… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 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 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | /* This file is best viewed with a window width of about 100 character */ |
… | |
… | |
205 | in the engine. Like statues, clocks, chairs,... |
206 | in the engine. Like statues, clocks, chairs,... |
206 | If perhaps we create a function where we can sit |
207 | If perhaps we create a function where we can sit |
207 | on chairs, we create a new type and remove all |
208 | on chairs, we create a new type and remove all |
208 | chairs from here. */ |
209 | chairs from here. */ |
209 | //80 |
210 | //80 |
210 | //81 |
211 | #define TORCH 81 /* a torch */ |
211 | #define LAMP 82 /* a lamp */ |
212 | #define LAMP 82 /* a lamp */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
213 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
213 | //84 |
214 | //84 |
214 | #define SPELLBOOK 85 |
215 | #define SPELLBOOK 85 |
215 | //86 |
216 | //86 |
… | |
… | |
288 | #define SYMPTOM 159 |
289 | #define SYMPTOM 159 |
289 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
290 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
290 | #define MATERIAL 161 /* Material for building */ |
291 | #define MATERIAL 161 /* Material for building */ |
291 | //162 |
292 | //162 |
292 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
293 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
293 | //164 |
294 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
294 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
295 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
295 | potions, alchemy, or magic works here (elmex) */ |
296 | potions, alchemy, or magic works here (elmex) */ |
296 | |
297 | |
297 | #define NUM_TYPES 166 // must be max(type) + 1 |
298 | #define NUM_TYPES 166 // must be max(type) + 1 |
298 | |
299 | |
… | |
… | |
343 | #define PU_NOTHING 0x00000000 |
344 | #define PU_NOTHING 0x00000000 |
344 | |
345 | |
345 | #define PU_DEBUG 0x10000000 |
346 | #define PU_DEBUG 0x10000000 |
346 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_STOP 0x40000000 |
348 | #define PU_STOP 0x40000000 |
348 | #define PU_NEWMODE 0x80000000 |
349 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
349 | |
350 | |
350 | #define PU_RATIO 0x0000000F |
351 | #define PU_RATIO 0x0000000F |
351 | |
352 | |
352 | #define PU_FOOD 0x00000010 |
353 | #define PU_FOOD 0x00000010 |
353 | #define PU_DRINK 0x00000020 |
354 | #define PU_DRINK 0x00000020 |
… | |
… | |
393 | |
394 | |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | |
396 | |
396 | /* |
397 | /* |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * common/loader.l is updated. |
399 | * common/loader.C is updated. |
399 | */ |
400 | */ |
400 | |
401 | |
401 | /* Basic routines to do above */ |
402 | /* Basic routines to do above */ |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
403 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
404 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
… | |
… | |
407 | |
408 | |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
411 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
413 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | |
417 | |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
418 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
… | |
… | |
563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
564 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
564 | #define MOVE_FLYING 0x06 |
565 | #define MOVE_FLYING 0x06 |
565 | /* Combo of fly_low and fly_high */ |
566 | /* Combo of fly_low and fly_high */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
567 | #define MOVE_SWIM 0x08 /* Swimming object */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
568 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
569 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
569 | |
570 | |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
571 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
571 | |
572 | |
572 | /* typdef here to define type large enough to hold bitmask of |
573 | /* typdef here to define type large enough to hold bitmask of |
573 | * all movement types. Make one declaration so easy to update. |
574 | * all movement types. Make one declaration so easy to update. |
… | |
… | |
606 | * practical reason to exceed this */ |
607 | * practical reason to exceed this */ |
607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
608 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
609 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
610 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
611 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
|
|
612 | // player position in blocked_los code |
|
|
613 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
|
|
614 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
|
|
615 | |
611 | |
616 | |
612 | #define F_BUY 0 |
617 | #define F_BUY 0 |
613 | #define F_SELL 1 |
618 | #define F_SELL 1 |
614 | #define F_TRUE 2 /* True value of item, unadjusted */ |
619 | #define F_TRUE 2 /* True value of item, unadjusted */ |
615 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
620 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
… | |
… | |
651 | /* CIRCLE1 = 32 */ |
656 | /* CIRCLE1 = 32 */ |
652 | /* + DISTATT = 1 */ |
657 | /* + DISTATT = 1 */ |
653 | /* ------------------- */ |
658 | /* ------------------- */ |
654 | /* attack_movement = 33 */ |
659 | /* attack_movement = 33 */ |
655 | /******************************************************************************/ |
660 | /******************************************************************************/ |
656 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
661 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
657 | /* attack from a distance - good for missile users only */ |
662 | /* attack from a distance - good for missile users only */ |
658 | #define RUNATT 2 /* run but attack if player catches up to object */ |
663 | #define RUNATT 2 /* run but attack if player catches up to object */ |
659 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
664 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
660 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
665 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
661 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
666 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
662 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
667 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
663 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
668 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
664 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
669 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
665 | /* maintains comfortable distance */ |
670 | /* maintains comfortable distance */ |
|
|
671 | |
666 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
672 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
667 | /* are set to this number, the monster follows a player */ |
673 | /* are set to this number, the monster follows a player */ |
668 | /* until the owner calls it back or off */ |
674 | /* until the owner calls it back or off */ |
669 | /* player followed denoted by 0b->owner */ |
675 | /* player followed denoted by 0b->owner */ |
670 | /* the monster will try to attack whatever the player is */ |
676 | /* the monster will try to attack whatever the player is */ |
671 | /* attacking, and will continue to do so until the owner */ |
677 | /* attacking, and will continue to do so until the owner */ |
672 | /* calls off the monster - a key command will be */ |
678 | /* calls off the monster - a key command will be */ |
673 | /* inserted to do so */ |
679 | /* inserted to do so */ |
674 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
680 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
675 | /* are set to this number, the monster will move in a */ |
681 | /* are set to this number, the monster will move in a */ |
676 | /* circle until it is attacked, or the enemy field is */ |
682 | /* circle until it is attacked, or the enemy field is */ |
677 | /* set, this is good for non-aggressive monsters and NPC */ |
683 | /* set, this is good for non-aggressive monsters and NPC */ |
678 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
684 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
679 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
685 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
680 | /* this is HORIZONTAL movement */ |
686 | /* this is HORIZONTAL movement */ |
681 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
687 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
682 | /* pace area is longer and the monster stops before */ |
688 | /* pace area is longer and the monster stops before */ |
683 | /* changing directions */ |
689 | /* changing directions */ |
684 | /* this is HORIZONTAL movement */ |
690 | /* this is HORIZONTAL movement */ |
685 | #define RANDO 96 /* the monster will go in a random direction until */ |
691 | #define RANDO 96 /* the monster will go in a random direction until */ |
686 | /* it is stopped by an obstacle, then it chooses another */ |
692 | /* it is stopped by an obstacle, then it chooses another */ |
687 | /* direction. */ |
693 | /* direction. */ |
688 | #define RANDO2 112 /* constantly move in a different random direction */ |
694 | #define RANDO2 112 /* constantly move in a different random direction */ |
689 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
695 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
690 | /* this is VERTICAL movement */ |
696 | /* this is VERTICAL movement */ |
691 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
697 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
692 | /* pace area is longer and the monster stops before */ |
698 | /* pace area is longer and the monster stops before */ |
693 | /* changing directions */ |
699 | /* changing directions */ |
694 | /* this is VERTICAL movement */ |
700 | /* this is VERTICAL movement */ |
695 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
701 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
696 | #define HI4 240 |
702 | #define HI4 240 |
697 | |
703 | |
698 | #define BLANK_FACE_NAME "blank.x11" |
704 | #define BLANK_FACE_NAME "blank.x11" |
699 | #define EMPTY_FACE_NAME "empty.x11" |
705 | #define EMPTY_FACE_NAME "empty.x11" |
700 | |
706 | |
… | |
… | |
758 | // Cut off point of when an object is put on the active list or not |
764 | // Cut off point of when an object is put on the active list or not |
759 | // we use 2**-n because that can be represented exactly |
765 | // we use 2**-n because that can be represented exactly |
760 | // also make sure that this is a float, not double, constant |
766 | // also make sure that this is a float, not double, constant |
761 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
767 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
762 | |
768 | |
763 | #define RANDOM() (rndm.next () & 0xffffffU) |
|
|
764 | |
|
|
765 | /* |
769 | /* |
766 | * Warning! |
770 | * Warning! |
767 | * If you add message types here, don't forget |
771 | * If you add message types here, don't forget |
768 | * to keep the client up to date too! |
772 | * to keep the client up to date too! |
769 | */ |
773 | */ |
… | |
… | |
855 | #define MSG_TYPE_ADMIN_RULES 1 |
859 | #define MSG_TYPE_ADMIN_RULES 1 |
856 | #define MSG_TYPE_ADMIN_NEWS 2 |
860 | #define MSG_TYPE_ADMIN_NEWS 2 |
857 | |
861 | |
858 | /** |
862 | /** |
859 | * Maximum distance a player may hear a sound from. |
863 | * Maximum distance a player may hear a sound from. |
860 | * This is only used for new client/server sound. If the sound source |
864 | * This is only used for client/server sound and say. If the sound source |
861 | * on the map is farther away than this, we don't sent it to the client. |
865 | * on the map is farther away than this, we don't sent it to the client. |
862 | */ |
866 | */ |
863 | #define MAX_SOUND_DISTANCE 16 |
867 | #define MAX_SOUND_DISTANCE 16 |
864 | |
868 | |
865 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
869 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
866 | #define INFO_CHANNEL "info" // lower_left box |
870 | #define INFO_CHANNEL "info" // lower_left box |
867 | #define SAY_CHANNEL "channel-say" |
871 | #define SAY_CHANNEL "say" |
868 | #define CHAT_CHANNEL "channel-chat" |
872 | #define CHAT_CHANNEL "chat" |
869 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
873 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
870 | |
874 | |
871 | /* The following are the color flags passed to new_draw_info. |
875 | /* The following are the color flags passed to new_draw_info. |
872 | * |
876 | * |
873 | * We also set up some control flags |
877 | * We also set up some control flags |