--- deliantra/server/include/define.h 2007/05/03 09:26:45 1.53
+++ deliantra/server/include/define.h 2008/12/28 16:35:32 1.98
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer game
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
*
- * This program is free software; you can redistribute it and/or modify
+ * Deliantra 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
+ * 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
+ * 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@schmorp.de
+ * 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 */
@@ -45,35 +44,30 @@
#ifdef __NetBSD__
# include
#endif
-#ifndef MIN
-# define MIN(x,y) min (x, y)
-#endif
-#ifndef MAX
-# define MAX(x,y) max (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
+// maximum length of an object name in the protocol
+#define NAME_LEN 127
-/* MIN3 is basically like MIN, but instead does 3 values. */
-#ifndef MIN3
-# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
-#endif
+#undef MIN
+#undef MAX
#define MAX_STAT 30 /* The maximum legal value of any stat */
#define MIN_STAT 1 /* The minimum legal value of any stat */
+//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 VERY_BIG_BUF 2048
-#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
+#define HUGE_BUF 10240 /* 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 */
@@ -83,7 +77,8 @@
#define MAX_NAME 48
#define MAX_EXT_TITLE 98
-/* Fatal variables: */
+#define ATTUNE_REPELL 16 // levels diff for attune/repell
+
//TODO: remove all calls to fatal and replace them by cleanup
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
@@ -117,20 +112,22 @@
#define POISON 7
#define BOOK 8
#define CLOCK 9
-
+//10
+//11
+//12
#define ARROW 13
#define BOW 14
#define WEAPON 15
#define ARMOUR 16
#define PEDESTAL 17
#define ALTAR 18
-
+//19
#define LOCKED_DOOR 20
#define SPECIAL_KEY 21
#define MAP 22
#define DOOR 23
#define KEY 24
-
+//25
#define TIMED_GATE 26
#define TRIGGER 27
#define GRIMREAPER 28
@@ -149,10 +146,10 @@
#define TELEPORTER 41
#define CREATOR 42
#define SKILL 43 /* also see SKILL_TOOL (74) below */
-
+//44
#define EARTHWALL 45
#define GOLEM 46
-
+//47
#define THROWN_OBJ 48
#define BLINDNESS 49
#define GOD 50
@@ -177,17 +174,20 @@
* a monster into a peaceful being incapable of attack.
*/
#define GEM 60
-
+//61
#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
+#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 */
+ * 4 = charm, monsters become pets
+ * 5 = destroy monsters
+ * 6 = destroy pets / friendlies
+ */
#define EXIT 66
#define ENCOUNTER 67
#define SHOP_FLOOR 68
@@ -198,30 +198,32 @@
#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
+//81
#define LAMP 82 /* a lamp */
#define DUPLICATOR 83 /* duplicator/multiplier object */
-
+//84
#define SPELLBOOK 85
-
+//86
#define CLOAK 87
-
+//88
+//89
#define SPINNER 90
#define GATE 91
#define BUTTON 92
#define CF_HANDLE 93
#define HOLE 94
#define TRAPDOOR 95
-
+//96
+//97
#define SIGN 98
#define BOOTS 99
#define GLOVES 100
@@ -231,96 +233,78 @@
#define BRACERS 104
#define POISONING 105
#define SAVEBED 106
-
+//107
+//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 */
-
+//117
+//118
+//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
-
+//125
+//126
+//127
+//128
+//129
#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
+//131
+//132
+//133
+//134
+//135
+//136
+//137
#define DEEP_SWAMP 138
#define IDENTIFY_ALTAR 139
-
+//140
+//141
+//142
+//143
+//144
+//145
+//146
+//147
+//148
+//149
#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
-
+//151
+//152
+//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 */
-
+//162
#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
-
+//164
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
potions, alchemy, or magic works here (elmex) */
-/* DEAD TYPES: */
-//#define FBULLET 10
-//#define FBALL 11
-//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
-//#define CONFUSION 19
-//#define MMISSILE 25
-/*#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 BOMB 47
-//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
-
-/* random crossfire developer: The trap_part, wall, light_source,
- * misc_object, monster, and spawn_generator
- * types are not used in any archetypes,
- * and should perhaps be removed.
- *
- * Wed Dec 20 13:35:24 CET 2006:
- * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
- * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
- * renamed WALL to BUILDABLE_WALL.
- */
-
-//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
-//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
-//#define MONSTER 80 /* yes, thats a real, living creature */
-//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
-//#define TOOL 84 /* a tool for building objects */
-//#define BUILDFAC 86 /* facilities for building objects */
-//#define CONE 88
-//#define AURA 89 /* aura spell object */
-//#define WORD_OF_RECALL 96
-//#define PARAIMAGE 97
-//#define POISONCLOUD 107
-//#define FIREHOLES 108
-//#define ABILITY 110
-/* unused: 125 - 129
- * type 125 was MONEY_CHANGER
- */
-//#define CANCELLATION 141 /* not used with new spell code */
-//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
-//#define SWARM_SPELL 153
-//#define GPS 162 /* Ground positionning system, moved to Python plugin */
-//#define QUEST 164 /* See below for subtypes */
+#define NUM_TYPES 166 // must be max(type) + 1
/* END TYPE DEFINE */
-#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
+// 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 */
@@ -361,7 +345,7 @@
#define PU_DEBUG 0x10000000
#define PU_INHIBIT 0x20000000
#define PU_STOP 0x40000000
-#define PU_NEWMODE 0x80000000
+#define PU_ENABLE 0x80000000 // used to distinguish value density
#define PU_RATIO 0x0000000F
@@ -401,15 +385,17 @@
* 2 spaces, and the entire array (< SIZEOFFREE) is
* three spaces
*/
-#define SIZEOFFREE1 8
+#define SIZEOFFREE0 0
+#define SIZEOFFREE1 8
#define SIZEOFFREE2 24
-#define SIZEOFFREE 49
+#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.l is updated.
+ * common/loader.C is updated.
*/
/* Basic routines to do above */
@@ -423,11 +409,10 @@
#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_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_USE_SHIELD 7 /* Can this creature use a shield? */
#define FLAG_NO_PICK 8 /* Object can't be picked up */
@@ -438,14 +423,13 @@
/*#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_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 */
@@ -457,27 +441,20 @@
/*#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 */
-
+#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_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_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 */
@@ -493,20 +470,17 @@
#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_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_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 */
@@ -535,12 +509,10 @@
#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_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 */
@@ -555,22 +527,18 @@
#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_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 don't attack */
+#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_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
- * the overlay, and is not subject to
- * decay. */
+//#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
@@ -586,13 +554,6 @@
* 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 you add new movement types, you may need to update
* describe_item() so properly describe those types.
* change_abil() probably should be updated also.
@@ -604,14 +565,12 @@
/* Combo of fly_low and fly_high */
#define MOVE_SWIM 0x08 /* Swimming object */
#define MOVE_BOAT 0x10 /* Boats/sailing */
-#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
+#define MOVE_SHIP 0x20 /* boats suitable for oceans */
#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;
@@ -630,33 +589,8 @@
#define OB_TYPE_MOVE_BLOCK(ob1, type) \
((type) && (ob1->move_type & type) == ob1->move_type)
-
-#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
@@ -665,13 +599,19 @@
#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
* practical reason to exceed this */
+#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
@@ -685,9 +625,6 @@
#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
@@ -697,6 +634,7 @@
#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
@@ -719,17 +657,18 @@
/* ------------------- */
/* 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 */
@@ -737,28 +676,28 @@
/* 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 LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
#define HI4 240
#define BLANK_FACE_NAME "blank.x11"
@@ -771,109 +710,21 @@
#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';
+// 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
+#define MIN_ACTIVE_SPEED (1.f / 65536.f)
/*
* Warning!
@@ -1030,5 +858,59 @@
#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 new client/server sound. 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 */