--- deliantra/server/include/define.h 2007/01/17 12:36:31 1.41 +++ deliantra/server/include/define.h 2007/07/10 06:05:55 1.65 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game for X-windows + * 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 */ @@ -34,25 +33,13 @@ #ifndef 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__) - -/* 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 - #include #define FONTDIR "" #define FONTNAME "" /* Decstations have trouble with fabs()... */ -#define FABS(x) ((x)<0?-(x):(x)) +#define FABS(x) fabs (x) #ifdef __NetBSD__ # include @@ -64,10 +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 @@ -82,10 +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 */ @@ -96,9 +89,10 @@ #define MAX_EXT_TITLE 98 /* Fatal variables: */ +//TODO: remove all calls to fatal and replace them by cleanup #define OUT_OF_MEMORY 0 #define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 +#define ARCHTABLE_TOO_SMALL 2 // unused #define TOO_MANY_ERRORS 3 /* TYPE DEFINES */ @@ -279,6 +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 @@ -298,7 +294,7 @@ * and should perhaps be removed. * * Wed Dec 20 13:35:24 CET 2006: - * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. + * 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. */ @@ -434,7 +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 @@ -457,7 +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 */ @@ -517,7 +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 */ @@ -544,7 +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 */ @@ -589,7 +585,7 @@ #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_SAVE 112 // item doesn't get saved with map +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map #define NUM_FLAGS 113 /* Should always be equal to the last * defined flag + 1. If you change this, @@ -608,24 +604,16 @@ * 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 +#define MOVE_WALK 0x01 /* Object walks */ +#define MOVE_FLY_LOW 0x02 /* Low flying object */ +#define MOVE_FLY_HIGH 0x04 /* High flying object */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ -#define MOVE_SWIM 0x8 /* Swimming object */ +#define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_ALL 0x1f /* Mask of all movement types */ +#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ -/* 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_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. @@ -782,10 +770,6 @@ #define BLANK_FACE_NAME "blank.x11" #define EMPTY_FACE_NAME "empty.x11" -#define DARK_FACE1_NAME "dark1.x11" -#define DARK_FACE2_NAME "dark2.x11" -#define DARK_FACE3_NAME "dark3.x11" -#define SMOOTH_FACE_NAME "default_smoothed.111" /* * Defines for the luck/random functions to make things more readable @@ -794,109 +778,21 @@ #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; i