--- deliantra/server/include/define.h 2008/09/28 15:51:04 1.88
+++ deliantra/server/include/define.h 2009/11/23 14:09:05 1.110
@@ -5,18 +5,19 @@
* Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * 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 3 of the License, or
- * (at your option) any later version.
+ * 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 GNU General Public License
- * along with this program. If not, see .
+ * 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
*/
@@ -38,19 +39,15 @@
#define FONTDIR ""
#define FONTNAME ""
-/* Decstations have trouble with fabs()... */
-#define FABS(x) fabs (x)
-
#ifdef __NetBSD__
# include
#endif
+#define MAXLEVEL 115 // for treasure calculations only
+
// maximum length of an object name in the protocol
#define NAME_LEN 127
-#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 */
@@ -64,20 +61,11 @@
#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 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 */
-
-#define MAX_ANIMATIONS 256
+#define MAX_BUF 1024 /* Used for all kinds of things */
#define MAX_NAME 48
-#define MAX_EXT_TITLE 98
-#define ATTUNE_REPELL 8 // 8 levels diff for attune/repell
+#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
@@ -121,7 +109,7 @@
#define ARMOUR 16
#define PEDESTAL 17
#define ALTAR 18
-//19
+#define T_MATCH 19
#define LOCKED_DOOR 20
#define SPECIAL_KEY 21
#define MAP 22
@@ -207,7 +195,7 @@
on chairs, we create a new type and remove all
chairs from here. */
//80
-//81
+#define TORCH 81 /* a torch */
#define LAMP 82 /* a lamp */
#define DUPLICATOR 83 /* duplicator/multiplier object */
//84
@@ -219,7 +207,7 @@
#define SPINNER 90
#define GATE 91
#define BUTTON 92
-#define CF_HANDLE 93
+#define T_HANDLE 93
#define HOLE 94
#define TRAPDOOR 95
//96
@@ -290,7 +278,7 @@
#define MATERIAL 161 /* Material for building */
//162
#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
-//164
+#define MAPSCRIPT 164 /* A perl-scripted connectable */
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
potions, alchemy, or magic works here (elmex) */
@@ -345,7 +333,7 @@
#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
@@ -395,7 +383,7 @@
/*
* 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 */
@@ -407,9 +395,9 @@
#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_REMOVED 2 /* Object is not in any map or inventory */
#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? */
@@ -423,6 +411,7 @@
/*#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 */
@@ -455,7 +444,7 @@
#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_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 \
@@ -564,7 +553,7 @@
/* 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 */
@@ -598,13 +587,19 @@
#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
@@ -650,17 +645,18 @@
/* ------------------- */
/* 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 */
@@ -668,28 +664,28 @@
/* 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"
@@ -757,7 +753,8 @@
// also make sure that this is a float, not double, constant
#define MIN_ACTIVE_SPEED (1.f / 65536.f)
-#define RANDOM() (rndm.next () & 0xffffffU)
+/* have mercy on players and guarantee a somewhat higher speed */
+#define MIN_PLAYER_SPEED 0.04f
/*
* Warning!
@@ -854,15 +851,15 @@
/**
* Maximum distance a player may hear a sound from.
- * This is only used for new client/server sound. If the sound source
+ * 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 "channel-say"
-#define CHAT_CHANNEL "channel-chat"
+#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.