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. |
|
|
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 |
|
|
58 | #endif |
|
|
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 | |
|
|
70 | //TODO: not only use more reasonable values, also enforce them |
|
|
71 | #define MIN_WC -120 |
|
|
72 | #define MAX_WC 120 |
|
|
73 | #define MIN_AC -120 |
|
|
74 | #define MAX_AC 120 |
|
|
75 | #define MIN_DAM 0 |
|
|
76 | #define MAX_DAM 200 |
|
|
77 | #define MIN_DIGESTION -35 |
|
|
78 | #define MAX_DIGESTION 70 |
|
|
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 |
|
|
198 | * 5 = destroy monsters |
|
|
199 | * 6 = destroy pets / friendlies |
|
|
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 | |
|
|
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) */ |
|
|
281 | |
|
|
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 /* Can this creature use a shield? */ |
430 | /* Can this creature use a shield? */ |
|
|
431 | |
443 | |
432 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
433 | |
445 | |
434 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
446 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
435 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
447 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
… | |
… | |
439 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
451 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
440 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
452 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
441 | |
453 | |
442 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_MONSTER 14 /* Will attack players */ |
443 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | #define FLAG_FRIENDLY 15 /* Will help players */ |
444 | |
|
|
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
447 | #define FLAG_AUTO_APPLY 18 |
458 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
448 | /* Will be applied when created */ |
459 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
449 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
|
|
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
460 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
455 | |
465 | |
456 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
457 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
467 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
458 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
468 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
459 | |
469 | |
460 | #define FLAG_IS_USED_UP 28 |
470 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
461 | /* When (--food<0) the object will exit */ |
471 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
462 | #define FLAG_IDENTIFIED 29 |
472 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
463 | /* Player knows full info about item */ |
|
|
464 | #define FLAG_REFLECTING 30 |
|
|
465 | /* Object reflects from walls (lightning) */ |
|
|
466 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
473 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
467 | |
|
|
468 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
474 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
469 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
475 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
470 | #define FLAG_STARTEQUIP 34 |
476 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
471 | /* Object was given to player at start */ |
477 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
472 | #define FLAG_BLOCKSVIEW 35 |
|
|
473 | /* Object blocks view */ |
|
|
474 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
478 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
475 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
479 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
476 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
480 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
477 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
481 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
|
|
482 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
478 | |
483 | |
479 | #define FLAG_REFL_SPELL 40 |
|
|
480 | /* Spells (some) will reflect from object */ |
|
|
481 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
484 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
482 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
485 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
483 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
486 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
484 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
487 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
485 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
488 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
… | |
… | |
491 | |
494 | |
492 | #define FLAG_PICK_UP 48 /* Can pick up */ |
495 | #define FLAG_PICK_UP 48 /* Can pick up */ |
493 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
496 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
494 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
497 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
495 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
498 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
496 | #define FLAG_CAST_SPELL 52 |
499 | |
497 | /* (Monster) can learn and cast spells */ |
500 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
498 | #define FLAG_USE_SCROLL 53 |
501 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
499 | /* (Monster) can read scroll */ |
|
|
500 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
502 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
501 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
503 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
502 | |
504 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
503 | #define FLAG_USE_ARMOUR 56 |
505 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
504 | /* (Monster) can wear armour/shield/helmet */ |
|
|
505 | #define FLAG_USE_WEAPON 57 |
|
|
506 | /* (Monster) can wield weapons */ |
|
|
507 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
506 | #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) */ |
507 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
508 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
|
|
509 | |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
511 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
511 | #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 */ |
512 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
513 | |
513 | |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
531 | |
531 | |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
532 | #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 */ |
533 | #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 */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
535 | |
535 | |
536 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
536 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
538 | #define FLAG_MAKE_INVIS 85 |
538 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
539 | /* (Item) gives invisibility when applied */ |
539 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
540 | #define FLAG_INV_LOCKED 86 |
540 | |
541 | /* Item will not be dropped from inventory */ |
|
|
542 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
541 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
543 | |
|
|
544 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
542 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
545 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
543 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
546 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
544 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
547 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
545 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
548 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
546 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
… | |
… | |
562 | */ |
560 | */ |
563 | |
561 | |
564 | #define FLAG_BERSERK 99 /* monster will attack closest living |
562 | #define FLAG_BERSERK 99 /* monster will attack closest living |
565 | object */ |
563 | object */ |
566 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
564 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
567 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
565 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
568 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
566 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
569 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
567 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
570 | * load_original_map() */ |
568 | * load_original_map() */ |
571 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
569 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
572 | * the overlay, and is not subject to |
570 | // * the overlay, and is not subject to |
573 | * decay. */ |
571 | // * decay. */ |
574 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
572 | #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' */ |
573 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
576 | #define FLAG_IS_WATER 107 |
574 | #define FLAG_IS_WATER 107 |
577 | #define FLAG_CONTENT_ON_GEN 108 |
575 | #define FLAG_CONTENT_ON_GEN 108 |
578 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
576 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
… | |
… | |
584 | * defined flag + 1. If you change this, |
582 | * defined flag + 1. If you change this, |
585 | * make sure you update the flag_links |
583 | * make sure you update the flag_links |
586 | * in common/loader.l |
584 | * in common/loader.l |
587 | */ |
585 | */ |
588 | |
586 | |
589 | /* Values can go up to 127 before the size of the flags array in the |
|
|
590 | * object structure needs to be enlarged. |
|
|
591 | * So there are 18 available flags slots |
|
|
592 | */ |
|
|
593 | |
|
|
594 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
|
|
595 | |
|
|
596 | /* If you add new movement types, you may need to update |
587 | /* If you add new movement types, you may need to update |
597 | * describe_item() so properly describe those types. |
588 | * describe_item() so properly describe those types. |
598 | * change_abil() probably should be updated also. |
589 | * change_abil() probably should be updated also. |
599 | */ |
590 | */ |
600 | #define MOVE_WALK 0x1 /* Object walks */ |
591 | #define MOVE_WALK 0x01 /* Object walks */ |
601 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
592 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
602 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
593 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
603 | #define MOVE_FLYING 0x6 |
594 | #define MOVE_FLYING 0x06 |
604 | /* Combo of fly_low and fly_high */ |
595 | /* Combo of fly_low and fly_high */ |
605 | #define MOVE_SWIM 0x8 /* Swimming object */ |
596 | #define MOVE_SWIM 0x08 /* Swimming object */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
597 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
598 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
599 | |
607 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
600 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
608 | |
601 | |
609 | /* typdef here to define type large enough to hold bitmask of |
602 | /* typdef here to define type large enough to hold bitmask of |
610 | * all movement types. Make one declaration so easy to update. |
603 | * all movement types. Make one declaration so easy to update. |
611 | * uint8 is defined yet, so just use what that would define it |
|
|
612 | * at anyways. |
|
|
613 | */ |
604 | */ |
614 | typedef unsigned char MoveType; |
605 | typedef unsigned char MoveType; |
615 | |
606 | |
616 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
607 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
617 | * Basically, ob2 has to block all of ob1 movement types. |
608 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
626 | * |
617 | * |
627 | */ |
618 | */ |
628 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
619 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
629 | ((type) && (ob1->move_type & type) == ob1->move_type) |
620 | ((type) && (ob1->move_type & type) == ob1->move_type) |
630 | |
621 | |
631 | |
|
|
632 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
622 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
633 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
623 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
634 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
624 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
635 | |
|
|
636 | /* Note: These values are only a default value, resizing can change them */ |
|
|
637 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
638 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
639 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
640 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
641 | |
|
|
642 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
643 | |
|
|
644 | #define E_MONSTER 0x00000001 |
|
|
645 | #define E_EXIT 0x00000002 |
|
|
646 | #define E_TREASURE 0x00000004 |
|
|
647 | #define E_BACKGROUND 0x00000008 |
|
|
648 | #define E_DOOR 0x00000010 |
|
|
649 | #define E_SPECIAL 0x00000020 |
|
|
650 | #define E_SHOP 0x00000040 |
|
|
651 | #define E_NORMAL 0x00000080 |
|
|
652 | #define E_FALSE_WALL 0x00000100 |
|
|
653 | #define E_WALL 0x00000200 |
|
|
654 | #define E_EQUIPMENT 0x00000400 |
|
|
655 | #define E_OTHER 0x00000800 |
|
|
656 | #define E_ARTIFACT 0x00001000 |
|
|
657 | |
625 | |
658 | #define EXIT_PATH(xyz) (xyz)->slaying |
626 | #define EXIT_PATH(xyz) (xyz)->slaying |
659 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
627 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
660 | #define EXIT_X(xyz) (xyz)->stats.hp |
628 | #define EXIT_X(xyz) (xyz)->stats.hp |
661 | #define EXIT_Y(xyz) (xyz)->stats.sp |
629 | #define EXIT_Y(xyz) (xyz)->stats.sp |
… | |
… | |
681 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
649 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
682 | |
650 | |
683 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
651 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
684 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
652 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
685 | |
653 | |
686 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
687 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
688 | |
|
|
689 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
654 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
690 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
655 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
691 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
656 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
692 | |
657 | |
693 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
658 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
694 | each of them signed char, concatenated in a int16 */ |
659 | each of them signed char, concatenated in a int16 */ |
695 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
660 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
696 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
661 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
697 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
662 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
663 | |
698 | #define FIRE_DIRECTIONAL 0 |
664 | #define FIRE_DIRECTIONAL 0 |
699 | #define FIRE_POSITIONAL 1 |
665 | #define FIRE_POSITIONAL 1 |
700 | |
666 | |
701 | /******************************************************************************/ |
667 | /******************************************************************************/ |
702 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
668 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
767 | */ |
733 | */ |
768 | |
734 | |
769 | #define PREFER_HIGH 1 |
735 | #define PREFER_HIGH 1 |
770 | #define PREFER_LOW 0 |
736 | #define PREFER_LOW 0 |
771 | |
737 | |
772 | /* Simple function we use below to keep adding to the same string |
|
|
773 | * but also make sure we don't overwrite that string. |
|
|
774 | */ |
|
|
775 | static inline void |
|
|
776 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
777 | { |
|
|
778 | if (*curlen == (maxlen - 1)) |
|
|
779 | return; |
|
|
780 | |
|
|
781 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
782 | dest[maxlen - 1] = 0; |
|
|
783 | *curlen += strlen (orig); |
|
|
784 | |
|
|
785 | if (*curlen > (maxlen - 1)) |
|
|
786 | *curlen = maxlen - 1; |
|
|
787 | } |
|
|
788 | |
|
|
789 | |
|
|
790 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
791 | * Ideally, all functions should use the SAFE functions, but they |
|
|
792 | * require some extra support in the calling function to remain as |
|
|
793 | * efficient. |
|
|
794 | */ |
|
|
795 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
796 | if(variable) { \ |
|
|
797 | int i,j=0; \ |
|
|
798 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
799 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
800 | if(variable & (1<<i)) { \ |
|
|
801 | if (j) \ |
|
|
802 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
803 | else \ |
|
|
804 | j = 1; \ |
|
|
805 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
806 | } \ |
|
|
807 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
808 | } |
|
|
809 | |
|
|
810 | |
|
|
811 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
812 | |
|
|
813 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
814 | if(variable) { \ |
|
|
815 | int i,j=0; \ |
|
|
816 | strcat(retbuf,"(" name ": "); \ |
|
|
817 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
818 | if(variable & (1<<i)) { \ |
|
|
819 | if (j) \ |
|
|
820 | strcat(retbuf,", "); \ |
|
|
821 | else \ |
|
|
822 | j = 1; \ |
|
|
823 | strcat(retbuf, attacks[i]); \ |
|
|
824 | } \ |
|
|
825 | strcat(retbuf,")"); \ |
|
|
826 | } |
|
|
827 | |
|
|
828 | |
|
|
829 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
830 | if(variable) { \ |
|
|
831 | int i,j=0; \ |
|
|
832 | strcat(retbuf,"(" name ": "); \ |
|
|
833 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
834 | if(variable & (1<<i)) { \ |
|
|
835 | if (j) \ |
|
|
836 | strcat(retbuf,", "); \ |
|
|
837 | else \ |
|
|
838 | j = 1; \ |
|
|
839 | strcat(retbuf, spellpathnames[i]); \ |
|
|
840 | } \ |
|
|
841 | strcat(retbuf,")"); \ |
|
|
842 | } |
|
|
843 | |
|
|
844 | |
|
|
845 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
846 | if(variable) { \ |
|
|
847 | int i,j=0; \ |
|
|
848 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
849 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
850 | if(variable & (1<<i)) { \ |
|
|
851 | if (j) \ |
|
|
852 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
853 | else \ |
|
|
854 | j = 1; \ |
|
|
855 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
856 | } \ |
|
|
857 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
858 | } |
|
|
859 | |
|
|
860 | /* Flags for apply_special() */ |
738 | /* Flags for apply_special() */ |
861 | enum apply_flag |
739 | enum apply_flag |
862 | { |
740 | { |
863 | /* Basic flags, always use one of these */ |
741 | /* Basic flags/mode, always use one of these */ |
864 | AP_NULL = 0, |
742 | AP_TOGGLE = 0, |
865 | AP_APPLY = 1, |
743 | AP_APPLY = 1, |
866 | AP_UNAPPLY = 2, |
744 | AP_UNAPPLY = 2, |
867 | |
745 | |
868 | AP_BASIC_FLAGS = 15, |
746 | AP_BASIC_FLAGS = 0x0f, |
869 | |
747 | |
870 | /* Optional flags, for bitwise or with a basic flag */ |
748 | /* Optional flags, for bitwise or with a basic flag */ |
871 | AP_NO_MERGE = 16, |
749 | AP_NO_MERGE = 0x10, |
872 | AP_IGNORE_CURSE = 32, |
750 | AP_IGNORE_CURSE = 0x20, |
873 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
751 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
874 | /* Note this is supported in all the functions */ |
752 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
875 | }; |
753 | }; |
876 | |
754 | |
877 | /* Bitmask values for 'can_apply_object()' return values. |
755 | /* Bitmask values for 'can_apply_object()' return values. |
878 | * the CAN_APPLY_ prefix is to just note what function the |
756 | * the CAN_APPLY_ prefix is to just note what function the |
879 | * are returned from. |
757 | * are returned from. |
… | |
… | |
905 | #define CAN_APPLY_NOT_MASK 0xf |
783 | #define CAN_APPLY_NOT_MASK 0xf |
906 | #define CAN_APPLY_UNAPPLY 0x10 |
784 | #define CAN_APPLY_UNAPPLY 0x10 |
907 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
785 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
908 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
786 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
909 | |
787 | |
910 | /* Cut off point of when an object is put on the active list or not */ |
788 | // Cut off point of when an object is put on the active list or not |
|
|
789 | // we use 2**-n because that can be represented exactly |
|
|
790 | // also make sure that this is a float, not double, constant |
911 | #define MIN_ACTIVE_SPEED 1e-5 |
791 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
912 | |
792 | |
913 | #define RANDOM() (rndm.next () & 0xffffffU) |
793 | #define RANDOM() (rndm.next () & 0xffffffU) |
914 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
|
|
915 | |
794 | |
916 | /* Returns the weight of the given object. Note: it does not take the number of |
795 | /* Returns the weight of the given object. Note: it does not take the number of |
917 | * items (nrof) into account. |
796 | * items (nrof) into account. |
|
|
797 | * (this looks rather bogus, schmorp) |
918 | */ |
798 | */ |
919 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
799 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
920 | |
|
|
921 | |
|
|
922 | /* Code fastening defines |
|
|
923 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
924 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
925 | * the '\0' caracter will not be put at end of buf__. |
|
|
926 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
927 | * and clean up the string. (Lots faster than doing each time...) |
|
|
928 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
929 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
930 | * kown in advance. |
|
|
931 | */ |
|
|
932 | |
|
|
933 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
934 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
935 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
936 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
937 | |
800 | |
938 | /* |
801 | /* |
939 | * Warning! |
802 | * Warning! |
940 | * If you add message types here, don't forget |
803 | * If you add message types here, don't forget |
941 | * to keep the client up to date too! |
804 | * to keep the client up to date too! |
… | |
… | |
1026 | |
889 | |
1027 | /* admin messages */ |
890 | /* admin messages */ |
1028 | #define MSG_TYPE_ADMIN_RULES 1 |
891 | #define MSG_TYPE_ADMIN_RULES 1 |
1029 | #define MSG_TYPE_ADMIN_NEWS 2 |
892 | #define MSG_TYPE_ADMIN_NEWS 2 |
1030 | |
893 | |
|
|
894 | /** |
|
|
895 | * Maximum distance a player may hear a sound from. |
|
|
896 | * This is only used for new client/server sound. If the sound source |
|
|
897 | * on the map is farther away than this, we don't sent it to the client. |
|
|
898 | */ |
|
|
899 | #define MAX_SOUND_DISTANCE 16 |
|
|
900 | |
|
|
901 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
902 | #define INFO_CHANNEL "info" // lower_left box |
|
|
903 | #define SAY_CHANNEL "channel-say" |
|
|
904 | #define CHAT_CHANNEL "channel-chat" |
|
|
905 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
906 | |
|
|
907 | /* The following are the color flags passed to new_draw_info. |
|
|
908 | * |
|
|
909 | * We also set up some control flags |
|
|
910 | * |
|
|
911 | * NDI = New Draw Info |
|
|
912 | */ |
|
|
913 | |
|
|
914 | /* Color specifications - note these match the order in xutil.c */ |
|
|
915 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
916 | * be implicitly specified. |
|
|
917 | */ |
|
|
918 | #define NDI_BLACK 0 |
|
|
919 | #define NDI_WHITE 1 |
|
|
920 | #define NDI_NAVY 2 |
|
|
921 | #define NDI_RED 3 |
|
|
922 | #define NDI_ORANGE 4 |
|
|
923 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
924 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
925 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
926 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
927 | /* Than seagreen - also background color */ |
|
|
928 | #define NDI_GREY 9 |
|
|
929 | #define NDI_BROWN 10 /* Sienna */ |
|
|
930 | #define NDI_GOLD 11 |
|
|
931 | #define NDI_TAN 12 /* Khaki */ |
|
|
932 | |
|
|
933 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
934 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
935 | /* using an int anyways, so we have the space */ |
|
|
936 | /* to still do all the flags */ |
|
|
937 | |
|
|
938 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
939 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
940 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
941 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
942 | |
|
|
943 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
944 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
945 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
946 | |
1031 | #endif /* DEFINE_H */ |
947 | #endif /* DEFINE_H */ |
1032 | |
948 | |