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 (©) 2005,2006,2007,2008 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 | * 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 |
… | |
… | |
42 | #define FABS(x) fabs (x) |
42 | #define FABS(x) fabs (x) |
43 | |
43 | |
44 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
45 | # include <sys/param.h> |
45 | # include <sys/param.h> |
46 | #endif |
46 | #endif |
47 | #ifndef MIN |
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48 | # define MIN(x,y) min (x, y) |
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49 | #endif |
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50 | #ifndef MAX |
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51 | # define MAX(x,y) max (x, y) |
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52 | #endif |
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53 | |
47 | |
54 | // maximum length of an object name in the protocol |
48 | // maximum length of an object name in the protocol |
55 | #define NAME_LEN 127 |
49 | #define NAME_LEN 127 |
56 | |
50 | |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
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58 | #ifndef MAX3 |
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59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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60 | #endif |
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61 | |
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62 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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63 | #ifndef MIN3 |
51 | #undef MIN |
64 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
52 | #undef MAX |
65 | #endif |
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66 | |
53 | |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
54 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
55 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
69 | |
56 | |
70 | //TODO: not only use more reasonable values, also enforce them |
57 | //TODO: not only use more reasonable values, also enforce them |
… | |
… | |
88 | #define MAX_ANIMATIONS 256 |
75 | #define MAX_ANIMATIONS 256 |
89 | |
76 | |
90 | #define MAX_NAME 48 |
77 | #define MAX_NAME 48 |
91 | #define MAX_EXT_TITLE 98 |
78 | #define MAX_EXT_TITLE 98 |
92 | |
79 | |
93 | /* Fatal variables: */ |
80 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
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81 | |
94 | //TODO: remove all calls to fatal and replace them by cleanup |
82 | //TODO: remove all calls to fatal and replace them by cleanup |
95 | #define OUT_OF_MEMORY 0 |
83 | #define OUT_OF_MEMORY 0 |
96 | #define MAP_ERROR 1 |
84 | #define MAP_ERROR 1 |
97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
85 | #define ARCHTABLE_TOO_SMALL 2 // unused |
98 | #define TOO_MANY_ERRORS 3 |
86 | #define TOO_MANY_ERRORS 3 |
… | |
… | |
313 | // maximum supported subtype number + 1, can be increased to 256 |
301 | // maximum supported subtype number + 1, can be increased to 256 |
314 | // currently (2007-09) in use: 50 |
302 | // currently (2007-09) in use: 50 |
315 | #define NUM_SUBTYPES 64 |
303 | #define NUM_SUBTYPES 64 |
316 | |
304 | |
317 | /* Subtypes for BUILDER */ |
305 | /* Subtypes for BUILDER */ |
318 | #define ST_BD_BUILD 1 /* Builds an item */ |
306 | #define ST_BD_BUILD 1 /* Builds an item */ |
319 | #define ST_BD_REMOVE 2 /* Removes an item */ |
307 | #define ST_BD_REMOVE 2 /* Removes an item */ |
320 | |
308 | |
321 | /* Subtypes for MATERIAL */ |
309 | /* Subtypes for MATERIAL */ |
322 | #define ST_MAT_FLOOR 1 /* Floor */ |
310 | #define ST_MAT_FLOOR 1 /* Floor */ |
323 | #define ST_MAT_WALL 2 /* Wall */ |
311 | #define ST_MAT_WALL 2 /* Wall */ |
324 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
312 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
… | |
… | |
395 | * freearr, add these values. <= SIZEOFFREE1 will get you |
383 | * freearr, add these values. <= SIZEOFFREE1 will get you |
396 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
384 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
397 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
385 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
398 | * three spaces |
386 | * three spaces |
399 | */ |
387 | */ |
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388 | #define SIZEOFFREE0 0 |
400 | #define SIZEOFFREE1 8 |
389 | #define SIZEOFFREE1 8 |
401 | #define SIZEOFFREE2 24 |
390 | #define SIZEOFFREE2 24 |
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391 | #define SIZEOFFREE3 48 |
402 | #define SIZEOFFREE 49 |
392 | #define SIZEOFFREE 49 |
403 | |
393 | |
404 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
405 | |
395 | |
406 | /* |
396 | /* |
407 | * If any FLAG's are added or changed, make sure the flag_names structure in |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
408 | * common/loader.l is updated. |
398 | * common/loader.C is updated. |
409 | */ |
399 | */ |
410 | |
400 | |
411 | /* Basic routines to do above */ |
401 | /* Basic routines to do above */ |
412 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
413 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
… | |
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417 | |
407 | |
418 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
419 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
420 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
421 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
422 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
412 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
423 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
424 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
425 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
426 | |
416 | |
427 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
… | |
… | |
431 | |
421 | |
432 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
422 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
433 | |
423 | |
434 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
424 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
435 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
425 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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426 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
436 | |
427 | |
437 | #define FLAG_MONSTER 14 /* Will attack players */ |
428 | #define FLAG_MONSTER 14 /* Will attack players */ |
438 | #define FLAG_FRIENDLY 15 /* Will help players */ |
429 | #define FLAG_FRIENDLY 15 /* Will help players */ |
439 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
430 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
440 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
431 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
… | |
… | |
534 | |
525 | |
535 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
526 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
536 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
527 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
537 | * away (replaces ghosthit) |
528 | * away (replaces ghosthit) |
538 | */ |
529 | */ |
539 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
530 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
540 | * detect cases were the server is trying |
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541 | * to send an upditem when we have not |
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542 | * actually sent the item. |
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543 | */ |
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544 | |
531 | |
545 | #define FLAG_BERSERK 99 /* monster will attack closest living |
532 | #define FLAG_BERSERK 99 /* monster will attack closest living |
546 | object */ |
533 | object */ |
547 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
534 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
548 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
535 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
… | |
… | |
576 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
577 | #define MOVE_FLYING 0x06 |
564 | #define MOVE_FLYING 0x06 |
578 | /* Combo of fly_low and fly_high */ |
565 | /* Combo of fly_low and fly_high */ |
579 | #define MOVE_SWIM 0x08 /* Swimming object */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
580 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
581 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
582 | |
569 | |
583 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
584 | |
571 | |
585 | /* typdef here to define type large enough to hold bitmask of |
572 | /* typdef here to define type large enough to hold bitmask of |
586 | * all movement types. Make one declaration so easy to update. |
573 | * all movement types. Make one declaration so easy to update. |
… | |
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600 | * |
587 | * |
601 | */ |
588 | */ |
602 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
589 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
603 | ((type) && (ob1->move_type & type) == ob1->move_type) |
590 | ((type) && (ob1->move_type & type) == ob1->move_type) |
604 | |
591 | |
605 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
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606 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
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607 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
592 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
608 | |
593 | |
609 | #define EXIT_PATH(xyz) (xyz)->slaying |
594 | #define EXIT_PATH(xyz) (xyz)->slaying |
610 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
595 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
611 | #define EXIT_X(xyz) (xyz)->stats.hp |
596 | #define EXIT_X(xyz) (xyz)->stats.hp |
612 | #define EXIT_Y(xyz) (xyz)->stats.sp |
597 | #define EXIT_Y(xyz) (xyz)->stats.sp |
613 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
598 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
614 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
599 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
615 | |
600 | |
616 | /* for use by the lighting code */ |
601 | /* for use by the lighting code */ |
617 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
602 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
618 | * large values allow objects that can |
603 | * large values allow objects that can |
619 | * slow down the game */ |
604 | * slow down the game */ |
620 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
605 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
621 | * practical reason to exceed this */ |
606 | * practical reason to exceed this */ |
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607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
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608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
622 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
623 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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611 | // player position in blocked_los code |
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612 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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613 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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614 | |
624 | |
615 | |
625 | #define F_BUY 0 |
616 | #define F_BUY 0 |
626 | #define F_SELL 1 |
617 | #define F_SELL 1 |
627 | #define F_TRUE 2 /* True value of item, unadjusted */ |
618 | #define F_TRUE 2 /* True value of item, unadjusted */ |
628 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
619 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
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664 | /* CIRCLE1 = 32 */ |
655 | /* CIRCLE1 = 32 */ |
665 | /* + DISTATT = 1 */ |
656 | /* + DISTATT = 1 */ |
666 | /* ------------------- */ |
657 | /* ------------------- */ |
667 | /* attack_movement = 33 */ |
658 | /* attack_movement = 33 */ |
668 | /******************************************************************************/ |
659 | /******************************************************************************/ |
669 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
660 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
670 | /* attack from a distance - good for missile users only */ |
661 | /* attack from a distance - good for missile users only */ |
671 | #define RUNATT 2 /* run but attack if player catches up to object */ |
662 | #define RUNATT 2 /* run but attack if player catches up to object */ |
672 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
663 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
673 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
664 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
674 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
665 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
675 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
666 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
676 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
667 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
677 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
668 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
678 | /* maintains comfortable distance */ |
669 | /* maintains comfortable distance */ |
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670 | |
679 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
671 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
680 | /* are set to this number, the monster follows a player */ |
672 | /* are set to this number, the monster follows a player */ |
681 | /* until the owner calls it back or off */ |
673 | /* until the owner calls it back or off */ |
682 | /* player followed denoted by 0b->owner */ |
674 | /* player followed denoted by 0b->owner */ |
683 | /* the monster will try to attack whatever the player is */ |
675 | /* the monster will try to attack whatever the player is */ |
684 | /* attacking, and will continue to do so until the owner */ |
676 | /* attacking, and will continue to do so until the owner */ |
685 | /* calls off the monster - a key command will be */ |
677 | /* calls off the monster - a key command will be */ |
686 | /* inserted to do so */ |
678 | /* inserted to do so */ |
687 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
679 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
688 | /* are set to this number, the monster will move in a */ |
680 | /* are set to this number, the monster will move in a */ |
689 | /* circle until it is attacked, or the enemy field is */ |
681 | /* circle until it is attacked, or the enemy field is */ |
690 | /* set, this is good for non-aggressive monsters and NPC */ |
682 | /* set, this is good for non-aggressive monsters and NPC */ |
691 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
683 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
692 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
684 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
693 | /* this is HORIZONTAL movement */ |
685 | /* this is HORIZONTAL movement */ |
694 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
686 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
695 | /* pace area is longer and the monster stops before */ |
687 | /* pace area is longer and the monster stops before */ |
696 | /* changing directions */ |
688 | /* changing directions */ |
697 | /* this is HORIZONTAL movement */ |
689 | /* this is HORIZONTAL movement */ |
698 | #define RANDO 96 /* the monster will go in a random direction until */ |
690 | #define RANDO 96 /* the monster will go in a random direction until */ |
699 | /* it is stopped by an obstacle, then it chooses another */ |
691 | /* it is stopped by an obstacle, then it chooses another */ |
700 | /* direction. */ |
692 | /* direction. */ |
701 | #define RANDO2 112 /* constantly move in a different random direction */ |
693 | #define RANDO2 112 /* constantly move in a different random direction */ |
702 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
694 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
703 | /* this is VERTICAL movement */ |
695 | /* this is VERTICAL movement */ |
704 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
696 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
705 | /* pace area is longer and the monster stops before */ |
697 | /* pace area is longer and the monster stops before */ |
706 | /* changing directions */ |
698 | /* changing directions */ |
707 | /* this is VERTICAL movement */ |
699 | /* this is VERTICAL movement */ |
708 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
700 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
709 | #define HI4 240 |
701 | #define HI4 240 |
710 | |
702 | |
711 | #define BLANK_FACE_NAME "blank.x11" |
703 | #define BLANK_FACE_NAME "blank.x11" |
712 | #define EMPTY_FACE_NAME "empty.x11" |
704 | #define EMPTY_FACE_NAME "empty.x11" |
713 | |
705 | |
… | |
… | |
771 | // Cut off point of when an object is put on the active list or not |
763 | // Cut off point of when an object is put on the active list or not |
772 | // we use 2**-n because that can be represented exactly |
764 | // we use 2**-n because that can be represented exactly |
773 | // also make sure that this is a float, not double, constant |
765 | // also make sure that this is a float, not double, constant |
774 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
766 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
775 | |
767 | |
776 | #define RANDOM() (rndm.next () & 0xffffffU) |
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777 | |
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778 | /* Returns the weight of the given object. Note: it does not take the number of |
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779 | * items (nrof) into account. |
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780 | * (this looks rather bogus, schmorp) |
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781 | */ |
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782 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
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783 | |
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784 | /* |
768 | /* |
785 | * Warning! |
769 | * Warning! |
786 | * If you add message types here, don't forget |
770 | * If you add message types here, don't forget |
787 | * to keep the client up to date too! |
771 | * to keep the client up to date too! |
788 | */ |
772 | */ |
… | |
… | |
881 | */ |
865 | */ |
882 | #define MAX_SOUND_DISTANCE 16 |
866 | #define MAX_SOUND_DISTANCE 16 |
883 | |
867 | |
884 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
868 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
885 | #define INFO_CHANNEL "info" // lower_left box |
869 | #define INFO_CHANNEL "info" // lower_left box |
886 | #define SAY_CHANNEL "channel-say" |
870 | #define SAY_CHANNEL "say" |
887 | #define CHAT_CHANNEL "channel-chat" |
871 | #define CHAT_CHANNEL "chat" |
888 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
872 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
889 | |
873 | |
890 | /* The following are the color flags passed to new_draw_info. |
874 | /* The following are the color flags passed to new_draw_info. |
891 | * |
875 | * |
892 | * We also set up some control flags |
876 | * We also set up some control flags |
… | |
… | |
924 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
908 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
925 | |
909 | |
926 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
910 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
927 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
911 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
928 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
912 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
913 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
929 | |
914 | |
930 | #endif /* DEFINE_H */ |
915 | #endif /* DEFINE_H */ |
931 | |
916 | |