1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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. |
20 | * |
21 | |
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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 |
28 | * around, this file should be better split between them - things |
27 | * around, this file should be better split between them - things |
… | |
… | |
32 | */ |
31 | */ |
33 | |
32 | |
34 | #ifndef DEFINE_H |
33 | #ifndef DEFINE_H |
35 | #define DEFINE_H |
34 | #define DEFINE_H |
36 | |
35 | |
37 | /* |
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38 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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39 | * Thus the prototypes made by cextract don't get included correctly. |
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40 | */ |
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41 | #if !defined(__STDC__) |
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42 | |
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43 | /* Removed # from start of following line. makedepend was picking it up. |
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44 | * The following should still hopefully result in an error. |
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45 | */ |
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46 | error - Your ANSI C compiler should be defining __STDC__; |
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47 | #endif |
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48 | |
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49 | #include <autoconf.h> |
36 | #include <autoconf.h> |
50 | |
37 | |
51 | #define FONTDIR "" |
38 | #define FONTDIR "" |
52 | #define FONTNAME "" |
39 | #define FONTNAME "" |
53 | |
40 | |
54 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
55 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
56 | |
43 | |
57 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
58 | # include <sys/param.h> |
45 | # include <sys/param.h> |
59 | #endif |
46 | #endif |
60 | #ifndef MIN |
47 | #ifndef MIN |
61 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
48 | # define MIN(x,y) min (x, y) |
62 | #endif |
49 | #endif |
63 | #ifndef MAX |
50 | #ifndef MAX |
64 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
51 | # define MAX(x,y) max (x, y) |
65 | #endif |
52 | #endif |
66 | |
53 | |
67 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
68 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
69 | # define NAME_MAX 255 |
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70 | #endif |
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71 | |
56 | |
72 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
73 | #ifndef MAX3 |
58 | #ifndef MAX3 |
74 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
75 | #endif |
60 | #endif |
… | |
… | |
80 | #endif |
65 | #endif |
81 | |
66 | |
82 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
83 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
84 | |
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 | |
85 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
86 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
87 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
88 | #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 */ |
89 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
90 | |
85 | |
91 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
92 | |
87 | |
93 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
94 | |
89 | |
95 | #define MAX_NAME 48 |
90 | #define MAX_NAME 48 |
96 | #define MAX_EXT_TITLE 98 |
91 | #define MAX_EXT_TITLE 98 |
97 | |
92 | |
98 | /* Fatal variables: */ |
93 | /* Fatal variables: */ |
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94 | //TODO: remove all calls to fatal and replace them by cleanup |
99 | #define OUT_OF_MEMORY 0 |
95 | #define OUT_OF_MEMORY 0 |
100 | #define MAP_ERROR 1 |
96 | #define MAP_ERROR 1 |
101 | #define ARCHTABLE_TOO_SMALL 2 |
97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
102 | #define TOO_MANY_ERRORS 3 |
98 | #define TOO_MANY_ERRORS 3 |
103 | |
99 | |
104 | /* TYPE DEFINES */ |
100 | /* TYPE DEFINES */ |
105 | |
101 | |
106 | /* Only add new values to this list if somewhere in the program code, |
102 | /* Only add new values to this list if somewhere in the program code, |
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243 | #define POISONING 105 |
239 | #define POISONING 105 |
244 | #define SAVEBED 106 |
240 | #define SAVEBED 106 |
245 | |
241 | |
246 | #define WAND 109 |
242 | #define WAND 109 |
247 | |
243 | |
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244 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
248 | #define SCROLL 111 |
245 | #define SCROLL 111 |
249 | #define DIRECTOR 112 |
246 | #define DIRECTOR 112 |
250 | #define GIRDLE 113 |
247 | #define GIRDLE 113 |
251 | #define FORCE 114 |
248 | #define FORCE 114 |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
249 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
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276 | |
273 | |
277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
274 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
278 | |
275 | |
279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
276 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
280 | potions, alchemy, or magic works here (elmex) */ |
277 | potions, alchemy, or magic works here (elmex) */ |
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278 | |
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279 | #define NUM_TYPES 166 // must be max(type) + 1 |
281 | |
280 | |
282 | /* DEAD TYPES: */ |
281 | /* DEAD TYPES: */ |
283 | //#define FBULLET 10 |
282 | //#define FBULLET 10 |
284 | //#define FBALL 11 |
283 | //#define FBALL 11 |
285 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
284 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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296 | * misc_object, monster, and spawn_generator |
295 | * misc_object, monster, and spawn_generator |
297 | * types are not used in any archetypes, |
296 | * types are not used in any archetypes, |
298 | * and should perhaps be removed. |
297 | * and should perhaps be removed. |
299 | * |
298 | * |
300 | * Wed Dec 20 13:35:24 CET 2006: |
299 | * Wed Dec 20 13:35:24 CET 2006: |
301 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
300 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
302 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
301 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
303 | * renamed WALL to BUILDABLE_WALL. |
302 | * renamed WALL to BUILDABLE_WALL. |
304 | */ |
303 | */ |
305 | |
304 | |
306 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
305 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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432 | |
431 | |
433 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
432 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
434 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
433 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
435 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
434 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
436 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
435 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
437 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
436 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
438 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
437 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
439 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
438 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
440 | #define FLAG_USE_SHIELD 7 |
439 | #define FLAG_USE_SHIELD 7 |
441 | /* Can this creature use a shield? */ |
440 | /* Can this creature use a shield? */ |
442 | |
441 | |
443 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
442 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | |
443 | |
445 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
444 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
446 | |
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447 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
445 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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446 | |
448 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
447 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
449 | |
448 | |
450 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
449 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
451 | |
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452 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
450 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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451 | |
453 | #define FLAG_MONSTER 14 /* Will attack players */ |
452 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_FRIENDLY 15 /* Will help players */ |
453 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | |
454 | |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
455 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
456 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
458 | #define FLAG_AUTO_APPLY 18 |
457 | #define FLAG_AUTO_APPLY 18 |
459 | /* Will be applied when created */ |
458 | /* Will be applied when created */ |
460 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
459 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
461 | #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. */ |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
466 | |
465 | |
467 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
468 | |
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469 | /*#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 */ |
470 | |
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471 | /*#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 */ |
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469 | |
472 | #define FLAG_IS_USED_UP 28 |
470 | #define FLAG_IS_USED_UP 28 |
473 | /* When (--food<0) the object will exit */ |
471 | /* When (--food<0) the object will exit */ |
474 | #define FLAG_IDENTIFIED 29 |
472 | #define FLAG_IDENTIFIED 29 |
475 | /* Player knows full info about item */ |
473 | /* Player knows full info about item */ |
476 | #define FLAG_REFLECTING 30 |
474 | #define FLAG_REFLECTING 30 |
477 | /* Object reflects from walls (lightning) */ |
475 | /* Object reflects from walls (lightning) */ |
478 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
476 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
479 | |
477 | |
480 | /* Start of values in flags[1] */ |
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481 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
478 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
482 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
479 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
483 | #define FLAG_STARTEQUIP 34 |
480 | #define FLAG_STARTEQUIP 34 |
484 | /* Object was given to player at start */ |
481 | /* Object was given to player at start */ |
485 | #define FLAG_BLOCKSVIEW 35 |
482 | #define FLAG_BLOCKSVIEW 35 |
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496 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
493 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
497 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
494 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
498 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
495 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
499 | but can still attack at a distance */ |
496 | but can still attack at a distance */ |
500 | |
497 | |
501 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
498 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
502 | thru this object as if it wasn't there */ |
499 | thru this object as if it wasn't there */ |
503 | |
500 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
504 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
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505 | |
501 | |
506 | #define FLAG_PICK_UP 48 /* Can pick up */ |
502 | #define FLAG_PICK_UP 48 /* Can pick up */ |
507 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
503 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
508 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
504 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
509 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
505 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
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518 | /* (Monster) can wear armour/shield/helmet */ |
514 | /* (Monster) can wear armour/shield/helmet */ |
519 | #define FLAG_USE_WEAPON 57 |
515 | #define FLAG_USE_WEAPON 57 |
520 | /* (Monster) can wield weapons */ |
516 | /* (Monster) can wield weapons */ |
521 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
517 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
522 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
518 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
523 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
519 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
524 | #define FLAG_XRAYS 61 /* X-ray vision */ |
520 | #define FLAG_XRAYS 61 /* X-ray vision */ |
525 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
521 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
526 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
522 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
527 | |
523 | |
528 | /* Start of values in flags[2] */ |
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529 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
524 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
530 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
525 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
531 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
526 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
532 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
527 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
533 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
528 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
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546 | |
541 | |
547 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
542 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
548 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
543 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
549 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
544 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
550 | |
545 | |
551 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
546 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
552 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
547 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
553 | #define FLAG_MAKE_INVIS 85 |
548 | #define FLAG_MAKE_INVIS 85 |
554 | /* (Item) gives invisibility when applied */ |
549 | /* (Item) gives invisibility when applied */ |
555 | #define FLAG_INV_LOCKED 86 |
550 | #define FLAG_INV_LOCKED 86 |
556 | /* Item will not be dropped from inventory */ |
551 | /* Item will not be dropped from inventory */ |
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562 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
557 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
563 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
558 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
564 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
559 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
565 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
560 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
566 | |
561 | |
567 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
562 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
568 | |
563 | |
569 | /* Start of values in flags[3] */ |
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570 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
564 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
571 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
565 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
572 | * away (replaces ghosthit) |
566 | * away (replaces ghosthit) |
573 | */ |
567 | */ |
574 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
568 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
592 | #define FLAG_IS_WATER 107 |
586 | #define FLAG_IS_WATER 107 |
593 | #define FLAG_CONTENT_ON_GEN 108 |
587 | #define FLAG_CONTENT_ON_GEN 108 |
594 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
588 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
595 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
589 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
596 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
590 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
597 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
591 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
598 | |
592 | |
599 | #define NUM_FLAGS 113 /* Should always be equal to the last |
593 | #define NUM_FLAGS 113 /* Should always be equal to the last |
600 | * defined flag + 1. If you change this, |
594 | * defined flag + 1. If you change this, |
601 | * make sure you update the flag_links |
595 | * make sure you update the flag_links |
602 | * in common/loader.l |
596 | * in common/loader.l |
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605 | /* Values can go up to 127 before the size of the flags array in the |
599 | /* Values can go up to 127 before the size of the flags array in the |
606 | * object structure needs to be enlarged. |
600 | * object structure needs to be enlarged. |
607 | * So there are 18 available flags slots |
601 | * So there are 18 available flags slots |
608 | */ |
602 | */ |
609 | |
603 | |
610 | |
|
|
611 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
604 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
612 | |
|
|
613 | #if 0 |
|
|
614 | |
|
|
615 | /* These should no longer be needed - access move_slow_penalty |
|
|
616 | * directly. |
|
|
617 | */ |
|
|
618 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
|
|
619 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
|
|
620 | #endif |
|
|
621 | |
605 | |
622 | /* If you add new movement types, you may need to update |
606 | /* If you add new movement types, you may need to update |
623 | * describe_item() so properly describe those types. |
607 | * describe_item() so properly describe those types. |
624 | * change_abil() probably should be updated also. |
608 | * change_abil() probably should be updated also. |
625 | */ |
609 | */ |
626 | #define MOVE_WALK 0x1 /* Object walks */ |
610 | #define MOVE_WALK 0x01 /* Object walks */ |
627 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
611 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
628 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
612 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
629 | #define MOVE_FLYING 0x6 |
613 | #define MOVE_FLYING 0x06 |
630 | /* Combo of fly_low and fly_high */ |
614 | /* Combo of fly_low and fly_high */ |
631 | #define MOVE_SWIM 0x8 /* Swimming object */ |
615 | #define MOVE_SWIM 0x08 /* Swimming object */ |
632 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
616 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
617 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
618 | |
633 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
619 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
634 | |
|
|
635 | /* the normal assumption is that objects are walking/flying. |
|
|
636 | * So often we don't want to block movement, but still don't want |
|
|
637 | * to allow all types (swimming is rather specialized) - I also |
|
|
638 | * expect as more movement types show up, this is likely to get |
|
|
639 | * updated. Basically, this is the default for spaces that allow |
|
|
640 | * movement - anything but swimming right now. If you really |
|
|
641 | * want nothing at all, then can always set move_block to 0 |
|
|
642 | */ |
|
|
643 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
|
|
644 | |
620 | |
645 | /* typdef here to define type large enough to hold bitmask of |
621 | /* typdef here to define type large enough to hold bitmask of |
646 | * all movement types. Make one declaration so easy to update. |
622 | * all movement types. Make one declaration so easy to update. |
647 | * uint8 is defined yet, so just use what that would define it |
623 | * uint8 is defined yet, so just use what that would define it |
648 | * at anyways. |
624 | * at anyways. |
… | |
… | |
660 | * Add check - if type is 0, don't stop anything from moving |
636 | * Add check - if type is 0, don't stop anything from moving |
661 | * onto it. |
637 | * onto it. |
662 | * |
638 | * |
663 | */ |
639 | */ |
664 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
640 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
665 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
641 | ((type) && (ob1->move_type & type) == ob1->move_type) |
666 | |
642 | |
667 | |
643 | |
668 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
644 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
669 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
645 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
670 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
646 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
697 | #define EXIT_Y(xyz) (xyz)->stats.sp |
673 | #define EXIT_Y(xyz) (xyz)->stats.sp |
698 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
674 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
699 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
675 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
700 | |
676 | |
701 | /* for use by the lighting code */ |
677 | /* for use by the lighting code */ |
702 | #define MAX_LIGHT_RADII 4 |
678 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
703 | /* max radii for 'light' object, really |
|
|
704 | * large values allow objects that can |
679 | * large values allow objects that can |
705 | * slow down the game */ |
680 | * slow down the game */ |
706 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
681 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
707 | * practical reason to exceed this */ |
682 | * practical reason to exceed this */ |
708 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
683 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
734 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
709 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
735 | #define FIRE_DIRECTIONAL 0 |
710 | #define FIRE_DIRECTIONAL 0 |
736 | #define FIRE_POSITIONAL 1 |
711 | #define FIRE_POSITIONAL 1 |
737 | |
712 | |
738 | /******************************************************************************/ |
713 | /******************************************************************************/ |
739 | |
|
|
740 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
714 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
741 | |
|
|
742 | /******************************************************************************/ |
715 | /******************************************************************************/ |
743 | |
|
|
744 | /* if your monsters start acting wierd, mail me */ |
716 | /* if your monsters start acting wierd, mail me */ |
745 | |
|
|
746 | /******************************************************************************/ |
717 | /******************************************************************************/ |
747 | |
|
|
748 | /* the following definitions are for the attack_movement variable in monsters */ |
718 | /* the following definitions are for the attack_movement variable in monsters */ |
749 | |
|
|
750 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
719 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
751 | |
|
|
752 | /* set to zero */ |
720 | /* set to zero */ |
753 | |
|
|
754 | /* the standard mode of movement from previous versions of crossfire will be */ |
721 | /* the standard mode of movement from previous versions of crossfire will be */ |
755 | |
|
|
756 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
722 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
757 | |
|
|
758 | /* er has an enemy. these should only be used for non agressive monsters. */ |
723 | /* er has an enemy. these should only be used for non agressive monsters. */ |
759 | |
|
|
760 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
724 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
761 | |
|
|
762 | /* ment numbers example a monster that moves in a circle until attacked and */ |
725 | /* ment numbers example a monster that moves in a circle until attacked and */ |
763 | |
|
|
764 | /* then attacks from a distance: */ |
726 | /* then attacks from a distance: */ |
765 | |
|
|
766 | /* CIRCLE1 = 32 */ |
727 | /* CIRCLE1 = 32 */ |
767 | |
|
|
768 | /* + DISTATT = 1 */ |
728 | /* + DISTATT = 1 */ |
769 | |
|
|
770 | /* ------------------- */ |
729 | /* ------------------- */ |
771 | |
|
|
772 | /* attack_movement = 33 */ |
730 | /* attack_movement = 33 */ |
773 | |
|
|
774 | /******************************************************************************/ |
731 | /******************************************************************************/ |
775 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
732 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
776 | /* attack from a distance - good for missile users only */ |
733 | /* attack from a distance - good for missile users only */ |
777 | #define RUNATT 2 /* run but attack if player catches up to object */ |
734 | #define RUNATT 2 /* run but attack if player catches up to object */ |
778 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
735 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
814 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
771 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
815 | #define HI4 240 |
772 | #define HI4 240 |
816 | |
773 | |
817 | #define BLANK_FACE_NAME "blank.x11" |
774 | #define BLANK_FACE_NAME "blank.x11" |
818 | #define EMPTY_FACE_NAME "empty.x11" |
775 | #define EMPTY_FACE_NAME "empty.x11" |
819 | #define DARK_FACE1_NAME "dark1.x11" |
|
|
820 | #define DARK_FACE2_NAME "dark2.x11" |
|
|
821 | #define DARK_FACE3_NAME "dark3.x11" |
|
|
822 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
823 | |
776 | |
824 | /* |
777 | /* |
825 | * Defines for the luck/random functions to make things more readable |
778 | * Defines for the luck/random functions to make things more readable |
826 | */ |
779 | */ |
827 | |
780 | |
828 | #define PREFER_HIGH 1 |
781 | #define PREFER_HIGH 1 |
829 | #define PREFER_LOW 0 |
782 | #define PREFER_LOW 0 |
830 | |
|
|
831 | /* Simple function we use below to keep adding to the same string |
|
|
832 | * but also make sure we don't overwrite that string. |
|
|
833 | */ |
|
|
834 | static inline void |
|
|
835 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
836 | { |
|
|
837 | if (*curlen == (maxlen - 1)) |
|
|
838 | return; |
|
|
839 | |
|
|
840 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
841 | dest[maxlen - 1] = 0; |
|
|
842 | *curlen += strlen (orig); |
|
|
843 | |
|
|
844 | if (*curlen > (maxlen - 1)) |
|
|
845 | *curlen = maxlen - 1; |
|
|
846 | } |
|
|
847 | |
|
|
848 | |
|
|
849 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
850 | * Ideally, all functions should use the SAFE functions, but they |
|
|
851 | * require some extra support in the calling function to remain as |
|
|
852 | * efficient. |
|
|
853 | */ |
|
|
854 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
855 | if(variable) { \ |
|
|
856 | int i,j=0; \ |
|
|
857 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
858 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
859 | if(variable & (1<<i)) { \ |
|
|
860 | if (j) \ |
|
|
861 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
862 | else \ |
|
|
863 | j = 1; \ |
|
|
864 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
865 | } \ |
|
|
866 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
867 | } |
|
|
868 | |
|
|
869 | |
|
|
870 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
871 | |
|
|
872 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
873 | if(variable) { \ |
|
|
874 | int i,j=0; \ |
|
|
875 | strcat(retbuf,"(" name ": "); \ |
|
|
876 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
877 | if(variable & (1<<i)) { \ |
|
|
878 | if (j) \ |
|
|
879 | strcat(retbuf,", "); \ |
|
|
880 | else \ |
|
|
881 | j = 1; \ |
|
|
882 | strcat(retbuf, attacks[i]); \ |
|
|
883 | } \ |
|
|
884 | strcat(retbuf,")"); \ |
|
|
885 | } |
|
|
886 | |
|
|
887 | |
|
|
888 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
889 | if(variable) { \ |
|
|
890 | int i,j=0; \ |
|
|
891 | strcat(retbuf,"(" name ": "); \ |
|
|
892 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
893 | if(variable & (1<<i)) { \ |
|
|
894 | if (j) \ |
|
|
895 | strcat(retbuf,", "); \ |
|
|
896 | else \ |
|
|
897 | j = 1; \ |
|
|
898 | strcat(retbuf, spellpathnames[i]); \ |
|
|
899 | } \ |
|
|
900 | strcat(retbuf,")"); \ |
|
|
901 | } |
|
|
902 | |
|
|
903 | |
|
|
904 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
905 | if(variable) { \ |
|
|
906 | int i,j=0; \ |
|
|
907 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
908 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
909 | if(variable & (1<<i)) { \ |
|
|
910 | if (j) \ |
|
|
911 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
912 | else \ |
|
|
913 | j = 1; \ |
|
|
914 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
915 | } \ |
|
|
916 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
917 | } |
|
|
918 | |
783 | |
919 | /* Flags for apply_special() */ |
784 | /* Flags for apply_special() */ |
920 | enum apply_flag |
785 | enum apply_flag |
921 | { |
786 | { |
922 | /* Basic flags, always use one of these */ |
787 | /* Basic flags/mode, always use one of these */ |
923 | AP_NULL = 0, |
788 | AP_TOGGLE = 0, |
924 | AP_APPLY = 1, |
789 | AP_APPLY = 1, |
925 | AP_UNAPPLY = 2, |
790 | AP_UNAPPLY = 2, |
926 | |
791 | |
927 | AP_BASIC_FLAGS = 15, |
792 | AP_BASIC_FLAGS = 0x0f, |
928 | |
793 | |
929 | /* Optional flags, for bitwise or with a basic flag */ |
794 | /* Optional flags, for bitwise or with a basic flag */ |
930 | AP_NO_MERGE = 16, |
795 | AP_NO_MERGE = 0x10, |
931 | AP_IGNORE_CURSE = 32, |
796 | AP_IGNORE_CURSE = 0x20, |
932 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
797 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
933 | /* Note this is supported in all the functions */ |
798 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
934 | }; |
799 | }; |
935 | |
800 | |
936 | /* Bitmask values for 'can_apply_object()' return values. |
801 | /* Bitmask values for 'can_apply_object()' return values. |
937 | * the CAN_APPLY_ prefix is to just note what function the |
802 | * the CAN_APPLY_ prefix is to just note what function the |
938 | * are returned from. |
803 | * are returned from. |
… | |
… | |
964 | #define CAN_APPLY_NOT_MASK 0xf |
829 | #define CAN_APPLY_NOT_MASK 0xf |
965 | #define CAN_APPLY_UNAPPLY 0x10 |
830 | #define CAN_APPLY_UNAPPLY 0x10 |
966 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
831 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
967 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
832 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
968 | |
833 | |
969 | /* Cut off point of when an object is put on the active list or not */ |
834 | // Cut off point of when an object is put on the active list or not |
|
|
835 | // we use 2**-n because that can be represented exactly |
|
|
836 | // also make sure that this is a float, not double, constant |
970 | #define MIN_ACTIVE_SPEED 1e-5 |
837 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
971 | |
838 | |
972 | /* |
839 | #define RANDOM() (rndm.next () & 0xffffffU) |
973 | * random() is much better than rand(). If you have random(), use it instead. |
840 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
974 | * You shouldn't need to change any of this |
|
|
975 | * |
|
|
976 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
977 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
978 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
979 | * |
|
|
980 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
981 | * here. |
|
|
982 | */ |
|
|
983 | |
|
|
984 | #define RANDOM() random() |
|
|
985 | #define SRANDOM(xyz) srandom(xyz) |
|
|
986 | |
841 | |
987 | /* Returns the weight of the given object. Note: it does not take the number of |
842 | /* Returns the weight of the given object. Note: it does not take the number of |
988 | * items (nrof) into account. |
843 | * items (nrof) into account. |
989 | */ |
844 | */ |
990 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
845 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
… | |
… | |
1004 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
859 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1005 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
860 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1006 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
861 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1007 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
862 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1008 | |
863 | |
1009 | /* You may uncomment following define to check sanity of code. |
|
|
1010 | * But use as debug only (loses all speed gained by those macros) |
|
|
1011 | */ |
|
|
1012 | |
|
|
1013 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1014 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
|
|
1015 | |
|
|
1016 | |
|
|
1017 | |
|
|
1018 | |
|
|
1019 | |
|
|
1020 | |
|
|
1021 | |
|
|
1022 | /* |
864 | /* |
1023 | * Warning! |
865 | * Warning! |
1024 | * If you add message types here, don't forget |
866 | * If you add message types here, don't forget |
1025 | * to keep the client up to date too! |
867 | * to keep the client up to date too! |
1026 | */ |
868 | */ |
1027 | |
|
|
1028 | |
869 | |
1029 | /* message types */ |
870 | /* message types */ |
1030 | #define MSG_TYPE_BOOK 1 |
871 | #define MSG_TYPE_BOOK 1 |
1031 | #define MSG_TYPE_CARD 2 |
872 | #define MSG_TYPE_CARD 2 |
1032 | #define MSG_TYPE_PAPER 3 |
873 | #define MSG_TYPE_PAPER 3 |
… | |
… | |
1111 | |
952 | |
1112 | /* admin messages */ |
953 | /* admin messages */ |
1113 | #define MSG_TYPE_ADMIN_RULES 1 |
954 | #define MSG_TYPE_ADMIN_RULES 1 |
1114 | #define MSG_TYPE_ADMIN_NEWS 2 |
955 | #define MSG_TYPE_ADMIN_NEWS 2 |
1115 | |
956 | |
|
|
957 | /** |
|
|
958 | * Maximum distance a player may hear a sound from. |
|
|
959 | * This is only used for new client/server sound. If the sound source |
|
|
960 | * on the map is farther away than this, we don't sent it to the client. |
|
|
961 | */ |
|
|
962 | #define MAX_SOUND_DISTANCE 16 |
|
|
963 | |
|
|
964 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
965 | #define INFO_CHANNEL "info" // lower_left box |
|
|
966 | #define SAY_CHANNEL "channel-say" |
|
|
967 | #define CHAT_CHANNEL "channel-chat" |
|
|
968 | |
|
|
969 | /* The following are the color flags passed to new_draw_info. |
|
|
970 | * |
|
|
971 | * We also set up some control flags |
|
|
972 | * |
|
|
973 | * NDI = New Draw Info |
|
|
974 | */ |
|
|
975 | |
|
|
976 | /* Color specifications - note these match the order in xutil.c */ |
|
|
977 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
978 | * be implicitly specified. |
|
|
979 | */ |
|
|
980 | #define NDI_BLACK 0 |
|
|
981 | #define NDI_WHITE 1 |
|
|
982 | #define NDI_NAVY 2 |
|
|
983 | #define NDI_RED 3 |
|
|
984 | #define NDI_ORANGE 4 |
|
|
985 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
986 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
987 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
988 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
989 | /* Than seagreen - also background color */ |
|
|
990 | #define NDI_GREY 9 |
|
|
991 | #define NDI_BROWN 10 /* Sienna */ |
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|
992 | #define NDI_GOLD 11 |
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993 | #define NDI_TAN 12 /* Khaki */ |
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994 | |
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995 | #define NDI_MAX_COLOR 12 /* Last value in */ |
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996 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
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997 | /* using an int anyways, so we have the space */ |
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998 | /* to still do all the flags */ |
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999 | |
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1000 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
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1001 | #define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist |
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1002 | #define NDI_CLIENT_MASK 0x7f // what the client is allowed to see |
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1003 | |
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1004 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
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1005 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
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1006 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
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1007 | |
1116 | #endif /* DEFINE_H */ |
1008 | #endif /* DEFINE_H */ |
1117 | |
1009 | |