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Revision: 1.71
Committed: Thu Aug 30 05:24:14 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.70: +4 -4 lines
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# User Rev Content
1 root 1.1 /*
2 root 1.62 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.40 *
4 root 1.60 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.40 *
8 root 1.62 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.40 *
13 root 1.62 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.40 *
18 root 1.62 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.60 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.40 */
23 root 1.1
24     /* This file is best viewed with a window width of about 100 character */
25    
26     /* This file is really too large. With all the .h files
27     * around, this file should be better split between them - things
28     * that deal with objects should be in objects.h, things dealing
29     * with players in player.h, etc. As it is, everything just seems
30     * to be dumped in here.
31     */
32    
33     #ifndef DEFINE_H
34 root 1.11 #define DEFINE_H
35 root 1.1
36 pippijn 1.14 #include <autoconf.h>
37 root 1.1
38 root 1.11 #define FONTDIR ""
39     #define FONTNAME ""
40 root 1.1
41     /* Decstations have trouble with fabs()... */
42 root 1.44 #define FABS(x) fabs (x)
43 root 1.1
44 root 1.11 #ifdef __NetBSD__
45     # include <sys/param.h>
46     #endif
47     #ifndef MIN
48 root 1.41 # define MIN(x,y) min (x, y)
49 root 1.11 #endif
50     #ifndef MAX
51 root 1.41 # define MAX(x,y) max (x, y)
52 root 1.11 #endif
53 root 1.1
54 root 1.61 // maximum length of an object name in the protocol
55     #define NAME_LEN 127
56 root 1.1
57     /* MAX3 is basically like MAX, but instead does 3 values. */
58 root 1.11 #ifndef MAX3
59     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60     #endif
61 root 1.1
62     /* MIN3 is basically like MIN, but instead does 3 values. */
63 root 1.11 #ifndef MIN3
64     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
65     #endif
66 root 1.10
67 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
68     #define MIN_STAT 1 /* The minimum legal value of any stat */
69 root 1.10
70 root 1.54 //TODO: not only use more reasonable values, also enforce them
71 root 1.56 #define MIN_WC -120
72     #define MAX_WC 120
73     #define MIN_AC -120
74     #define MAX_AC 120
75 root 1.54 #define MIN_DAM 0
76 root 1.55 #define MAX_DAM 200
77 elmex 1.66 #define MIN_DIGESTION -35
78     #define MAX_DIGESTION 70
79 root 1.54
80 root 1.11 #define MAX_BUF 1024
81 root 1.10 /* Used for all kinds of things */
82 root 1.11 #define VERY_BIG_BUF 2048
83 root 1.64 #define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84 root 1.11 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85 root 1.10
86 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
87 root 1.10
88 root 1.11 #define MAX_ANIMATIONS 256
89 root 1.10
90 root 1.11 #define MAX_NAME 48
91     #define MAX_EXT_TITLE 98
92 root 1.1
93     /* Fatal variables: */
94 root 1.46 //TODO: remove all calls to fatal and replace them by cleanup
95 root 1.11 #define OUT_OF_MEMORY 0
96     #define MAP_ERROR 1
97 root 1.46 #define ARCHTABLE_TOO_SMALL 2 // unused
98 root 1.11 #define TOO_MANY_ERRORS 3
99 root 1.1
100     /* TYPE DEFINES */
101 root 1.10
102 root 1.1 /* Only add new values to this list if somewhere in the program code,
103     * it is actually needed. Just because you add a new monster does not
104     * mean it has to have a type defined here. That only needs to happen
105     * if in some .c file, it needs to do certain special actions based on
106     * the monster type, that can not be handled by any of the numerous
107     * flags
108     * Also, if you add new entries, try and fill up the holes in this list.
109     * Additionally, when you add a new entry, include it in the table in item.c
110     */
111    
112 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
113     * definitions)
114     */
115    
116 elmex 1.28 /* type 0 objects have the default behaviour */
117    
118 elmex 1.21 #define PLAYER 1
119     #define TRANSPORT 2 /* see pod/objects.pod */
120     #define ROD 3
121     #define TREASURE 4
122     #define POTION 5
123     #define FOOD 6
124     #define POISON 7
125     #define BOOK 8
126     #define CLOCK 9
127    
128     #define ARROW 13
129     #define BOW 14
130     #define WEAPON 15
131     #define ARMOUR 16
132     #define PEDESTAL 17
133     #define ALTAR 18
134    
135     #define LOCKED_DOOR 20
136     #define SPECIAL_KEY 21
137     #define MAP 22
138     #define DOOR 23
139     #define KEY 24
140    
141     #define TIMED_GATE 26
142     #define TRIGGER 27
143     #define GRIMREAPER 28
144     #define MAGIC_EAR 29
145     #define TRIGGER_BUTTON 30
146     #define TRIGGER_ALTAR 31
147     #define TRIGGER_PEDESTAL 32
148     #define SHIELD 33
149     #define HELMET 34
150     #define HORN 35
151     #define MONEY 36
152     #define CLASS 37 /* object for applying character class modifications to someone */
153     #define GRAVESTONE 38
154     #define AMULET 39
155     #define PLAYERMOVER 40
156     #define TELEPORTER 41
157     #define CREATOR 42
158     #define SKILL 43 /* also see SKILL_TOOL (74) below */
159 elmex 1.22
160 elmex 1.21 #define EARTHWALL 45
161     #define GOLEM 46
162    
163     #define THROWN_OBJ 48
164     #define BLINDNESS 49
165     #define GOD 50
166     #define DETECTOR 51 /* peterm: detector is an object
167     * which notices the presense of
168     * another object and is triggered
169     * like buttons.
170     */
171     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
172     * force into a player with a specified string WHEN TRIGGERED.
173     */
174     #define DEAD_OBJECT 53
175     #define DRINK 54
176     #define MARKER 55 /* inserts an invisible, weightless
177     * force into a player with a specified string.
178     */
179     #define HOLY_ALTAR 56
180     #define PLAYER_CHANGER 57
181     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
182    
183     #define PEACEMAKER 59 /* Object owned by a player which can convert
184     * a monster into a peaceful being incapable of attack.
185     */
186     #define GEM 60
187    
188     #define FIREWALL 62
189     #define ANVIL 63
190     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191 root 1.70 #define MOOD_FLOOR 65 /*
192 elmex 1.21 * values of last_sp set how to change:
193     * 0 = furious, all monsters become aggressive
194     * 1 = angry, all but friendly become aggressive
195     * 2 = calm, all aggressive monsters calm down
196     * 3 = sleep, all monsters fall asleep
197 root 1.70 * 4 = charm, monsters become pets
198     * 5 = destroy monsters
199     * 6 = destroy pets / friendlies
200     */
201 elmex 1.21 #define EXIT 66
202     #define ENCOUNTER 67
203     #define SHOP_FLOOR 68
204     #define SHOP_MAT 69
205     #define RING 70
206     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
207     #define FLESH 72 /* animal 'body parts' -b.t. */
208     #define INORGANIC 73 /* metals and minerals */
209     #define SKILL_TOOL 74 /* Allows the use of a skill */
210     #define LIGHTER 75
211 root 1.1
212 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
213    
214 elmex 1.21
215     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
216     in the engine. Like statues, clocks, chairs,...
217     If perhaps we create a function where we can sit
218     on chairs, we create a new type and remove all
219     chairs from here. */
220 elmex 1.25
221 elmex 1.21 #define LAMP 82 /* a lamp */
222     #define DUPLICATOR 83 /* duplicator/multiplier object */
223 elmex 1.27
224 elmex 1.21 #define SPELLBOOK 85
225 elmex 1.27
226 elmex 1.21 #define CLOAK 87
227    
228     #define SPINNER 90
229     #define GATE 91
230     #define BUTTON 92
231     #define CF_HANDLE 93
232     #define HOLE 94
233     #define TRAPDOOR 95
234    
235     #define SIGN 98
236     #define BOOTS 99
237     #define GLOVES 100
238     #define SPELL 101
239     #define SPELL_EFFECT 102
240     #define CONVERTER 103
241     #define BRACERS 104
242     #define POISONING 105
243     #define SAVEBED 106
244 elmex 1.26
245 elmex 1.21 #define WAND 109
246    
247 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248 elmex 1.21 #define SCROLL 111
249     #define DIRECTOR 112
250     #define GIRDLE 113
251     #define FORCE 114
252     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254    
255     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256     #define CONTAINER 122
257     #define ARMOUR_IMPROVER 123
258     #define WEAPON_IMPROVER 124
259 root 1.1
260 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261     #define DEEP_SWAMP 138
262     #define IDENTIFY_ALTAR 139
263    
264     #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265    
266     #define RUNE 154
267     #define TRAP 155
268    
269     #define POWER_CRYSTAL 156
270     #define CORPSE 157
271    
272     #define DISEASE 158
273     #define SYMPTOM 159
274     #define BUILDER 160 /* Generic item builder, see subtypes */
275     #define MATERIAL 161 /* Material for building */
276    
277     #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 elmex 1.23
279 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280     potions, alchemy, or magic works here (elmex) */
281 root 1.10
282 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
283    
284 elmex 1.27 /* DEAD TYPES: */
285     //#define FBULLET 10
286     //#define FBALL 11
287     //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288     //#define CONFUSION 19
289     //#define MMISSILE 25
290     /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291     * experience for broad skill categories. This value
292     * is now automatically converteed at load time.
293     */
294     //#define BOMB 47
295     //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296    
297     /* random crossfire developer: The trap_part, wall, light_source,
298     * misc_object, monster, and spawn_generator
299     * types are not used in any archetypes,
300     * and should perhaps be removed.
301     *
302     * Wed Dec 20 13:35:24 CET 2006:
303 root 1.51 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 elmex 1.27 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305     * renamed WALL to BUILDABLE_WALL.
306     */
307    
308     //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309     //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310     //#define MONSTER 80 /* yes, thats a real, living creature */
311     //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312     //#define TOOL 84 /* a tool for building objects */
313     //#define BUILDFAC 86 /* facilities for building objects */
314     //#define CONE 88
315     //#define AURA 89 /* aura spell object */
316     //#define WORD_OF_RECALL 96
317     //#define PARAIMAGE 97
318     //#define POISONCLOUD 107
319     //#define FIREHOLES 108
320     //#define ABILITY 110
321     /* unused: 125 - 129
322     * type 125 was MONEY_CHANGER
323     */
324     //#define CANCELLATION 141 /* not used with new spell code */
325     //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326     //#define SWARM_SPELL 153
327     //#define GPS 162 /* Ground positionning system, moved to Python plugin */
328     //#define QUEST 164 /* See below for subtypes */
329    
330 root 1.1 /* END TYPE DEFINE */
331    
332 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
333 root 1.7
334 root 1.1 /* Subtypes for BUILDER */
335 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
336     #define ST_BD_REMOVE 2 /* Removes an item */
337 root 1.1
338     /* Subtypes for MATERIAL */
339 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
340     #define ST_MAT_WALL 2 /* Wall */
341     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
342 root 1.1
343     /* definitions for weapontypes */
344    
345 root 1.11 #define WEAP_HIT 0 /* the basic */
346     #define WEAP_SLASH 1 /* slash */
347     #define WEAP_PIERCE 2 /* arrows, stiletto */
348     #define WEAP_CLEAVE 3 /* axe */
349     #define WEAP_SLICE 4 /* katana */
350     #define WEAP_STAB 5 /* knife, dagger */
351     #define WEAP_WHIP 6 /* whips n chains */
352     #define WEAP_CRUSH 7 /* big hammers, flails */
353     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
354 root 1.10
355     typedef struct typedata
356     {
357     int number;
358     const char *name;
359     const char *name_pl;
360     int identifyskill;
361     int identifyskill2;
362 root 1.1 } typedata;
363    
364     extern const int ItemTypesSize;
365     extern typedata ItemTypes[];
366    
367     /* definitions for detailed pickup descriptions.
368     * The objective is to define intelligent groups of items that the
369     * user can pick up or leave as he likes. */
370    
371     /* high bit as flag for new pickup options */
372 root 1.11 #define PU_NOTHING 0x00000000
373 root 1.1
374 root 1.11 #define PU_DEBUG 0x10000000
375     #define PU_INHIBIT 0x20000000
376     #define PU_STOP 0x40000000
377     #define PU_NEWMODE 0x80000000
378    
379     #define PU_RATIO 0x0000000F
380    
381     #define PU_FOOD 0x00000010
382     #define PU_DRINK 0x00000020
383     #define PU_VALUABLES 0x00000040
384     #define PU_BOW 0x00000080
385    
386     #define PU_ARROW 0x00000100
387     #define PU_HELMET 0x00000200
388     #define PU_SHIELD 0x00000400
389     #define PU_ARMOUR 0x00000800
390    
391     #define PU_BOOTS 0x00001000
392     #define PU_GLOVES 0x00002000
393     #define PU_CLOAK 0x00004000
394     #define PU_KEY 0x00008000
395    
396     #define PU_MISSILEWEAPON 0x00010000
397     #define PU_ALLWEAPON 0x00020000
398     #define PU_MAGICAL 0x00040000
399     #define PU_POTION 0x00080000
400    
401     #define PU_SPELLBOOK 0x00100000
402     #define PU_SKILLSCROLL 0x00200000
403     #define PU_READABLES 0x00400000
404     #define PU_MAGIC_DEVICE 0x00800000
405 root 1.1
406 root 1.11 #define PU_NOT_CURSED 0x01000000
407     #define PU_JEWELS 0x02000000
408 root 1.13 #define PU_FLESH 0x04000000
409 root 1.1
410    
411     /* Instead of using arbitrary constants for indexing the
412     * freearr, add these values. <= SIZEOFFREE1 will get you
413     * within 1 space. <= SIZEOFFREE2 wll get you withing
414     * 2 spaces, and the entire array (< SIZEOFFREE) is
415     * three spaces
416     */
417 root 1.11 #define SIZEOFFREE1 8
418     #define SIZEOFFREE2 24
419     #define SIZEOFFREE 49
420 root 1.1
421 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
422 root 1.1
423 root 1.19 /*
424     * If any FLAG's are added or changed, make sure the flag_names structure in
425 root 1.1 * common/loader.l is updated.
426     */
427 root 1.10
428 root 1.1 /* Basic routines to do above */
429 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
430     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
431     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
432 root 1.10
433 root 1.1 /* the flags */
434    
435 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
436     #define FLAG_WIZ 1 /* Object has special privilegies */
437     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
438     #define FLAG_FREED 3 /* Object is in the list of free objects */
439 root 1.57 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
440 root 1.11 #define FLAG_APPLIED 5 /* Object is ready for use by living */
441     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
442     #define FLAG_USE_SHIELD 7
443 root 1.10 /* Can this creature use a shield? */
444    
445 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
446 root 1.10
447 root 1.41 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
448     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449 root 1.10
450 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
451 root 1.10
452 root 1.41 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
453     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
454 root 1.10
455 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
456     #define FLAG_FRIENDLY 15 /* Will help players */
457 root 1.10
458 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
459     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
460     #define FLAG_AUTO_APPLY 18
461 root 1.10 /* Will be applied when created */
462 root 1.52 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
463 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
464     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
465     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
466     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
467     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
468 root 1.10
469 root 1.41 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
470     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
471     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
472 root 1.10
473 root 1.11 #define FLAG_IS_USED_UP 28
474 root 1.10 /* When (--food<0) the object will exit */
475 root 1.11 #define FLAG_IDENTIFIED 29
476 root 1.10 /* Player knows full info about item */
477 root 1.11 #define FLAG_REFLECTING 30
478 root 1.10 /* Object reflects from walls (lightning) */
479 root 1.11 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
480 root 1.1
481 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
482     #define FLAG_HITBACK 33 /* Object will hit back when hit */
483     #define FLAG_STARTEQUIP 34
484 root 1.10 /* Object was given to player at start */
485 root 1.11 #define FLAG_BLOCKSVIEW 35
486 root 1.10 /* Object blocks view */
487 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
488     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
489     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
490     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
491 root 1.10
492 root 1.11 #define FLAG_REFL_SPELL 40
493 root 1.10 /* Spells (some) will reflect from object */
494 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
495     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
496     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
497     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
498     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 root 1.10 but can still attack at a distance */
500    
501 root 1.41 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
502     thru this object as if it wasn't there */
503     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 root 1.10
505 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
506     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507     #define FLAG_NO_DROP 50 /* Object can't be dropped */
508     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
509     #define FLAG_CAST_SPELL 52
510 root 1.10 /* (Monster) can learn and cast spells */
511 root 1.11 #define FLAG_USE_SCROLL 53
512 root 1.10 /* (Monster) can read scroll */
513 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
514     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
515 root 1.10
516 root 1.11 #define FLAG_USE_ARMOUR 56
517 root 1.10 /* (Monster) can wear armour/shield/helmet */
518 root 1.11 #define FLAG_USE_WEAPON 57
519 root 1.10 /* (Monster) can wield weapons */
520 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
521     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
522 root 1.53 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
523 root 1.11 #define FLAG_XRAYS 61 /* X-ray vision */
524     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
525     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526 root 1.1
527 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
528     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
529     #define FLAG_SLEEP 66 /* NPC is sleeping */
530     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
531     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
532     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
533     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
534     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
535    
536     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
537     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
538     #define FLAG_CURSED 74 /* The object is cursed */
539     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
540     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
541     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
542     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
543     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
544    
545     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
546     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
547     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
548 root 1.10
549 root 1.52 #define FLAG_PRECIOUS 83 // object is precious (pets)
550 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
551     #define FLAG_MAKE_INVIS 85
552 root 1.10 /* (Item) gives invisibility when applied */
553 root 1.11 #define FLAG_INV_LOCKED 86
554 root 1.10 /* Item will not be dropped from inventory */
555 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
556 root 1.10
557 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
558     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
559     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
560     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
561     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
562     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
563     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
564 root 1.10
565 root 1.41 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
566 root 1.1
567 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
568     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
569 root 1.10 * away (replaces ghosthit)
570     */
571 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
572 root 1.10 * detect cases were the server is trying
573     * to send an upditem when we have not
574     * actually sent the item.
575     */
576    
577 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
578 root 1.10 object */
579 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
580 root 1.71 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
581 root 1.11 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
582     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
583 root 1.38 * load_original_map() */
584 root 1.71 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
585     // * the overlay, and is not subject to
586     // * decay. */
587 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
588     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
589     #define FLAG_IS_WATER 107
590     #define FLAG_CONTENT_ON_GEN 108
591     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
592     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
593 root 1.37 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
594 root 1.44 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
595 root 1.32
596 root 1.38 #define NUM_FLAGS 113 /* Should always be equal to the last
597     * defined flag + 1. If you change this,
598     * make sure you update the flag_links
599     * in common/loader.l
600     */
601 root 1.1
602     /* Values can go up to 127 before the size of the flags array in the
603     * object structure needs to be enlarged.
604     * So there are 18 available flags slots
605     */
606    
607 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
608 root 1.10
609 root 1.1 /* If you add new movement types, you may need to update
610     * describe_item() so properly describe those types.
611     * change_abil() probably should be updated also.
612     */
613 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
614     #define MOVE_FLY_LOW 0x02 /* Low flying object */
615     #define MOVE_FLY_HIGH 0x04 /* High flying object */
616     #define MOVE_FLYING 0x06
617 root 1.10 /* Combo of fly_low and fly_high */
618 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
619 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
620 root 1.50 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
621    
622     #define MOVE_ALL 0x3f /* Mask of all movement types */
623 root 1.1
624     /* typdef here to define type large enough to hold bitmask of
625     * all movement types. Make one declaration so easy to update.
626     * uint8 is defined yet, so just use what that would define it
627     * at anyways.
628     */
629 root 1.10 typedef unsigned char MoveType;
630 root 1.1
631     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
632     * Basically, ob2 has to block all of ob1 movement types.
633     */
634 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
635 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
636    
637     /* Basic macro to see if if ob1 can not move onto a space based
638     * on the 'type' move_block parameter
639     * Add check - if type is 0, don't stop anything from moving
640     * onto it.
641     *
642     */
643 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
644 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
645 root 1.1
646    
647 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
648     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
649     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
650 root 1.1
651     /* Note: These values are only a default value, resizing can change them */
652 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
653     #define LOOK_SIZE 6 /* ditto, but for the look-window */
654     #define MAX_INV_SIZE 40 /* For initializing arrays */
655     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
656    
657     #define EDITABLE(xyz) ((xyz)->arch->editable)
658    
659     #define E_MONSTER 0x00000001
660     #define E_EXIT 0x00000002
661     #define E_TREASURE 0x00000004
662     #define E_BACKGROUND 0x00000008
663     #define E_DOOR 0x00000010
664     #define E_SPECIAL 0x00000020
665     #define E_SHOP 0x00000040
666     #define E_NORMAL 0x00000080
667     #define E_FALSE_WALL 0x00000100
668     #define E_WALL 0x00000200
669     #define E_EQUIPMENT 0x00000400
670     #define E_OTHER 0x00000800
671     #define E_ARTIFACT 0x00001000
672    
673     #define EXIT_PATH(xyz) (xyz)->slaying
674     #define EXIT_LEVEL(xyz) (xyz)->stats.food
675     #define EXIT_X(xyz) (xyz)->stats.hp
676     #define EXIT_Y(xyz) (xyz)->stats.sp
677     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
678     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
679 root 1.1
680     /* for use by the lighting code */
681 root 1.41 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
682 root 1.8 * large values allow objects that can
683     * slow down the game */
684 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
685 root 1.10 * practical reason to exceed this */
686 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
687 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
688 root 1.1
689 root 1.11 #define F_BUY 0
690     #define F_SELL 1
691     #define F_TRUE 2 /* True value of item, unadjusted */
692     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
693     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
694     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
695     #define F_APPROX 32 /* flag to give a guess of item value */
696     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
697    
698     #define DIRX(xyz) freearr_x[(xyz)->direction]
699     #define DIRY(xyz) freearr_y[(xyz)->direction]
700    
701     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
702     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
703    
704     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
705     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
706     #define WEAPON_SPEED(xyz) (xyz)->last_sp
707 root 1.1
708     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
709     each of them signed char, concatenated in a int16 */
710 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
711     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
712     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
713     #define FIRE_DIRECTIONAL 0
714     #define FIRE_POSITIONAL 1
715 root 1.1
716     /******************************************************************************/
717     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
718     /******************************************************************************/
719     /* if your monsters start acting wierd, mail me */
720     /******************************************************************************/
721     /* the following definitions are for the attack_movement variable in monsters */
722     /* if the attack_variable movement is left out of the monster archetype, or is*/
723     /* set to zero */
724     /* the standard mode of movement from previous versions of crossfire will be */
725     /* used. the upper four bits of movement data are not in effect when the monst*/
726     /* er has an enemy. these should only be used for non agressive monsters. */
727     /* to program a monsters movement add the attack movement numbers to the movem*/
728     /* ment numbers example a monster that moves in a circle until attacked and */
729     /* then attacks from a distance: */
730     /* CIRCLE1 = 32 */
731     /* + DISTATT = 1 */
732     /* ------------------- */
733     /* attack_movement = 33 */
734     /******************************************************************************/
735 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
736 root 1.1 /* attack from a distance - good for missile users only */
737 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
738     #define HITRUN 3 /* run to then hit player then run away cyclicly */
739     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
740     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
741     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
742     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
743     #define WAIT2 8 /* monster does not try to move towards player if far */
744 root 1.1 /* maintains comfortable distance */
745 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
746 root 1.1 /* are set to this number, the monster follows a player */
747     /* until the owner calls it back or off */
748     /* player followed denoted by 0b->owner */
749     /* the monster will try to attack whatever the player is */
750     /* attacking, and will continue to do so until the owner */
751     /* calls off the monster - a key command will be */
752     /* inserted to do so */
753 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
754 root 1.1 /* are set to this number, the monster will move in a */
755     /* circle until it is attacked, or the enemy field is */
756 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
757 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
758     #define PACEH 64 /* The Monster will pace back and forth until attacked */
759 root 1.1 /* this is HORIZONTAL movement */
760 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
761 root 1.1 /* pace area is longer and the monster stops before */
762     /* changing directions */
763     /* this is HORIZONTAL movement */
764 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
765 root 1.1 /* it is stopped by an obstacle, then it chooses another */
766     /* direction. */
767 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
768     #define PACEV 128 /* The Monster will pace back and forth until attacked */
769 root 1.1 /* this is VERTICAL movement */
770 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
771 root 1.1 /* pace area is longer and the monster stops before */
772     /* changing directions */
773     /* this is VERTICAL movement */
774 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
775     #define HI4 240
776 root 1.1
777 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
778     #define EMPTY_FACE_NAME "empty.x11"
779 root 1.1
780     /*
781     * Defines for the luck/random functions to make things more readable
782     */
783    
784 root 1.11 #define PREFER_HIGH 1
785     #define PREFER_LOW 0
786 root 1.1
787     /* Flags for apply_special() */
788 root 1.10 enum apply_flag
789     {
790 root 1.58 /* Basic flags/mode, always use one of these */
791     AP_TOGGLE = 0,
792     AP_APPLY = 1,
793 root 1.10 AP_UNAPPLY = 2,
794 root 1.1
795 root 1.58 AP_BASIC_FLAGS = 0x0f,
796 root 1.1
797     /* Optional flags, for bitwise or with a basic flag */
798 root 1.58 AP_NO_MERGE = 0x10,
799     AP_IGNORE_CURSE = 0x20,
800     AP_PRINT = 0x40, /* Print what to do, don't actually do it */
801     AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
802 root 1.1 };
803    
804     /* Bitmask values for 'can_apply_object()' return values.
805     * the CAN_APPLY_ prefix is to just note what function the
806     * are returned from.
807     *
808     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
809     * location who doesn't have.
810     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
811     * this basically means one of the FLAGS are set saying you can't
812     * use this.
813     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
814     * if this object can do anything to use this object. If the value
815     * returned from can_apply_object() anded with the mask is non zero,
816     * then it is out of the control of this creature to use the item.
817     * otherwise it means that by unequipping stuff, they could apply the object
818     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
819     * this.
820     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
821     * unapplied before this can be applied. Think of switching to
822     * a bow but you have a sword & shield - both the sword and
823     * shield need to be uneqipped before you can do the bow.
824     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
825     * this one can be applied. Think of rings - human is wearing two
826     * rings and tries to apply one - there are two possible rings he
827     * could remove.
828     *
829     */
830 root 1.11 #define CAN_APPLY_NEVER 0x1
831     #define CAN_APPLY_RESTRICTION 0x2
832     #define CAN_APPLY_NOT_MASK 0xf
833     #define CAN_APPLY_UNAPPLY 0x10
834     #define CAN_APPLY_UNAPPLY_MULT 0x20
835     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
836 root 1.1
837 root 1.63 // Cut off point of when an object is put on the active list or not
838     // we use 2**-n because that can be represented exactly
839     // also make sure that this is a float, not double, constant
840     #define MIN_ACTIVE_SPEED (1.f / 65536.f)
841 root 1.1
842 root 1.45 #define RANDOM() (rndm.next () & 0xffffffU)
843     #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
844 root 1.1
845     /* Returns the weight of the given object. Note: it does not take the number of
846     * items (nrof) into account.
847     */
848 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
849 root 1.1
850    
851     /* Code fastening defines
852     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
853     * buf__ and increment buf__ position so it will point to the end of buf__.
854     * the '\0' caracter will not be put at end of buf__.
855     * use preparefastcat and finishfastcat on buf__ to prepare
856     * and clean up the string. (Lots faster than doing each time...)
857     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
858     * keep in mind FAST_STRNCAT is faster since length of second argument is
859     * kown in advance.
860     */
861    
862 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
863     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
864     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
865     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
866 root 1.1
867     /*
868     * Warning!
869     * If you add message types here, don't forget
870     * to keep the client up to date too!
871     */
872 root 1.10
873 root 1.1 /* message types */
874 root 1.11 #define MSG_TYPE_BOOK 1
875     #define MSG_TYPE_CARD 2
876     #define MSG_TYPE_PAPER 3
877     #define MSG_TYPE_SIGN 4
878     #define MSG_TYPE_MONUMENT 5
879     #define MSG_TYPE_SCRIPTED_DIALOG 6
880     #define MSG_TYPE_MOTD 7
881     #define MSG_TYPE_ADMIN 8
882     #define MSG_TYPE_LAST 9
883 root 1.1
884 root 1.11 #define MSG_SUBTYPE_NONE 0
885 root 1.1
886     /* book messages subtypes */
887 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
888     #define MSG_TYPE_BOOK_CLASP_2 2
889     #define MSG_TYPE_BOOK_ELEGANT_1 3
890     #define MSG_TYPE_BOOK_ELEGANT_2 4
891     #define MSG_TYPE_BOOK_QUARTO_1 5
892     #define MSG_TYPE_BOOK_QUARTO_2 6
893     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
894     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
895     #define MSG_TYPE_BOOK_SPELL_PYRO 9
896     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
897     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
898 root 1.1
899     /* card messages subtypes*/
900 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
901     #define MSG_TYPE_CARD_SIMPLE_2 2
902     #define MSG_TYPE_CARD_SIMPLE_3 3
903     #define MSG_TYPE_CARD_ELEGANT_1 4
904     #define MSG_TYPE_CARD_ELEGANT_2 5
905     #define MSG_TYPE_CARD_ELEGANT_3 6
906     #define MSG_TYPE_CARD_STRANGE_1 7
907     #define MSG_TYPE_CARD_STRANGE_2 8
908     #define MSG_TYPE_CARD_STRANGE_3 9
909     #define MSG_TYPE_CARD_MONEY_1 10
910     #define MSG_TYPE_CARD_MONEY_2 11
911     #define MSG_TYPE_CARD_MONEY_3 12
912 root 1.1
913     /* Paper messages subtypes */
914 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
915     #define MSG_TYPE_PAPER_NOTE_2 2
916     #define MSG_TYPE_PAPER_NOTE_3 3
917     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
918     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
919     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
920     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
921     #define MSG_TYPE_PAPER_ENVELOPE_1 8
922     #define MSG_TYPE_PAPER_ENVELOPE_2 9
923     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
924     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
925     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
926     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
927     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
928 root 1.1
929     /* road signs messages subtypes */
930 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
931     #define MSG_TYPE_SIGN_DIR_LEFT 2
932     #define MSG_TYPE_SIGN_DIR_RIGHT 3
933     #define MSG_TYPE_SIGN_DIR_BOTH 4
934 root 1.1
935     /* stones and monument messages */
936 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
937     #define MSG_TYPE_MONUMENT_STONE_2 2
938     #define MSG_TYPE_MONUMENT_STONE_3 3
939     #define MSG_TYPE_MONUMENT_STATUE_1 4
940     #define MSG_TYPE_MONUMENT_STATUE_2 5
941     #define MSG_TYPE_MONUMENT_STATUE_3 6
942     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
943     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
944     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
945     #define MSG_TYPE_MONUMENT_WALL_1 10
946     #define MSG_TYPE_MONUMENT_WALL_2 11
947     #define MSG_TYPE_MONUMENT_WALL_3 12
948 root 1.1
949     /*some readable flags*/
950    
951     /* dialog messsage */
952 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
953     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
954     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
955 root 1.1
956     /* admin messages */
957 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
958     #define MSG_TYPE_ADMIN_NEWS 2
959 root 1.1
960 root 1.67 /**
961     * Maximum distance a player may hear a sound from.
962     * This is only used for new client/server sound. If the sound source
963     * on the map is farther away than this, we don't sent it to the client.
964     */
965     #define MAX_SOUND_DISTANCE 16
966    
967 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
968     #define INFO_CHANNEL "info" // lower_left box
969     #define SAY_CHANNEL "channel-say"
970     #define CHAT_CHANNEL "channel-chat"
971    
972     /* The following are the color flags passed to new_draw_info.
973     *
974     * We also set up some control flags
975     *
976     * NDI = New Draw Info
977     */
978    
979     /* Color specifications - note these match the order in xutil.c */
980     /* Note 2: Black, the default color, is 0. Thus, it does not need to
981     * be implicitly specified.
982     */
983     #define NDI_BLACK 0
984     #define NDI_WHITE 1
985     #define NDI_NAVY 2
986     #define NDI_RED 3
987     #define NDI_ORANGE 4
988     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
989     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
990     #define NDI_GREEN 7 /* SeaGreen */
991     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
992     /* Than seagreen - also background color */
993     #define NDI_GREY 9
994     #define NDI_BROWN 10 /* Sienna */
995     #define NDI_GOLD 11
996     #define NDI_TAN 12 /* Khaki */
997    
998     #define NDI_MAX_COLOR 12 /* Last value in */
999     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
1000     /* using an int anyways, so we have the space */
1001     /* to still do all the flags */
1002    
1003     #define NDI_REPLY 0x20 // is a direct reply to a user command
1004     #define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
1005     #define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
1006    
1007     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1008     #define NDI_ALL 0x2000 /* Inform all players of this message */
1009     #define NDI_DEF 0x4000 // ignore colour for channel protocol
1010    
1011 root 1.1 #endif /* DEFINE_H */
1012 root 1.11