1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* 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 */ |
25 | |
25 | |
26 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
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88 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
89 | |
89 | |
90 | #define MAX_NAME 48 |
90 | #define MAX_NAME 48 |
91 | #define MAX_EXT_TITLE 98 |
91 | #define MAX_EXT_TITLE 98 |
92 | |
92 | |
93 | /* Fatal variables: */ |
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94 | //TODO: remove all calls to fatal and replace them by cleanup |
93 | //TODO: remove all calls to fatal and replace them by cleanup |
95 | #define OUT_OF_MEMORY 0 |
94 | #define OUT_OF_MEMORY 0 |
96 | #define MAP_ERROR 1 |
95 | #define MAP_ERROR 1 |
97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
96 | #define ARCHTABLE_TOO_SMALL 2 // unused |
98 | #define TOO_MANY_ERRORS 3 |
97 | #define TOO_MANY_ERRORS 3 |
… | |
… | |
122 | #define POTION 5 |
121 | #define POTION 5 |
123 | #define FOOD 6 |
122 | #define FOOD 6 |
124 | #define POISON 7 |
123 | #define POISON 7 |
125 | #define BOOK 8 |
124 | #define BOOK 8 |
126 | #define CLOCK 9 |
125 | #define CLOCK 9 |
127 | |
126 | //10 |
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127 | //11 |
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128 | //12 |
128 | #define ARROW 13 |
129 | #define ARROW 13 |
129 | #define BOW 14 |
130 | #define BOW 14 |
130 | #define WEAPON 15 |
131 | #define WEAPON 15 |
131 | #define ARMOUR 16 |
132 | #define ARMOUR 16 |
132 | #define PEDESTAL 17 |
133 | #define PEDESTAL 17 |
133 | #define ALTAR 18 |
134 | #define ALTAR 18 |
134 | |
135 | //19 |
135 | #define LOCKED_DOOR 20 |
136 | #define LOCKED_DOOR 20 |
136 | #define SPECIAL_KEY 21 |
137 | #define SPECIAL_KEY 21 |
137 | #define MAP 22 |
138 | #define MAP 22 |
138 | #define DOOR 23 |
139 | #define DOOR 23 |
139 | #define KEY 24 |
140 | #define KEY 24 |
140 | |
141 | //25 |
141 | #define TIMED_GATE 26 |
142 | #define TIMED_GATE 26 |
142 | #define TRIGGER 27 |
143 | #define TRIGGER 27 |
143 | #define GRIMREAPER 28 |
144 | #define GRIMREAPER 28 |
144 | #define MAGIC_EAR 29 |
145 | #define MAGIC_EAR 29 |
145 | #define TRIGGER_BUTTON 30 |
146 | #define TRIGGER_BUTTON 30 |
… | |
… | |
154 | #define AMULET 39 |
155 | #define AMULET 39 |
155 | #define PLAYERMOVER 40 |
156 | #define PLAYERMOVER 40 |
156 | #define TELEPORTER 41 |
157 | #define TELEPORTER 41 |
157 | #define CREATOR 42 |
158 | #define CREATOR 42 |
158 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | |
160 | //44 |
160 | #define EARTHWALL 45 |
161 | #define EARTHWALL 45 |
161 | #define GOLEM 46 |
162 | #define GOLEM 46 |
162 | |
163 | //47 |
163 | #define THROWN_OBJ 48 |
164 | #define THROWN_OBJ 48 |
164 | #define BLINDNESS 49 |
165 | #define BLINDNESS 49 |
165 | #define GOD 50 |
166 | #define GOD 50 |
166 | #define DETECTOR 51 /* peterm: detector is an object |
167 | #define DETECTOR 51 /* peterm: detector is an object |
167 | * which notices the presense of |
168 | * which notices the presense of |
… | |
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182 | |
183 | |
183 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
184 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
184 | * a monster into a peaceful being incapable of attack. |
185 | * a monster into a peaceful being incapable of attack. |
185 | */ |
186 | */ |
186 | #define GEM 60 |
187 | #define GEM 60 |
187 | |
188 | //61 |
188 | #define FIREWALL 62 |
189 | #define FIREWALL 62 |
189 | #define ANVIL 63 |
190 | #define ANVIL 63 |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
191 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
191 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
192 | #define MOOD_FLOOR 65 /* |
192 | * values of last_sp set how to change: |
193 | * values of last_sp set how to change: |
193 | * 0 = furious, all monsters become aggressive |
194 | * 0 = furious, all monsters become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
195 | * 1 = angry, all but friendly become aggressive |
195 | * 2 = calm, all aggressive monsters calm down |
196 | * 2 = calm, all aggressive monsters calm down |
196 | * 3 = sleep, all monsters fall asleep |
197 | * 3 = sleep, all monsters fall asleep |
197 | * 4 = charm, monsters become pets */ |
198 | * 4 = charm, monsters become pets |
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199 | * 5 = destroy monsters |
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200 | * 6 = destroy pets / friendlies |
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201 | */ |
198 | #define EXIT 66 |
202 | #define EXIT 66 |
199 | #define ENCOUNTER 67 |
203 | #define ENCOUNTER 67 |
200 | #define SHOP_FLOOR 68 |
204 | #define SHOP_FLOOR 68 |
201 | #define SHOP_MAT 69 |
205 | #define SHOP_MAT 69 |
202 | #define RING 70 |
206 | #define RING 70 |
203 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
207 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
204 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
208 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
205 | #define INORGANIC 73 /* metals and minerals */ |
209 | #define INORGANIC 73 /* metals and minerals */ |
206 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
210 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
207 | #define LIGHTER 75 |
211 | #define LIGHTER 75 |
208 | |
212 | //76 |
209 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
213 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
210 | |
214 | //78 |
211 | |
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212 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
215 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
213 | in the engine. Like statues, clocks, chairs,... |
216 | in the engine. Like statues, clocks, chairs,... |
214 | If perhaps we create a function where we can sit |
217 | If perhaps we create a function where we can sit |
215 | on chairs, we create a new type and remove all |
218 | on chairs, we create a new type and remove all |
216 | chairs from here. */ |
219 | chairs from here. */ |
217 | |
220 | //80 |
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221 | //81 |
218 | #define LAMP 82 /* a lamp */ |
222 | #define LAMP 82 /* a lamp */ |
219 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
223 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
220 | |
224 | //84 |
221 | #define SPELLBOOK 85 |
225 | #define SPELLBOOK 85 |
222 | |
226 | //86 |
223 | #define CLOAK 87 |
227 | #define CLOAK 87 |
224 | |
228 | //88 |
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229 | //89 |
225 | #define SPINNER 90 |
230 | #define SPINNER 90 |
226 | #define GATE 91 |
231 | #define GATE 91 |
227 | #define BUTTON 92 |
232 | #define BUTTON 92 |
228 | #define CF_HANDLE 93 |
233 | #define CF_HANDLE 93 |
229 | #define HOLE 94 |
234 | #define HOLE 94 |
230 | #define TRAPDOOR 95 |
235 | #define TRAPDOOR 95 |
231 | |
236 | //96 |
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237 | //97 |
232 | #define SIGN 98 |
238 | #define SIGN 98 |
233 | #define BOOTS 99 |
239 | #define BOOTS 99 |
234 | #define GLOVES 100 |
240 | #define GLOVES 100 |
235 | #define SPELL 101 |
241 | #define SPELL 101 |
236 | #define SPELL_EFFECT 102 |
242 | #define SPELL_EFFECT 102 |
237 | #define CONVERTER 103 |
243 | #define CONVERTER 103 |
238 | #define BRACERS 104 |
244 | #define BRACERS 104 |
239 | #define POISONING 105 |
245 | #define POISONING 105 |
240 | #define SAVEBED 106 |
246 | #define SAVEBED 106 |
241 | |
247 | //107 |
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248 | //108 |
242 | #define WAND 109 |
249 | #define WAND 109 |
243 | |
250 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
244 | #define SCROLL 111 |
251 | #define SCROLL 111 |
245 | #define DIRECTOR 112 |
252 | #define DIRECTOR 112 |
246 | #define GIRDLE 113 |
253 | #define GIRDLE 113 |
247 | #define FORCE 114 |
254 | #define FORCE 114 |
248 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
255 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
249 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
256 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
250 | |
257 | //117 |
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258 | //118 |
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259 | //119 |
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260 | //120 |
251 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
261 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
252 | #define CONTAINER 122 |
262 | #define CONTAINER 122 |
253 | #define ARMOUR_IMPROVER 123 |
263 | #define ARMOUR_IMPROVER 123 |
254 | #define WEAPON_IMPROVER 124 |
264 | #define WEAPON_IMPROVER 124 |
255 | |
265 | //125 |
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266 | //126 |
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267 | //127 |
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268 | //128 |
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269 | //129 |
256 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
270 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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271 | //131 |
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272 | //132 |
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273 | //133 |
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274 | //134 |
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275 | //135 |
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276 | //136 |
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277 | //137 |
257 | #define DEEP_SWAMP 138 |
278 | #define DEEP_SWAMP 138 |
258 | #define IDENTIFY_ALTAR 139 |
279 | #define IDENTIFY_ALTAR 139 |
259 | |
280 | //140 |
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281 | //141 |
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282 | //142 |
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283 | //143 |
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284 | //144 |
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285 | //145 |
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286 | //146 |
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287 | //147 |
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288 | //148 |
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289 | //149 |
260 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
290 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
261 | |
291 | //151 |
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292 | //152 |
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293 | //153 |
262 | #define RUNE 154 |
294 | #define RUNE 154 |
263 | #define TRAP 155 |
295 | #define TRAP 155 |
264 | |
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265 | #define POWER_CRYSTAL 156 |
296 | #define POWER_CRYSTAL 156 |
266 | #define CORPSE 157 |
297 | #define CORPSE 157 |
267 | |
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268 | #define DISEASE 158 |
298 | #define DISEASE 158 |
269 | #define SYMPTOM 159 |
299 | #define SYMPTOM 159 |
270 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
300 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
271 | #define MATERIAL 161 /* Material for building */ |
301 | #define MATERIAL 161 /* Material for building */ |
272 | |
302 | //162 |
273 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
303 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
274 | |
304 | //164 |
275 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
305 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
276 | potions, alchemy, or magic works here (elmex) */ |
306 | potions, alchemy, or magic works here (elmex) */ |
277 | |
307 | |
278 | #define NUM_TYPES 166 // must be max(type) + 1 |
308 | #define NUM_TYPES 166 // must be max(type) + 1 |
279 | |
309 | |
280 | /* DEAD TYPES: */ |
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281 | //#define FBULLET 10 |
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282 | //#define FBALL 11 |
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283 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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284 | //#define CONFUSION 19 |
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285 | //#define MMISSILE 25 |
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286 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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287 | * experience for broad skill categories. This value |
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288 | * is now automatically converteed at load time. |
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289 | */ |
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290 | //#define BOMB 47 |
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291 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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292 | |
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293 | /* random crossfire developer: The trap_part, wall, light_source, |
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294 | * misc_object, monster, and spawn_generator |
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295 | * types are not used in any archetypes, |
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296 | * and should perhaps be removed. |
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297 | * |
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298 | * Wed Dec 20 13:35:24 CET 2006: |
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299 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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300 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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301 | * renamed WALL to BUILDABLE_WALL. |
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302 | */ |
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303 | |
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304 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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305 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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306 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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307 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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308 | //#define TOOL 84 /* a tool for building objects */ |
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309 | //#define BUILDFAC 86 /* facilities for building objects */ |
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310 | //#define CONE 88 |
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311 | //#define AURA 89 /* aura spell object */ |
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312 | //#define WORD_OF_RECALL 96 |
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313 | //#define PARAIMAGE 97 |
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314 | //#define POISONCLOUD 107 |
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315 | //#define FIREHOLES 108 |
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316 | //#define ABILITY 110 |
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317 | /* unused: 125 - 129 |
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318 | * type 125 was MONEY_CHANGER |
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319 | */ |
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320 | //#define CANCELLATION 141 /* not used with new spell code */ |
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321 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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322 | //#define SWARM_SPELL 153 |
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323 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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324 | //#define QUEST 164 /* See below for subtypes */ |
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325 | |
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326 | /* END TYPE DEFINE */ |
310 | /* END TYPE DEFINE */ |
327 | |
311 | |
328 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
312 | // maximum supported subtype number + 1, can be increased to 256 |
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313 | // currently (2007-09) in use: 50 |
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314 | #define NUM_SUBTYPES 64 |
329 | |
315 | |
330 | /* Subtypes for BUILDER */ |
316 | /* Subtypes for BUILDER */ |
331 | #define ST_BD_BUILD 1 /* Builds an item */ |
317 | #define ST_BD_BUILD 1 /* Builds an item */ |
332 | #define ST_BD_REMOVE 2 /* Removes an item */ |
318 | #define ST_BD_REMOVE 2 /* Removes an item */ |
333 | |
319 | |
334 | /* Subtypes for MATERIAL */ |
320 | /* Subtypes for MATERIAL */ |
335 | #define ST_MAT_FLOOR 1 /* Floor */ |
321 | #define ST_MAT_FLOOR 1 /* Floor */ |
336 | #define ST_MAT_WALL 2 /* Wall */ |
322 | #define ST_MAT_WALL 2 /* Wall */ |
337 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
323 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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433 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
419 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
434 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
420 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
435 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
421 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
436 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
422 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
437 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
423 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
438 | #define FLAG_USE_SHIELD 7 |
424 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
439 | /* Can this creature use a shield? */ |
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440 | |
425 | |
441 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
426 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
442 | |
427 | |
443 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
428 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
444 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
429 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
… | |
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448 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
433 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
449 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
434 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
450 | |
435 | |
451 | #define FLAG_MONSTER 14 /* Will attack players */ |
436 | #define FLAG_MONSTER 14 /* Will attack players */ |
452 | #define FLAG_FRIENDLY 15 /* Will help players */ |
437 | #define FLAG_FRIENDLY 15 /* Will help players */ |
453 | |
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454 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
438 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
455 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
439 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
456 | #define FLAG_AUTO_APPLY 18 |
440 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
457 | /* Will be applied when created */ |
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458 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
441 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
459 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
442 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
460 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
443 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
461 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
444 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
462 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
445 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
… | |
… | |
464 | |
447 | |
465 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
448 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
466 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
449 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
467 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
450 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
468 | |
451 | |
469 | #define FLAG_IS_USED_UP 28 |
452 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
470 | /* When (--food<0) the object will exit */ |
453 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
471 | #define FLAG_IDENTIFIED 29 |
454 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
472 | /* Player knows full info about item */ |
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473 | #define FLAG_REFLECTING 30 |
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474 | /* Object reflects from walls (lightning) */ |
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475 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
455 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
476 | |
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477 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
456 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
478 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
457 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
479 | #define FLAG_STARTEQUIP 34 |
458 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
480 | /* Object was given to player at start */ |
459 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
481 | #define FLAG_BLOCKSVIEW 35 |
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482 | /* Object blocks view */ |
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483 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
460 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
484 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
461 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
485 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
462 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
486 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
463 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
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464 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
487 | |
465 | |
488 | #define FLAG_REFL_SPELL 40 |
|
|
489 | /* Spells (some) will reflect from object */ |
|
|
490 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
466 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
491 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
467 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
492 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
468 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
493 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
469 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
494 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
470 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
… | |
… | |
500 | |
476 | |
501 | #define FLAG_PICK_UP 48 /* Can pick up */ |
477 | #define FLAG_PICK_UP 48 /* Can pick up */ |
502 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
478 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
503 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
479 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
504 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
480 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
505 | #define FLAG_CAST_SPELL 52 |
481 | |
506 | /* (Monster) can learn and cast spells */ |
482 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
507 | #define FLAG_USE_SCROLL 53 |
483 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
508 | /* (Monster) can read scroll */ |
|
|
509 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
484 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
510 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
485 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
511 | |
486 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
512 | #define FLAG_USE_ARMOUR 56 |
487 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
513 | /* (Monster) can wear armour/shield/helmet */ |
|
|
514 | #define FLAG_USE_WEAPON 57 |
|
|
515 | /* (Monster) can wield weapons */ |
|
|
516 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
488 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
517 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
489 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
518 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
490 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
|
|
491 | |
519 | #define FLAG_XRAYS 61 /* X-ray vision */ |
492 | #define FLAG_XRAYS 61 /* X-ray vision */ |
520 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
493 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
521 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
494 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
522 | |
495 | |
523 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
496 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
542 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
515 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
543 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
516 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
544 | |
517 | |
545 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
518 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
546 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
519 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
547 | #define FLAG_MAKE_INVIS 85 |
520 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
548 | /* (Item) gives invisibility when applied */ |
521 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
549 | #define FLAG_INV_LOCKED 86 |
522 | |
550 | /* Item will not be dropped from inventory */ |
|
|
551 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
523 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
552 | |
|
|
553 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
524 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
554 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
525 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
555 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
526 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
556 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
527 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
557 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
528 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
… | |
… | |
571 | */ |
542 | */ |
572 | |
543 | |
573 | #define FLAG_BERSERK 99 /* monster will attack closest living |
544 | #define FLAG_BERSERK 99 /* monster will attack closest living |
574 | object */ |
545 | object */ |
575 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
546 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
576 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
547 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
577 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
548 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
578 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
549 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
579 | * load_original_map() */ |
550 | * load_original_map() */ |
580 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
551 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
581 | * the overlay, and is not subject to |
552 | // * the overlay, and is not subject to |
582 | * decay. */ |
553 | // * decay. */ |
583 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
554 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
584 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
555 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
585 | #define FLAG_IS_WATER 107 |
556 | #define FLAG_IS_WATER 107 |
586 | #define FLAG_CONTENT_ON_GEN 108 |
557 | #define FLAG_CONTENT_ON_GEN 108 |
587 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
558 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
… | |
… | |
593 | * defined flag + 1. If you change this, |
564 | * defined flag + 1. If you change this, |
594 | * make sure you update the flag_links |
565 | * make sure you update the flag_links |
595 | * in common/loader.l |
566 | * in common/loader.l |
596 | */ |
567 | */ |
597 | |
568 | |
598 | /* Values can go up to 127 before the size of the flags array in the |
|
|
599 | * object structure needs to be enlarged. |
|
|
600 | * So there are 18 available flags slots |
|
|
601 | */ |
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|
602 | |
|
|
603 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
|
|
604 | |
|
|
605 | /* If you add new movement types, you may need to update |
569 | /* If you add new movement types, you may need to update |
606 | * describe_item() so properly describe those types. |
570 | * describe_item() so properly describe those types. |
607 | * change_abil() probably should be updated also. |
571 | * change_abil() probably should be updated also. |
608 | */ |
572 | */ |
609 | #define MOVE_WALK 0x01 /* Object walks */ |
573 | #define MOVE_WALK 0x01 /* Object walks */ |
… | |
… | |
617 | |
581 | |
618 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
582 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
619 | |
583 | |
620 | /* typdef here to define type large enough to hold bitmask of |
584 | /* typdef here to define type large enough to hold bitmask of |
621 | * all movement types. Make one declaration so easy to update. |
585 | * all movement types. Make one declaration so easy to update. |
622 | * uint8 is defined yet, so just use what that would define it |
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|
623 | * at anyways. |
|
|
624 | */ |
586 | */ |
625 | typedef unsigned char MoveType; |
587 | typedef unsigned char MoveType; |
626 | |
588 | |
627 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
589 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
628 | * Basically, ob2 has to block all of ob1 movement types. |
590 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
637 | * |
599 | * |
638 | */ |
600 | */ |
639 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
601 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
640 | ((type) && (ob1->move_type & type) == ob1->move_type) |
602 | ((type) && (ob1->move_type & type) == ob1->move_type) |
641 | |
603 | |
642 | |
|
|
643 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
604 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
644 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
605 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
645 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
606 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
646 | |
|
|
647 | /* Note: These values are only a default value, resizing can change them */ |
|
|
648 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
649 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
650 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
651 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
652 | |
|
|
653 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
654 | |
|
|
655 | #define E_MONSTER 0x00000001 |
|
|
656 | #define E_EXIT 0x00000002 |
|
|
657 | #define E_TREASURE 0x00000004 |
|
|
658 | #define E_BACKGROUND 0x00000008 |
|
|
659 | #define E_DOOR 0x00000010 |
|
|
660 | #define E_SPECIAL 0x00000020 |
|
|
661 | #define E_SHOP 0x00000040 |
|
|
662 | #define E_NORMAL 0x00000080 |
|
|
663 | #define E_FALSE_WALL 0x00000100 |
|
|
664 | #define E_WALL 0x00000200 |
|
|
665 | #define E_EQUIPMENT 0x00000400 |
|
|
666 | #define E_OTHER 0x00000800 |
|
|
667 | #define E_ARTIFACT 0x00001000 |
|
|
668 | |
607 | |
669 | #define EXIT_PATH(xyz) (xyz)->slaying |
608 | #define EXIT_PATH(xyz) (xyz)->slaying |
670 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
609 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
671 | #define EXIT_X(xyz) (xyz)->stats.hp |
610 | #define EXIT_X(xyz) (xyz)->stats.hp |
672 | #define EXIT_Y(xyz) (xyz)->stats.sp |
611 | #define EXIT_Y(xyz) (xyz)->stats.sp |
… | |
… | |
692 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
631 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
693 | |
632 | |
694 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
633 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
695 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
634 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
696 | |
635 | |
697 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
698 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
699 | |
|
|
700 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
636 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
701 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
637 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
702 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
638 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
703 | |
639 | |
704 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
640 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
705 | each of them signed char, concatenated in a int16 */ |
641 | each of them signed char, concatenated in a int16 */ |
706 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
642 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
707 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
643 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
708 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
644 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
645 | |
709 | #define FIRE_DIRECTIONAL 0 |
646 | #define FIRE_DIRECTIONAL 0 |
710 | #define FIRE_POSITIONAL 1 |
647 | #define FIRE_POSITIONAL 1 |
711 | |
648 | |
712 | /******************************************************************************/ |
649 | /******************************************************************************/ |
713 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
650 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
834 | // we use 2**-n because that can be represented exactly |
771 | // we use 2**-n because that can be represented exactly |
835 | // also make sure that this is a float, not double, constant |
772 | // also make sure that this is a float, not double, constant |
836 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
773 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
837 | |
774 | |
838 | #define RANDOM() (rndm.next () & 0xffffffU) |
775 | #define RANDOM() (rndm.next () & 0xffffffU) |
839 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
|
|
840 | |
776 | |
841 | /* Returns the weight of the given object. Note: it does not take the number of |
777 | /* Returns the weight of the given object. Note: it does not take the number of |
842 | * items (nrof) into account. |
778 | * items (nrof) into account. |
|
|
779 | * (this looks rather bogus, schmorp) |
843 | */ |
780 | */ |
844 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
781 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
845 | |
|
|
846 | |
|
|
847 | /* Code fastening defines |
|
|
848 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
849 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
850 | * the '\0' caracter will not be put at end of buf__. |
|
|
851 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
852 | * and clean up the string. (Lots faster than doing each time...) |
|
|
853 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
854 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
855 | * kown in advance. |
|
|
856 | */ |
|
|
857 | |
|
|
858 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
859 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
860 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
861 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
862 | |
782 | |
863 | /* |
783 | /* |
864 | * Warning! |
784 | * Warning! |
865 | * If you add message types here, don't forget |
785 | * If you add message types here, don't forget |
866 | * to keep the client up to date too! |
786 | * to keep the client up to date too! |
… | |
… | |
958 | * This is only used for new client/server sound. If the sound source |
878 | * This is only used for new client/server sound. If the sound source |
959 | * on the map is farther away than this, we don't sent it to the client. |
879 | * on the map is farther away than this, we don't sent it to the client. |
960 | */ |
880 | */ |
961 | #define MAX_SOUND_DISTANCE 16 |
881 | #define MAX_SOUND_DISTANCE 16 |
962 | |
882 | |
|
|
883 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
884 | #define INFO_CHANNEL "info" // lower_left box |
|
|
885 | #define SAY_CHANNEL "channel-say" |
|
|
886 | #define CHAT_CHANNEL "channel-chat" |
|
|
887 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
888 | |
|
|
889 | /* The following are the color flags passed to new_draw_info. |
|
|
890 | * |
|
|
891 | * We also set up some control flags |
|
|
892 | * |
|
|
893 | * NDI = New Draw Info |
|
|
894 | */ |
|
|
895 | |
|
|
896 | /* Color specifications - note these match the order in xutil.c */ |
|
|
897 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
898 | * be implicitly specified. |
|
|
899 | */ |
|
|
900 | #define NDI_BLACK 0 |
|
|
901 | #define NDI_WHITE 1 |
|
|
902 | #define NDI_NAVY 2 |
|
|
903 | #define NDI_RED 3 |
|
|
904 | #define NDI_ORANGE 4 |
|
|
905 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
906 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
907 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
908 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
909 | /* Than seagreen - also background color */ |
|
|
910 | #define NDI_GREY 9 |
|
|
911 | #define NDI_BROWN 10 /* Sienna */ |
|
|
912 | #define NDI_GOLD 11 |
|
|
913 | #define NDI_TAN 12 /* Khaki */ |
|
|
914 | |
|
|
915 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
916 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
917 | /* using an int anyways, so we have the space */ |
|
|
918 | /* to still do all the flags */ |
|
|
919 | |
|
|
920 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
921 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
922 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
923 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
924 | |
|
|
925 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
926 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
927 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
928 | |
963 | #endif /* DEFINE_H */ |
929 | #endif /* DEFINE_H */ |
964 | |
930 | |