/* * static char *rcsid_define_h = * "$Id: define.h 11578 2009-02-23 22:02:27Z lalo $"; */ /* 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 */ /** * @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 /* * 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 #endif /** Decstations have trouble with fabs()... */ #define FABS(x) ((x) < 0 ? -(x) : (x)) #ifdef __NetBSD__ #include #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 #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 MAX_ANIMATIONS 256 #define MAX_NAME 48 #define BIG_NAME 32 /** * Fatal variables; used as arguments to fatal(). */ /*@{*/ #define OUT_OF_MEMORY 0 #define MAP_ERROR 1 #define ARCHTABLE_TOO_SMALL 2 /*@}*/ /** * @defgroup OBJECT_TYPE Object types. * * 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 common/item.c * * type 0 is undefined and indicates 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 * converted 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 /**< b.t. thomas@nomad.astro.psu.edu */ #define MOOD_FLOOR 65 /**< 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 /**< Floor tile -> native layer 0 */ #define FLESH 72 /**< animal 'body parts' -b.t. */ #define INORGANIC 73 /**< metals, minerals, dragon scales */ #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 /**< 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 /**< A real, living creature */ /*#define SPAWN_GENERATOR 81 */ /* Spawn point or monster generator */ #define LAMP 82 /**< Lamp */ #define DUPLICATOR 83 /**< Duplicator/multiplier object */ /*#define TOOL 84 */ /* 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 /* When open, objects fall through */ #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((at)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 SHOP_INVENTORY 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 * below */ #define MATERIAL 161 /**< Material for building */ #define EARRING 162 #define OBJECT_TYPE_MAX 163 /**< Update if you add new types */ /* END TYPE DEFINE */ /*@}*/ /** * @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_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 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) \ ((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]) \ ) /* 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_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_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 /**< (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 FLAG_BLESSED 112 /**< Item has a blessing, opposite of cursed/damned. */ #define FLAG_KNOWN_BLESSED 113 /**< Item is known to be blessed. */ #define FLAG_USE_EARRING 114 /**< (Monster) can use rings, boots, gauntlets, etc */ #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 */ /*@}*/ #define NROFNEWOBJS(xyz) ((xyz)->stats.food) /** * @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 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()%) */ #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 /** * @defgroup F_xxx Buy/sell flags. * Those flags are mostly used for query_cost() and similar functions. */ /*@{*/ #define F_BUY 0 /**< Item is being bought by player. */ #define F_SELL 1 /**< Item is being sold by player. */ #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. */ /*@}*/ #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 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 /**< Tun 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 * 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 /** * Simple function we use below to keep adding to the same string * but also make sure we don't overwrite that string. * * @param dest * string to append to. * @param orig * string to append. * @param[out] curlen * current length of dest. Will be updated by this function. * @param maxlen * maximum length of dest buffer. */ static inline void safe_strcat(char *dest, const char *orig, size_t *curlen, size_t 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<nrof ? op->weight : op->weight+op->carrying) /** * @defgroup FASTCAT_xxx 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 */