1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * 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 |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* This file is best viewed with a window width of about 100 character */ |
24 | /* This file is best viewed with a window width of about 100 character */ |
26 | |
25 | |
27 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
… | |
… | |
50 | #endif |
49 | #endif |
51 | #ifndef MAX |
50 | #ifndef MAX |
52 | # define MAX(x,y) max (x, y) |
51 | # define MAX(x,y) max (x, y) |
53 | #endif |
52 | #endif |
54 | |
53 | |
55 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
56 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
57 | # define NAME_MAX 255 |
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|
58 | #endif |
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59 | |
56 | |
60 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
61 | #ifndef MAX3 |
58 | #ifndef MAX3 |
62 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
63 | #endif |
60 | #endif |
… | |
… | |
68 | #endif |
65 | #endif |
69 | |
66 | |
70 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
71 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
72 | |
69 | |
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70 | //TODO: not only use more reasonable values, also enforce them |
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71 | #define MIN_WC -120 |
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72 | #define MAX_WC 120 |
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73 | #define MIN_AC -120 |
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74 | #define MAX_AC 120 |
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75 | #define MIN_DAM 0 |
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76 | #define MAX_DAM 200 |
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77 | #define MIN_DIGESTION -35 |
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78 | #define MAX_DIGESTION 70 |
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79 | |
73 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
74 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
75 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
76 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
83 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
77 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
78 | |
85 | |
79 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
80 | |
87 | |
81 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
… | |
… | |
179 | #define GEM 60 |
186 | #define GEM 60 |
180 | |
187 | |
181 | #define FIREWALL 62 |
188 | #define FIREWALL 62 |
182 | #define ANVIL 63 |
189 | #define ANVIL 63 |
183 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
184 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
191 | #define MOOD_FLOOR 65 /* |
185 | * values of last_sp set how to change: |
192 | * values of last_sp set how to change: |
186 | * 0 = furious, all monsters become aggressive |
193 | * 0 = furious, all monsters become aggressive |
187 | * 1 = angry, all but friendly become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
188 | * 2 = calm, all aggressive monsters calm down |
195 | * 2 = calm, all aggressive monsters calm down |
189 | * 3 = sleep, all monsters fall asleep |
196 | * 3 = sleep, all monsters fall asleep |
190 | * 4 = charm, monsters become pets */ |
197 | * 4 = charm, monsters become pets |
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198 | * 5 = destroy monsters |
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199 | * 6 = destroy pets / friendlies |
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200 | */ |
191 | #define EXIT 66 |
201 | #define EXIT 66 |
192 | #define ENCOUNTER 67 |
202 | #define ENCOUNTER 67 |
193 | #define SHOP_FLOOR 68 |
203 | #define SHOP_FLOOR 68 |
194 | #define SHOP_MAT 69 |
204 | #define SHOP_MAT 69 |
195 | #define RING 70 |
205 | #define RING 70 |
… | |
… | |
232 | #define POISONING 105 |
242 | #define POISONING 105 |
233 | #define SAVEBED 106 |
243 | #define SAVEBED 106 |
234 | |
244 | |
235 | #define WAND 109 |
245 | #define WAND 109 |
236 | |
246 | |
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247 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
237 | #define SCROLL 111 |
248 | #define SCROLL 111 |
238 | #define DIRECTOR 112 |
249 | #define DIRECTOR 112 |
239 | #define GIRDLE 113 |
250 | #define GIRDLE 113 |
240 | #define FORCE 114 |
251 | #define FORCE 114 |
241 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
… | |
… | |
265 | |
276 | |
266 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
267 | |
278 | |
268 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
269 | potions, alchemy, or magic works here (elmex) */ |
280 | potions, alchemy, or magic works here (elmex) */ |
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281 | |
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282 | #define NUM_TYPES 166 // must be max(type) + 1 |
270 | |
283 | |
271 | /* DEAD TYPES: */ |
284 | /* DEAD TYPES: */ |
272 | //#define FBULLET 10 |
285 | //#define FBULLET 10 |
273 | //#define FBALL 11 |
286 | //#define FBALL 11 |
274 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
287 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
… | |
… | |
285 | * misc_object, monster, and spawn_generator |
298 | * misc_object, monster, and spawn_generator |
286 | * types are not used in any archetypes, |
299 | * types are not used in any archetypes, |
287 | * and should perhaps be removed. |
300 | * and should perhaps be removed. |
288 | * |
301 | * |
289 | * Wed Dec 20 13:35:24 CET 2006: |
302 | * Wed Dec 20 13:35:24 CET 2006: |
290 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
303 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
304 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
292 | * renamed WALL to BUILDABLE_WALL. |
305 | * renamed WALL to BUILDABLE_WALL. |
293 | */ |
306 | */ |
294 | |
307 | |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
308 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
… | |
… | |
421 | |
434 | |
422 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
435 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
423 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
436 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
424 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
437 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
425 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
438 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
426 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
439 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
427 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
440 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
428 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
441 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
429 | #define FLAG_USE_SHIELD 7 |
442 | #define FLAG_USE_SHIELD 7 |
430 | /* Can this creature use a shield? */ |
443 | /* Can this creature use a shield? */ |
431 | |
444 | |
… | |
… | |
444 | |
457 | |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
458 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
459 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
447 | #define FLAG_AUTO_APPLY 18 |
460 | #define FLAG_AUTO_APPLY 18 |
448 | /* Will be applied when created */ |
461 | /* Will be applied when created */ |
449 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
462 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
463 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
464 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
465 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
466 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
467 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
… | |
… | |
504 | /* (Monster) can wear armour/shield/helmet */ |
517 | /* (Monster) can wear armour/shield/helmet */ |
505 | #define FLAG_USE_WEAPON 57 |
518 | #define FLAG_USE_WEAPON 57 |
506 | /* (Monster) can wield weapons */ |
519 | /* (Monster) can wield weapons */ |
507 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
520 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
508 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
521 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
522 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
523 | #define FLAG_XRAYS 61 /* X-ray vision */ |
511 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
524 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
512 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
525 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
513 | |
526 | |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
527 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
531 | |
544 | |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
545 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
546 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
547 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
535 | |
548 | |
536 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
549 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
550 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
538 | #define FLAG_MAKE_INVIS 85 |
551 | #define FLAG_MAKE_INVIS 85 |
539 | /* (Item) gives invisibility when applied */ |
552 | /* (Item) gives invisibility when applied */ |
540 | #define FLAG_INV_LOCKED 86 |
553 | #define FLAG_INV_LOCKED 86 |
541 | /* Item will not be dropped from inventory */ |
554 | /* Item will not be dropped from inventory */ |
… | |
… | |
562 | */ |
575 | */ |
563 | |
576 | |
564 | #define FLAG_BERSERK 99 /* monster will attack closest living |
577 | #define FLAG_BERSERK 99 /* monster will attack closest living |
565 | object */ |
578 | object */ |
566 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
579 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
567 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
580 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
568 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
581 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
569 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
582 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
570 | * load_original_map() */ |
583 | * load_original_map() */ |
571 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
584 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
572 | * the overlay, and is not subject to |
585 | // * the overlay, and is not subject to |
573 | * decay. */ |
586 | // * decay. */ |
574 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
587 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
575 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
588 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
576 | #define FLAG_IS_WATER 107 |
589 | #define FLAG_IS_WATER 107 |
577 | #define FLAG_CONTENT_ON_GEN 108 |
590 | #define FLAG_CONTENT_ON_GEN 108 |
578 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
591 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
… | |
… | |
595 | |
608 | |
596 | /* If you add new movement types, you may need to update |
609 | /* If you add new movement types, you may need to update |
597 | * describe_item() so properly describe those types. |
610 | * describe_item() so properly describe those types. |
598 | * change_abil() probably should be updated also. |
611 | * change_abil() probably should be updated also. |
599 | */ |
612 | */ |
600 | #define MOVE_WALK 0x1 /* Object walks */ |
613 | #define MOVE_WALK 0x01 /* Object walks */ |
601 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
614 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
602 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
615 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
603 | #define MOVE_FLYING 0x6 |
616 | #define MOVE_FLYING 0x06 |
604 | /* Combo of fly_low and fly_high */ |
617 | /* Combo of fly_low and fly_high */ |
605 | #define MOVE_SWIM 0x8 /* Swimming object */ |
618 | #define MOVE_SWIM 0x08 /* Swimming object */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
619 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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620 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
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621 | |
607 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
622 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
608 | |
623 | |
609 | /* typdef here to define type large enough to hold bitmask of |
624 | /* typdef here to define type large enough to hold bitmask of |
610 | * all movement types. Make one declaration so easy to update. |
625 | * all movement types. Make one declaration so easy to update. |
611 | * uint8 is defined yet, so just use what that would define it |
626 | * uint8 is defined yet, so just use what that would define it |
612 | * at anyways. |
627 | * at anyways. |
… | |
… | |
767 | */ |
782 | */ |
768 | |
783 | |
769 | #define PREFER_HIGH 1 |
784 | #define PREFER_HIGH 1 |
770 | #define PREFER_LOW 0 |
785 | #define PREFER_LOW 0 |
771 | |
786 | |
772 | /* Simple function we use below to keep adding to the same string |
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773 | * but also make sure we don't overwrite that string. |
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774 | */ |
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775 | static inline void |
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776 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
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777 | { |
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778 | if (*curlen == (maxlen - 1)) |
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779 | return; |
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780 | |
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781 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
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782 | dest[maxlen - 1] = 0; |
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783 | *curlen += strlen (orig); |
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784 | |
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785 | if (*curlen > (maxlen - 1)) |
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786 | *curlen = maxlen - 1; |
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787 | } |
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788 | |
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789 | |
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790 | /* The SAFE versions of these call the safe_strcat function above. |
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791 | * Ideally, all functions should use the SAFE functions, but they |
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792 | * require some extra support in the calling function to remain as |
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793 | * efficient. |
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794 | */ |
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795 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
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796 | if(variable) { \ |
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797 | int i,j=0; \ |
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798 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
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799 | for(i=0; i<NROFATTACKS; i++) \ |
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800 | if(variable & (1<<i)) { \ |
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801 | if (j) \ |
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802 | safe_strcat(retbuf,", ", len, maxlen); \ |
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803 | else \ |
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804 | j = 1; \ |
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805 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
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806 | } \ |
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807 | safe_strcat(retbuf,")",len,maxlen); \ |
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808 | } |
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809 | |
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810 | |
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811 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
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812 | |
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813 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
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814 | if(variable) { \ |
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815 | int i,j=0; \ |
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816 | strcat(retbuf,"(" name ": "); \ |
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817 | for(i=0; i<NROFATTACKS; i++) \ |
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818 | if(variable & (1<<i)) { \ |
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819 | if (j) \ |
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820 | strcat(retbuf,", "); \ |
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821 | else \ |
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822 | j = 1; \ |
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823 | strcat(retbuf, attacks[i]); \ |
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824 | } \ |
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825 | strcat(retbuf,")"); \ |
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826 | } |
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827 | |
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828 | |
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829 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
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830 | if(variable) { \ |
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831 | int i,j=0; \ |
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832 | strcat(retbuf,"(" name ": "); \ |
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833 | for(i=0; i<NRSPELLPATHS; i++) \ |
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834 | if(variable & (1<<i)) { \ |
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835 | if (j) \ |
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836 | strcat(retbuf,", "); \ |
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837 | else \ |
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838 | j = 1; \ |
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839 | strcat(retbuf, spellpathnames[i]); \ |
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840 | } \ |
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841 | strcat(retbuf,")"); \ |
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842 | } |
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843 | |
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844 | |
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845 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
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846 | if(variable) { \ |
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847 | int i,j=0; \ |
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848 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
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849 | for(i=0; i<NRSPELLPATHS; i++) \ |
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850 | if(variable & (1<<i)) { \ |
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851 | if (j) \ |
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852 | safe_strcat(retbuf,", ", len, maxlen); \ |
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853 | else \ |
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854 | j = 1; \ |
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855 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
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856 | } \ |
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857 | safe_strcat(retbuf,")", len, maxlen); \ |
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858 | } |
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859 | |
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860 | /* Flags for apply_special() */ |
787 | /* Flags for apply_special() */ |
861 | enum apply_flag |
788 | enum apply_flag |
862 | { |
789 | { |
863 | /* Basic flags, always use one of these */ |
790 | /* Basic flags/mode, always use one of these */ |
864 | AP_NULL = 0, |
791 | AP_TOGGLE = 0, |
865 | AP_APPLY = 1, |
792 | AP_APPLY = 1, |
866 | AP_UNAPPLY = 2, |
793 | AP_UNAPPLY = 2, |
867 | |
794 | |
868 | AP_BASIC_FLAGS = 15, |
795 | AP_BASIC_FLAGS = 0x0f, |
869 | |
796 | |
870 | /* Optional flags, for bitwise or with a basic flag */ |
797 | /* Optional flags, for bitwise or with a basic flag */ |
871 | AP_NO_MERGE = 16, |
798 | AP_NO_MERGE = 0x10, |
872 | AP_IGNORE_CURSE = 32, |
799 | AP_IGNORE_CURSE = 0x20, |
873 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
800 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
874 | /* Note this is supported in all the functions */ |
801 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
875 | }; |
802 | }; |
876 | |
803 | |
877 | /* Bitmask values for 'can_apply_object()' return values. |
804 | /* Bitmask values for 'can_apply_object()' return values. |
878 | * the CAN_APPLY_ prefix is to just note what function the |
805 | * the CAN_APPLY_ prefix is to just note what function the |
879 | * are returned from. |
806 | * are returned from. |
… | |
… | |
905 | #define CAN_APPLY_NOT_MASK 0xf |
832 | #define CAN_APPLY_NOT_MASK 0xf |
906 | #define CAN_APPLY_UNAPPLY 0x10 |
833 | #define CAN_APPLY_UNAPPLY 0x10 |
907 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
834 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
908 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
835 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
909 | |
836 | |
910 | /* Cut off point of when an object is put on the active list or not */ |
837 | // 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 |
911 | #define MIN_ACTIVE_SPEED 1e-5 |
840 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
912 | |
841 | |
913 | #define RANDOM() (rndm.next () & 0xffffffU) |
842 | #define RANDOM() (rndm.next () & 0xffffffU) |
914 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
843 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
915 | |
844 | |
916 | /* Returns the weight of the given object. Note: it does not take the number of |
845 | /* Returns the weight of the given object. Note: it does not take the number of |
… | |
… | |
1026 | |
955 | |
1027 | /* admin messages */ |
956 | /* admin messages */ |
1028 | #define MSG_TYPE_ADMIN_RULES 1 |
957 | #define MSG_TYPE_ADMIN_RULES 1 |
1029 | #define MSG_TYPE_ADMIN_NEWS 2 |
958 | #define MSG_TYPE_ADMIN_NEWS 2 |
1030 | |
959 | |
|
|
960 | /** |
|
|
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 | #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 | |
1031 | #endif /* DEFINE_H */ |
1011 | #endif /* DEFINE_H */ |
1032 | |
1012 | |