--- deliantra/server/include/define.h 2006/12/23 15:49:40 1.32
+++ deliantra/server/include/define.h 2007/07/21 14:37:25 1.66
@@ -1,25 +1,25 @@
/*
- 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@schmorp.de
-*/
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT 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 3 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, see .
+ *
+ * The authors can be reached via e-mail to
+ */
/* This file is best viewed with a window width of about 100 character */
@@ -33,40 +33,26 @@
#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
-
#include
#define FONTDIR ""
#define FONTNAME ""
/* Decstations have trouble with fabs()... */
-#define FABS(x) ((x)<0?-(x):(x))
+#define FABS(x) fabs (x)
#ifdef __NetBSD__
# include
#endif
#ifndef MIN
-# define MIN(x,y) ((x)<(y)?(x):(y))
+# define MIN(x,y) min (x, y)
#endif
#ifndef MAX
-# define MAX(x,y) ((x)>(y)?(x):(y))
+# define MAX(x,y) max (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
+// maximum length of an object name in the protocol
+#define NAME_LEN 127
/* MAX3 is basically like MAX, but instead does 3 values. */
#ifndef MAX3
@@ -81,10 +67,20 @@
#define MAX_STAT 30 /* The maximum legal value of any stat */
#define MIN_STAT 1 /* The minimum legal value of any stat */
+//TODO: not only use more reasonable values, also enforce them
+#define MIN_WC -120
+#define MAX_WC 120
+#define MIN_AC -120
+#define MAX_AC 120
+#define MIN_DAM 0
+#define MAX_DAM 200
+#define MIN_DIGESTION -35
+#define MAX_DIGESTION 70
+
#define MAX_BUF 1024
/* Used for all kinds of things */
#define VERY_BIG_BUF 2048
-#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
+#define HUGE_BUF 10240 /* 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 */
@@ -95,9 +91,10 @@
#define MAX_EXT_TITLE 98
/* Fatal variables: */
+//TODO: remove all calls to fatal and replace them by cleanup
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
-#define ARCHTABLE_TOO_SMALL 2
+#define ARCHTABLE_TOO_SMALL 2 // unused
#define TOO_MANY_ERRORS 3
/* TYPE DEFINES */
@@ -278,6 +275,8 @@
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
potions, alchemy, or magic works here (elmex) */
+#define NUM_TYPES 166 // must be max(type) + 1
+
/* DEAD TYPES: */
//#define FBULLET 10
//#define FBALL 11
@@ -297,7 +296,7 @@
* and should perhaps be removed.
*
* Wed Dec 20 13:35:24 CET 2006:
- * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
+ * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
* monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
* renamed WALL to BUILDABLE_WALL.
*/
@@ -433,7 +432,7 @@
#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_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
@@ -441,14 +440,14 @@
#define FLAG_NO_PICK 8 /* Object can't be picked up */
- /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
+/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
+/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
- /*#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_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_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
#define FLAG_MONSTER 14 /* Will attack players */
#define FLAG_FRIENDLY 15 /* Will help players */
@@ -456,18 +455,17 @@
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
#define FLAG_AUTO_APPLY 18
/* Will be applied when created */
- // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
+#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
#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_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_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
@@ -476,7 +474,6 @@
/* 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
@@ -497,10 +494,9 @@
#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_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) */
@@ -519,12 +515,11 @@
/* (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_READY_BOW 60 /* (Monster) has valid bow readied */
#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 */
@@ -547,7 +542,7 @@
#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_PRECIOUS 83 // object is precious (pets)
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
#define FLAG_MAKE_INVIS 85
/* (Item) gives invisibility when applied */
@@ -563,9 +558,8 @@
#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 */
+/*#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)
@@ -582,62 +576,46 @@
#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() */
+ * load_original_map() */
#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
- * the overlay, and is not subject to
- * decay. */
+ * 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 instanciated */
#define FLAG_IS_BUILDABLE 110 /* Can build on item */
+#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
+#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
-#define NUM_FLAGS 111 /* Should always be equal to the last
- * defined flag + 1. If you change this,
- * make sure you update the flag_links
- * in common/loader.l
- */
+#define NUM_FLAGS 113 /* Should always be equal to the last
+ * defined flag + 1. If you change this,
+ * make sure you update the flag_links
+ * in common/loader.l
+ */
/* Values can go up to 127 before the size of the flags array in the
* object structure needs to be enlarged.
* So there are 18 available flags slots
*/
-
#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
-#if 0
-
-/* These should no longer be needed - access move_slow_penalty
- * directly.
- */
-# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
-# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
-#endif
-
/* If you add new movement types, you may need to update
* describe_item() so properly describe those types.
* change_abil() probably should be updated also.
*/
-#define MOVE_WALK 0x1 /* Object walks */
-#define MOVE_FLY_LOW 0x2 /* Low flying object */
-#define MOVE_FLY_HIGH 0x4 /* High flying object */
-#define MOVE_FLYING 0x6
+#define MOVE_WALK 0x01 /* Object walks */
+#define MOVE_FLY_LOW 0x02 /* Low flying object */
+#define MOVE_FLY_HIGH 0x04 /* High flying object */
+#define MOVE_FLYING 0x06
/* Combo of fly_low and fly_high */
-#define MOVE_SWIM 0x8 /* Swimming object */
+#define MOVE_SWIM 0x08 /* Swimming object */
#define MOVE_BOAT 0x10 /* Boats/sailing */
-#define MOVE_ALL 0x1f /* Mask of all movement types */
+#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
-/* 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
+#define MOVE_ALL 0x3f /* Mask of all movement types */
/* typdef here to define type large enough to hold bitmask of
* all movement types. Make one declaration so easy to update.
@@ -659,7 +637,7 @@
*
*/
#define OB_TYPE_MOVE_BLOCK(ob1, type) \
- ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
+ ((type) && (ob1->move_type & type) == ob1->move_type)
#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
@@ -696,8 +674,7 @@
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
/* for use by the lighting code */
-#define MAX_LIGHT_RADII 4
- /* max radii for 'light' object, really
+#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
@@ -733,41 +710,23 @@
#define FIRE_POSITIONAL 1
/******************************************************************************/
-
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
-
/******************************************************************************/
-
/* if your monsters start acting wierd, mail me */
-
/******************************************************************************/
-
/* the following definitions are for the attack_movement variable in monsters */
-
/* if the attack_variable movement is left out of the monster archetype, or is*/
-
/* set to zero */
-
/* the standard mode of movement from previous versions of crossfire will be */
-
/* used. the upper four bits of movement data are not in effect when the monst*/
-
/* er has an enemy. these should only be used for non agressive monsters. */
-
/* to program a monsters movement add the attack movement numbers to the movem*/
-
/* ment numbers example a monster that moves in a circle until attacked and */
-
/* then attacks from a distance: */
-
/* CIRCLE1 = 32 */
-
/* + DISTATT = 1 */
-
/* ------------------- */
-
/* attack_movement = 33 */
-
/******************************************************************************/
#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
@@ -811,12 +770,8 @@
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
#define HI4 240
-#define BLANK_FACE_NAME "blank.111"
-#define EMPTY_FACE_NAME "empty.111"
-#define DARK_FACE1_NAME "dark1.111"
-#define DARK_FACE2_NAME "dark2.111"
-#define DARK_FACE3_NAME "dark3.111"
-#define SMOOTH_FACE_NAME "default_smoothed.111"
+#define BLANK_FACE_NAME "blank.x11"
+#define EMPTY_FACE_NAME "empty.x11"
/*
* Defines for the luck/random functions to make things more readable
@@ -825,109 +780,21 @@
#define PREFER_HIGH 1
#define PREFER_LOW 0
-/* Simple function we use below to keep adding to the same string
- * but also make sure we don't overwrite that string.
- */
-static inline void
-safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
-{
- if (*curlen == (maxlen - 1))
- return;
-
- strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
- dest[maxlen - 1] = 0;
- *curlen += strlen (orig);
-
- if (*curlen > (maxlen - 1))
- *curlen = maxlen - 1;
-}
-
-
-/* The SAFE versions of these call the safe_strcat function above.
- * Ideally, all functions should use the SAFE functions, but they
- * require some extra support in the calling function to remain as
- * efficient.
- */
-#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
- if(variable) { \
- int i,j=0; \
- safe_strcat(retbuf,"(" name ": ", len, maxlen); \
- for(i=0; i