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Linux Cubed Series 8: LINUX Games
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crossfir.92
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crossfir
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crossfire-0.92.5
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define.h
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1996-07-24
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/*
* static char *rcsid_define_h =
* "$Id: define.h,v 1.49 1996/07/24 07:13:23 master Exp master $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 1994 Mark Wedel
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 author can be reached via e-mail to master@rahul.net
*/
/* 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.
*/
/*
* 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__)
#error - Your ANSI C compiler should be defining __STDC__
#endif
/* The offsetof macro is part of ANSI C, but many compilers lack it, for
* example "gcc -ansi"
*/
#if !defined (offsetof) && !defined(sgi)
#define offsetof(type, member) (int)&(((type *)0)->member)
#endif
/* Decstations have trouble with fabs()... */
#define FABS(x) (x<0?-x:x)
#ifndef MIN
#define MIN(x,y) ((x)<(y)?(x):(y))
#endif
#ifndef MAX
#define MAX(x,y) ((x)>(y)?(x):(y))
#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 64
/* Fatal variables: */
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
#define ARCHTABLE_TOO_SMALL 2
#define TOO_MANY_ERRORS 3
/* 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.
*/
#define PLAYER 1
#define BULLET 2
#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 GRAVE 37
#define GRAVESTONE 38
#define AMULET 39
#define PLAYERMOVER 40
#define TELEPORTER 41
#define CREATOR 42
#define SKILL 43 /* Skills are similar to abilites, but
* not related to spells. by njw@cs.city.ac.uk
*/
#define EXPERIENCE 44 /* An experience 'object'. Needed for multi-exp/skills
* hack. -b.t. thomas@astro.psu.edu
*/
#define EARTHWALL 45
#define GOLEM 46
#define BOMB 47
#define BLINDNESS 49
#define SPEEDBALL 52
#define DEAD_OBJECT 53
#define DRINK 54
#define GEM 60
#define FIRECHEST 61
#define FIREWALL 62
#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 FLESH 72 /* animal 'body parts' -b.t. */
#define INORGANIC 73 /* metals and minerals */
#define LIGHTER 75
#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
#define SPELLBOOK 85
#define CLOAK 87
#define CONE 88
#define SPINNER 90
#define GATE 91
#define BUTTON 92
#define 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 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
/* Eneq(@csd.uu.se): Id for close_container archetype. */
#define CLOSE_CON 121
#define CONTAINER 122
#define ARMOUR_IMPROVER 123
#define WEAPON_IMPROVER 124
#define MONEY_CHANGER 125
#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
#define DEEP_SWAMP 138
#define IDENTIFY_ALTAR 139
#define CANCELLATION 141
/* Mark Wedel (master@cats.ucsc.edu) Shop inventories */
#define MENU 150
/* peterm: ball lightning and color spray */
#define BALL_LIGHTNING 151
#define SWARM_SPELL 153
#define RUNE 154
#define POWER_CRYSTAL 156
#define CORPSE 157
#define WINUPPER (-5)
#define WINLOWER 5
#define WINLEFT (-5)
#define WINRIGHT 5
#define BARLENGTH_INV 281
#define BARLENGTH_LOOK 146
#define MAX_NAME 16
#define BIG_NAME 32
#define SIZEOFFREE 49
#define INFOLINES 36
#define INFOCHARS 50 /* Note that this is only the default */
#define FONTWIDTH 8 /* Note that this is only the default */
#define FONTHEIGHT 13
#define S_BULLET 0
#define S_FIREBALL 1
#define S_LIGHTNING 2
/*
* Number of compression methods depend on whether COMPRESS_SUFFIX is defined.
*/
#ifdef COMPRESS_SUFFIX
#define NROF_COMPRESS_METHODS 4
#else
#define NROF_COMPRESS_METHODS 3
#endif
/*
* Attacktypes:
* If this ever exceeds 16, rmember to change all the short's in global.h.
* (Already done, Vick 930307 :)
*/
#define NROFATTACKS 23
#define AT_PHYSICAL 0x00000001 /* 1 */
#define AT_MAGIC 0x00000002 /* 2 */
#define AT_FIRE 0x00000004 /* 4 */
#define AT_ELECTRICITY 0x00000008 /* 8 */
#define AT_COLD 0x00000010 /* 16 */
#define AT_CONFUSION 0x00000020 /* 32 The spell will use this one */
#define AT_ACID 0x00000040 /* 64 Things might corrode when hit */
#define AT_DRAIN 0x00000080 /* 128 */
#define AT_WEAPONMAGIC 0x00000100 /* 256 Very special, use with care */
#define AT_GHOSTHIT 0x00000200 /* 512 Attacker dissolves */
#define AT_POISON 0x00000400 /* 1024 */
#define AT_SLOW 0x00000800 /* 2048 */
#define AT_PARALYZE 0x00001000 /* 4096 */
#define AT_TURN_UNDEAD 0x00002000 /* 8192 */
#define AT_FEAR 0x00004000 /* 16384 */
#define AT_CANCELLATION 0x00008000 /* 32768 ylitalo@student.docs.uu.se */
#define AT_DEPLETE 0x00010000 /* 65536 vick@bern.docs.uu.se */
#define AT_DEATH 0x00020000 /*131072 peterm@soda.berkeley.edu */
#define AT_CHAOS 0x00040000 /*262144 peterm@soda.berkeley.edu*/
#define AT_COUNTERSPELL 0x00080000 /*524288 peterm@soda.berkeley.edu*/
#define AT_GODPOWER 0x00100000 /*1048576 peterm@soda.berkeley.edu */
#define AT_HOLYWORD 0x00200000 /*2097152 race selective attack thomas@astro.psu.edu */
#define AT_BLIND 0x00400000 /*4194304 thomas@astro.psu.edu */
#define PATH_NULL 0x00000000
#define PATH_PROT 0x00000001
#define PATH_FIRE 0x00000002
#define PATH_FROST 0x00000004
#define PATH_ELEC 0x00000008
#define PATH_MISSILE 0x00000010
#define PATH_SELF 0x00000020
#define PATH_SUMMON 0x00000040
#define PATH_ABJURE 0x00000080
#define PATH_RESTORE 0x00000100
#define PATH_DETONATE 0x00000200
#define PATH_MIND 0x00000400
#define PATH_CREATE 0x00000800
#define PATH_TELE 0x00001000
#define PATH_INFO 0x00002000
#define PATH_TRANSMUTE 0x00004000
#define PATH_TRANSFER 0x00008000
#define PATH_TURNING 0x00010000
#define PATH_WOUNDING 0x00020000
#define PATH_DEATH 0x00040000
#define PATH_LIGHT 0x00080000
#define NRSPELLPATHS 20
#define NROFGODS 5 /* number of gods in Gods[] array */
#define NROFREALSPELLS 165 /* Number of different spells */
#define NROFSKILLS 32 /* match to the number of elements in skills[] array */
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
#define NROFMATERIALS 9
#define M_PAPER 1
#define M_IRON 2
#define M_GLASS 4
#define M_LEATHER 8
#define M_WOOD 16
#define M_ORGANIC 32
#define M_STONE 64
#define M_CLOTH 128
#define M_ADAMANT 256
/* These are used in the MapLook flags element. They are not used in
* in the object flags structure.
*/
#define P_BLOCKSVIEW 0x00000001
#define P_NO_MAGIC 0x00000002 /* Spells (some) can't pass this object */
#define P_NO_PASS 0x00000004 /* Nothing can pass (wall() is true) */
#define P_PASS_THRU 0x00000008 /* */
#define P_IS_ALIVE 0x00000010 /* */
#define P_NO_CLERIC 0x00000020 /* no clerical spells cast here */
/* 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 added, be sure to add them to the flag_links structure
* in common/loader.c, if necessary.
*/
/* 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 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_AN 7 /* Name must be prepended by "an", not "a"*/
#define FLAG_NO_PICK 8 /* Object can't be picked up */
#define FLAG_WALK_ON 9 /* Applied when it's walked upon */
#define FLAG_NO_PASS 10 /* Nothing can pass (wall() is true) */
#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_THROWN 17 /* Will continue to fly through the air. */
#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
#define FLAG_TREASURE 19 /* Will generate treasure when applied */
#define FLAG_APPLY_ONCE 20 /* Will dissapear when applied */
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
#define FLAG_CAN_ROLL 22 /* Object can be rolled */
#define FLAG_IS_TURNING 23 /* Object will turn after player */
#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 /* Not implemented yet */
#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/
#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_NEED_IE 43 /* 1 ruby -> 2 rubies */
#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_NO_PRETEXT 51 /* No text is added before name. */
#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
#define FLAG_USE_WAND 54 /* (Monster) can apply and use wands */
#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_WAND 59 /* (Monster) has a wand 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 */
#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_STEAL 79 /* The monster can steal objects */
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
#define FLAG_READY_ROD 81 /* (Monster) has a rod readied... 8) */
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
#define FLAG_READY_HORN 83 /* (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 NUM_FLAGS 94 /* Should always be equal to the last
* defined flag */
/* Values can go up to 95 before the size of the flags array in the
* object structure needs to be enlarged.
*/
#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
#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 MAP_TIMEOUT(m) ((m)->map_object->value)
#define MAP_RESETTIME(m) ((m)->map_object->weight)
/* This is only used when loading the map. For internal use (treausre
* generation, etc). the map structure difficulty field should be used.
*/
#define MAP_DIFFICULTY(m) ((m)->map_object->level)
/* 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 MAP_DARKNESS(m) (m)->map_object->invisible>MAX_DARKNESS? \
MAX_DARKNESS:(m)->map_object->invisible;
#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 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)->last_heal
#define WEAPON_SPEED(xyz) (xyz)->last_sp
#ifdef USE_BUTTONS
#ifndef NUMDIRBUTTS
#define NUMDIRBUTTS 9
#define NW_button 0
#define NO_button 1
#define NE_button 2
#define WE_button 3
#define BR_button 4
#define EA_button 5
#define SW_button 6
#define SO_button 7
#define SE_button 8
#define NUMOPBUTTS 4
#define CHANGE_button 0
#define APPLY_button 1
#define PEACE_button 2
#define TALK_button 3
#endif
#endif
#define MAP_IN_MEMORY 1
#define MAP_SWAPPED 2
#define MAP_LOADING 3
#define MAP_SAVING 4
/*
* Check nrof variable *before* calling CAN_MERGE()
* stats.sp is used in wands, spellbooks and scrolls.
*/
#define CAN_MERGE(ob1,ob2) \
((ob1) != (ob2) && \
(ob1)->type == (ob2)->type && \
((ob1)->speed == (ob2)->speed) && \
(QUERY_FLAG((ob1),FLAG_ANIMATE) || FABS((ob1)->speed) < 0.001 ) && \
(ob1)->arch == (ob2)->arch && \
(ob1)->stats.sp == (ob2)->stats.sp && \
(ob1)->flags[0] == (ob2)->flags[0] && \
(ob1)->flags[1] == (ob2)->flags[1] && \
(ob1)->flags[2] == (ob2)->flags[2] && \
(ob1)->magic == (ob2)->magic && \
(ob1)->name == (ob2)->name && \
(ob1)->title == (ob2)->title && \
(ob1)->msg == (ob2)->msg && \
((ob1)->type!=SCROLL || (ob1)->level==(ob2)->level) && \
(ob1)->stats.food == (ob2)->stats.food && \
(ob1)->protected == (ob2)->protected && \
(ob1)->immune == (ob2)->immune && \
(ob1)->vulnerable == (ob2)->vulnerable \
)
/*
* Flags to generate_treasures():
*/
#define GT_INVENTORY 0
#define GT_ENVIRONMENT 1
#define GT_INVISIBLE 2
/******************************************************************************/
/* 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 move_type / 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 global variable "server_mode":
*/
#define SERVER_OFF 0
#define SERVER_ENABLED 1
#define SERVER_ABORTED 2
#define SERVER_DISABLED 3
/*
* 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_MENU_MORE 9
#define ST_GET_PARTY_PASSWORD 10
#define BLANK_FACE_NAME "blank.111"
#define BLOCKED_FACE_NAME "blocked.111"
#define STIPPLE1_FACE_NAME "stipple.111"
#define STIPPLE2_FACE_NAME "stipple.112"
#define POTION_FACE_NAME "potiongen.111"
#define INV_CURSE_FACE_NAME "inv-curse.111"
#define INV_DAMN_FACE_NAME "inv-damn.111"
#define INV_EQUIP_FACE_NAME "inv-equip.111"
#define INV_LOCK_FACE_NAME "inv-lock.111"
#define INV_MAGIC_FACE_NAME "inv-magic.111"
#define INV_UNPAID_FACE_NAME "inv-unpaid.111"
/* 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,")"); \
}