--- deliantra/server/include/define.h 2008/12/23 06:58:23 1.94
+++ 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 */
@@ -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 */
@@ -657,17 +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 */
@@ -675,28 +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"
@@ -764,8 +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
@@ -861,7 +861,7 @@
/**
* 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