--- deliantra/server/include/define.h 2007/04/21 16:56:32 1.51
+++ deliantra/server/include/define.h 2007/07/10 05:51:38 1.64
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer game
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
- * 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 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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
+ * Crossfire TRT 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 */
@@ -52,10 +51,8 @@
# 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
+// maximum length of an object name in the protocol
+#define NAME_LEN 127
/* MAX3 is basically like MAX, but instead does 3 values. */
#ifndef MAX3
@@ -70,10 +67,18 @@
#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 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 */
@@ -268,6 +273,8 @@
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
potions, alchemy, or magic works here (elmex) */
+#define NUM_TYPES 166 // must be max(type) + 1
+
/* DEAD TYPES: */
//#define FBULLET 10
//#define FBALL 11
@@ -423,7 +430,7 @@
#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_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
@@ -446,7 +453,7 @@
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
#define FLAG_AUTO_APPLY 18
/* Will be applied when created */
- // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
+#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 */
@@ -506,7 +513,7 @@
/* (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_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 */
@@ -533,7 +540,7 @@
#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_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 */
@@ -862,18 +869,18 @@
/* Flags for apply_special() */
enum apply_flag
{
- /* Basic flags, always use one of these */
- AP_NULL = 0,
- AP_APPLY = 1,
+ /* Basic flags/mode, always use one of these */
+ AP_TOGGLE = 0,
+ AP_APPLY = 1,
AP_UNAPPLY = 2,
- AP_BASIC_FLAGS = 15,
+ AP_BASIC_FLAGS = 0x0f,
/* Optional flags, for bitwise or with a basic flag */
- AP_NO_MERGE = 16,
- AP_IGNORE_CURSE = 32,
- AP_PRINT = 64 /* Print what to do, don't actually do it */
- /* Note this is supported in all the functions */
+ AP_NO_MERGE = 0x10,
+ AP_IGNORE_CURSE = 0x20,
+ AP_PRINT = 0x40, /* Print what to do, don't actually do it */
+ AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
};
/* Bitmask values for 'can_apply_object()' return values.
@@ -909,8 +916,10 @@
#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 */
-#define MIN_ACTIVE_SPEED 1e-5
+// 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)
#define RANDOM() (rndm.next () & 0xffffffU)
#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of