allows the use of a skill */
198 #define LIGHTER 75
199 //76
200 #define BUILDABLE_WALL 77 /* this is a buildable wall */
201 //78
202 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
203 in the engine. Like statues, clocks, chairs,...
204 If perhaps we create a function where we can sit
205 on chairs, we create a new type and remove all
206 chairs from here. */
207 //80
208 //81
209 #define LAMP 82 /* a lamp */
210 #define DUPLICATOR 83 /* duplicator/multiplier object */
211 //84
212 #define SPELLBOOK 85
213 //86
214 #define CLOAK 87
215 //88
216 //89
217 #define SPINNER 90
218 #define GATE 91
219 #define BUTTON 92
220 #define CF_HANDLE 93
221 #define HOLE 94
222 #define TRAPDOOR 95
223 //96
224 //97
225 #define SIGN 98
226 #define BOOTS 99
227 #define GLOVES 100
228 #define SPELL 101
229 #define SPELL_EFFECT 102
230 #define CONVERTER 103
231 #define BRACERS 104
232 #define POISONING 105
233 #define SAVEBED 106
234 //107
235 //108
236 #define WAND 109
237 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
238 #define SCROLL 111
239 #define DIRECTOR 112
240 #define GIRDLE 113
241 #define FORCE 114
242 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
243 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
244 //117
245 //118
246 //119
247 //120
248 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
249 #define CONTAINER 122
250 #define ARMOUR_IMPROVER 123
251 #define WEAPON_IMPROVER 124
252 //125
253 //126
254 //127
255 //128
256 //129
257 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258 //131
259 //132
260 //133
261 //134
262 //135
263 //136
264 //137
265 #define DEEP_SWAMP 138
266 #define IDENTIFY_ALTAR 139
267 //140
268 //141
269 //142
270 //143
271 //144
272 //145
273 //146
274 //147
275 //148
276 //149
277 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
278 //151
279 //152
280 //153
281 #define RUNE 154
282 #define TRAP 155
283 #define POWER_CRYSTAL 156
284 #define CORPSE 157
285 #define DISEASE 158
286 #define SYMPTOM 159
287 #define BUILDER 160 /* Generic item builder, see subtypes */
288 #define MATERIAL 161 /* Material for building */
289 //162
290 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291 //164
292 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */
294
295 #define NUM_TYPES 166 // must be max(type) + 1
296
297 /* END TYPE DEFINE */
298
299 // maximum supported subtype number + 1, can be increased to 256
300 // currently (2007-09) in use: 50
301 #define NUM_SUBTYPES 64
302
303 /* Subtypes for BUILDER */
304 #define ST_BD_BUILD 1 /* Builds an item */
305 #define ST_BD_REMOVE 2 /* Removes an item */
306
307 /* Subtypes for MATERIAL */
308 #define ST_MAT_FLOOR 1 /* Floor */
309 #define ST_MAT_WALL 2 /* Wall */
310 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
311
312 /* definitions for weapontypes */
313
314 #define WEAP_HIT 0 /* the basic */
315 #define WEAP_SLASH 1 /* slash */
316 #define WEAP_PIERCE 2 /* arrows, stiletto */
317 #define WEAP_CLEAVE 3 /* axe */
318 #define WEAP_SLICE 4 /* katana */
319 #define WEAP_STAB 5 /* knife, dagger */
320 #define WEAP_WHIP 6 /* whips n chains */
321 #define WEAP_CRUSH 7 /* big hammers, flails */
322 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
323
324 typedef struct typedata
325 {
326 int number;
327 const char *name;
328 const char *name_pl;
329 int identifyskill;
330 int identifyskill2;
331 } typedata;
332
333 extern const int ItemTypesSize;
334 extern typedata ItemTypes[];
335
336 /* definitions for detailed pickup descriptions.
337 * The objective is to define intelligent groups of items that the
338 * user can pick up or leave as he likes. */
339
340 /* high bit as flag for new pickup options */
341 #define PU_NOTHING 0x00000000
342
343 #define PU_DEBUG 0x10000000
344 #define PU_INHIBIT 0x20000000
345 #define PU_STOP 0x40000000
346 #define PU_NEWMODE 0x80000000
347
348 #define PU_RATIO 0x0000000F
349
350 #define PU_FOOD 0x00000010
351 #define PU_DRINK 0x00000020
352 #define PU_VALUABLES 0x00000040
353 #define PU_BOW 0x00000080
354
355 #define PU_ARROW 0x00000100
356 #define PU_HELMET 0x00000200
357 #define PU_SHIELD 0x00000400
358 #define PU_ARMOUR 0x00000800
359
360 #define PU_BOOTS 0x00001000
361 #define PU_GLOVES 0x00002000
362 #define PU_CLOAK 0x00004000
363 #define PU_KEY 0x00008000
364
365 #define PU_MISSILEWEAPON 0x00010000
366 #define PU_ALLWEAPON 0x00020000
367 #define PU_MAGICAL 0x00040000
368 #define PU_POTION 0x00080000
369
370 #define PU_SPELLBOOK 0x00100000
371 #define PU_SKILLSCROLL 0x00200000
372 #define PU_READABLES 0x00400000
373 #define PU_MAGIC_DEVICE 0x00800000
374
375 #define PU_NOT_CURSED 0x01000000
376 #define PU_JEWELS 0x02000000
377 #define PU_FLESH 0x04000000
378
379
380 /* Instead of using arbitrary constants for indexing the
381 * freearr, add these values. <= SIZEOFFREE1 will get you
382 * within 1 space. <= SIZEOFFREE2 wll get you withing
383 * 2 spaces, and the entire array (< SIZEOFFREE) is
384 * three spaces
385 */
386 #define SIZEOFFREE1 8
387 #define SIZEOFFREE2 24
388 #define SIZEOFFREE 49
389
390 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
391
392 /*
393 * If any FLAG's are added or changed, make sure the flag_names structure in
394 * common/loader.l is updated.
395 */
396
397 /* Basic routines to do above */
398 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
399 #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
400 #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
401
402 /* the flags */
403
404 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
405 #define FLAG_WIZ 1 /* Object has special privilegies */
406 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
407 #define FLAG_FREED 3 /* Object is in the list of free objects */
408 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
409 #define FLAG_APPLIED 5 /* Object is ready for use by living */
410 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
411 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
412
413 #define FLAG_NO_PICK 8 /* Object can't be picked up */
414
415 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
416 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
417
418 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
419
420 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
421 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
422
423 #define FLAG_MONSTER 14 /* Will attack players */
424 #define FLAG_FRIENDLY 15 /* Will help players */
425 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
426 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
427 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
428 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
429 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
430 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
431 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
432 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
433 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
434
435 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
436 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
437 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
438
439 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
440 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
441 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
442 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
443 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
444 #define FLAG_HITBACK 33 /* Object will hit back when hit */
445 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
446 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
447 #define FLAG_UNDEAD 36 /* Monster is undead */
448 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
449 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
450 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
451 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
452
453 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
454 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
455 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
456 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
457 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
458 but can still attack at a distance */
459
460 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
461 thru this object as if it wasn't there */
462 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
463
464 #define FLAG_PICK_UP 48 /* Can pick up */
465 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
466 #define FLAG_NO_DROP 50 /* Object can't be dropped */
467 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
468
469 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
470 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
471 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
472 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
473 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
474 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
475 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
476 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
477 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
478
479 #define FLAG_XRAYS 61 /* X-ray vision */
480 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
481 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
482
483 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
484 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
485 #define FLAG_SLEEP 66 /* NPC is sleeping */
486 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
487 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
488 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
489 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
490 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
491
492 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
493 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
494 #define FLAG_CURSED 74 /* The object is cursed */
495 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
496 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
497 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
498 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
499 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
500
501 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
502 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
503 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
504
505 #define FLAG_PRECIOUS 83 // object is precious (pets)
506 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
507 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
508 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
509
510 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
511 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
512 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
513 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
514 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
515 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
516 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
517 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
518
519 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
520
521 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
522 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
523 * away (replaces ghosthit)
524 */
525 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
526 * detect cases were the server is trying
527 * to send an upditem when we have not
528 * actually sent the item.
529 */
530
531 #define FLAG_BERSERK 99 /* monster will attack closest living
532 object */
533 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
534 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
535 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
536 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
537 * load_original_map() */
538 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
539 // * the overlay, and is not subject to
540 // * decay. */
541 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
542 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
543 #define FLAG_IS_WATER 107
544 #define FLAG_CONTENT_ON_GEN 108
545 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
546 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
547 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
548 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
549
550 #define NUM_FLAGS 113 /* Should always be equal to the last
551 * defined flag + 1. If you change this,
552 * make sure you update the flag_links
553 * in common/loader.l
554 */
555
556 /* If you add new movement types, you may need to update
557 * describe_item() so properly describe those types.
558 * change_abil() probably should be updated also.
559 */
560 #define MOVE_WALK 0x01 /* Object walks */
561 #define MOVE_FLY_LOW 0x02 /* Low flying object */
562 #define MOVE_FLY_HIGH 0x04 /* High flying object */
563 #define MOVE_FLYING 0x06
564 /* Combo of fly_low and fly_high */
565 #define MOVE_SWIM 0x08 /* Swimming object */
566 #define MOVE_BOAT 0x10 /* Boats/sailing */
567 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
568
569 #define MOVE_ALL 0x3f /* Mask of all movement types */
570
571 /* typdef here to define type large enough to hold bitmask of
572 * all movement types. Make one declaration so easy to update.
573 */
574 typedef unsigned char MoveType;
575
576 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
577 * Basically, ob2 has to block all of ob1 movement types.
578 */
579 #define OB_MOVE_BLOCK(ob1, ob2) \
580 ((ob1->move_type & ob2->move_block) == ob1->move_type)
581
582 /* Basic macro to see if if ob1 can not move onto a space based
583 * on the 'type' move_block parameter
584 * Add check - if type is 0, don't stop anything from moving
585 * onto it.
586 *
587 */
588 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
589 ((type) && (ob1->move_type & type) == ob1->move_type)
590
591 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
592 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
593 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
594
595 #define EXIT_PATH(xyz) (xyz)->slaying
596 #define EXIT_LEVEL(xyz) (xyz)->stats.food
597 #define EXIT_X(xyz) (xyz)->stats.hp
598 #define EXIT_Y(xyz) (xyz)->stats.sp
599 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601
602 /* for use by the lighting code */
603 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
604 * large values allow objects that can
605 * slow down the game */
606 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * practical reason to exceed this */
608 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
609 MAX_LIGHT_RADII:(xyz)->glow_radius;
610
611 #define F_BUY 0
612 #define F_SELL 1
613 #define F_TRUE 2 /* True value of item, unadjusted */
614 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
615 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
616 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
617 #define F_APPROX 32 /* flag to give a guess of item value */
618 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
619
620 #define DIRX(xyz) freearr_x[(xyz)->direction]
621 #define DIRY(xyz) freearr_y[(xyz)->direction]
622
623 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
624 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
625 #define WEAPON_SPEED(xyz) (xyz)->last_sp
626
627 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
628 each of them signed char, concatenated in a int16 */
629 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
630 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
631 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
632
633 #define FIRE_DIRECTIONAL 0
634 #define FIRE_POSITIONAL 1
635
636 /******************************************************************************/
637 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
638 /******************************************************************************/
639 /* if your monsters start acting wierd, mail me */
640 /******************************************************************************/
641 /* the following definitions are for the attack_movement variable in monsters */
642 /* if the attack_variable movement is left out of the monster archetype, or is*/
643 /* set to zero */
644 /* the standard mode of movement from previous versions of crossfire will be */
645 /* used. the upper four bits of movement data are not in effect when the monst*/
646 /* er has an enemy. these should only be used for non agressive monsters. */
647 /* to program a monsters movement add the attack movement numbers to the movem*/
648 /* ment numbers example a monster that moves in a circle until attacked and */
649 /* then attacks from a distance: */
650 /* CIRCLE1 = 32 */
651 /* + DISTATT = 1 */
652 /* ------------------- */
653 /* attack_movement = 33 */
654 /******************************************************************************/
655 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
656 /* attack from a distance - good for missile users only */
657 #define RUNATT 2 /* run but attack if player catches up to object */
658 #define HITRUN 3 /* run to then hit player then run away cyclicly */
659 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
660 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
661 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
662 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
663 #define WAIT2 8 /* monster does not try to move towards player if far */
664 /* maintains comfortable distance */
665 #define PETMOVE 16 /* if the upper four bits of attack_movement */
666 /* are set to this number, the monster follows a player */
667 /* until the owner calls it back or off */
668 /* player followed denoted by 0b->owner */
669 /* the monster will try to attack whatever the player is */
670 /* attacking, and will continue to do so until the owner */
671 /* calls off the monster - a key command will be */
672 /* inserted to do so */
673 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
674 /* are set to this number, the monster will move in a */
675 /* circle until it is attacked, or the enemy field is */
676 /* set, this is good for non-aggressive monsters and NPC */
677 #define CIRCLE2 48 /* same as above but a larger circle is used */
678 #define PACEH 64 /* The Monster will pace back and forth until attacked */
679 /* this is HORIZONTAL movement */
680 #define PACEH2 80 /* the monster will pace as above but the length of the */
681 /* pace area is longer and the monster stops before */
682 /* changing directions */
683 /* this is HORIZONTAL movement */
684 #define RANDO 96 /* the monster will go in a random direction until */
685 /* it is stopped by an obstacle, then it chooses another */
686 /* direction. */
687 #define RANDO2 112 /* constantly move in a different random direction */
688 #define PACEV 128 /* The Monster will pace back and forth until attacked */
689 /* this is VERTICAL movement */
690 #define PACEV2 144 /* the monster will pace as above but the length of the */
691 /* pace area is longer and the monster stops before */
692 /* changing directions */
693 /* this is VERTICAL movement */
694 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
695 #define HI4 240
696
697 #define BLANK_FACE_NAME "blank.x11"
698 #define EMPTY_FACE_NAME "empty.x11"
699
700 /*
701 * Defines for the luck/random functions to make things more readable
702 */
703
704 #define PREFER_HIGH 1
705 #define PREFER_LOW 0
706
707 /* Flags for apply_special() */
708 enum apply_flag
709 {
710 /* Basic flags/mode, always use one of these */
711 AP_TOGGLE = 0,
712 AP_APPLY = 1,
713 AP_UNAPPLY = 2,
714
715 AP_BASIC_FLAGS = 0x0f,
716
717 /* Optional flags, for bitwise or with a basic flag */
718 AP_NO_MERGE = 0x10,
719 AP_IGNORE_CURSE = 0x20,
720 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
721 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
722 };
723
724 /* Bitmask values for 'can_apply_object()' return values.
725 * the CAN_APPLY_ prefix is to just note what function the
726 * are returned from.
727 *
728 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
729 * location who doesn't have.
730 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
731 * this basically means one of the FLAGS are set saying you can't
732 * use this.
733 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
734 * if this object can do anything to use this object. If the value
735 * returned from can_apply_object() anded with the mask is non zero,
736 * then it is out of the control of this creature to use the item.
737 * otherwise it means that by unequipping stuff, they could apply the object
738 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
739 * this.
740 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
741 * unapplied before this can be applied. Think of switching to
742 * a bow but you have a sword & shield - both the sword and
743 * shield need to be uneqipped before you can do the bow.
744 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
745 * this one can be applied. Think of rings - human is wearing two
746 * rings and tries to apply one - there are two possible rings he
747 * could remove.
748 *
749 */
750 #define CAN_APPLY_NEVER 0x1
751 #define CAN_APPLY_RESTRICTION 0x2
752 #define CAN_APPLY_NOT_MASK 0xf
753 #define CAN_APPLY_UNAPPLY 0x10
754 #define CAN_APPLY_UNAPPLY_MULT 0x20
755 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
756
757 // Cut off point of when an object is put on the active list or not
758 // we use 2**-n because that can be represented exactly
759 // also make sure that this is a float, not double, constant
760 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
761
762 #define RANDOM() (rndm.next () & 0xffffffU)
763
764 /* Returns the weight of the given object. Note: it does not take the number of
765 * items (nrof) into account.
766 * (this looks rather bogus, schmorp)
767 */
768 #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
769
770 /*
771 * Warning!
772 * If you add message types here, don't forget
773 * to keep the client up to date too!
774 */
775
776 /* message types */
777 #define MSG_TYPE_BOOK 1
778 #define MSG_TYPE_CARD 2
779 #define MSG_TYPE_PAPER 3
780 #define MSG_TYPE_SIGN 4
781 #define MSG_TYPE_MONUMENT 5
782 #define MSG_TYPE_SCRIPTED_DIALOG 6
783 #define MSG_TYPE_MOTD 7
784 #define MSG_TYPE_ADMIN 8
785 #define MSG_TYPE_LAST 9
786
787 #define MSG_SUBTYPE_NONE 0
788
789 /* book messages subtypes */
790 #define MSG_TYPE_BOOK_CLASP_1 1
791 #define MSG_TYPE_BOOK_CLASP_2 2
792 #define MSG_TYPE_BOOK_ELEGANT_1 3
793 #define MSG_TYPE_BOOK_ELEGANT_2 4
794 #define MSG_TYPE_BOOK_QUARTO_1 5
795 #define MSG_TYPE_BOOK_QUARTO_2 6
796 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
797 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
798 #define MSG_TYPE_BOOK_SPELL_PYRO 9
799 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
800 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
801
802 /* card messages subtypes*/
803 #define MSG_TYPE_CARD_SIMPLE_1 1
804 #define MSG_TYPE_CARD_SIMPLE_2 2
805 #define MSG_TYPE_CARD_SIMPLE_3 3
806 #define MSG_TYPE_CARD_ELEGANT_1 4
807 #define MSG_TYPE_CARD_ELEGANT_2 5
808 #define MSG_TYPE_CARD_ELEGANT_3 6
809 #define MSG_TYPE_CARD_STRANGE_1 7
810 #define MSG_TYPE_CARD_STRANGE_2 8
811 #define MSG_TYPE_CARD_STRANGE_3 9
812 #define MSG_TYPE_CARD_MONEY_1 10
813 #define MSG_TYPE_CARD_MONEY_2 11
814 #define MSG_TYPE_CARD_MONEY_3 12
815
816 /* Paper messages subtypes */
817 #define MSG_TYPE_PAPER_NOTE_1 1
818 #define MSG_TYPE_PAPER_NOTE_2 2
819 #define MSG_TYPE_PAPER_NOTE_3 3
820 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
821 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
822 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
823 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
824 #define MSG_TYPE_PAPER_ENVELOPE_1 8
825 #define MSG_TYPE_PAPER_ENVELOPE_2 9
826 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
827 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
828 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
829 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
830 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
831
832 /* road signs messages subtypes */
833 #define MSG_TYPE_SIGN_BASIC 1
834 #define MSG_TYPE_SIGN_DIR_LEFT 2
835 #define MSG_TYPE_SIGN_DIR_RIGHT 3
836 #define MSG_TYPE_SIGN_DIR_BOTH 4
837
838 /* stones and monument messages */
839 #define MSG_TYPE_MONUMENT_STONE_1 1
840 #define MSG_TYPE_MONUMENT_STONE_2 2
841 #define MSG_TYPE_MONUMENT_STONE_3 3
842 #define MSG_TYPE_MONUMENT_STATUE_1 4
843 #define MSG_TYPE_MONUMENT_STATUE_2 5
844 #define MSG_TYPE_MONUMENT_STATUE_3 6
845 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
846 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
847 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
848 #define MSG_TYPE_MONUMENT_WALL_1 10
849 #define MSG_TYPE_MONUMENT_WALL_2 11
850 #define MSG_TYPE_MONUMENT_WALL_3 12
851
852 /*some readable flags*/
853
854 /* dialog messsage */
855 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
856 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
857 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
858
859 /* admin messages */
860 #define MSG_TYPE_ADMIN_RULES 1
861 #define MSG_TYPE_ADMIN_NEWS 2
862
863 /**
864 * Maximum distance a player may hear a sound from.
865 * This is only used for new client/server sound. If the sound source
866 * on the map is farther away than this, we don't sent it to the client.
867 */
868 #define MAX_SOUND_DISTANCE 16
869
870 #define LOG_CHANNEL "log" // the plain and ugly standard server log
871 #define INFO_CHANNEL "info" // lower_left box
872 #define SAY_CHANNEL "channel-say"
873 #define CHAT_CHANNEL "channel-chat"
874 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
875
876 /* The following are the color flags passed to new_draw_info.
877 *
878 * We also set up some control flags
879 *
880 * NDI = New Draw Info
881 */
882
883 /* Color specifications - note these match the order in xutil.c */
884 /* Note 2: Black, the default color, is 0. Thus, it does not need to
885 * be implicitly specified.
886 */
887 #define NDI_BLACK 0
888 #define NDI_WHITE 1
889 #define NDI_NAVY 2
890 #define NDI_RED 3
891 #define NDI_ORANGE 4
892 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
893 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
894 #define NDI_GREEN 7 /* SeaGreen */
895 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
896 /* Than seagreen - also background color */
897 #define NDI_GREY 9
898 #define NDI_BROWN 10 /* Sienna */
899 #define NDI_GOLD 11
900 #define NDI_TAN 12 /* Khaki */
901
902 #define NDI_MAX_COLOR 12 /* Last value in */
903 #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
904 /* using an int anyways, so we have the space */
905 /* to still do all the flags */
906
907 #define NDI_REPLY 0x20 // is a direct reply to a user command
908 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
909 #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
910 #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
911
912 #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
913 #define NDI_ALL 0x2000 /* Inform all players of this message */
914 #define NDI_DEF 0x4000 // ignore colour for channel protocol
915
916 #endif /* DEFINE_H */
917