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/**
* @file
* Core defines: object types, flags, etc.
*
* 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.
*
* This file is best viewed with a window width of about 100 character.
*/
#ifndef DEFINE_H
#define DEFINE_H
#ifndef WIN32 /* ---win32 exclude unix configuration part */
#include <autoconf.h>
#endif
/** Decstations have trouble with fabs()... */
#define FABS(x) ((x) < 0 ? -(x) : (x))
#ifdef __NetBSD__
#include <sys/param.h>
#endif
/** NAME_MAX used by random maps may not be defined on pure ansi systems */
#ifndef NAME_MAX
#define NAME_MAX 255
#endif
#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 MAX_ANIMATIONS 256
#define MAX_NAME 48
#define BIG_NAME 32
/**
* Fatal variables; used as arguments to fatal().
*/
enum fatal_error {
OUT_OF_MEMORY = 0,
MAP_ERROR = 1,
ARCHTABLE_TOO_SMALL = 2,
ARCHETYPE_ISSUE = 3,
SEE_LAST_ERROR = 4,
};
/**
* @defgroup TYPE_BUILDER Subtypes for ::BUILDER objects.
*/
/*@{*/
#define ST_BD_BUILD 1 /**< Builds an item */
#define ST_BD_REMOVE 2 /**< Removes an item */
/*@}*/
/**
* @defgroup TYPE_MATERIAL Subtypes for ::MATERIAL objects.
*/
/*@{*/
#define ST_MAT_FLOOR 1 /**< Floor. */
#define ST_MAT_WALL 2 /**< Wall. */
#define ST_MAT_ITEM 3 /**< Most other items, including doors & such. */
#define ST_MAT_WINDOW 4 /**< Window. */
/*@}*/
/**
* @defgroup TYPE_WEAPON Weapon types
*/
/*@{*/
#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 */
/*@}*/
/** Link an object type with skill needed to identify, and general name. */
typedef struct typedata {
int number; /**< Type. */
const char *name; /**< Object name. */
const char *name_pl;/**< Plural name. */
int identifyskill; /**< Skill used to identify this object class. */
int identifyskill2; /**< Second skill used to identify this object class. */
} typedata;
/**
* @defgroup PU_xxx Pickup modes
* 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_MELEEWEAPON 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
#define PU_CONTAINER 0x08000000
/*@}*/
/* Instead of using arbitrary constants for indexing the
* freearr, add these values. <= SIZEOFFREE1 will get you
* within 1 space. <= SIZEOFFREE2 wll 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 */
/**
* @defgroup IS_xxx 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)))
/**
* @defgroup FLAG_xxx Object flags
*
* Those flags are object-related flags, stored in the obj::flags fields.
*
* 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
*
* 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 SET_FLAG(xyz, p) set_flag(xyz, p)
#define CLEAR_FLAG(xyz, p) clear_flag(xyz, p)
#define QUERY_FLAG(xyz, p) query_flag(xyz, p)
#define COMPARE_FLAGS(p, q) compare_flags(p, q)
/* the flags themselves. */
#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_DIALOG_PARSED 12 /**< Was the object::msg field parsed? Temporary flag not saved */
#define FLAG_NO_SAVE 13 /**< If set (through plugins), the object is not saved on maps. */
#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_PROBE 25 /**< Object displays HP information to player. */
/*#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_object() 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 unused (Monster) can apply and use rods */
/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
/*#define FLAG_USE_HORN 84 unused (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 /**< 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 FLAG_BLESSED 112 /**< Item has a blessing, opposite of cursed/damned. */
#define FLAG_KNOWN_BLESSED 113 /**< Item is known to be blessed. */
#define FLAG_PARALYZED 114 /**< Monster or player is paralyzed.
* Currently only used to display message to player
* of paralysis begin and end. */
#define NUM_FLAGS 114 /**< Should always be equal to the last
* defined flag. If you change this,
* make sure you update the flag_links
* in common/loader.l
*/
/*@}*/
/**
* @defgroup MOVE_xxx Movement types and related macros.
*
* Those flags are all possible movement types.
*
* 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_t 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 GENERATE_TYPE(xyz) ((xyz)->stats.sp)
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
#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
/**
* Max radii for 'light' object, really large values allow objects that can
* slow down the game
*/
#define MAX_LIGHT_RADII 4
/**
* Maximum map darkness, there is no practical reason to exceed this
**/
#define MAX_DARKNESS 5
/**
* Maximum item power an item can have. If changed, check object::item_power for overflow issues.
*/
#define MAX_WEAPON_ITEM_POWER 100
static const int32_t MAX_FOOD = 999;
#define DIRX(xyz) freearr_x[(xyz)->direction]
#define DIRY(xyz) freearr_y[(xyz)->direction]
#define ARMOUR_SPEED(xyz) (xyz)->last_sp
#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
#define WEAPON_SPEED(xyz) (xyz)->last_sp
/**
* @defgroup MONSTER_MOVEMENT Monster movements
* @author 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 monster has an enemy. These should only be used for non
* agressive monsters. To program a monsters movement add the attack movement
* numbers to the movement 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 maintain 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 ob->owner
* the monster will try to attack whatever the player is
* attacking, and will continue to do so until the
* 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 ::CIRCLE1 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
/*@}*/
/**
* @defgroup ST_xxx Player state.
* Use of the state-variable in player objects.
*
* See the @ref page_connection "login process" page.
*/
/*@{*/
#define ST_PLAYING 0 /**< Usual state. */
#define ST_PLAY_AGAIN 1 /**< Player left through a bed of reality, and can login again. */
#define ST_ROLL_STAT 2 /**< New character, rolling stats. */
#define ST_CHANGE_CLASS 3 /**< New character, choosing class. */
#define ST_CONFIRM_QUIT 4 /**< Player used the 'quit' command, make sure that's ok. */
#define ST_GET_NAME 6 /**< Player just connected. */
#define ST_GET_PASSWORD 7 /**< Name entered, now for password. */
#define ST_CONFIRM_PASSWORD 8 /**< New character, confirm password. */
#define ST_GET_PARTY_PASSWORD 10 /**< Player tried to join a password-protected party. */
#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 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
/**
* @defgroup AP_xxx Flags for apply_special().
*
* Those flags correspond to the aflags parameter of the apply_special() function.
*/
/*@{*/
/* Basic flags, always use one of these */
#define AP_NULL 0 /**< Nothing specific. */
#define AP_APPLY 1 /**< Item is to be applied. */
#define AP_UNAPPLY 2 /**< Item is to be remvoed. */
#define AP_OPEN 3 /**< Item is a container to be fully opened. */
#define AP_BASIC_FLAGS 15
/* Optional flags, for bitwise or with a basic flag */
#define AP_NO_MERGE 16 /**< Don't try to merge object after (un)applying it. */
#define AP_IGNORE_CURSE 32 /**< Apply/unapply regardless of cursed/damned status. */
#define AP_PRINT 64 /**< Print what to do, don't actually do it
* Note this is supported in all the functions */
#define AP_NOPRINT 128 /**< Don't print messages - caller will do that
* may be some that still print */
/*@}*/
/**
* @defgroup AC_PLAYER_STAT for apply_changes_to_player()
*
* These flags determine what apply_changes_to_player() does for
* stat adjustment, if anything.
*/
#define AC_PLAYER_STAT_LIMIT 1 /** Limit stats to racial maximum */
#define AC_PLAYER_STAT_NO_CHANGE 2 /** Do not make any stat adjustments */
/**
* @defgroup CAN_APPLY_xxx Values returned by apply_can_apply_object().
*
* Bitmask values for 'apply_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 apply_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
uint32_t cf_random(void);
void cf_srandom(unsigned long seed);
#define RANDOM() cf_random()
#define SRANDOM(seed) cf_srandom(seed)
/**
* 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)
/**
* Constructs a loop iterating over the inventory of an object. Example:
* <pre>
* FOR_INV_PREPARE(op, inv)
* LOG(llevInfo, "%s\n", inv->name);
* FOR_INV_FINISH();
* </pre>
* or
* <pre>
* FOR_INV_PREPARE(op, inv) {
* LOG(llevInfo, "%s\n", inv->name);
* } FOR_INV_FINISH();
* </pre>
* @param op_ the object to iterate over
* @param it_ a variable name that holds the inventory objects; a new variable
* will be declared; modifications do not affect the loop
*/
#define FOR_INV_PREPARE(op_, it_) \
do { \
object *it_ = (op_)->inv; \
FOR_OB_AND_BELOW_PREPARE(it_);
/**
* Finishes #FOR_INV_PREPARE().
*/
#define FOR_INV_FINISH() \
FOR_OB_AND_BELOW_FINISH(); \
} while(0)
/**
* Constructs a loop iterating over all objects above an object.
* @param op_ the object to iterate over
* @param it_ a variable name that holds the inventory objects; a new variable
* will be declared; modifications do not affect the loop
*/
#define FOR_ABOVE_PREPARE(op_, it_) \
do { \
object *it_ = (op_)->above; \
FOR_OB_AND_ABOVE_PREPARE(it_);
/**
* Finishes #FOR_ABOVE_PREPARE().
*/
#define FOR_ABOVE_FINISH() \
FOR_OB_AND_ABOVE_FINISH(); \
} while(0)
/**
* Constructs a loop iterating over all objects below an object.
* @param op_ the object to iterate over
* @param it_ a variable name that holds the inventory objects; a new variable
* will be declared; modifications do not affect the loop
*/
#define FOR_BELOW_PREPARE(op_, it_) \
do { \
object *it_ = (op_)->below; \
FOR_OB_AND_BELOW_PREPARE(it_);
/**
* Finishes #FOR_BELOW_PREPARE().
*/
#define FOR_BELOW_FINISH() \
FOR_OB_AND_BELOW_FINISH(); \
} while(0)
/**
* Constructs a loop iterating over all objects of a map tile.
* @param map_ the map to iterate over
* @param mx_ the map's x-coordinate to iterate over
* @param my_ the map's y-coordinate to iterate over
* @param it_ a variable name that holds the inventory objects; a new variable
* will be declared; modifications do not affect the loop
*/
#define FOR_MAP_PREPARE(map_, mx_, my_, it_) \
do { \
object *it_ = GET_MAP_OB((map_), (mx_), (my_)); \
FOR_OB_AND_ABOVE_PREPARE(it_);
/**
* Finishes #FOR_MAP_PREPARE().
*/
#define FOR_MAP_FINISH() \
FOR_OB_AND_ABOVE_FINISH(); \
} while(0)
/**
* Constructs a loop iterating over an object and all objects above it in the
* same pile.
* @param op_ the object to start with
*/
#define FOR_OB_AND_ABOVE_PREPARE(op_) FOR_OB_PREPARE(op_, above, __LINE__)
/**
* Finishes #FOR_OB_AND_ABOVE_PREPARE().
*/
#define FOR_OB_AND_ABOVE_FINISH() FOR_OB_FINISH()
/**
* Constructs a loop iterating over an object and all objects below it in the
* same pile.
* @param op_ the object to start with
*/
#define FOR_OB_AND_BELOW_PREPARE(op_) FOR_OB_PREPARE(op_, below, __LINE__)
/**
* Finishes #FOR_OB_AND_BELOW_PREPARE().
*/
#define FOR_OB_AND_BELOW_FINISH() FOR_OB_FINISH()
/**
* Constructs a loop iterating over a set of objects. This function should not
* be used directly in client code.
* @param op_ the object start start with
* @param field_ the field that holds the "next" pointer within op_
* @param suffix_ a suffix for constructing unique variable names
*/
#define FOR_OB_PREPARE(op_, field_, suffix_) FOR_OB_PREPARE2(op_, field_, suffix_)
/**
* Constructs a loop iterating over a set of objects. This function should not
* be used at all. Use FOR_OB_PREPARE() instead.
* @param op_ the object start start with
* @param field_ the field that holds the "next" pointer within op_
* @param suffix_ a suffix for constructing unique variable names
*/
#define FOR_OB_PREPARE2(op_, field_, suffix_) \
do { \
object *next##suffix_ = (op_); \
tag_t next_tag##suffix_ = next##suffix_ == NULL ? 0 : next##suffix_->count;\
while (((op_) = next##suffix_) != NULL) { \
if (object_was_destroyed(next##suffix_, next_tag##suffix_)) {\
break; \
} \
next##suffix_ = next##suffix_->field_; \
next_tag##suffix_ = next##suffix_ == NULL ? 0 : next##suffix_->count;
/**
* Finishes #FOR_OB_PREPARE().
*/
#define FOR_OB_FINISH() \
} \
} while(0)
#endif /* DEFINE_H */
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