--- deliantra/server/include/define.h 2006/09/12 18:32:37 1.10
+++ deliantra/server/include/define.h 2012/10/29 23:55:53 1.141
@@ -1,25 +1,26 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
+ *
+ * The authors can be reached via e-mail to
+ */
/* This file is best viewed with a window width of about 100 character */
@@ -31,77 +32,43 @@
*/
#ifndef DEFINE_H
-# define DEFINE_H
+#define DEFINE_H
-/*
- * Crossfire requires ANSI-C, but some compilers "forget" to define it.
- * Thus the prototypes made by cextract don't get included correctly.
- */
-# if !defined(__STDC__)
+#include
-/* Removed # from start of following line. makedepend was picking it up.
- * The following should still hopefully result in an error.
- */
-error - Your ANSI C compiler should be defining __STDC__;
-# endif
+#define FONTDIR ""
+#define FONTNAME ""
+
+#ifdef __NetBSD__
+# include
+#endif
-# ifndef WIN32 /* ---win32 exclude unix configuration part */
-# include
-# endif
-
-# define FONTDIR ""
-# define FONTNAME ""
-
-/* Decstations have trouble with fabs()... */
-# define FABS(x) ((x)<0?-(x):(x))
-
-# ifdef __NetBSD__
-# include
-# endif
-# ifndef MIN
-# define MIN(x,y) ((x)<(y)?(x):(y))
-# endif
-# ifndef MAX
-# define MAX(x,y) ((x)>(y)?(x):(y))
-# endif
-
-/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
-# ifndef NAME_MAX
-# define NAME_MAX 255
-# endif
-
-/* MAX3 is basically like MAX, but instead does 3 values. */
-# ifndef MAX3
-# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
-# endif
-
-/* MIN3 is basically like MIN, but instead does 3 values. */
-# ifndef MIN3
-# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
-# endif
-
-# define MAX_STAT 30 /* The maximum legal value of any stat */
-# define MIN_STAT 1 /* The minimum legal value of any stat */
-
-# define MAX_BUF 1024
- /* Used for all kinds of things */
-# define VERY_BIG_BUF 2048
-# define HUGE_BUF 4096 /* Used for messages - some can be quite long */
-# define SOCKET_BUFLEN 4096 /* Max length a packet could be */
-
-# define FONTSIZE 3000 /* Max chars in font */
-
-# define MAX_ANIMATIONS 256
-
-# define MAX_NAME 48
-# define BIG_NAME 32
-# define MAX_EXT_TITLE 98
-
-/* Fatal variables: */
-# define OUT_OF_MEMORY 0
-# define MAP_ERROR 1
-# define ARCHTABLE_TOO_SMALL 2
-# define TOO_MANY_ERRORS 3
+#define MAXNUMLEVELS 256 // maximum number of levels possible
+#define MAXLEVEL_TREASURE 115 // for treasure calculations only
+
+// maximum length of an object name in the protocol
+#define NAME_LEN 127
+
+#define MAX_STAT 30 /* The maximum legal value of any stat */
+#define MIN_STAT 1 /* The minimum legal value of any stat */
+
+#define MAX_FOOD 999
+
+//TODO: not only use more reasonable values, also enforce them
+#define MIN_WC -120
+#define MAX_WC 120
+#define MIN_AC -120
+#define MAX_AC 120
+#define MIN_DAM 0
+#define MAX_DAM 200
+#define MIN_DIGESTION -35
+#define MAX_DIGESTION 70
+
+#define MAX_BUF 1024 /* Used for all kinds of things */
+
+#define MAX_NAME 48
+
+#define ATTUNE_REPELL 16 // levels diff for attune/repell
/* TYPE DEFINES */
@@ -115,222 +82,222 @@
* Additionally, when you add a new entry, include it in the table in item.c
*/
-/* type 0 will be undefined and shows a non valid type information */
-
-# define PLAYER 1
-# define TRANSPORT 2 /* see doc/Developers/objects */
-# define ROD 3
-# define TREASURE 4
-# define POTION 5
-# define FOOD 6
-# define POISON 7
-# define BOOK 8
-# define CLOCK 9
-
-/*#define FBULLET 10 */
-
-/*#define FBALL 11 */
-# define LIGHTNING 12
-# define ARROW 13
-# define BOW 14
-# define WEAPON 15
-# define ARMOUR 16
-# define PEDESTAL 17
-# define ALTAR 18
-
-/*#define CONFUSION 19 */
-# define LOCKED_DOOR 20
-# define SPECIAL_KEY 21
-# define MAP 22
-# define DOOR 23
-# define KEY 24
-
-/*#define MMISSILE 25 */
-# define TIMED_GATE 26
-# define TRIGGER 27
-# define GRIMREAPER 28
-# define MAGIC_EAR 29
-# define TRIGGER_BUTTON 30
-# define TRIGGER_ALTAR 31
-# define TRIGGER_PEDESTAL 32
-# define SHIELD 33
-# define HELMET 34
-# define HORN 35
-# define MONEY 36
-# define CLASS 37 /* object for applying character class modifications to someone */
-# define GRAVESTONE 38
-# define AMULET 39
-# define PLAYERMOVER 40
-# define TELEPORTER 41
-# define CREATOR 42
-# define SKILL 43 /* also see SKILL_TOOL (74) below */
-# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
- /* experience for broad skill categories. This value */
- /* is now automatically converteed at load time. */
-# define EARTHWALL 45
-# define GOLEM 46
-
-/*#define BOMB 47 */
-# define THROWN_OBJ 48
-# define BLINDNESS 49
-# define GOD 50
-
-# define DETECTOR 51 /* peterm: detector is an object */
- /* which notices the presense of */
- /* another object and is triggered */
- /* like buttons. */
-# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
- /* force into a player with a specified string WHEN TRIGGERED. */
-# define DEAD_OBJECT 53
-# define DRINK 54
-# define MARKER 55 /* inserts an invisible, weightless */
- /* force into a player with a specified string. */
-# define HOLY_ALTAR 56
-# define PLAYER_CHANGER 57
-# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
-
-# define PEACEMAKER 59 /* Object owned by a player which can convert */
- /* a monster into a peaceful being incapable of attack. */
-# define GEM 60
-
- /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
-# define FIREWALL 62
-# define ANVIL 63
-# define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
-# define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
- * values of last_sp set how to change:
- * 0 = furious, all monsters become aggressive
- * 1 = angry, all but friendly become aggressive
- * 2 = calm, all aggressive monsters calm down
- * 3 = sleep, all monsters fall asleep
- * 4 = charm, monsters become pets */
-# define EXIT 66
-# define ENCOUNTER 67
-# define SHOP_FLOOR 68
-# define SHOP_MAT 69
-# define RING 70
-# define FLOOR 71 /* this is a floor tile -> native layer 0 */
-# define FLESH 72 /* animal 'body parts' -b.t. */
-# define INORGANIC 73 /* metals and minerals */
-# define SKILL_TOOL 74 /* Allows the use of a skill */
-# define LIGHTER 75
-
-/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
- * types are not used in any archetypes, and should perhaps be removed.
+/* USED TYPES: (for dead types please look at the bottom of the type
+ * definitions)
*/
-# define TRAP_PART 76 /* Needed by set traps skill -b.t. */
-# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
-# define LIGHT_SOURCE 78 /* torches, lamps, etc. */
-# define MISC_OBJECT 79 /* misc. objects are for objects without a function
- in the engine. Like statues, clocks, chairs,...
- If perhaps we create a function where we can sit
- on chairs, we create a new type and remove all
- chairs from here. */
-# define MONSTER 80
- /* yes, thats a real, living creature */
-# define SPAWN_GENERATOR 81
- /* a spawn point or monster generator object */
-# define LAMP 82 /* a lamp */
-# define DUPLICATOR 83 /* duplicator/multiplier object */
-# define TOOL 84 /* a tool for building objects */
-# define SPELLBOOK 85
-# define BUILDFAC 86 /* facilities for building objects */
-# define CLOAK 87
-
-/*#define CONE 88 */
-
- /*#define AURA 89 *//* aura spell object */
-
-# define SPINNER 90
-# define GATE 91
-# define BUTTON 92
-# define CF_HANDLE 93
-# define HOLE 94
-# define TRAPDOOR 95
-
-/*#define WORD_OF_RECALL 96 */
-
-/*#define PARAIMAGE 97 */
-# define SIGN 98
-# define BOOTS 99
-# define GLOVES 100
-# define SPELL 101
-# define SPELL_EFFECT 102
-# define CONVERTER 103
-# define BRACERS 104
-# define POISONING 105
-# define SAVEBED 106
-# define POISONCLOUD 107
-# define FIREHOLES 108
-# define WAND 109
-
-/*#define ABILITY 110*/
-# define SCROLL 111
-# define DIRECTOR 112
-# define GIRDLE 113
-# define FORCE 114
-# define POTION_EFFECT 115 /* a force, holding the effect of a potion */
-# define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
-# define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
-# define CONTAINER 122
-# define ARMOUR_IMPROVER 123
-# define WEAPON_IMPROVER 124
+/* type 0 objects have the default behaviour */
-/* unused: 125 - 129
- * type 125 was MONEY_CHANGER
- */
-# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
-# define DEEP_SWAMP 138
-# define IDENTIFY_ALTAR 139
-
- /*#define CANCELLATION 141*//* not used with new spell code */
-# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
-
- /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
-
-/*#define SWARM_SPELL 153*/
-# define RUNE 154
-# define TRAP 155
-
-# define POWER_CRYSTAL 156
-# define CORPSE 157
-
-# define DISEASE 158
-# define SYMPTOM 159
-# define BUILDER 160 /* Generic item builder, see subtypes */
-# define MATERIAL 161/* Material for building */
-
-/* #define GPS 162 Ground positionning system, moved to Python plugin */
-# define ITEM_TRANSFORMER 163/* Transforming one item with another */
-# define QUEST 164/* See below for subtypes */
-# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
- potions, alchemy, or magic works here (elmex) */
+#define PLAYER 1
+#define TRANSPORT 2 /* see pod/objects.pod */
+#define ROD 3
+#define TREASURE 4
+#define POTION 5
+#define FOOD 6
+#define POISON 7
+#define BOOK 8
+#define CLOCK 9
+#define VEIN 10 // deliantra: mineral/ore/whatever vein
+#define RANGED 11 // deliantra: other range item (skill based)
+#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
+#define ARROW 13
+#define BOW 14
+#define WEAPON 15
+#define ARMOUR 16
+#define PEDESTAL 17
+#define ALTAR 18
+#define T_MATCH 19
+#define LOCKED_DOOR 20
+#define SPECIAL_KEY 21
+#define MAP 22
+#define DOOR 23
+#define KEY 24
+#define PHYSICS 25 // deliantra: "things that move"
+#define TIMED_GATE 26
+#define TRIGGER 27
+#define GRIMREAPER 28
+#define MAGIC_EAR 29
+#define TRIGGER_BUTTON 30
+#define TRIGGER_ALTAR 31
+#define TRIGGER_PEDESTAL 32
+#define SHIELD 33
+#define HELMET 34
+#define HORN 35
+#define MONEY 36
+#define CLASS 37 /* object for applying character class modifications to someone */
+#define GRAVESTONE 38
+#define AMULET 39
+#define PLAYERMOVER 40
+#define TELEPORTER 41
+#define CREATOR 42
+#define SKILL 43 /* also see SKILL_TOOL (74) below */
+#define IDENTIFY_ALTAR 44
+#define EARTHWALL 45
+#define GOLEM 46
+#define DEEP_SWAMP 47
+#define THROWN_OBJ 48
+#define BLINDNESS 49
+#define GOD 50
+#define DETECTOR 51 /* peterm: detector is an object
+ * which notices the presense of
+ * another object and is triggered
+ * like buttons.
+ */
+#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
+ * force into a player with a specified string WHEN TRIGGERED.
+ */
+#define DEAD_OBJECT 53
+#define DRINK 54
+#define MARKER 55 /* inserts an invisible, weightless
+ * force into a player with a specified string.
+ */
+#define HOLY_ALTAR 56
+#define PLAYER_CHANGER 57
+#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
+
+#define PEACEMAKER 59 /* Object owned by a player which can convert
+ * a monster into a peaceful being incapable of attack.
+ */
+#define GEM 60
+#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
+#define FIREWALL 62
+#define ANVIL 63
+#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
+#define MOOD_FLOOR 65 /*
+ * values of last_sp set how to change:
+ * 0 = furious, all monsters become aggressive
+ * 1 = angry, all but friendly become aggressive
+ * 2 = calm, all aggressive monsters calm down
+ * 3 = sleep, all monsters fall asleep
+ * 4 = charm, monsters become pets
+ * 5 = destroy monsters
+ * 6 = destroy pets / friendlies
+ */
+#define EXIT 66
+#define ENCOUNTER 67
+#define SHOP_FLOOR 68
+#define SHOP_MAT 69
+#define RING 70
+//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
+#define FLESH 72 /* animal 'body parts' -b.t. */
+#define INORGANIC 73 /* metals and minerals */
+#define SKILL_TOOL 74 /* Allows the use of a skill */
+#define LIGHTER 75
+//76
+#define BUILDABLE_WALL 77 /* this is a buildable wall */
+//78
+#define MISC_OBJECT 79 /* misc. objects are for objects without a function
+ in the engine. Like statues, clocks, chairs,...
+ If perhaps we create a function where we can sit
+ on chairs, we create a new type and remove all
+ chairs from here. */
+//80
+#define TORCH 81 /* a torch */
+#define LAMP 82 /* a lamp */
+#define DUPLICATOR 83 /* duplicator/multiplier object */
+//84
+#define SPELLBOOK 85
+//86
+#define CLOAK 87
+#define MAPSCRIPT 88 /* A perl-scripted connectable */
+#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
+ potions, alchemy, or magic works here (elmex) */
+#define SPINNER 90
+#define GATE 91
+#define BUTTON 92
+#define T_HANDLE 93
+#define HOLE 94
+#define TRAPDOOR 95
+#define RUNE 96
+#define TRAP 97
+#define SIGN 98
+#define BOOTS 99
+#define GLOVES 100
+#define SPELL 101
+#define SPELL_EFFECT 102
+#define CONVERTER 103
+#define BRACERS 104
+#define POISONING 105
+#define SAVEBED 106
+#define DISEASE 107
+#define SYMPTOM 108
+#define WAND 109
+#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
+#define SCROLL 111
+#define DIRECTOR 112
+#define GIRDLE 113
+#define FORCE 114
+#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
+#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
+#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
+#define POWER_CRYSTAL 118
+#define CORPSE 119
+//120
+#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
+#define CONTAINER 122
+#define ARMOUR_IMPROVER 123
+#define WEAPON_IMPROVER 124
+#define BUILDER 125 /* Generic item builder, see subtypes */
+#define MATERIAL 126 /* Material for building */
+
+#define NUM_TYPES 127 // must be max(type) + 1
/* END TYPE DEFINE */
-# define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
+typedef std::bitset typeset;
+
+/* These are the items that currently can change digestion, regeneration,
+ * spell point recovery and mana point recovery. Seems sort of an arbitary
+ * list, but other items store other info into stats array.
+ * As a special exception, bows use stats.sp for their own purposes.
+ */
+static const struct digest_types : typeset
+{
+ digest_types ()
+ {
+ set (WEAPON);
+ set (BOW);
+ set (ARMOUR);
+ set (HELMET);
+ set (SHIELD);
+ set (RING);
+ set (BOOTS);
+ set (GLOVES);
+ set (AMULET);
+ set (GIRDLE);
+ set (BRACERS);
+ set (CLOAK);
+ set (DISEASE);
+ set (FORCE);
+ set (SKILL);
+ }
+} digest_types;
+
+// maximum supported subtype number + 1, can be increased to 256
+// currently (2007-09) in use: 50
+#define NUM_SUBTYPES 64
/* Subtypes for BUILDER */
-# define ST_BD_BUILD 1 /* Builds an item */
-# define ST_BD_REMOVE 2 /* Removes an item */
+#define ST_BD_BUILD 1 /* Builds an item */
+#define ST_BD_REMOVE 2 /* Removes an item */
/* Subtypes for MATERIAL */
-# define ST_MAT_FLOOR 1 /* Floor */
-# define ST_MAT_WALL 2 /* Wall */
-# define ST_MAT_ITEM 3 /* All other items, including doors & such */
+#define ST_MAT_FLOOR 1 /* Floor */
+#define ST_MAT_WALL 2 /* Wall */
+#define ST_MAT_ITEM 3 /* All other items, including doors & such */
+#define ST_MAT_QUAD 4 /* Quad build material */
/* definitions for weapontypes */
-# define WEAP_HIT 0 /* the basic */
-# define WEAP_SLASH 1 /* slash */
-# define WEAP_PIERCE 2 /* arrows, stiletto */
-# define WEAP_CLEAVE 3 /* axe */
-# define WEAP_SLICE 4 /* katana */
-# define WEAP_STAB 5 /* knife, dagger */
-# define WEAP_WHIP 6 /* whips n chains */
-# define WEAP_CRUSH 7 /* big hammers, flails */
-# define WEAP_BLUD 8 /* bludgeoning, club, stick */
+#define WEAP_HIT 0 /* the basic */
+#define WEAP_SLASH 1 /* slash */
+#define WEAP_PIERCE 2 /* arrows, stiletto */
+#define WEAP_CLEAVE 3 /* axe */
+#define WEAP_SLICE 4 /* katana */
+#define WEAP_STAB 5 /* knife, dagger */
+#define WEAP_WHIP 6 /* whips n chains */
+#define WEAP_CRUSH 7 /* big hammers, flails */
+#define WEAP_BLUD 8 /* bludgeoning, club, stick */
typedef struct typedata
{
@@ -349,42 +316,43 @@
* user can pick up or leave as he likes. */
/* high bit as flag for new pickup options */
-# define PU_NOTHING 0x00000000
-
-# define PU_DEBUG 0x10000000
-# define PU_INHIBIT 0x20000000
-# define PU_STOP 0x40000000
-# define PU_NEWMODE 0x80000000
-
-# define PU_RATIO 0x0000000F
-
-# define PU_FOOD 0x00000010
-# define PU_DRINK 0x00000020
-# define PU_VALUABLES 0x00000040
-# define PU_BOW 0x00000080
-
-# define PU_ARROW 0x00000100
-# define PU_HELMET 0x00000200
-# define PU_SHIELD 0x00000400
-# define PU_ARMOUR 0x00000800
-
-# define PU_BOOTS 0x00001000
-# define PU_GLOVES 0x00002000
-# define PU_CLOAK 0x00004000
-# define PU_KEY 0x00008000
-
-# define PU_MISSILEWEAPON 0x00010000
-# define PU_ALLWEAPON 0x00020000
-# define PU_MAGICAL 0x00040000
-# define PU_POTION 0x00080000
-
-# define PU_SPELLBOOK 0x00100000
-# define PU_SKILLSCROLL 0x00200000
-# define PU_READABLES 0x00400000
-# define PU_MAGIC_DEVICE 0x00800000
+#define PU_NOTHING 0x00000000
-# define PU_NOT_CURSED 0x01000000
-# define PU_JEWELS 0x02000000
+#define PU_DEBUG 0x10000000
+#define PU_INHIBIT 0x20000000
+#define PU_STOP 0x40000000
+#define PU_ENABLE 0x80000000 // used to distinguish value density
+
+#define PU_RATIO 0x0000000F
+
+#define PU_FOOD 0x00000010
+#define PU_DRINK 0x00000020
+#define PU_VALUABLES 0x00000040
+#define PU_BOW 0x00000080
+
+#define PU_ARROW 0x00000100
+#define PU_HELMET 0x00000200
+#define PU_SHIELD 0x00000400
+#define PU_ARMOUR 0x00000800
+
+#define PU_BOOTS 0x00001000
+#define PU_GLOVES 0x00002000
+#define PU_CLOAK 0x00004000
+#define PU_KEY 0x00008000
+
+#define PU_MISSILEWEAPON 0x00010000
+#define PU_ALLWEAPON 0x00020000
+#define PU_MAGICAL 0x00040000
+#define PU_POTION 0x00080000
+
+#define PU_SPELLBOOK 0x00100000
+#define PU_SKILLSCROLL 0x00200000
+#define PU_READABLES 0x00400000
+#define PU_MAGIC_DEVICE 0x00800000
+
+#define PU_NOT_CURSED 0x01000000
+#define PU_JEWELS 0x02000000
+#define PU_FLESH 0x04000000
/* Instead of using arbitrary constants for indexing the
@@ -393,434 +361,267 @@
* 2 spaces, and the entire array (< SIZEOFFREE) is
* three spaces
*/
-# define SIZEOFFREE1 8
-# define SIZEOFFREE2 24
-# define SIZEOFFREE 49
-
-# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
-
-/* Flag structure now changed.
- * Each flag is now a bit offset, starting at zero. The macros
- * will update/read the appropriate flag element in the object
- * structure.
- *
- * Hopefully, since these offsets are integer constants set at run time,
- * the compiler will reduce the macros something as simple as the
- * old system was.
- *
- * Flags now have FLAG as the prefix. This to be clearer, and also
- * to make sure F_ names are not still being used anyplace.
- *
- * The macros below assume that the flag size for each element is 32
- * bits. IF it is smaller, bad things will happen. See structs.h
- * for more info.
- *
- * All functions should use the macros below. In process of converting
- * to the new system, I find several files that did not use the previous
- * macros.
- *
- * If any FLAG's are or changed, make sure the flag_names structure in
- * common/loader.l is updated.
- *
- * flags[0] is 0 to 31
- * flags[1] is 32 to 63
- * flags[2] is 64 to 95
- * flags[3] is 96 to 127
+#define SIZEOFFREE0 0
+#define SIZEOFFREE1 8
+#define SIZEOFFREE2 24
+#define SIZEOFFREE3 48
+#define SIZEOFFREE 49
+
+#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
+
+/*
+ * If any FLAG's are added or changed, make sure the flag_names structure in
+ * common/loader.C is updated.
*/
-/* Basic routines to do above */
-# define SET_FLAG(xyz, p) \
- ((xyz)->flags[p/32] |= (1U << (p % 32)))
-# define CLEAR_FLAG(xyz, p) \
- ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
-# define QUERY_FLAG(xyz, p) \
- ((xyz)->flags[p/32] & (1U << (p % 32)))
-# define COMPARE_FLAGS(p,q) \
- ( \
- ((p)->flags[0] == (q)->flags[0]) && \
- ((p)->flags[1] == (q)->flags[1]) && \
- ((p)->flags[2] == (q)->flags[2]) && \
- ((p)->flags[3] == (q)->flags[3]) \
- )
-
-/* convenience macros to determine what kind of things we are dealing with */
-
-# define IS_WEAPON(op) \
- (op->type == ARROW || op->type == BOW || op->type == WEAPON)
-
-# define IS_ARMOR(op) \
- (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
- op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
- op->type == BRACERS || op->type == GIRDLE)
-
-# define IS_LIVE(op) \
- ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
- (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
- !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
-
-# define IS_ARROW(op) \
- (op->type==ARROW || \
- (op->type==SPELL_EFFECT && \
- (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
-
-/* This return TRUE if object has still randomitems which
- * could be expanded.
- */
-# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
-
/* the flags */
-# define FLAG_ALIVE 0 /* Object can fight (or be fought) */
-# define FLAG_WIZ 1 /* Object has special privilegies */
-# define FLAG_REMOVED 2 /* Object is not in any map or invenory */
-# define FLAG_FREED 3 /* Object is in the list of free objects */
-# define FLAG_WAS_WIZ 4 /* Player was once a wiz */
-# define FLAG_APPLIED 5 /* Object is ready for use by living */
-# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
-# define FLAG_USE_SHIELD 7
- /* Can this creature use a shield? */
-
-# define FLAG_NO_PICK 8 /* Object can't be picked up */
-
- /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
-
- /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
-# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
-
- /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
-
- /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
-# define FLAG_MONSTER 14 /* Will attack players */
-# define FLAG_FRIENDLY 15 /* Will help players */
-
-# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
-# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
-# define FLAG_AUTO_APPLY 18
- /* Will be applied when created */
-# define FLAG_TREASURE 19 /* Will generate treasure when applied */
-# define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
-# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
-# define FLAG_CAN_ROLL 22 /* Object can be rolled */
-# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
-# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
-
- /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
-
- /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
-
- /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
-# define FLAG_IS_USED_UP 28
- /* When (--food<0) the object will exit */
-# define FLAG_IDENTIFIED 29
- /* Player knows full info about item */
-# define FLAG_REFLECTING 30
- /* Object reflects from walls (lightning) */
-# define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
-
-/* Start of values in flags[1] */
-# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
-# define FLAG_HITBACK 33 /* Object will hit back when hit */
-# define FLAG_STARTEQUIP 34
- /* Object was given to player at start */
-# define FLAG_BLOCKSVIEW 35
- /* Object blocks view */
-# define FLAG_UNDEAD 36 /* Monster is undead */
-# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
-# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
-# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
-
-# define FLAG_REFL_SPELL 40
- /* Spells (some) will reflect from object */
-# define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
-# define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
-# define FLAG_IS_LIGHTABLE 43 /* object can be lit */
-# define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
-# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
- but can still attack at a distance */
-
- /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
- thru this object as if it wasn't there */
-
- /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
-
-# define FLAG_PICK_UP 48 /* Can pick up */
-# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
-# define FLAG_NO_DROP 50 /* Object can't be dropped */
-# define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
-# define FLAG_CAST_SPELL 52
- /* (Monster) can learn and cast spells */
-# define FLAG_USE_SCROLL 53
- /* (Monster) can read scroll */
-# define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
-# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
-
-# define FLAG_USE_ARMOUR 56
- /* (Monster) can wear armour/shield/helmet */
-# define FLAG_USE_WEAPON 57
- /* (Monster) can wield weapons */
-# define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
-# define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
-# define FLAG_READY_BOW 60 /* not implemented yet */
-# define FLAG_XRAYS 61 /* X-ray vision */
-# define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
-# define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
-
-/* Start of values in flags[2] */
-# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
-# define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
-# define FLAG_SLEEP 66 /* NPC is sleeping */
-# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
-# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
-# define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
-# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
-# define FLAG_STEALTH 71 /* Will wake monsters with less range */
-
-# define FLAG_WIZPASS 72 /* The wizard can go through walls */
-# define FLAG_IS_LINKED 73 /* The object is linked with other objects */
-# define FLAG_CURSED 74 /* The object is cursed */
-# define FLAG_DAMNED 75 /* The object is _very_ cursed */
-# define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
-# define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
-# define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
-# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
-
-# define FLAG_BEEN_APPLIED 80 /* The object has been applied */
-# define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
-# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
-
-/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
-# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
-# define FLAG_MAKE_INVIS 85
- /* (Item) gives invisibility when applied */
-# define FLAG_INV_LOCKED 86
- /* Item will not be dropped from inventory */
-# define FLAG_IS_WOODED 87 /* Item is wooded terrain */
-
-# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
-# define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
-# define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
-# define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
-# define FLAG_BLIND 92 /* If set, object cannot see (visually) */
-# define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
-# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
-
- /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
-
-/* Start of values in flags[3] */
-# define FLAG_NO_STEAL 96 /* Item can't be stolen */
-# define FLAG_ONE_HIT 97 /* Monster can only hit once before going
- * away (replaces ghosthit)
- */
-# define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
- * detect cases were the server is trying
- * to send an upditem when we have not
- * actually sent the item.
- */
-
-# define FLAG_BERSERK 99 /* monster will attack closest living
- object */
-# define FLAG_NEUTRAL 100 /* monster is from type neutral */
-# define FLAG_NO_ATTACK 101 /* monster don't attack */
-# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
-# define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
- * load_original_map() */
-# define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
- * the overlay, and is not subject to
- * decay. */
-# define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
-# define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
-# define FLAG_IS_WATER 107
-# define FLAG_CONTENT_ON_GEN 108
-# define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
-# define FLAG_IS_BUILDABLE 110 /* Can build on item */
-# define FLAG_AFK 111 /* Player is AFK */
-# define NUM_FLAGS 111 /* Should always be equal to the last
- * defined flag. If you change this,
- * make sure you update the flag_links
- * in common/loader.l
- */
-
-/* Values can go up to 127 before the size of the flags array in the
- * object structure needs to be enlarged.
- * So there are 18 available flags slots
- */
-
-
-# define NROFNEWOBJS(xyz) ((xyz)->stats.food)
-
-# if 0
-
-/* These should no longer be needed - access move_slow_penalty
- * directly.
- */
-# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
-# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
-# endif
+#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
+#define FLAG_WIZ 1 /* Object has special privilegies */
+#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
+#define FLAG_FREED 3 /* Object is in the list of free objects */
+#define FLAG_WIZLOOK 4 /* disable los and lighting */
+#define FLAG_APPLIED 5 /* Object is ready for use by living */
+#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
+#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
+#define FLAG_NO_PICK 8 /* Object can't be picked up */
+#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
+/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
+#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
+/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
+/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
+#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
+#define FLAG_MONSTER 14 /* Will attack players */
+#define FLAG_FRIENDLY 15 /* Will help players */
+#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
+#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
+#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
+#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
+#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
+#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
+#define FLAG_CAN_ROLL 22 /* Object can be rolled */
+#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
+#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
+/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
+/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
+/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
+#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
+#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
+#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
+#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */
+#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
+#define FLAG_HITBACK 33 /* Object will hit back when hit */
+#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
+#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
+#define FLAG_UNDEAD 36 /* Monster is undead */
+#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
+#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
+#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
+#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
+#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
+//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
+#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
+#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
+#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
+ but can still attack at a distance */
+/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
+ thru this object as if it wasn't there */
+/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
+#define FLAG_PICK_UP 48 /* Can pick up */
+#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
+#define FLAG_NO_DROP 50 /* Object can't be dropped */
+#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
+#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
+#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
+#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
+#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
+#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
+#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
+#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
+#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
+#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
+#define FLAG_XRAYS 61 /* X-ray vision */
+#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
+#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
+#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
+#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
+#define FLAG_SLEEP 66 /* NPC is sleeping */
+#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
+#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
+#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
+#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
+#define FLAG_STEALTH 71 /* Will wake monsters with less range */
+#define FLAG_WIZPASS 72 /* The wizard can go through walls */
+#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
+#define FLAG_CURSED 74 /* The object is cursed */
+#define FLAG_DAMNED 75 /* The object is _very_ cursed */
+#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
+#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
+#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
+#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
+#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
+#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
+#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
+#define FLAG_PRECIOUS 83 // object is precious (pets)
+#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
+#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
+#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
+#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
+#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
+#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
+#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
+#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
+#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
+#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
+#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
+/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
+#define FLAG_NO_STEAL 96 /* Item can't be stolen */
+#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
+ * away (replaces ghosthit)
+ */
+#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
+
+#define FLAG_BERSERK 99 /* monster will attack closest living
+ object */
+#define FLAG_NEUTRAL 100 /* monster is from type neutral */
+#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
+#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
+#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
+ * load_original_map() */
+#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
+#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
+#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
+#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
+#define FLAG_CONTENT_ON_GEN 108
+#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
+#define FLAG_IS_BUILDABLE 110 /* Can build on item */
+#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
+#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
+#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
+ * (for the quads world for instance)
+ */
+
+// temporary assignments
+#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
+
+#define NUM_FLAGS 115 /* Should always be equal to the last
+ * defined flag + 1.
+ */
/* If you add new movement types, you may need to update
* describe_item() so properly describe those types.
* change_abil() probably should be updated also.
*/
-# define MOVE_WALK 0x1 /* Object walks */
-# define MOVE_FLY_LOW 0x2 /* Low flying object */
-# define MOVE_FLY_HIGH 0x4 /* High flying object */
-# define MOVE_FLYING 0x6
- /* Combo of fly_low and fly_high */
-# define MOVE_SWIM 0x8 /* Swimming object */
-# define MOVE_BOAT 0x10 /* Boats/sailing */
-# define MOVE_ALL 0x1f /* Mask of all movement types */
-
-/* the normal assumption is that objects are walking/flying.
- * So often we don't want to block movement, but still don't want
- * to allow all types (swimming is rather specialized) - I also
- * expect as more movement types show up, this is likely to get
- * updated. Basically, this is the default for spaces that allow
- * movement - anything but swimming right now. If you really
- * want nothing at all, then can always set move_block to 0
- */
-# define MOVE_BLOCK_DEFAULT MOVE_SWIM
+#define MOVE_WALK 0x01 /* Object walks */
+#define MOVE_FLY_LOW 0x02 /* Low flying object */
+#define MOVE_FLY_HIGH 0x04 /* High flying object */
+#define MOVE_SWIM 0x08 /* Swimming object */
+#define MOVE_BOAT 0x10 /* Boats/sailing */
+#define MOVE_SHIP 0x20 /* boats suitable for oceans */
+
+#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
+#define MOVE_ALL 0x3f /* Mask of all movement types */
/* typdef here to define type large enough to hold bitmask of
* all movement types. Make one declaration so easy to update.
- * uint8 is defined yet, so just use what that would define it
- * at anyways.
*/
typedef unsigned char MoveType;
/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
* Basically, ob2 has to block all of ob1 movement types.
*/
-# define OB_MOVE_BLOCK(ob1, ob2) \
+#define OB_MOVE_BLOCK(ob1, ob2) \
((ob1->move_type & ob2->move_block) == ob1->move_type)
/* Basic macro to see if if ob1 can not move onto a space based
* on the 'type' move_block parameter
* Add check - if type is 0, don't stop anything from moving
* onto it.
- *
+ *
*/
-# define OB_TYPE_MOVE_BLOCK(ob1, type) \
- ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
+#define OB_TYPE_MOVE_BLOCK(ob1, type) \
+ ((type) && (ob1->move_type & type) == ob1->move_type)
+#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */
-# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
-# define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
-# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */
-
-/* Note: These values are only a default value, resizing can change them */
-# define INV_SIZE 12 /* How many items can be viewed in inventory */
-# define LOOK_SIZE 6 /* ditto, but for the look-window */
-# define MAX_INV_SIZE 40 /* For initializing arrays */
-# define MAX_LOOK_SIZE 40 /* ditto for the look-window */
-
-# define EDITABLE(xyz) ((xyz)->arch->editable)
-
-# define E_MONSTER 0x00000001
-# define E_EXIT 0x00000002
-# define E_TREASURE 0x00000004
-# define E_BACKGROUND 0x00000008
-# define E_DOOR 0x00000010
-# define E_SPECIAL 0x00000020
-# define E_SHOP 0x00000040
-# define E_NORMAL 0x00000080
-# define E_FALSE_WALL 0x00000100
-# define E_WALL 0x00000200
-# define E_EQUIPMENT 0x00000400
-# define E_OTHER 0x00000800
-# define E_ARTIFACT 0x00001000
-
-# define EXIT_PATH(xyz) (xyz)->slaying
-# define EXIT_LEVEL(xyz) (xyz)->stats.food
-# define EXIT_X(xyz) (xyz)->stats.hp
-# define EXIT_Y(xyz) (xyz)->stats.sp
-# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
-# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
+#define EXIT_PATH(xyz) (xyz)->slaying
+#define EXIT_LEVEL(xyz) (xyz)->stats.food
+#define EXIT_X(xyz) (xyz)->stats.hp
+#define EXIT_Y(xyz) (xyz)->stats.sp
+#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
+#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
/* for use by the lighting code */
-# define MAX_LIGHT_RADII 4
- /* max radii for 'light' object, really
+#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
* large values allow objects that can
* slow down the game */
-# define MAX_DARKNESS 5 /* maximum map darkness, there is no
+#define MAX_DARKNESS 5 /* maximum map darkness, there is no
* practical reason to exceed this */
-# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
- MAX_LIGHT_RADII:(xyz)->glow_radius;
-
-# define F_BUY 0
-# define F_SELL 1
-# define F_TRUE 2 /* True value of item, unadjusted */
-# define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
-# define F_IDENTIFIED 8 /* flag to calculate value of identified item */
-# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
-# define F_APPROX 32 /* flag to give a guess of item value */
-# define F_SHOP 64 /* consider the effect that the shop that the player is in has */
-
-# define DIRX(xyz) freearr_x[(xyz)->direction]
-# define DIRY(xyz) freearr_y[(xyz)->direction]
-
-# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
-# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
-
-# define ARMOUR_SPEED(xyz) (xyz)->last_sp
-# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
-# define WEAPON_SPEED(xyz) (xyz)->last_sp
+#define LOS_MAX 4 /* max. los value for non-blocked spaces */
+#define LOS_BLOCKED 100 /* fully blocked spaces */
+#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
+ MAX_LIGHT_RADII : (xyz)->glow_radius;
+// player position in blocked_los code
+#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
+#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
+
+
+#define F_BUY 0
+#define F_SELL 1
+#define F_TRUE 2 /* True value of item, unadjusted */
+#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
+#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
+#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
+#define F_APPROX 32 /* flag to give a guess of item value */
+#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
+
+#define DIRX(xyz) freearr_x[(xyz)->direction]
+#define DIRY(xyz) freearr_y[(xyz)->direction]
+
+#define ARMOUR_SPEED(xyz) (xyz)->last_sp
+#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
+#define WEAPON_SPEED(xyz) (xyz)->last_sp
/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
each of them signed char, concatenated in a int16 */
-# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
-# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
-# define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
-# define FIRE_DIRECTIONAL 0
-# define FIRE_POSITIONAL 1
+#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
+#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
+#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
-/******************************************************************************/
+#define FIRE_DIRECTIONAL 0
+#define FIRE_POSITIONAL 1
+/******************************************************************************/
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
-
/******************************************************************************/
-
/* if your monsters start acting wierd, mail me */
-
/******************************************************************************/
-
/* the following definitions are for the attack_movement variable in monsters */
-
/* if the attack_variable movement is left out of the monster archetype, or is*/
-
/* set to zero */
-
/* the standard mode of movement from previous versions of crossfire will be */
-
/* used. the upper four bits of movement data are not in effect when the monst*/
-
/* er has an enemy. these should only be used for non agressive monsters. */
-
/* to program a monsters movement add the attack movement numbers to the movem*/
-
/* ment numbers example a monster that moves in a circle until attacked and */
-
/* then attacks from a distance: */
-
/* CIRCLE1 = 32 */
-
/* + DISTATT = 1 */
-
/* ------------------- */
-
/* attack_movement = 33 */
-
/******************************************************************************/
-# define DISTATT 1 /* move toward a player if far, but mantain some space, */
+#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
-# define RUNATT 2 /* run but attack if player catches up to object */
-# define HITRUN 3 /* run to then hit player then run away cyclicly */
-# define WAITATT 4 /* wait for player to approach then hit, move if hit */
-# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
-# define ALLRUN 6 /* always run never attack good for sim. of weak player */
-# define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
-# define WAIT2 8 /* monster does not try to move towards player if far */
+#define RUNATT 2 /* run but attack if player catches up to object */
+#define HITRUN 3 /* run to then hit player then run away cyclicly */
+#define WAITATT 4 /* wait for player to approach then hit, move if hit */
+#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
+#define ALLRUN 6 /* always run never attack good for sim. of weak player */
+#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
+#define WAIT2 8 /* monster does not try to move towards player if far */
/* maintains comfortable distance */
-# define PETMOVE 16 /* if the upper four bits of attack_movement */
+
+#define PETMOVE 16 /* if the upper four bits of attack_movement */
/* are set to this number, the monster follows a player */
/* until the owner calls it back or off */
/* player followed denoted by 0b->owner */
@@ -828,162 +629,55 @@
/* attacking, and will continue to do so until the owner */
/* calls off the monster - a key command will be */
/* inserted to do so */
-# define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
+#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
/* are set to this number, the monster will move in a */
/* circle until it is attacked, or the enemy field is */
/* set, this is good for non-aggressive monsters and NPC */
-# define CIRCLE2 48 /* same as above but a larger circle is used */
-# define PACEH 64 /* The Monster will pace back and forth until attacked */
+#define CIRCLE2 48 /* same as above but a larger circle is used */
+#define PACEH 64 /* The Monster will pace back and forth until attacked */
/* this is HORIZONTAL movement */
-# define PACEH2 80 /* the monster will pace as above but the length of the */
+#define PACEH2 80 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is HORIZONTAL movement */
-# define RANDO 96 /* the monster will go in a random direction until */
+#define RANDO 96 /* the monster will go in a random direction until */
/* it is stopped by an obstacle, then it chooses another */
/* direction. */
-# define RANDO2 112 /* constantly move in a different random direction */
-# define PACEV 128 /* The Monster will pace back and forth until attacked */
+#define RANDO2 112 /* constantly move in a different random direction */
+#define PACEV 128 /* The Monster will pace back and forth until attacked */
/* this is VERTICAL movement */
-# define PACEV2 144 /* the monster will pace as above but the length of the */
+#define PACEV2 144 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is VERTICAL movement */
-# define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
-# define HI4 240
+#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
+#define HI4 240
-/*
- * Use of the state-variable in player objects:
- */
-
-# define ST_PLAYING 0
-# define ST_PLAY_AGAIN 1
-# define ST_ROLL_STAT 2
-# define ST_CHANGE_CLASS 3
-# define ST_CONFIRM_QUIT 4
-# define ST_CONFIGURE 5
-# define ST_GET_NAME 6
-# define ST_GET_PASSWORD 7
-# define ST_CONFIRM_PASSWORD 8
-# define ST_GET_PARTY_PASSWORD 10
-
-# define BLANK_FACE_NAME "blank.111"
-# define EMPTY_FACE_NAME "empty.111"
-# define DARK_FACE1_NAME "dark1.111"
-# define DARK_FACE2_NAME "dark2.111"
-# define DARK_FACE3_NAME "dark3.111"
-# define SMOOTH_FACE_NAME "default_smoothed.111"
+#define BLANK_FACE_NAME "blank.x11"
+#define EMPTY_FACE_NAME "empty.x11"
+#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
/*
* Defines for the luck/random functions to make things more readable
*/
-# define PREFER_HIGH 1
-# define PREFER_LOW 0
-
-/* Simple function we use below to keep adding to the same string
- * but also make sure we don't overwrite that string.
- */
-static inline void
-safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
-{
- if (*curlen == (maxlen - 1))
- return;
-
- strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
- dest[maxlen - 1] = 0;
- *curlen += strlen (orig);
-
- if (*curlen > (maxlen - 1))
- *curlen = maxlen - 1;
-}
-
-
-/* The SAFE versions of these call the safe_strcat function above.
- * Ideally, all functions should use the SAFE functions, but they
- * require some extra support in the calling function to remain as
- * efficient.
- */
-# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
- if(variable) { \
- int i,j=0; \
- safe_strcat(retbuf,"(" name ": ", len, maxlen); \
- for(i=0; inrof?op->weight:op->weight+op->carrying)
-
-
-/* Code fastening defines
- * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
- * buf__ and increment buf__ position so it will point to the end of buf__.
- * the '\0' caracter will not be put at end of buf__.
- * use preparefastcat and finishfastcat on buf__ to prepare
- * and clean up the string. (Lots faster than doing each time...)
- * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
- * keep in mind FAST_STRNCAT is faster since length of second argument is
- * kown in advance.
- */
-
-# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
-# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
-# define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
-# define FINISH_FASTCAT(buf__) buf__[0]='\0';
-
- /* You may uncomment following define to check sanity of code.
- * But use as debug only (loses all speed gained by those macros)
- */
-
-/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
- if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
-
-
-
-
-
+#define CAN_APPLY_NEVER 0x01
+#define CAN_APPLY_RESTRICTION 0x02
+#define CAN_APPLY_NOT_MASK 0x0f
+
+#define CAN_APPLY_UNAPPLY 0x10
+#define CAN_APPLY_UNAPPLY_MULT 0x20
+#define CAN_APPLY_UNAPPLY_CHOICE 0x40
+
+// Cut off point of when an object is put on the active list or not
+// we use 2**-n because that can be represented exactly
+// also make sure that this is a float, not double, constant.
+// some areas in the server divide by this value, so
+// to avoid integer overflows it should not be much lower.
+#define MIN_ACTIVE_SPEED (1.f / 65536.f)
+/* have mercy on players and guarantee a somewhat higher speed */
+#define MIN_PLAYER_SPEED 0.04f
/*
* Warning!
@@ -1092,92 +730,146 @@
* to keep the client up to date too!
*/
-
/* message types */
-# define MSG_TYPE_BOOK 1
-# define MSG_TYPE_CARD 2
-# define MSG_TYPE_PAPER 3
-# define MSG_TYPE_SIGN 4
-# define MSG_TYPE_MONUMENT 5
-# define MSG_TYPE_SCRIPTED_DIALOG 6
-# define MSG_TYPE_MOTD 7
-# define MSG_TYPE_ADMIN 8
-# define MSG_TYPE_LAST 9
+#define MSG_TYPE_BOOK 1
+#define MSG_TYPE_CARD 2
+#define MSG_TYPE_PAPER 3
+#define MSG_TYPE_SIGN 4
+#define MSG_TYPE_MONUMENT 5
+#define MSG_TYPE_SCRIPTED_DIALOG 6
+#define MSG_TYPE_MOTD 7
+#define MSG_TYPE_ADMIN 8
+#define MSG_TYPE_LAST 9
-# define MSG_SUBTYPE_NONE 0
+#define MSG_SUBTYPE_NONE 0
/* book messages subtypes */
-# define MSG_TYPE_BOOK_CLASP_1 1
-# define MSG_TYPE_BOOK_CLASP_2 2
-# define MSG_TYPE_BOOK_ELEGANT_1 3
-# define MSG_TYPE_BOOK_ELEGANT_2 4
-# define MSG_TYPE_BOOK_QUARTO_1 5
-# define MSG_TYPE_BOOK_QUARTO_2 6
-# define MSG_TYPE_BOOK_SPELL_EVOKER 7
-# define MSG_TYPE_BOOK_SPELL_PRAYER 8
-# define MSG_TYPE_BOOK_SPELL_PYRO 9
-# define MSG_TYPE_BOOK_SPELL_SORCERER 10
-# define MSG_TYPE_BOOK_SPELL_SUMMONER 11
+#define MSG_TYPE_BOOK_CLASP_1 1
+#define MSG_TYPE_BOOK_CLASP_2 2
+#define MSG_TYPE_BOOK_ELEGANT_1 3
+#define MSG_TYPE_BOOK_ELEGANT_2 4
+#define MSG_TYPE_BOOK_QUARTO_1 5
+#define MSG_TYPE_BOOK_QUARTO_2 6
+#define MSG_TYPE_BOOK_SPELL_EVOKER 7
+#define MSG_TYPE_BOOK_SPELL_PRAYER 8
+#define MSG_TYPE_BOOK_SPELL_PYRO 9
+#define MSG_TYPE_BOOK_SPELL_SORCERER 10
+#define MSG_TYPE_BOOK_SPELL_SUMMONER 11
/* card messages subtypes*/
-# define MSG_TYPE_CARD_SIMPLE_1 1
-# define MSG_TYPE_CARD_SIMPLE_2 2
-# define MSG_TYPE_CARD_SIMPLE_3 3
-# define MSG_TYPE_CARD_ELEGANT_1 4
-# define MSG_TYPE_CARD_ELEGANT_2 5
-# define MSG_TYPE_CARD_ELEGANT_3 6
-# define MSG_TYPE_CARD_STRANGE_1 7
-# define MSG_TYPE_CARD_STRANGE_2 8
-# define MSG_TYPE_CARD_STRANGE_3 9
-# define MSG_TYPE_CARD_MONEY_1 10
-# define MSG_TYPE_CARD_MONEY_2 11
-# define MSG_TYPE_CARD_MONEY_3 12
+#define MSG_TYPE_CARD_SIMPLE_1 1
+#define MSG_TYPE_CARD_SIMPLE_2 2
+#define MSG_TYPE_CARD_SIMPLE_3 3
+#define MSG_TYPE_CARD_ELEGANT_1 4
+#define MSG_TYPE_CARD_ELEGANT_2 5
+#define MSG_TYPE_CARD_ELEGANT_3 6
+#define MSG_TYPE_CARD_STRANGE_1 7
+#define MSG_TYPE_CARD_STRANGE_2 8
+#define MSG_TYPE_CARD_STRANGE_3 9
+#define MSG_TYPE_CARD_MONEY_1 10
+#define MSG_TYPE_CARD_MONEY_2 11
+#define MSG_TYPE_CARD_MONEY_3 12
/* Paper messages subtypes */
-# define MSG_TYPE_PAPER_NOTE_1 1
-# define MSG_TYPE_PAPER_NOTE_2 2
-# define MSG_TYPE_PAPER_NOTE_3 3
-# define MSG_TYPE_PAPER_LETTER_OLD_1 4
-# define MSG_TYPE_PAPER_LETTER_OLD_2 5
-# define MSG_TYPE_PAPER_LETTER_NEW_1 6
-# define MSG_TYPE_PAPER_LETTER_NEW_2 7
-# define MSG_TYPE_PAPER_ENVELOPE_1 8
-# define MSG_TYPE_PAPER_ENVELOPE_2 9
-# define MSG_TYPE_PAPER_SCROLL_OLD_1 10
-# define MSG_TYPE_PAPER_SCROLL_OLD_2 11
-# define MSG_TYPE_PAPER_SCROLL_NEW_1 12
-# define MSG_TYPE_PAPER_SCROLL_NEW_2 13
-# define MSG_TYPE_PAPER_SCROLL_MAGIC 14
+#define MSG_TYPE_PAPER_NOTE_1 1
+#define MSG_TYPE_PAPER_NOTE_2 2
+#define MSG_TYPE_PAPER_NOTE_3 3
+#define MSG_TYPE_PAPER_LETTER_OLD_1 4
+#define MSG_TYPE_PAPER_LETTER_OLD_2 5
+#define MSG_TYPE_PAPER_LETTER_NEW_1 6
+#define MSG_TYPE_PAPER_LETTER_NEW_2 7
+#define MSG_TYPE_PAPER_ENVELOPE_1 8
+#define MSG_TYPE_PAPER_ENVELOPE_2 9
+#define MSG_TYPE_PAPER_SCROLL_OLD_1 10
+#define MSG_TYPE_PAPER_SCROLL_OLD_2 11
+#define MSG_TYPE_PAPER_SCROLL_NEW_1 12
+#define MSG_TYPE_PAPER_SCROLL_NEW_2 13
+#define MSG_TYPE_PAPER_SCROLL_MAGIC 14
/* road signs messages subtypes */
-# define MSG_TYPE_SIGN_BASIC 1
-# define MSG_TYPE_SIGN_DIR_LEFT 2
-# define MSG_TYPE_SIGN_DIR_RIGHT 3
-# define MSG_TYPE_SIGN_DIR_BOTH 4
+#define MSG_TYPE_SIGN_BASIC 1
+#define MSG_TYPE_SIGN_DIR_LEFT 2
+#define MSG_TYPE_SIGN_DIR_RIGHT 3
+#define MSG_TYPE_SIGN_DIR_BOTH 4
/* stones and monument messages */
-# define MSG_TYPE_MONUMENT_STONE_1 1
-# define MSG_TYPE_MONUMENT_STONE_2 2
-# define MSG_TYPE_MONUMENT_STONE_3 3
-# define MSG_TYPE_MONUMENT_STATUE_1 4
-# define MSG_TYPE_MONUMENT_STATUE_2 5
-# define MSG_TYPE_MONUMENT_STATUE_3 6
-# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
-# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
-# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
-# define MSG_TYPE_MONUMENT_WALL_1 10
-# define MSG_TYPE_MONUMENT_WALL_2 11
-# define MSG_TYPE_MONUMENT_WALL_3 12
+#define MSG_TYPE_MONUMENT_STONE_1 1
+#define MSG_TYPE_MONUMENT_STONE_2 2
+#define MSG_TYPE_MONUMENT_STONE_3 3
+#define MSG_TYPE_MONUMENT_STATUE_1 4
+#define MSG_TYPE_MONUMENT_STATUE_2 5
+#define MSG_TYPE_MONUMENT_STATUE_3 6
+#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
+#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
+#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
+#define MSG_TYPE_MONUMENT_WALL_1 10
+#define MSG_TYPE_MONUMENT_WALL_2 11
+#define MSG_TYPE_MONUMENT_WALL_3 12
/*some readable flags*/
/* dialog messsage */
-# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
-# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
-# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
+#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
+#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
+#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
/* admin messages */
-# define MSG_TYPE_ADMIN_RULES 1
-# define MSG_TYPE_ADMIN_NEWS 2
+#define MSG_TYPE_ADMIN_RULES 1
+#define MSG_TYPE_ADMIN_NEWS 2
+
+/**
+ * Maximum distance a player may hear a sound from.
+ * This is only used for client/server sound and say. If the sound source
+ * on the map is farther away than this, we don't sent it to the client.
+ */
+#define MAX_SOUND_DISTANCE 16
+
+#define LOG_CHANNEL "log" // the plain and ugly standard server log
+#define INFO_CHANNEL "info" // lower_left box
+#define SAY_CHANNEL "say"
+#define CHAT_CHANNEL "chat"
+#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
+
+/* The following are the color flags passed to new_draw_info.
+ *
+ * We also set up some control flags
+ *
+ * NDI = New Draw Info
+ */
+
+/* Color specifications - note these match the order in xutil.c */
+/* Note 2: Black, the default color, is 0. Thus, it does not need to
+ * be implicitly specified.
+ */
+#define NDI_BLACK 0
+#define NDI_WHITE 1
+#define NDI_NAVY 2
+#define NDI_RED 3
+#define NDI_ORANGE 4
+#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
+#define NDI_DK_ORANGE 6 /* DarkOrange2 */
+#define NDI_GREEN 7 /* SeaGreen */
+#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
+ /* Than seagreen - also background color */
+#define NDI_GREY 9
+#define NDI_BROWN 10 /* Sienna */
+#define NDI_GOLD 11
+#define NDI_TAN 12 /* Khaki */
+
+#define NDI_MAX_COLOR 12 /* Last value in */
+#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
+ /* using an int anyways, so we have the space */
+ /* to still do all the flags */
+
+#define NDI_REPLY 0x20 // is a direct reply to a user command
+#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
+#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
+#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
+
+#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
+#define NDI_ALL 0x2000 /* Inform all players of this message */
+#define NDI_DEF 0x4000 // ignore colour for channel protocol
+#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
#endif /* DEFINE_H */
+