--- deliantra/server/include/define.h 2007/07/21 14:37:25 1.66 +++ deliantra/server/include/define.h 2007/08/30 05:37:58 1.72 @@ -188,13 +188,16 @@ #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 @@ -241,6 +244,7 @@ #define WAND 109 +#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 #define DIRECTOR 112 #define GIRDLE 113 @@ -435,8 +439,7 @@ //#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_USE_SHIELD 7 /* Can this creature use a shield? */ #define FLAG_NO_PICK 8 /* Object can't be picked up */ @@ -450,11 +453,9 @@ #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 */ @@ -466,27 +467,20 @@ /*#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_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 */ - #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 */ @@ -502,20 +496,17 @@ #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 */ @@ -544,12 +535,10 @@ #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 */ @@ -573,13 +562,13 @@ #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 @@ -595,11 +584,6 @@ * 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 @@ -619,8 +603,6 @@ /* 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; @@ -639,33 +621,10 @@ #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 @@ -694,9 +653,6 @@ #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 @@ -706,6 +662,7 @@ #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 @@ -836,29 +793,12 @@ #define MIN_ACTIVE_SPEED (1.f / 65536.f) #define RANDOM() (rndm.next () & 0xffffffU) -#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of /* Returns the weight of the given object. Note: it does not take the number of * items (nrof) into account. + * (this looks rather bogus, schmorp) */ -#define WEIGHT(op) (op->nrof?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'; +#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) /* * Warning! @@ -953,5 +893,57 @@ #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 "channel-say" +#define CHAT_CHANNEL "channel-chat" + +/* 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 + #endif /* DEFINE_H */