--- deliantra/server/include/define.h 2008/11/16 03:52:12 1.90 +++ deliantra/server/include/define.h 2009/10/12 14:00:58 1.102 @@ -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 */ @@ -207,7 +208,7 @@ 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 @@ -290,7 +291,7 @@ #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 +346,7 @@ #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 +396,7 @@ /* * 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 */ @@ -409,7 +410,7 @@ #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_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? */ @@ -565,7 +566,7 @@ /* 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 */ @@ -599,13 +600,19 @@ #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 @@ -651,17 +658,18 @@ /* ------------------- */ /* 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 */ @@ -669,28 +677,28 @@ /* 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" @@ -758,8 +766,6 @@ // also make sure that this is a float, not double, constant #define MIN_ACTIVE_SPEED (1.f / 65536.f) -#define RANDOM() (rndm.next () & 0xffffffU) - /* * Warning! * If you add message types here, don't forget @@ -855,15 +861,15 @@ /** * 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.