1 | /* |
1 | /* |
2 | * static char *rcsid_define_h = |
2 | * static char *rcsid_define_h = |
3 | * "$Id: define.h,v 1.1 2006/02/03 07:12:48 root Exp $"; |
3 | * "$Id: define.h,v 1.7 2006/08/27 13:02:03 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
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85 | #endif |
85 | #endif |
86 | |
86 | |
87 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
87 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
88 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
88 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
89 | |
89 | |
90 | #define MAX_BUF 256 /* Used for all kinds of things */ |
90 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
91 | #define VERY_BIG_BUF 1024 |
91 | #define VERY_BIG_BUF 2048 |
92 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
92 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
93 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
93 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
94 | |
94 | |
95 | #define FONTSIZE 3000 /* Max chars in font */ |
95 | #define FONTSIZE 3000 /* Max chars in font */ |
96 | |
96 | |
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118 | */ |
118 | */ |
119 | |
119 | |
120 | /* type 0 will be undefined and shows a non valid type information */ |
120 | /* type 0 will be undefined and shows a non valid type information */ |
121 | |
121 | |
122 | #define PLAYER 1 |
122 | #define PLAYER 1 |
123 | /*#define BULLET 2 */ |
123 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
124 | #define ROD 3 |
124 | #define ROD 3 |
125 | #define TREASURE 4 |
125 | #define TREASURE 4 |
126 | #define POTION 5 |
126 | #define POTION 5 |
127 | #define FOOD 6 |
127 | #define FOOD 6 |
128 | #define POISON 7 |
128 | #define POISON 7 |
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135 | #define BOW 14 |
135 | #define BOW 14 |
136 | #define WEAPON 15 |
136 | #define WEAPON 15 |
137 | #define ARMOUR 16 |
137 | #define ARMOUR 16 |
138 | #define PEDESTAL 17 |
138 | #define PEDESTAL 17 |
139 | #define ALTAR 18 |
139 | #define ALTAR 18 |
140 | #define CONFUSION 19 |
140 | /*#define CONFUSION 19 */ |
141 | #define LOCKED_DOOR 20 |
141 | #define LOCKED_DOOR 20 |
142 | #define SPECIAL_KEY 21 |
142 | #define SPECIAL_KEY 21 |
143 | #define MAP 22 |
143 | #define MAP 22 |
144 | #define DOOR 23 |
144 | #define DOOR 23 |
145 | #define KEY 24 |
145 | #define KEY 24 |
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282 | #define POWER_CRYSTAL 156 |
282 | #define POWER_CRYSTAL 156 |
283 | #define CORPSE 157 |
283 | #define CORPSE 157 |
284 | |
284 | |
285 | #define DISEASE 158 |
285 | #define DISEASE 158 |
286 | #define SYMPTOM 159 |
286 | #define SYMPTOM 159 |
287 | |
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288 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
287 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
289 | #define MATERIAL 161 /* Material for building */ |
288 | #define MATERIAL 161 /* Material for building */ |
290 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
289 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
291 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
290 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
292 | #define QUEST 164 /* See below for subtypes */ |
291 | #define QUEST 164 /* See below for subtypes */ |
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292 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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293 | potions, alchemy, or magic works here (elmex) */ |
293 | /* END TYPE DEFINE */ |
294 | /* END TYPE DEFINE */ |
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295 | |
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296 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
294 | |
297 | |
295 | /* Subtypes for BUILDER */ |
298 | /* Subtypes for BUILDER */ |
296 | #define ST_BD_BUILD 1 /* Builds an item */ |
299 | #define ST_BD_BUILD 1 /* Builds an item */ |
297 | #define ST_BD_REMOVE 2 /* Removes an item */ |
300 | #define ST_BD_REMOVE 2 /* Removes an item */ |
298 | |
301 | |
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627 | #define MOVE_WALK 0x1 /* Object walks */ |
630 | #define MOVE_WALK 0x1 /* Object walks */ |
628 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
631 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
629 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
632 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
630 | #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ |
633 | #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ |
631 | #define MOVE_SWIM 0x8 /* Swimming object */ |
634 | #define MOVE_SWIM 0x8 /* Swimming object */ |
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635 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
632 | #define MOVE_ALL 0xf /* Mask of all movement types */ |
636 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
633 | |
637 | |
634 | /* the normal assumption is that objects are walking/flying. |
638 | /* the normal assumption is that objects are walking/flying. |
635 | * So often we don't want to block movement, but still don't want |
639 | * So often we don't want to block movement, but still don't want |
636 | * to allow all types (swimming is rather specialized) - I also |
640 | * to allow all types (swimming is rather specialized) - I also |
637 | * expect as more movement types show up, this is likely to get |
641 | * expect as more movement types show up, this is likely to get |