| 1 |
root |
1.1 |
/* |
| 2 |
root |
1.77 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
pippijn |
1.40 |
* |
| 4 |
root |
1.113 |
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
root |
1.114 |
* Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
| 6 |
|
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* Copyright (©) 1992 Frank Tore Johansen |
| 7 |
pippijn |
1.40 |
* |
| 8 |
root |
1.102 |
* Deliantra is free software: you can redistribute it and/or modify it under |
| 9 |
|
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* the terms of the Affero GNU General Public License as published by the |
| 10 |
|
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* Free Software Foundation, either version 3 of the License, or (at your |
| 11 |
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* option) any later version. |
| 12 |
pippijn |
1.40 |
* |
| 13 |
root |
1.62 |
* This program is distributed in the hope that it will be useful, |
| 14 |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
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* GNU General Public License for more details. |
| 17 |
pippijn |
1.40 |
* |
| 18 |
root |
1.102 |
* You should have received a copy of the Affero GNU General Public License |
| 19 |
|
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* and the GNU General Public License along with this program. If not, see |
| 20 |
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* <http://www.gnu.org/licenses/>. |
| 21 |
root |
1.60 |
* |
| 22 |
root |
1.77 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 23 |
pippijn |
1.40 |
*/ |
| 24 |
root |
1.1 |
|
| 25 |
|
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/* This file is best viewed with a window width of about 100 character */ |
| 26 |
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| 27 |
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/* This file is really too large. With all the .h files |
| 28 |
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* around, this file should be better split between them - things |
| 29 |
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* that deal with objects should be in objects.h, things dealing |
| 30 |
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* with players in player.h, etc. As it is, everything just seems |
| 31 |
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* to be dumped in here. |
| 32 |
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*/ |
| 33 |
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| 34 |
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#ifndef DEFINE_H |
| 35 |
root |
1.11 |
#define DEFINE_H |
| 36 |
root |
1.1 |
|
| 37 |
pippijn |
1.14 |
#include <autoconf.h> |
| 38 |
root |
1.1 |
|
| 39 |
root |
1.11 |
#define FONTDIR "" |
| 40 |
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#define FONTNAME "" |
| 41 |
root |
1.1 |
|
| 42 |
root |
1.11 |
#ifdef __NetBSD__ |
| 43 |
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# include <sys/param.h> |
| 44 |
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#endif |
| 45 |
root |
1.1 |
|
| 46 |
root |
1.106 |
#define MAXLEVEL 115 // for treasure calculations only |
| 47 |
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|
| 48 |
root |
1.61 |
// maximum length of an object name in the protocol |
| 49 |
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#define NAME_LEN 127 |
| 50 |
root |
1.1 |
|
| 51 |
root |
1.11 |
#define MAX_STAT 30 /* The maximum legal value of any stat */ |
| 52 |
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#define MIN_STAT 1 /* The minimum legal value of any stat */ |
| 53 |
root |
1.10 |
|
| 54 |
root |
1.117 |
#define MAX_FOOD 999 |
| 55 |
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|
| 56 |
root |
1.54 |
//TODO: not only use more reasonable values, also enforce them |
| 57 |
root |
1.56 |
#define MIN_WC -120 |
| 58 |
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#define MAX_WC 120 |
| 59 |
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#define MIN_AC -120 |
| 60 |
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#define MAX_AC 120 |
| 61 |
root |
1.54 |
#define MIN_DAM 0 |
| 62 |
root |
1.55 |
#define MAX_DAM 200 |
| 63 |
elmex |
1.66 |
#define MIN_DIGESTION -35 |
| 64 |
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#define MAX_DIGESTION 70 |
| 65 |
root |
1.54 |
|
| 66 |
root |
1.104 |
#define MAX_BUF 1024 /* Used for all kinds of things */ |
| 67 |
root |
1.10 |
|
| 68 |
root |
1.11 |
#define MAX_NAME 48 |
| 69 |
root |
1.1 |
|
| 70 |
root |
1.89 |
#define ATTUNE_REPELL 16 // levels diff for attune/repell |
| 71 |
root |
1.88 |
|
| 72 |
root |
1.46 |
//TODO: remove all calls to fatal and replace them by cleanup |
| 73 |
root |
1.11 |
#define OUT_OF_MEMORY 0 |
| 74 |
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#define MAP_ERROR 1 |
| 75 |
root |
1.46 |
#define ARCHTABLE_TOO_SMALL 2 // unused |
| 76 |
root |
1.11 |
#define TOO_MANY_ERRORS 3 |
| 77 |
root |
1.1 |
|
| 78 |
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/* TYPE DEFINES */ |
| 79 |
root |
1.10 |
|
| 80 |
root |
1.1 |
/* Only add new values to this list if somewhere in the program code, |
| 81 |
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* it is actually needed. Just because you add a new monster does not |
| 82 |
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* mean it has to have a type defined here. That only needs to happen |
| 83 |
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* if in some .c file, it needs to do certain special actions based on |
| 84 |
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* the monster type, that can not be handled by any of the numerous |
| 85 |
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* flags |
| 86 |
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* Also, if you add new entries, try and fill up the holes in this list. |
| 87 |
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* Additionally, when you add a new entry, include it in the table in item.c |
| 88 |
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*/ |
| 89 |
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|
| 90 |
elmex |
1.27 |
/* USED TYPES: (for dead types please look at the bottom of the type |
| 91 |
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* definitions) |
| 92 |
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*/ |
| 93 |
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| 94 |
elmex |
1.28 |
/* type 0 objects have the default behaviour */ |
| 95 |
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| 96 |
elmex |
1.21 |
#define PLAYER 1 |
| 97 |
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#define TRANSPORT 2 /* see pod/objects.pod */ |
| 98 |
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#define ROD 3 |
| 99 |
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#define TREASURE 4 |
| 100 |
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#define POTION 5 |
| 101 |
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#define FOOD 6 |
| 102 |
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#define POISON 7 |
| 103 |
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#define BOOK 8 |
| 104 |
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#define CLOCK 9 |
| 105 |
root |
1.116 |
#define VEIN 10 // deliantra: mineral/ore/whatever vein |
| 106 |
root |
1.117 |
#define RANGED 11 // deliantra: other range item (skill based) |
| 107 |
root |
1.75 |
//12 |
| 108 |
elmex |
1.21 |
#define ARROW 13 |
| 109 |
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#define BOW 14 |
| 110 |
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#define WEAPON 15 |
| 111 |
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#define ARMOUR 16 |
| 112 |
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#define PEDESTAL 17 |
| 113 |
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#define ALTAR 18 |
| 114 |
root |
1.103 |
#define T_MATCH 19 |
| 115 |
elmex |
1.21 |
#define LOCKED_DOOR 20 |
| 116 |
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#define SPECIAL_KEY 21 |
| 117 |
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#define MAP 22 |
| 118 |
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#define DOOR 23 |
| 119 |
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#define KEY 24 |
| 120 |
root |
1.75 |
//25 |
| 121 |
elmex |
1.21 |
#define TIMED_GATE 26 |
| 122 |
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#define TRIGGER 27 |
| 123 |
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#define GRIMREAPER 28 |
| 124 |
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#define MAGIC_EAR 29 |
| 125 |
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#define TRIGGER_BUTTON 30 |
| 126 |
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#define TRIGGER_ALTAR 31 |
| 127 |
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#define TRIGGER_PEDESTAL 32 |
| 128 |
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#define SHIELD 33 |
| 129 |
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#define HELMET 34 |
| 130 |
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#define HORN 35 |
| 131 |
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#define MONEY 36 |
| 132 |
|
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#define CLASS 37 /* object for applying character class modifications to someone */ |
| 133 |
|
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#define GRAVESTONE 38 |
| 134 |
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#define AMULET 39 |
| 135 |
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#define PLAYERMOVER 40 |
| 136 |
|
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#define TELEPORTER 41 |
| 137 |
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#define CREATOR 42 |
| 138 |
|
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#define SKILL 43 /* also see SKILL_TOOL (74) below */ |
| 139 |
root |
1.75 |
//44 |
| 140 |
elmex |
1.21 |
#define EARTHWALL 45 |
| 141 |
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#define GOLEM 46 |
| 142 |
root |
1.75 |
//47 |
| 143 |
elmex |
1.21 |
#define THROWN_OBJ 48 |
| 144 |
|
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#define BLINDNESS 49 |
| 145 |
|
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#define GOD 50 |
| 146 |
|
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#define DETECTOR 51 /* peterm: detector is an object |
| 147 |
|
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* which notices the presense of |
| 148 |
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* another object and is triggered |
| 149 |
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* like buttons. |
| 150 |
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*/ |
| 151 |
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#define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
| 152 |
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* force into a player with a specified string WHEN TRIGGERED. |
| 153 |
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*/ |
| 154 |
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#define DEAD_OBJECT 53 |
| 155 |
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#define DRINK 54 |
| 156 |
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#define MARKER 55 /* inserts an invisible, weightless |
| 157 |
|
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* force into a player with a specified string. |
| 158 |
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*/ |
| 159 |
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#define HOLY_ALTAR 56 |
| 160 |
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#define PLAYER_CHANGER 57 |
| 161 |
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#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
| 162 |
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| 163 |
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#define PEACEMAKER 59 /* Object owned by a player which can convert |
| 164 |
|
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* a monster into a peaceful being incapable of attack. |
| 165 |
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*/ |
| 166 |
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#define GEM 60 |
| 167 |
root |
1.75 |
//61 |
| 168 |
elmex |
1.21 |
#define FIREWALL 62 |
| 169 |
|
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#define ANVIL 63 |
| 170 |
|
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#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
| 171 |
root |
1.70 |
#define MOOD_FLOOR 65 /* |
| 172 |
elmex |
1.21 |
* values of last_sp set how to change: |
| 173 |
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* 0 = furious, all monsters become aggressive |
| 174 |
|
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* 1 = angry, all but friendly become aggressive |
| 175 |
|
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* 2 = calm, all aggressive monsters calm down |
| 176 |
|
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* 3 = sleep, all monsters fall asleep |
| 177 |
root |
1.70 |
* 4 = charm, monsters become pets |
| 178 |
|
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* 5 = destroy monsters |
| 179 |
|
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* 6 = destroy pets / friendlies |
| 180 |
|
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*/ |
| 181 |
elmex |
1.21 |
#define EXIT 66 |
| 182 |
|
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#define ENCOUNTER 67 |
| 183 |
|
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#define SHOP_FLOOR 68 |
| 184 |
|
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#define SHOP_MAT 69 |
| 185 |
|
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#define RING 70 |
| 186 |
|
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#define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
| 187 |
|
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#define FLESH 72 /* animal 'body parts' -b.t. */ |
| 188 |
|
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#define INORGANIC 73 /* metals and minerals */ |
| 189 |
|
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#define SKILL_TOOL 74 /* Allows the use of a skill */ |
| 190 |
|
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#define LIGHTER 75 |
| 191 |
root |
1.75 |
//76 |
| 192 |
elmex |
1.25 |
#define BUILDABLE_WALL 77 /* this is a buildable wall */ |
| 193 |
root |
1.75 |
//78 |
| 194 |
elmex |
1.21 |
#define MISC_OBJECT 79 /* misc. objects are for objects without a function |
| 195 |
|
|
in the engine. Like statues, clocks, chairs,... |
| 196 |
|
|
If perhaps we create a function where we can sit |
| 197 |
|
|
on chairs, we create a new type and remove all |
| 198 |
|
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chairs from here. */ |
| 199 |
root |
1.75 |
//80 |
| 200 |
elmex |
1.101 |
#define TORCH 81 /* a torch */ |
| 201 |
elmex |
1.21 |
#define LAMP 82 /* a lamp */ |
| 202 |
|
|
#define DUPLICATOR 83 /* duplicator/multiplier object */ |
| 203 |
root |
1.75 |
//84 |
| 204 |
elmex |
1.21 |
#define SPELLBOOK 85 |
| 205 |
root |
1.75 |
//86 |
| 206 |
elmex |
1.21 |
#define CLOAK 87 |
| 207 |
root |
1.75 |
//88 |
| 208 |
|
|
//89 |
| 209 |
elmex |
1.21 |
#define SPINNER 90 |
| 210 |
|
|
#define GATE 91 |
| 211 |
|
|
#define BUTTON 92 |
| 212 |
root |
1.103 |
#define T_HANDLE 93 |
| 213 |
elmex |
1.21 |
#define HOLE 94 |
| 214 |
|
|
#define TRAPDOOR 95 |
| 215 |
root |
1.75 |
//96 |
| 216 |
|
|
//97 |
| 217 |
elmex |
1.21 |
#define SIGN 98 |
| 218 |
|
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#define BOOTS 99 |
| 219 |
|
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#define GLOVES 100 |
| 220 |
|
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#define SPELL 101 |
| 221 |
|
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#define SPELL_EFFECT 102 |
| 222 |
|
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#define CONVERTER 103 |
| 223 |
|
|
#define BRACERS 104 |
| 224 |
|
|
#define POISONING 105 |
| 225 |
|
|
#define SAVEBED 106 |
| 226 |
root |
1.75 |
//107 |
| 227 |
|
|
//108 |
| 228 |
elmex |
1.21 |
#define WAND 109 |
| 229 |
root |
1.68 |
#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
| 230 |
elmex |
1.21 |
#define SCROLL 111 |
| 231 |
|
|
#define DIRECTOR 112 |
| 232 |
|
|
#define GIRDLE 113 |
| 233 |
|
|
#define FORCE 114 |
| 234 |
|
|
#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
| 235 |
|
|
#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
| 236 |
root |
1.75 |
//117 |
| 237 |
|
|
//118 |
| 238 |
|
|
//119 |
| 239 |
|
|
//120 |
| 240 |
elmex |
1.21 |
#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
| 241 |
|
|
#define CONTAINER 122 |
| 242 |
|
|
#define ARMOUR_IMPROVER 123 |
| 243 |
|
|
#define WEAPON_IMPROVER 124 |
| 244 |
root |
1.75 |
//125 |
| 245 |
|
|
//126 |
| 246 |
|
|
//127 |
| 247 |
|
|
//128 |
| 248 |
|
|
//129 |
| 249 |
elmex |
1.21 |
#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
| 250 |
root |
1.75 |
//131 |
| 251 |
|
|
//132 |
| 252 |
|
|
//133 |
| 253 |
|
|
//134 |
| 254 |
|
|
//135 |
| 255 |
|
|
//136 |
| 256 |
|
|
//137 |
| 257 |
elmex |
1.21 |
#define DEEP_SWAMP 138 |
| 258 |
|
|
#define IDENTIFY_ALTAR 139 |
| 259 |
root |
1.75 |
//140 |
| 260 |
|
|
//141 |
| 261 |
|
|
//142 |
| 262 |
|
|
//143 |
| 263 |
|
|
//144 |
| 264 |
|
|
//145 |
| 265 |
|
|
//146 |
| 266 |
|
|
//147 |
| 267 |
|
|
//148 |
| 268 |
|
|
//149 |
| 269 |
elmex |
1.21 |
#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
| 270 |
root |
1.75 |
//151 |
| 271 |
|
|
//152 |
| 272 |
|
|
//153 |
| 273 |
elmex |
1.21 |
#define RUNE 154 |
| 274 |
|
|
#define TRAP 155 |
| 275 |
|
|
#define POWER_CRYSTAL 156 |
| 276 |
|
|
#define CORPSE 157 |
| 277 |
|
|
#define DISEASE 158 |
| 278 |
|
|
#define SYMPTOM 159 |
| 279 |
|
|
#define BUILDER 160 /* Generic item builder, see subtypes */ |
| 280 |
|
|
#define MATERIAL 161 /* Material for building */ |
| 281 |
root |
1.75 |
//162 |
| 282 |
elmex |
1.21 |
#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
| 283 |
root |
1.99 |
#define MAPSCRIPT 164 /* A perl-scripted connectable */ |
| 284 |
elmex |
1.21 |
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
| 285 |
|
|
potions, alchemy, or magic works here (elmex) */ |
| 286 |
root |
1.10 |
|
| 287 |
root |
1.59 |
#define NUM_TYPES 166 // must be max(type) + 1 |
| 288 |
|
|
|
| 289 |
root |
1.1 |
/* END TYPE DEFINE */ |
| 290 |
|
|
|
| 291 |
root |
1.75 |
// maximum supported subtype number + 1, can be increased to 256 |
| 292 |
|
|
// currently (2007-09) in use: 50 |
| 293 |
|
|
#define NUM_SUBTYPES 64 |
| 294 |
root |
1.7 |
|
| 295 |
root |
1.1 |
/* Subtypes for BUILDER */ |
| 296 |
root |
1.79 |
#define ST_BD_BUILD 1 /* Builds an item */ |
| 297 |
|
|
#define ST_BD_REMOVE 2 /* Removes an item */ |
| 298 |
root |
1.1 |
|
| 299 |
|
|
/* Subtypes for MATERIAL */ |
| 300 |
root |
1.11 |
#define ST_MAT_FLOOR 1 /* Floor */ |
| 301 |
|
|
#define ST_MAT_WALL 2 /* Wall */ |
| 302 |
|
|
#define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
| 303 |
root |
1.1 |
|
| 304 |
|
|
/* definitions for weapontypes */ |
| 305 |
|
|
|
| 306 |
root |
1.11 |
#define WEAP_HIT 0 /* the basic */ |
| 307 |
|
|
#define WEAP_SLASH 1 /* slash */ |
| 308 |
|
|
#define WEAP_PIERCE 2 /* arrows, stiletto */ |
| 309 |
|
|
#define WEAP_CLEAVE 3 /* axe */ |
| 310 |
|
|
#define WEAP_SLICE 4 /* katana */ |
| 311 |
|
|
#define WEAP_STAB 5 /* knife, dagger */ |
| 312 |
|
|
#define WEAP_WHIP 6 /* whips n chains */ |
| 313 |
|
|
#define WEAP_CRUSH 7 /* big hammers, flails */ |
| 314 |
|
|
#define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
| 315 |
root |
1.10 |
|
| 316 |
|
|
typedef struct typedata |
| 317 |
|
|
{ |
| 318 |
|
|
int number; |
| 319 |
|
|
const char *name; |
| 320 |
|
|
const char *name_pl; |
| 321 |
|
|
int identifyskill; |
| 322 |
|
|
int identifyskill2; |
| 323 |
root |
1.1 |
} typedata; |
| 324 |
|
|
|
| 325 |
|
|
extern const int ItemTypesSize; |
| 326 |
|
|
extern typedata ItemTypes[]; |
| 327 |
|
|
|
| 328 |
|
|
/* definitions for detailed pickup descriptions. |
| 329 |
|
|
* The objective is to define intelligent groups of items that the |
| 330 |
|
|
* user can pick up or leave as he likes. */ |
| 331 |
|
|
|
| 332 |
|
|
/* high bit as flag for new pickup options */ |
| 333 |
root |
1.11 |
#define PU_NOTHING 0x00000000 |
| 334 |
root |
1.1 |
|
| 335 |
root |
1.11 |
#define PU_DEBUG 0x10000000 |
| 336 |
|
|
#define PU_INHIBIT 0x20000000 |
| 337 |
|
|
#define PU_STOP 0x40000000 |
| 338 |
root |
1.98 |
#define PU_ENABLE 0x80000000 // used to distinguish value density |
| 339 |
root |
1.11 |
|
| 340 |
|
|
#define PU_RATIO 0x0000000F |
| 341 |
|
|
|
| 342 |
|
|
#define PU_FOOD 0x00000010 |
| 343 |
|
|
#define PU_DRINK 0x00000020 |
| 344 |
|
|
#define PU_VALUABLES 0x00000040 |
| 345 |
|
|
#define PU_BOW 0x00000080 |
| 346 |
|
|
|
| 347 |
|
|
#define PU_ARROW 0x00000100 |
| 348 |
|
|
#define PU_HELMET 0x00000200 |
| 349 |
|
|
#define PU_SHIELD 0x00000400 |
| 350 |
|
|
#define PU_ARMOUR 0x00000800 |
| 351 |
|
|
|
| 352 |
|
|
#define PU_BOOTS 0x00001000 |
| 353 |
|
|
#define PU_GLOVES 0x00002000 |
| 354 |
|
|
#define PU_CLOAK 0x00004000 |
| 355 |
|
|
#define PU_KEY 0x00008000 |
| 356 |
|
|
|
| 357 |
|
|
#define PU_MISSILEWEAPON 0x00010000 |
| 358 |
|
|
#define PU_ALLWEAPON 0x00020000 |
| 359 |
|
|
#define PU_MAGICAL 0x00040000 |
| 360 |
|
|
#define PU_POTION 0x00080000 |
| 361 |
|
|
|
| 362 |
|
|
#define PU_SPELLBOOK 0x00100000 |
| 363 |
|
|
#define PU_SKILLSCROLL 0x00200000 |
| 364 |
|
|
#define PU_READABLES 0x00400000 |
| 365 |
|
|
#define PU_MAGIC_DEVICE 0x00800000 |
| 366 |
root |
1.1 |
|
| 367 |
root |
1.11 |
#define PU_NOT_CURSED 0x01000000 |
| 368 |
|
|
#define PU_JEWELS 0x02000000 |
| 369 |
root |
1.13 |
#define PU_FLESH 0x04000000 |
| 370 |
root |
1.1 |
|
| 371 |
|
|
|
| 372 |
|
|
/* Instead of using arbitrary constants for indexing the |
| 373 |
|
|
* freearr, add these values. <= SIZEOFFREE1 will get you |
| 374 |
|
|
* within 1 space. <= SIZEOFFREE2 wll get you withing |
| 375 |
|
|
* 2 spaces, and the entire array (< SIZEOFFREE) is |
| 376 |
|
|
* three spaces |
| 377 |
|
|
*/ |
| 378 |
root |
1.84 |
#define SIZEOFFREE0 0 |
| 379 |
root |
1.83 |
#define SIZEOFFREE1 8 |
| 380 |
root |
1.11 |
#define SIZEOFFREE2 24 |
| 381 |
root |
1.84 |
#define SIZEOFFREE3 48 |
| 382 |
root |
1.83 |
#define SIZEOFFREE 49 |
| 383 |
root |
1.1 |
|
| 384 |
root |
1.11 |
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
| 385 |
root |
1.1 |
|
| 386 |
root |
1.19 |
/* |
| 387 |
|
|
* If any FLAG's are added or changed, make sure the flag_names structure in |
| 388 |
root |
1.95 |
* common/loader.C is updated. |
| 389 |
root |
1.1 |
*/ |
| 390 |
root |
1.10 |
|
| 391 |
root |
1.1 |
/* Basic routines to do above */ |
| 392 |
root |
1.31 |
#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
| 393 |
|
|
#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
| 394 |
|
|
#define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
| 395 |
root |
1.10 |
|
| 396 |
root |
1.1 |
/* the flags */ |
| 397 |
|
|
|
| 398 |
root |
1.111 |
#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
| 399 |
|
|
#define FLAG_WIZ 1 /* Object has special privilegies */ |
| 400 |
|
|
#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
| 401 |
|
|
#define FLAG_FREED 3 /* Object is in the list of free objects */ |
| 402 |
|
|
#define FLAG_WIZLOOK 4 /* disable los and lighting */ |
| 403 |
|
|
#define FLAG_APPLIED 5 /* Object is ready for use by living */ |
| 404 |
|
|
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
| 405 |
|
|
#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
| 406 |
|
|
|
| 407 |
|
|
#define FLAG_NO_PICK 8 /* Object can't be picked up */ |
| 408 |
root |
1.117 |
#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */ |
| 409 |
root |
1.111 |
|
| 410 |
|
|
/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
| 411 |
|
|
|
| 412 |
|
|
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
| 413 |
|
|
|
| 414 |
|
|
/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
| 415 |
|
|
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
| 416 |
|
|
#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
| 417 |
|
|
|
| 418 |
|
|
#define FLAG_MONSTER 14 /* Will attack players */ |
| 419 |
|
|
#define FLAG_FRIENDLY 15 /* Will help players */ |
| 420 |
|
|
#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
| 421 |
|
|
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
| 422 |
|
|
#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
| 423 |
|
|
#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
| 424 |
|
|
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
| 425 |
|
|
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
| 426 |
|
|
#define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
| 427 |
|
|
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
| 428 |
|
|
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
| 429 |
|
|
|
| 430 |
|
|
/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
| 431 |
|
|
/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
| 432 |
|
|
/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
| 433 |
|
|
|
| 434 |
|
|
#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
| 435 |
|
|
#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
| 436 |
|
|
#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
| 437 |
|
|
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
| 438 |
|
|
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
| 439 |
|
|
#define FLAG_HITBACK 33 /* Object will hit back when hit */ |
| 440 |
|
|
#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
| 441 |
|
|
#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
| 442 |
|
|
#define FLAG_UNDEAD 36 /* Monster is undead */ |
| 443 |
|
|
#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
| 444 |
|
|
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
| 445 |
|
|
#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
| 446 |
|
|
#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
| 447 |
|
|
|
| 448 |
|
|
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
| 449 |
|
|
//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
| 450 |
|
|
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
| 451 |
|
|
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
| 452 |
|
|
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
| 453 |
|
|
but can still attack at a distance */ |
| 454 |
|
|
|
| 455 |
|
|
/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
| 456 |
|
|
thru this object as if it wasn't there */ |
| 457 |
|
|
/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
| 458 |
|
|
|
| 459 |
|
|
#define FLAG_PICK_UP 48 /* Can pick up */ |
| 460 |
|
|
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
| 461 |
|
|
#define FLAG_NO_DROP 50 /* Object can't be dropped */ |
| 462 |
|
|
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
| 463 |
|
|
|
| 464 |
|
|
#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
| 465 |
|
|
#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
| 466 |
|
|
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
| 467 |
|
|
#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
| 468 |
|
|
#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
| 469 |
|
|
#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
| 470 |
|
|
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
| 471 |
|
|
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
| 472 |
|
|
#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
| 473 |
|
|
|
| 474 |
|
|
#define FLAG_XRAYS 61 /* X-ray vision */ |
| 475 |
|
|
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
| 476 |
|
|
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
| 477 |
|
|
|
| 478 |
|
|
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
| 479 |
|
|
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
| 480 |
|
|
#define FLAG_SLEEP 66 /* NPC is sleeping */ |
| 481 |
|
|
#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
| 482 |
|
|
#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
| 483 |
|
|
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
| 484 |
|
|
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
| 485 |
|
|
#define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
| 486 |
|
|
|
| 487 |
|
|
#define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
| 488 |
|
|
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
| 489 |
|
|
#define FLAG_CURSED 74 /* The object is cursed */ |
| 490 |
|
|
#define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
| 491 |
|
|
#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
| 492 |
|
|
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
| 493 |
|
|
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
| 494 |
|
|
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
| 495 |
|
|
|
| 496 |
|
|
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
| 497 |
|
|
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
| 498 |
|
|
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
| 499 |
|
|
|
| 500 |
|
|
#define FLAG_PRECIOUS 83 // object is precious (pets) |
| 501 |
|
|
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
| 502 |
|
|
#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
| 503 |
|
|
#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
| 504 |
|
|
|
| 505 |
|
|
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
| 506 |
|
|
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
| 507 |
|
|
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
| 508 |
|
|
#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
| 509 |
|
|
#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
| 510 |
|
|
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
| 511 |
|
|
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
| 512 |
|
|
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
| 513 |
|
|
|
| 514 |
|
|
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
| 515 |
|
|
|
| 516 |
|
|
#define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
| 517 |
|
|
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
| 518 |
|
|
* away (replaces ghosthit) |
| 519 |
|
|
*/ |
| 520 |
|
|
#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
| 521 |
|
|
|
| 522 |
|
|
#define FLAG_BERSERK 99 /* monster will attack closest living |
| 523 |
|
|
object */ |
| 524 |
|
|
#define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
| 525 |
|
|
#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
| 526 |
|
|
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
| 527 |
|
|
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
| 528 |
|
|
* load_original_map() */ |
| 529 |
|
|
#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
| 530 |
|
|
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
| 531 |
|
|
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
| 532 |
root |
1.112 |
#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
| 533 |
root |
1.111 |
#define FLAG_CONTENT_ON_GEN 108 |
| 534 |
|
|
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
| 535 |
|
|
#define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
| 536 |
|
|
#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
| 537 |
|
|
#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
| 538 |
|
|
|
| 539 |
|
|
#define NUM_FLAGS 113 /* Should always be equal to the last |
| 540 |
|
|
* defined flag + 1. If you change this, |
| 541 |
|
|
* make sure you update the flag_links |
| 542 |
|
|
* in common/loader.l |
| 543 |
|
|
*/ |
| 544 |
root |
1.1 |
|
| 545 |
|
|
/* If you add new movement types, you may need to update |
| 546 |
|
|
* describe_item() so properly describe those types. |
| 547 |
|
|
* change_abil() probably should be updated also. |
| 548 |
|
|
*/ |
| 549 |
root |
1.50 |
#define MOVE_WALK 0x01 /* Object walks */ |
| 550 |
|
|
#define MOVE_FLY_LOW 0x02 /* Low flying object */ |
| 551 |
|
|
#define MOVE_FLY_HIGH 0x04 /* High flying object */ |
| 552 |
|
|
#define MOVE_FLYING 0x06 |
| 553 |
root |
1.10 |
/* Combo of fly_low and fly_high */ |
| 554 |
root |
1.50 |
#define MOVE_SWIM 0x08 /* Swimming object */ |
| 555 |
root |
1.11 |
#define MOVE_BOAT 0x10 /* Boats/sailing */ |
| 556 |
root |
1.95 |
#define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
| 557 |
root |
1.50 |
|
| 558 |
|
|
#define MOVE_ALL 0x3f /* Mask of all movement types */ |
| 559 |
root |
1.1 |
|
| 560 |
|
|
/* typdef here to define type large enough to hold bitmask of |
| 561 |
|
|
* all movement types. Make one declaration so easy to update. |
| 562 |
|
|
*/ |
| 563 |
root |
1.10 |
typedef unsigned char MoveType; |
| 564 |
root |
1.1 |
|
| 565 |
|
|
/* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
| 566 |
|
|
* Basically, ob2 has to block all of ob1 movement types. |
| 567 |
|
|
*/ |
| 568 |
root |
1.11 |
#define OB_MOVE_BLOCK(ob1, ob2) \ |
| 569 |
root |
1.1 |
((ob1->move_type & ob2->move_block) == ob1->move_type) |
| 570 |
|
|
|
| 571 |
|
|
/* Basic macro to see if if ob1 can not move onto a space based |
| 572 |
|
|
* on the 'type' move_block parameter |
| 573 |
|
|
* Add check - if type is 0, don't stop anything from moving |
| 574 |
|
|
* onto it. |
| 575 |
|
|
* |
| 576 |
|
|
*/ |
| 577 |
root |
1.11 |
#define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
| 578 |
root |
1.39 |
((type) && (ob1->move_type & type) == ob1->move_type) |
| 579 |
root |
1.1 |
|
| 580 |
root |
1.11 |
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
| 581 |
root |
1.1 |
|
| 582 |
root |
1.11 |
#define EXIT_PATH(xyz) (xyz)->slaying |
| 583 |
|
|
#define EXIT_LEVEL(xyz) (xyz)->stats.food |
| 584 |
|
|
#define EXIT_X(xyz) (xyz)->stats.hp |
| 585 |
|
|
#define EXIT_Y(xyz) (xyz)->stats.sp |
| 586 |
|
|
#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
| 587 |
|
|
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
| 588 |
root |
1.1 |
|
| 589 |
|
|
/* for use by the lighting code */ |
| 590 |
root |
1.91 |
#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
| 591 |
root |
1.8 |
* large values allow objects that can |
| 592 |
|
|
* slow down the game */ |
| 593 |
root |
1.11 |
#define MAX_DARKNESS 5 /* maximum map darkness, there is no |
| 594 |
root |
1.10 |
* practical reason to exceed this */ |
| 595 |
root |
1.92 |
#define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
| 596 |
|
|
#define LOS_BLOCKED 100 /* fully blocked spaces */ |
| 597 |
root |
1.11 |
#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
| 598 |
root |
1.8 |
MAX_LIGHT_RADII:(xyz)->glow_radius; |
| 599 |
root |
1.93 |
// player position in blocked_los code |
| 600 |
|
|
#define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
| 601 |
|
|
#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
| 602 |
|
|
|
| 603 |
root |
1.1 |
|
| 604 |
root |
1.11 |
#define F_BUY 0 |
| 605 |
|
|
#define F_SELL 1 |
| 606 |
|
|
#define F_TRUE 2 /* True value of item, unadjusted */ |
| 607 |
|
|
#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
| 608 |
|
|
#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
| 609 |
|
|
#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
| 610 |
|
|
#define F_APPROX 32 /* flag to give a guess of item value */ |
| 611 |
|
|
#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
| 612 |
|
|
|
| 613 |
|
|
#define DIRX(xyz) freearr_x[(xyz)->direction] |
| 614 |
|
|
#define DIRY(xyz) freearr_y[(xyz)->direction] |
| 615 |
|
|
|
| 616 |
|
|
#define ARMOUR_SPEED(xyz) (xyz)->last_sp |
| 617 |
|
|
#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
| 618 |
|
|
#define WEAPON_SPEED(xyz) (xyz)->last_sp |
| 619 |
root |
1.1 |
|
| 620 |
|
|
/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
| 621 |
|
|
each of them signed char, concatenated in a int16 */ |
| 622 |
root |
1.11 |
#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
| 623 |
|
|
#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
| 624 |
|
|
#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
| 625 |
root |
1.72 |
|
| 626 |
root |
1.11 |
#define FIRE_DIRECTIONAL 0 |
| 627 |
|
|
#define FIRE_POSITIONAL 1 |
| 628 |
root |
1.1 |
|
| 629 |
|
|
/******************************************************************************/ |
| 630 |
|
|
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
| 631 |
|
|
/******************************************************************************/ |
| 632 |
|
|
/* if your monsters start acting wierd, mail me */ |
| 633 |
|
|
/******************************************************************************/ |
| 634 |
|
|
/* the following definitions are for the attack_movement variable in monsters */ |
| 635 |
|
|
/* if the attack_variable movement is left out of the monster archetype, or is*/ |
| 636 |
|
|
/* set to zero */ |
| 637 |
|
|
/* the standard mode of movement from previous versions of crossfire will be */ |
| 638 |
|
|
/* used. the upper four bits of movement data are not in effect when the monst*/ |
| 639 |
|
|
/* er has an enemy. these should only be used for non agressive monsters. */ |
| 640 |
|
|
/* to program a monsters movement add the attack movement numbers to the movem*/ |
| 641 |
|
|
/* ment numbers example a monster that moves in a circle until attacked and */ |
| 642 |
|
|
/* then attacks from a distance: */ |
| 643 |
|
|
/* CIRCLE1 = 32 */ |
| 644 |
|
|
/* + DISTATT = 1 */ |
| 645 |
|
|
/* ------------------- */ |
| 646 |
|
|
/* attack_movement = 33 */ |
| 647 |
|
|
/******************************************************************************/ |
| 648 |
root |
1.96 |
#define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
| 649 |
root |
1.1 |
/* attack from a distance - good for missile users only */ |
| 650 |
root |
1.96 |
#define RUNATT 2 /* run but attack if player catches up to object */ |
| 651 |
|
|
#define HITRUN 3 /* run to then hit player then run away cyclicly */ |
| 652 |
|
|
#define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
| 653 |
|
|
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
| 654 |
|
|
#define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
| 655 |
|
|
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
| 656 |
|
|
#define WAIT2 8 /* monster does not try to move towards player if far */ |
| 657 |
root |
1.1 |
/* maintains comfortable distance */ |
| 658 |
root |
1.96 |
|
| 659 |
|
|
#define PETMOVE 16 /* if the upper four bits of attack_movement */ |
| 660 |
root |
1.1 |
/* are set to this number, the monster follows a player */ |
| 661 |
|
|
/* until the owner calls it back or off */ |
| 662 |
|
|
/* player followed denoted by 0b->owner */ |
| 663 |
|
|
/* the monster will try to attack whatever the player is */ |
| 664 |
|
|
/* attacking, and will continue to do so until the owner */ |
| 665 |
|
|
/* calls off the monster - a key command will be */ |
| 666 |
|
|
/* inserted to do so */ |
| 667 |
root |
1.96 |
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
| 668 |
root |
1.1 |
/* are set to this number, the monster will move in a */ |
| 669 |
|
|
/* circle until it is attacked, or the enemy field is */ |
| 670 |
root |
1.10 |
/* set, this is good for non-aggressive monsters and NPC */ |
| 671 |
root |
1.96 |
#define CIRCLE2 48 /* same as above but a larger circle is used */ |
| 672 |
|
|
#define PACEH 64 /* The Monster will pace back and forth until attacked */ |
| 673 |
root |
1.1 |
/* this is HORIZONTAL movement */ |
| 674 |
root |
1.96 |
#define PACEH2 80 /* the monster will pace as above but the length of the */ |
| 675 |
root |
1.1 |
/* pace area is longer and the monster stops before */ |
| 676 |
|
|
/* changing directions */ |
| 677 |
|
|
/* this is HORIZONTAL movement */ |
| 678 |
root |
1.96 |
#define RANDO 96 /* the monster will go in a random direction until */ |
| 679 |
root |
1.1 |
/* it is stopped by an obstacle, then it chooses another */ |
| 680 |
|
|
/* direction. */ |
| 681 |
root |
1.96 |
#define RANDO2 112 /* constantly move in a different random direction */ |
| 682 |
|
|
#define PACEV 128 /* The Monster will pace back and forth until attacked */ |
| 683 |
root |
1.1 |
/* this is VERTICAL movement */ |
| 684 |
root |
1.96 |
#define PACEV2 144 /* the monster will pace as above but the length of the */ |
| 685 |
root |
1.1 |
/* pace area is longer and the monster stops before */ |
| 686 |
|
|
/* changing directions */ |
| 687 |
|
|
/* this is VERTICAL movement */ |
| 688 |
root |
1.96 |
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
| 689 |
root |
1.11 |
#define HI4 240 |
| 690 |
root |
1.1 |
|
| 691 |
pippijn |
1.35 |
#define BLANK_FACE_NAME "blank.x11" |
| 692 |
|
|
#define EMPTY_FACE_NAME "empty.x11" |
| 693 |
root |
1.1 |
|
| 694 |
|
|
/* |
| 695 |
|
|
* Defines for the luck/random functions to make things more readable |
| 696 |
|
|
*/ |
| 697 |
|
|
|
| 698 |
root |
1.11 |
#define PREFER_HIGH 1 |
| 699 |
|
|
#define PREFER_LOW 0 |
| 700 |
root |
1.1 |
|
| 701 |
|
|
/* Flags for apply_special() */ |
| 702 |
root |
1.10 |
enum apply_flag |
| 703 |
|
|
{ |
| 704 |
root |
1.58 |
/* Basic flags/mode, always use one of these */ |
| 705 |
root |
1.117 |
AP_TOGGLE = 0, |
| 706 |
root |
1.118 |
AP_APPLY = 0x01, |
| 707 |
|
|
AP_UNAPPLY = 0x02, |
| 708 |
|
|
AP_MODE = 0x03, |
| 709 |
root |
1.1 |
|
| 710 |
|
|
/* Optional flags, for bitwise or with a basic flag */ |
| 711 |
root |
1.58 |
AP_NO_MERGE = 0x10, |
| 712 |
|
|
AP_IGNORE_CURSE = 0x20, |
| 713 |
root |
1.117 |
AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
| 714 |
root |
1.118 |
AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
| 715 |
root |
1.1 |
}; |
| 716 |
|
|
|
| 717 |
|
|
/* Bitmask values for 'can_apply_object()' return values. |
| 718 |
|
|
* the CAN_APPLY_ prefix is to just note what function the |
| 719 |
|
|
* are returned from. |
| 720 |
|
|
* |
| 721 |
|
|
* CAN_APPLY_NEVER: who will never be able to use this - requires a body |
| 722 |
|
|
* location who doesn't have. |
| 723 |
|
|
* CAN_APPLY_RESTRICTION: There is some restriction from using this item - |
| 724 |
|
|
* this basically means one of the FLAGS are set saying you can't |
| 725 |
|
|
* use this. |
| 726 |
|
|
* CAN_APPLY_NOT_MASK - this can be used to check the return value to see |
| 727 |
|
|
* if this object can do anything to use this object. If the value |
| 728 |
|
|
* returned from can_apply_object() anded with the mask is non zero, |
| 729 |
|
|
* then it is out of the control of this creature to use the item. |
| 730 |
|
|
* otherwise it means that by unequipping stuff, they could apply the object |
| 731 |
|
|
* CAN_APPLY_UNAPPLY: Player needs to unapply something before applying |
| 732 |
|
|
* this. |
| 733 |
|
|
* CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be |
| 734 |
|
|
* unapplied before this can be applied. Think of switching to |
| 735 |
|
|
* a bow but you have a sword & shield - both the sword and |
| 736 |
|
|
* shield need to be uneqipped before you can do the bow. |
| 737 |
|
|
* CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before |
| 738 |
|
|
* this one can be applied. Think of rings - human is wearing two |
| 739 |
|
|
* rings and tries to apply one - there are two possible rings he |
| 740 |
|
|
* could remove. |
| 741 |
|
|
* |
| 742 |
|
|
*/ |
| 743 |
root |
1.118 |
#define CAN_APPLY_NEVER 0x01 |
| 744 |
|
|
#define CAN_APPLY_RESTRICTION 0x02 |
| 745 |
|
|
#define CAN_APPLY_NOT_MASK 0x0f |
| 746 |
|
|
|
| 747 |
root |
1.11 |
#define CAN_APPLY_UNAPPLY 0x10 |
| 748 |
|
|
#define CAN_APPLY_UNAPPLY_MULT 0x20 |
| 749 |
|
|
#define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
| 750 |
root |
1.1 |
|
| 751 |
root |
1.63 |
// Cut off point of when an object is put on the active list or not |
| 752 |
|
|
// we use 2**-n because that can be represented exactly |
| 753 |
|
|
// also make sure that this is a float, not double, constant |
| 754 |
|
|
#define MIN_ACTIVE_SPEED (1.f / 65536.f) |
| 755 |
root |
1.1 |
|
| 756 |
root |
1.110 |
/* have mercy on players and guarantee a somewhat higher speed */ |
| 757 |
|
|
#define MIN_PLAYER_SPEED 0.04f |
| 758 |
|
|
|
| 759 |
root |
1.1 |
/* |
| 760 |
|
|
* Warning! |
| 761 |
|
|
* If you add message types here, don't forget |
| 762 |
|
|
* to keep the client up to date too! |
| 763 |
|
|
*/ |
| 764 |
root |
1.10 |
|
| 765 |
root |
1.1 |
/* message types */ |
| 766 |
root |
1.11 |
#define MSG_TYPE_BOOK 1 |
| 767 |
|
|
#define MSG_TYPE_CARD 2 |
| 768 |
|
|
#define MSG_TYPE_PAPER 3 |
| 769 |
|
|
#define MSG_TYPE_SIGN 4 |
| 770 |
|
|
#define MSG_TYPE_MONUMENT 5 |
| 771 |
|
|
#define MSG_TYPE_SCRIPTED_DIALOG 6 |
| 772 |
|
|
#define MSG_TYPE_MOTD 7 |
| 773 |
|
|
#define MSG_TYPE_ADMIN 8 |
| 774 |
|
|
#define MSG_TYPE_LAST 9 |
| 775 |
root |
1.1 |
|
| 776 |
root |
1.11 |
#define MSG_SUBTYPE_NONE 0 |
| 777 |
root |
1.1 |
|
| 778 |
|
|
/* book messages subtypes */ |
| 779 |
root |
1.11 |
#define MSG_TYPE_BOOK_CLASP_1 1 |
| 780 |
|
|
#define MSG_TYPE_BOOK_CLASP_2 2 |
| 781 |
|
|
#define MSG_TYPE_BOOK_ELEGANT_1 3 |
| 782 |
|
|
#define MSG_TYPE_BOOK_ELEGANT_2 4 |
| 783 |
|
|
#define MSG_TYPE_BOOK_QUARTO_1 5 |
| 784 |
|
|
#define MSG_TYPE_BOOK_QUARTO_2 6 |
| 785 |
|
|
#define MSG_TYPE_BOOK_SPELL_EVOKER 7 |
| 786 |
|
|
#define MSG_TYPE_BOOK_SPELL_PRAYER 8 |
| 787 |
|
|
#define MSG_TYPE_BOOK_SPELL_PYRO 9 |
| 788 |
|
|
#define MSG_TYPE_BOOK_SPELL_SORCERER 10 |
| 789 |
|
|
#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 |
| 790 |
root |
1.1 |
|
| 791 |
|
|
/* card messages subtypes*/ |
| 792 |
root |
1.11 |
#define MSG_TYPE_CARD_SIMPLE_1 1 |
| 793 |
|
|
#define MSG_TYPE_CARD_SIMPLE_2 2 |
| 794 |
|
|
#define MSG_TYPE_CARD_SIMPLE_3 3 |
| 795 |
|
|
#define MSG_TYPE_CARD_ELEGANT_1 4 |
| 796 |
|
|
#define MSG_TYPE_CARD_ELEGANT_2 5 |
| 797 |
|
|
#define MSG_TYPE_CARD_ELEGANT_3 6 |
| 798 |
|
|
#define MSG_TYPE_CARD_STRANGE_1 7 |
| 799 |
|
|
#define MSG_TYPE_CARD_STRANGE_2 8 |
| 800 |
|
|
#define MSG_TYPE_CARD_STRANGE_3 9 |
| 801 |
|
|
#define MSG_TYPE_CARD_MONEY_1 10 |
| 802 |
|
|
#define MSG_TYPE_CARD_MONEY_2 11 |
| 803 |
|
|
#define MSG_TYPE_CARD_MONEY_3 12 |
| 804 |
root |
1.1 |
|
| 805 |
|
|
/* Paper messages subtypes */ |
| 806 |
root |
1.11 |
#define MSG_TYPE_PAPER_NOTE_1 1 |
| 807 |
|
|
#define MSG_TYPE_PAPER_NOTE_2 2 |
| 808 |
|
|
#define MSG_TYPE_PAPER_NOTE_3 3 |
| 809 |
|
|
#define MSG_TYPE_PAPER_LETTER_OLD_1 4 |
| 810 |
|
|
#define MSG_TYPE_PAPER_LETTER_OLD_2 5 |
| 811 |
|
|
#define MSG_TYPE_PAPER_LETTER_NEW_1 6 |
| 812 |
|
|
#define MSG_TYPE_PAPER_LETTER_NEW_2 7 |
| 813 |
|
|
#define MSG_TYPE_PAPER_ENVELOPE_1 8 |
| 814 |
|
|
#define MSG_TYPE_PAPER_ENVELOPE_2 9 |
| 815 |
|
|
#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 |
| 816 |
|
|
#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 |
| 817 |
|
|
#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 |
| 818 |
|
|
#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 |
| 819 |
|
|
#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 |
| 820 |
root |
1.1 |
|
| 821 |
|
|
/* road signs messages subtypes */ |
| 822 |
root |
1.11 |
#define MSG_TYPE_SIGN_BASIC 1 |
| 823 |
|
|
#define MSG_TYPE_SIGN_DIR_LEFT 2 |
| 824 |
|
|
#define MSG_TYPE_SIGN_DIR_RIGHT 3 |
| 825 |
|
|
#define MSG_TYPE_SIGN_DIR_BOTH 4 |
| 826 |
root |
1.1 |
|
| 827 |
|
|
/* stones and monument messages */ |
| 828 |
root |
1.11 |
#define MSG_TYPE_MONUMENT_STONE_1 1 |
| 829 |
|
|
#define MSG_TYPE_MONUMENT_STONE_2 2 |
| 830 |
|
|
#define MSG_TYPE_MONUMENT_STONE_3 3 |
| 831 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_1 4 |
| 832 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_2 5 |
| 833 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_3 6 |
| 834 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 |
| 835 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 |
| 836 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 |
| 837 |
|
|
#define MSG_TYPE_MONUMENT_WALL_1 10 |
| 838 |
|
|
#define MSG_TYPE_MONUMENT_WALL_2 11 |
| 839 |
|
|
#define MSG_TYPE_MONUMENT_WALL_3 12 |
| 840 |
root |
1.1 |
|
| 841 |
|
|
/*some readable flags*/ |
| 842 |
|
|
|
| 843 |
|
|
/* dialog messsage */ |
| 844 |
root |
1.11 |
#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ |
| 845 |
|
|
#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ |
| 846 |
|
|
#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ |
| 847 |
root |
1.1 |
|
| 848 |
|
|
/* admin messages */ |
| 849 |
root |
1.11 |
#define MSG_TYPE_ADMIN_RULES 1 |
| 850 |
|
|
#define MSG_TYPE_ADMIN_NEWS 2 |
| 851 |
root |
1.1 |
|
| 852 |
root |
1.67 |
/** |
| 853 |
|
|
* Maximum distance a player may hear a sound from. |
| 854 |
root |
1.100 |
* This is only used for client/server sound and say. If the sound source |
| 855 |
root |
1.67 |
* on the map is farther away than this, we don't sent it to the client. |
| 856 |
|
|
*/ |
| 857 |
|
|
#define MAX_SOUND_DISTANCE 16 |
| 858 |
|
|
|
| 859 |
root |
1.69 |
#define LOG_CHANNEL "log" // the plain and ugly standard server log |
| 860 |
|
|
#define INFO_CHANNEL "info" // lower_left box |
| 861 |
root |
1.94 |
#define SAY_CHANNEL "say" |
| 862 |
|
|
#define CHAT_CHANNEL "chat" |
| 863 |
root |
1.73 |
#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
| 864 |
root |
1.69 |
|
| 865 |
|
|
/* The following are the color flags passed to new_draw_info. |
| 866 |
|
|
* |
| 867 |
|
|
* We also set up some control flags |
| 868 |
|
|
* |
| 869 |
|
|
* NDI = New Draw Info |
| 870 |
|
|
*/ |
| 871 |
|
|
|
| 872 |
|
|
/* Color specifications - note these match the order in xutil.c */ |
| 873 |
|
|
/* Note 2: Black, the default color, is 0. Thus, it does not need to |
| 874 |
|
|
* be implicitly specified. |
| 875 |
|
|
*/ |
| 876 |
|
|
#define NDI_BLACK 0 |
| 877 |
|
|
#define NDI_WHITE 1 |
| 878 |
|
|
#define NDI_NAVY 2 |
| 879 |
|
|
#define NDI_RED 3 |
| 880 |
|
|
#define NDI_ORANGE 4 |
| 881 |
|
|
#define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
| 882 |
|
|
#define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
| 883 |
|
|
#define NDI_GREEN 7 /* SeaGreen */ |
| 884 |
|
|
#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
| 885 |
|
|
/* Than seagreen - also background color */ |
| 886 |
|
|
#define NDI_GREY 9 |
| 887 |
|
|
#define NDI_BROWN 10 /* Sienna */ |
| 888 |
|
|
#define NDI_GOLD 11 |
| 889 |
|
|
#define NDI_TAN 12 /* Khaki */ |
| 890 |
|
|
|
| 891 |
|
|
#define NDI_MAX_COLOR 12 /* Last value in */ |
| 892 |
|
|
#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
| 893 |
|
|
/* using an int anyways, so we have the space */ |
| 894 |
|
|
/* to still do all the flags */ |
| 895 |
|
|
|
| 896 |
|
|
#define NDI_REPLY 0x20 // is a direct reply to a user command |
| 897 |
root |
1.72 |
#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
| 898 |
|
|
#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
| 899 |
|
|
#define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
| 900 |
root |
1.69 |
|
| 901 |
|
|
#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
| 902 |
|
|
#define NDI_ALL 0x2000 /* Inform all players of this message */ |
| 903 |
|
|
#define NDI_DEF 0x4000 // ignore colour for channel protocol |
| 904 |
root |
1.87 |
#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
| 905 |
root |
1.69 |
|
| 906 |
root |
1.1 |
#endif /* DEFINE_H */ |
| 907 |
root |
1.11 |
|