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/*
* static char *rcsid_define_h =
* "$Id: define.h 7624 2007-12-01 10:15:18Z ryo_saeba $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/* This file is best viewed with a window width of about 100 character */
/* This file is really too large. With all the .h files
* around, this file should be better split between them - things
* that deal with objects should be in objects.h, things dealing
* with players in player.h, etc. As it is, everything just seems
* to be dumped in here.
*/
#ifndef DEFINE_H
#define DEFINE_H
/*
* Crossfire requires ANSI-C, but some compilers "forget" to define it.
* Thus the prototypes made by cextract don't get included correctly.
*/
#if !defined(__STDC__)
/* Removed # from start of following line. makedepend was picking it up.
* The following should still hopefully result in an error.
*/
error - Your ANSI C compiler should be defining __STDC__;
#endif
#ifndef WIN32 /* ---win32 exclude unix configuration part */
#include <autoconf.h>
#endif
#define FONTDIR ""
#define FONTNAME ""
/* Decstations have trouble with fabs()... */
#define FABS(x) ((x)<0?-(x):(x))
#ifdef __NetBSD__
#include <sys/param.h>
#endif
#ifndef MIN
#define MIN(x,y) ((x)<(y)?(x):(y))
#endif
#ifndef MAX
#define MAX(x,y) ((x)>(y)?(x):(y))
#endif
/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
#ifndef NAME_MAX
#define NAME_MAX 255
#endif
/* MAX3 is basically like MAX, but instead does 3 values. */
#ifndef MAX3
#define MAX3(x,y, z) (MAX(x, MAX(y,z)))
#endif
/* MIN3 is basically like MIN, but instead does 3 values. */
#ifndef MIN3
#define MIN3(x,y, z) (MIN(x, MIN(y,z)))
#endif
#define MAX_STAT 30 /* The maximum legal value of any stat */
#define MIN_STAT 1 /* The minimum legal value of any stat */
#define MAX_BUF 256 /* Used for all kinds of things */
#define VERY_BIG_BUF 1024
#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
#define FONTSIZE 3000 /* Max chars in font */
#define MAX_ANIMATIONS 256
#define MAX_NAME 48
#define BIG_NAME 32
#define MAX_EXT_TITLE 98
/* Fatal variables; used as arguments to fatal() */
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
#define ARCHTABLE_TOO_SMALL 2
#define TOO_MANY_ERRORS 3
/* TYPE DEFINES */
/* Only add new values to this list if somewhere in the program code,
* it is actually needed. Just because you add a new monster does not
* mean it has to have a type defined here. That only needs to happen
* if in some .c file, it needs to do certain special actions based on
* the monster type, that can not be handled by any of the numerous
* flags
* Also, if you add new entries, try and fill up the holes in this list.
* Additionally, when you add a new entry, include it in the table in item.c
*/
/* type 0 will be undefined and shows a non valid type information */
#define PLAYER 1
#define TRANSPORT 2 /* see doc/Developers/objects */
#define ROD 3
#define TREASURE 4
#define POTION 5
#define FOOD 6
#define POISON 7
#define BOOK 8
#define CLOCK 9
/*#define FBULLET 10 */
/*#define FBALL 11 */
#define LIGHTNING 12
#define ARROW 13
#define BOW 14
#define WEAPON 15
#define ARMOUR 16
#define PEDESTAL 17
#define ALTAR 18
/*#define CONFUSION 19 */
#define LOCKED_DOOR 20
#define SPECIAL_KEY 21
#define MAP 22
#define DOOR 23
#define KEY 24
/*#define MMISSILE 25 */
#define TIMED_GATE 26
#define TRIGGER 27
#define GRIMREAPER 28
#define MAGIC_EAR 29
#define TRIGGER_BUTTON 30
#define TRIGGER_ALTAR 31
#define TRIGGER_PEDESTAL 32
#define SHIELD 33
#define HELMET 34
#define HORN 35
#define MONEY 36
#define CLASS 37 /* object for applying character class modifications to someone */
#define GRAVESTONE 38
#define AMULET 39
#define PLAYERMOVER 40
#define TELEPORTER 41
#define CREATOR 42
#define SKILL 43 /* also see SKILL_TOOL (74) below */
#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
/* experience for broad skill categories. This value */
/* is now automatically converteed at load time. */
#define EARTHWALL 45
#define GOLEM 46
/*#define BOMB 47 */
#define THROWN_OBJ 48
#define BLINDNESS 49
#define GOD 50
#define DETECTOR 51 /* peterm: detector is an object */
/* which notices the presense of */
/* another object and is triggered */
/* like buttons. */
#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
/* force into a player with a specified string WHEN TRIGGERED. */
#define DEAD_OBJECT 53
#define DRINK 54
#define MARKER 55 /* inserts an invisible, weightless */
/* force into a player with a specified string. */
#define HOLY_ALTAR 56
#define PLAYER_CHANGER 57
#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
#define PEACEMAKER 59 /* Object owned by a player which can convert */
/* a monster into a peaceful being incapable of attack. */
#define GEM 60
/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
#define FIREWALL 62
#define ANVIL 63
#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
* values of last_sp set how to change:
* 0 = furious, all monsters become aggressive
* 1 = angry, all but friendly become aggressive
* 2 = calm, all aggressive monsters calm down
* 3 = sleep, all monsters fall asleep
* 4 = charm, monsters become pets */
#define EXIT 66
#define ENCOUNTER 67
#define SHOP_FLOOR 68
#define SHOP_MAT 69
#define RING 70
#define FLOOR 71 /* this is a floor tile -> native layer 0 */
#define FLESH 72 /* animal 'body parts' -b.t. */
#define INORGANIC 73 /* metals and minerals */
#define SKILL_TOOL 74 /* Allows the use of a skill */
#define LIGHTER 75
/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
* types are not used in any archetypes, and should perhaps be removed.
*/
#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
#define MISC_OBJECT 79 /* misc. objects are for objects without a function
in the engine. Like statues, clocks, chairs,...
If perhaps we create a function where we can sit
on chairs, we create a new type and remove all
chairs from here. */
#define MONSTER 80 /* yes, thats a real, living creature */
#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
#define LAMP 82 /* a lamp */
#define DUPLICATOR 83 /* duplicator/multiplier object */
#define TOOL 84 /* a tool for building objects */
#define SPELLBOOK 85
#define BUILDFAC 86 /* facilities for building objects */
#define CLOAK 87
/*#define CONE 88 */
/*#define AURA 89 *//* aura spell object */
#define SPINNER 90
#define GATE 91
#define BUTTON 92
#define CF_HANDLE 93
#define HOLE 94
#define TRAPDOOR 95
/*#define WORD_OF_RECALL 96 */
/*#define PARAIMAGE 97 */
#define SIGN 98
#define BOOTS 99
#define GLOVES 100
#define SPELL 101
#define SPELL_EFFECT 102
#define CONVERTER 103
#define BRACERS 104
#define POISONING 105
#define SAVEBED 106
#define POISONCLOUD 107
#define FIREHOLES 108
#define WAND 109
/*#define ABILITY 110*/
#define SCROLL 111
#define DIRECTOR 112
#define GIRDLE 113
#define FORCE 114
#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
#define CONTAINER 122
#define ARMOUR_IMPROVER 123
#define WEAPON_IMPROVER 124
/* unused: 125 - 129
* type 125 was MONEY_CHANGER
*/
#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
#define DEEP_SWAMP 138
#define IDENTIFY_ALTAR 139
/*#define CANCELLATION 141*/ /* not used with new spell code */
#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
/*#define SWARM_SPELL 153*/
#define RUNE 154
#define TRAP 155
#define POWER_CRYSTAL 156
#define CORPSE 157
#define DISEASE 158
#define SYMPTOM 159
#define BUILDER 160 /* Generic item builder, see subtypes */
#define MATERIAL 161 /* Material for building */
/* #define GPS 162 Ground positionning system, moved to Python plugin */
#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
#define QUEST 164 /* See below for subtypes */
#define OBJECT_TYPE_MAX 164 /* update if you add new types */
/* END TYPE DEFINE */
/* Subtypes for BUILDER */
#define ST_BD_BUILD 1 /* Builds an item */
#define ST_BD_REMOVE 2 /* Removes an item */
/* Subtypes for MATERIAL */
#define ST_MAT_FLOOR 1 /* Floor */
#define ST_MAT_WALL 2 /* Wall */
#define ST_MAT_ITEM 3 /* All other items, including doors & such */
/* Subtypes for QUEST */
#define QUEST_IN_PROGRESS 1
#define QUEST_DONE_QUEST 2
#define QUEST_DONE_TASK 3
#define QUEST_START_QUEST 4
#define QUEST_END_QUEST 5
#define QUEST_START_TASK 6
#define QUEST_END_TASK 7
#define QUEST_OVERRIDE 8
#define QUEST_ON_ACTIVATE 9
/* definitions for weapontypes */
#define WEAP_HIT 0 /* the basic */
#define WEAP_SLASH 1 /* slash */
#define WEAP_PIERCE 2 /* arrows, stiletto */
#define WEAP_CLEAVE 3 /* axe */
#define WEAP_SLICE 4 /* katana */
#define WEAP_STAB 5 /* knife, dagger */
#define WEAP_WHIP 6 /* whips n chains */
#define WEAP_CRUSH 7 /* big hammers, flails */
#define WEAP_BLUD 8 /* bludgeoning, club, stick */
typedef struct typedata {
int number;
const char *name;
const char *name_pl;
int identifyskill;
int identifyskill2;
} typedata;
extern const int ItemTypesSize;
extern typedata ItemTypes[];
/* definitions for detailed pickup descriptions.
* The objective is to define intelligent groups of items that the
* user can pick up or leave as he likes. */
/* high bit as flag for new pickup options */
#define PU_NOTHING 0x00000000
#define PU_DEBUG 0x10000000
#define PU_INHIBIT 0x20000000
#define PU_STOP 0x40000000
#define PU_NEWMODE 0x80000000
#define PU_RATIO 0x0000000F
#define PU_FOOD 0x00000010
#define PU_DRINK 0x00000020
#define PU_VALUABLES 0x00000040
#define PU_BOW 0x00000080
#define PU_ARROW 0x00000100
#define PU_HELMET 0x00000200
#define PU_SHIELD 0x00000400
#define PU_ARMOUR 0x00000800
#define PU_BOOTS 0x00001000
#define PU_GLOVES 0x00002000
#define PU_CLOAK 0x00004000
#define PU_KEY 0x00008000
#define PU_MISSILEWEAPON 0x00010000
#define PU_ALLWEAPON 0x00020000
#define PU_MAGICAL 0x00040000
#define PU_POTION 0x00080000
#define PU_SPELLBOOK 0x00100000
#define PU_SKILLSCROLL 0x00200000
#define PU_READABLES 0x00400000
#define PU_MAGIC_DEVICE 0x00800000
#define PU_NOT_CURSED 0x01000000
#define PU_JEWELS 0x02000000
#define PU_FLESH 0x04000000
/* Instead of using arbitrary constants for indexing the
* freearr, add these values. <= SIZEOFFREE1 will get you
* within 1 space. <= SIZEOFFREE2 will get you withing
* 2 spaces, and the entire array (< SIZEOFFREE) is
* three spaces
*/
#define SIZEOFFREE1 8
#define SIZEOFFREE2 24
#define SIZEOFFREE 49
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
/* Flag structure now changed.
* Each flag is now a bit offset, starting at zero. The macros
* will update/read the appropriate flag element in the object
* structure.
*
* Hopefully, since these offsets are integer constants set at run time,
* the compiler will reduce the macros something as simple as the
* old system was.
*
* Flags now have FLAG as the prefix. This to be clearer, and also
* to make sure F_ names are not still being used anyplace.
*
* The macros below assume that the flag size for each element is 32
* bits. IF it is smaller, bad things will happen. See structs.h
* for more info.
*
* All functions should use the macros below. In process of converting
* to the new system, I find several files that did not use the previous
* macros.
*
* If any FLAG's are or changed, make sure the flag_names structure in
* common/loader.l is updated.
*
* flags[0] is 0 to 31
* flags[1] is 32 to 63
* flags[2] is 64 to 95
* flags[3] is 96 to 127
*/
/* Basic routines to do above */
#define SET_FLAG(xyz, p) \
((xyz)->flags[p/32] |= (1U << (p % 32)))
#define CLEAR_FLAG(xyz, p) \
((xyz)->flags[p/32] &= ~(1U << (p % 32)))
#define QUERY_FLAG(xyz, p) \
((xyz)->flags[p/32] & (1U << (p % 32)))
#define COMPARE_FLAGS(p,q) \
( \
((p)->flags[0] == (q)->flags[0]) && \
((p)->flags[1] == (q)->flags[1]) && \
((p)->flags[2] == (q)->flags[2]) && \
((p)->flags[3] == (q)->flags[3]) \
)
/* convenience macros to determine what kind of things we are dealing with */
#define IS_WEAPON(op) \
(op->type == ARROW || op->type == BOW || op->type == WEAPON)
#define IS_ARMOR(op) \
(op->type == ARMOUR || op->type == HELMET || \
op->type == BOOTS || op->type == GLOVES)
#define IS_SHIELD(op) \
(op->type == SHIELD)
#define IS_LIVE(op) \
((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
(QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
!op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
#define IS_ARROW(op) \
(op->type==ARROW || \
(op->type==SPELL_EFFECT && \
(op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
/* This return TRUE if object has still randomitems which
* could be expanded.
*/
#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
/* the flags */
#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
#define FLAG_WIZ 1 /* Object has special privilegies */
#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
#define FLAG_FREED 3 /* Object is in the list of free objects */
#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
#define FLAG_APPLIED 5 /* Object is ready for use by living */
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
#define FLAG_NO_PICK 8 /* Object can't be picked up */
#define FLAG_CLIENT_ANIM_SYNC 9 /* Let client animate this, synchronized */
#define FLAG_CLIENT_ANIM_RANDOM 10/* Client animate this, randomized */
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
#define FLAG_MONSTER 14 /* Will attack players */
#define FLAG_FRIENDLY 15 /* Will help players */
#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
#define FLAG_TREASURE 19 /* Will generate treasure when applied */
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
#define FLAG_CAN_ROLL 22 /* Object can be rolled */
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */
#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/
/* Start of values in flags[1] */
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
#define FLAG_HITBACK 33 /* Object will hit back when hit */
#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
#define FLAG_UNDEAD 36 /* Monster is undead */
#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
but can still attack at a distance */
/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \
thru this object as if it wasn't there */
/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
#define FLAG_PICK_UP 48 /* Can pick up */
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
#define FLAG_NO_DROP 50 /* Object can't be dropped */
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
#define FLAG_READY_BOW 60 /* not implemented yet */
#define FLAG_XRAYS 61 /* X-ray vision */
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
/* Start of values in flags[2] */
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
#define FLAG_SLEEP 66 /* NPC is sleeping */
#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
#define FLAG_STEALTH 71 /* Will wake monsters with less range */
#define FLAG_WIZPASS 72 /* The wizard can go through walls */
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
#define FLAG_CURSED 74 /* The object is cursed */
#define FLAG_DAMNED 75 /* The object is _very_ cursed */
#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
/* Start of values in flags[3] */
#define FLAG_NO_STEAL 96 /* Item can't be stolen */
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
* away (replaces ghosthit)
*/
#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
* detect cases were the server is trying
* to send an upditem when we have not
* actually sent the item.
*/
#define FLAG_BERSERK 99 /* monster will attack closest living
object */
#define FLAG_NEUTRAL 100 /* monster is from type neutral */
#define FLAG_NO_ATTACK 101 /* monster don't attack */
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
* load_original_map() */
#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
* the overlay, and is not subject to
* decay. */
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
#define FLAG_IS_WATER 107
#define FLAG_CONTENT_ON_GEN 108
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instantiated*/
#define FLAG_IS_BUILDABLE 110 /* Can build on item */
#define FLAG_AFK 111 /* Player is AFK */
#define NUM_FLAGS 111 /* Should always be equal to the last
* defined flag. If you change this,
* make sure you update the flag_links
* in common/loader.l
*/
/* Values can go up to 127 before the size of the flags array in the
* object structure needs to be enlarged.
* So there are 18 available flags slots
*/
#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
#if 0
/* These should no longer be needed - access move_slow_penalty
* directly.
*/
#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
#endif
/* If you add new movement types, you may need to update
* describe_item() so properly describe those types.
* change_abil() probably should be updated also.
*/
#define MOVE_WALK 0x1 /* Object walks */
#define MOVE_FLY_LOW 0x2 /* Low flying object */
#define MOVE_FLY_HIGH 0x4 /* High flying object */
#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */
#define MOVE_SWIM 0x8 /* Swimming object */
#define MOVE_BOAT 0x10 /* Boats/sailing */
#define MOVE_ALL 0x1f /* Mask of all movement types */
/* the normal assumption is that objects are walking/flying.
* So often we don't want to block movement, but still don't want
* to allow all types (swimming is rather specialized) - I also
* expect as more movement types show up, this is likely to get
* updated. Basically, this is the default for spaces that allow
* movement - anything but swimming right now. If you really
* want nothing at all, then can always set move_block to 0
*/
#define MOVE_BLOCK_DEFAULT MOVE_SWIM
/* typdef here to define type large enough to hold bitmask of
* all movement types. Make one declaration so easy to update.
* uint8 is defined yet, so just use what that would define it
* at anyways.
*/
typedef unsigned char MoveType;
/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
* Basically, ob2 has to block all of ob1 movement types.
*/
#define OB_MOVE_BLOCK(ob1, ob2) \
((ob1->move_type & ob2->move_block) == ob1->move_type)
/* Basic macro to see if if ob1 can not move onto a space based
* on the 'type' move_block parameter
* Add check - if type is 0, don't stop anything from moving
* onto it.
*
*/
#define OB_TYPE_MOVE_BLOCK(ob1, type) \
( (type != 0) && (ob1->move_type & type) == ob1->move_type)
#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
/* Note: These values are only a default value, resizing can change them */
#define INV_SIZE 12 /* How many items can be viewed in inventory */
#define LOOK_SIZE 6 /* ditto, but for the look-window */
#define MAX_INV_SIZE 40 /* For initializing arrays */
#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
#define EDITABLE(xyz) ((xyz)->arch->editable)
#define E_MONSTER 0x00000001
#define E_EXIT 0x00000002
#define E_TREASURE 0x00000004
#define E_BACKGROUND 0x00000008
#define E_DOOR 0x00000010
#define E_SPECIAL 0x00000020
#define E_SHOP 0x00000040
#define E_NORMAL 0x00000080
#define E_FALSE_WALL 0x00000100
#define E_WALL 0x00000200
#define E_EQUIPMENT 0x00000400
#define E_OTHER 0x00000800
#define E_ARTIFACT 0x00001000
#define EXIT_PATH(xyz) (xyz)->slaying
#define EXIT_LEVEL(xyz) (xyz)->stats.food
#define EXIT_X(xyz) (xyz)->stats.hp
#define EXIT_Y(xyz) (xyz)->stats.sp
#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
/* for use by the lighting code */
#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
* large values allow objects that can
* slow down the game */
#define MAX_DARKNESS 5 /* maximum map darkness, there is no
* practical reason to exceed this */
#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
MAX_LIGHT_RADII:(xyz)->glow_radius;
#define F_BUY 0
#define F_SELL 1
#define F_TRUE 2 /* True value of item, unadjusted */
#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
#define F_APPROX 32 /* flag to give a guess of item value */
#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
/**
* Maximum item power an item can have. If changed, check object::item_power for overflow issues.
*/
#define MAX_WEAPON_ITEM_POWER 100
#define DIRX(xyz) freearr_x[(xyz)->direction]
#define DIRY(xyz) freearr_y[(xyz)->direction]
#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
#define ARMOUR_SPEED(xyz) (xyz)->last_sp
#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
#define WEAPON_SPEED(xyz) (xyz)->last_sp
/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
each of them signed char, concatenated in a int16 */
#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
#define FIRE_DIRECTIONAL 0
#define FIRE_POSITIONAL 1
/******************************************************************************/
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
/******************************************************************************/
/* if your monsters start acting wierd, mail me */
/******************************************************************************/
/* the following definitions are for the attack_movement variable in monsters */
/* if the attack_variable movement is left out of the monster archetype, or is*/
/* set to zero */
/* the standard mode of movement from previous versions of crossfire will be */
/* used. the upper four bits of movement data are not in effect when the monst*/
/* er has an enemy. these should only be used for non agressive monsters. */
/* to program a monsters movement add the attack movement numbers to the movem*/
/* ment numbers example a monster that moves in a circle until attacked and */
/* then attacks from a distance: */
/* CIRCLE1 = 32 */
/* + DISTATT = 1 */
/* ------------------- */
/* attack_movement = 33 */
/******************************************************************************/
#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
#define RUNATT 2 /* run but attack if player catches up to object */
#define HITRUN 3 /* run to then hit player then run away cyclicly */
#define WAITATT 4 /* wait for player to approach then hit, move if hit */
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
#define ALLRUN 6 /* always run never attack good for sim. of weak player */
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
#define WAIT2 8 /* monster does not try to move towards player if far */
/* maintains comfortable distance */
#define PETMOVE 16 /* if the upper four bits of attack_movement */
/* are set to this number, the monster follows a player */
/* until the owner calls it back or off */
/* player followed denoted by 0b->owner */
/* the monster will try to attack whatever the player is */
/* attacking, and will continue to do so until the owner */
/* calls off the monster - a key command will be */
/* inserted to do so */
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
/* are set to this number, the monster will move in a */
/* circle until it is attacked, or the enemy field is */
/* set, this is good for non-aggressive monsters and NPC */
#define CIRCLE2 48 /* same as above but a larger circle is used */
#define PACEH 64 /* The Monster will pace back and forth until attacked */
/* this is HORIZONTAL movement */
#define PACEH2 80 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is HORIZONTAL movement */
#define RANDO 96 /* the monster will go in a random direction until */
/* it is stopped by an obstacle, then it chooses another */
/* direction. */
#define RANDO2 112 /* constantly move in a different random direction */
#define PACEV 128 /* The Monster will pace back and forth until attacked */
/* this is VERTICAL movement */
#define PACEV2 144 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is VERTICAL movement */
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
#define HI4 240
/*
* Use of the state-variable in player objects:
*/
#define ST_PLAYING 0
#define ST_PLAY_AGAIN 1
#define ST_ROLL_STAT 2
#define ST_CHANGE_CLASS 3
#define ST_CONFIRM_QUIT 4
#define ST_CONFIGURE 5
#define ST_GET_NAME 6
#define ST_GET_PASSWORD 7
#define ST_CONFIRM_PASSWORD 8
#define ST_GET_PARTY_PASSWORD 10
#define ST_CHANGE_PASSWORD_OLD 11 /* Player is entering old password to change password */
#define ST_CHANGE_PASSWORD_NEW 12 /* Player is entering new password */
#define ST_CHANGE_PASSWORD_CONFIRM 13 /* Player is confirming new password */
#define BLANK_FACE_NAME "blank.111"
#define EMPTY_FACE_NAME "empty.111"
#define DARK_FACE1_NAME "dark1.111"
#define DARK_FACE2_NAME "dark2.111"
#define DARK_FACE3_NAME "dark3.111"
#define SMOOTH_FACE_NAME "default_smoothed.111"
/*
* Defines for the luck/random functions to make things more readable
*/
#define PREFER_HIGH 1
#define PREFER_LOW 0
/* Simple function we use below to keep adding to the same string
* but also make sure we don't overwrite that string.
*/
static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
{
if (*curlen == (maxlen-1)) return;
strncpy(dest+*curlen, orig, maxlen-*curlen-1);
dest[maxlen-1]=0;
*curlen += strlen(orig);
if (*curlen>(maxlen-1)) *curlen=maxlen-1;
}
/* The SAFE versions of these call the safe_strcat function above.
* Ideally, all functions should use the SAFE functions, but they
* require some extra support in the calling function to remain as
* efficient.
*/
#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
if(variable) { \
int i,j=0; \
safe_strcat(retbuf,"(" name ": ", len, maxlen); \
for(i=0; i<NROFATTACKS; i++) \
if(variable & (1<<i)) { \
if (j) \
safe_strcat(retbuf,", ", len, maxlen); \
else \
j = 1; \
safe_strcat(retbuf, attacks[i], len, maxlen); \
} \
safe_strcat(retbuf,")",len,maxlen); \
}
/* separated this from the common/item.c file. b.t. Dec 1995 */
#define DESCRIBE_ABILITY(retbuf, variable, name) \
if(variable) { \
int i,j=0; \
strcat(retbuf,"(" name ": "); \
for(i=0; i<NROFATTACKS; i++) \
if(variable & (1<<i)) { \
if (j) \
strcat(retbuf,", "); \
else \
j = 1; \
strcat(retbuf, attacks[i]); \
} \
strcat(retbuf,")"); \
}
#define DESCRIBE_PATH(retbuf, variable, name) \
if(variable) { \
int i,j=0; \
strcat(retbuf,"(" name ": "); \
for(i=0; i<NRSPELLPATHS; i++) \
if(variable & (1<<i)) { \
if (j) \
strcat(retbuf,", "); \
else \
j = 1; \
strcat(retbuf, spellpathnames[i]); \
} \
strcat(retbuf,")"); \
}
#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
if(variable) { \
int i,j=0; \
safe_strcat(retbuf,"(" name ": ", len, maxlen); \
for(i=0; i<NRSPELLPATHS; i++) \
if(variable & (1<<i)) { \
if (j) \
safe_strcat(retbuf,", ", len, maxlen); \
else \
j = 1; \
safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
} \
safe_strcat(retbuf,")", len, maxlen); \
}
/* Flags for apply_special() */
enum apply_flag {
/* Basic flags, always use one of these */
AP_NULL = 0,
AP_APPLY = 1,
AP_UNAPPLY = 2,
AP_BASIC_FLAGS = 15,
/* Optional flags, for bitwise or with a basic flag */
AP_NO_MERGE = 16,
AP_IGNORE_CURSE = 32,
AP_PRINT = 64, /* Print what to do, don't actually do it */
/* Note this is supported in all the functions */
AP_NOPRINT = 128 /* Don't print messages - caller will do that */
/* may be some that still print */
};
/* Bitmask values for 'can_apply_object()' return values.
* the CAN_APPLY_ prefix is to just note what function the
* are returned from.
*
* CAN_APPLY_NEVER: who will never be able to use this - requires a body
* location who doesn't have.
* CAN_APPLY_RESTRICTION: There is some restriction from using this item -
* this basically means one of the FLAGS are set saying you can't
* use this.
* CAN_APPLY_NOT_MASK - this can be used to check the return value to see
* if this object can do anything to use this object. If the value
* returned from can_apply_object() anded with the mask is non zero,
* then it is out of the control of this creature to use the item.
* otherwise it means that by unequipping stuff, they could apply the object
* CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
* this.
* CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
* unapplied before this can be applied. Think of switching to
* a bow but you have a sword & shield - both the sword and
* shield need to be uneqipped before you can do the bow.
* CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
* this one can be applied. Think of rings - human is wearing two
* rings and tries to apply one - there are two possible rings he
* could remove.
*
*/
#define CAN_APPLY_NEVER 0x1
#define CAN_APPLY_RESTRICTION 0x2
#define CAN_APPLY_NOT_MASK 0xf
#define CAN_APPLY_UNAPPLY 0x10
#define CAN_APPLY_UNAPPLY_MULT 0x20
#define CAN_APPLY_UNAPPLY_CHOICE 0x40
/* Cut off point of when an object is put on the active list or not */
#define MIN_ACTIVE_SPEED 0.00001
/*
* random() is much better than rand(). If you have random(), use it instead.
* You shouldn't need to change any of this
*
* 0.93.3: It looks like linux has random (previously, it was set below
* to use rand). Perhaps old version of linux lack rand? IF you run into
* problems, add || defined(__linux__) the #if immediately below.
*
* 0.94.2 - you probably shouldn't need to change any of the rand stuff
* here.
*/
#ifdef HAVE_SRANDOM
#define RANDOM() random()
#define SRANDOM(xyz) srandom(xyz)
#else
# ifdef HAVE_SRAND48
# define RANDOM() lrand48()
# define SRANDOM(xyz) srand48(xyz)
# else
# ifdef HAVE_SRAND
# define RANDOM() rand()
# define SRANDOM(xyz) srand(xyz)
# else
# error "Could not find a usable random routine"
# endif
# endif
#endif
/* Returns the weight of the given object. Note: it does not take the number of
* items (nrof) into account.
*/
#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
/* Code fastening defines
* FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
* buf__ and increment buf__ position so it will point to the end of buf__.
* the '\0' caracter will not be put at end of buf__.
* use preparefastcat and finishfastcat on buf__ to prepare
* and clean up the string. (Lots faster than doing each time...)
* If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
* keep in mind FAST_STRNCAT is faster since length of second argument is
* known in advance.
*/
#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
#define FINISH_FASTCAT(buf__) buf__[0]='\0';
/* You may uncomment following define to check sanity of code.
* But use as debug only (loses all speed gained by those macros)
*/
/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
#endif /* DEFINE_H */
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