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3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | /* This file is best viewed with a window width of about 100 character */ |
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74 | |
75 | |
75 | #define MAX_ANIMATIONS 256 |
76 | #define MAX_ANIMATIONS 256 |
76 | |
77 | |
77 | #define MAX_NAME 48 |
78 | #define MAX_NAME 48 |
78 | #define MAX_EXT_TITLE 98 |
79 | #define MAX_EXT_TITLE 98 |
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80 | |
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81 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
79 | |
82 | |
80 | //TODO: remove all calls to fatal and replace them by cleanup |
83 | //TODO: remove all calls to fatal and replace them by cleanup |
81 | #define OUT_OF_MEMORY 0 |
84 | #define OUT_OF_MEMORY 0 |
82 | #define MAP_ERROR 1 |
85 | #define MAP_ERROR 1 |
83 | #define ARCHTABLE_TOO_SMALL 2 // unused |
86 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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117 | #define BOW 14 |
120 | #define BOW 14 |
118 | #define WEAPON 15 |
121 | #define WEAPON 15 |
119 | #define ARMOUR 16 |
122 | #define ARMOUR 16 |
120 | #define PEDESTAL 17 |
123 | #define PEDESTAL 17 |
121 | #define ALTAR 18 |
124 | #define ALTAR 18 |
122 | //19 |
125 | #define T_MATCH 19 |
123 | #define LOCKED_DOOR 20 |
126 | #define LOCKED_DOOR 20 |
124 | #define SPECIAL_KEY 21 |
127 | #define SPECIAL_KEY 21 |
125 | #define MAP 22 |
128 | #define MAP 22 |
126 | #define DOOR 23 |
129 | #define DOOR 23 |
127 | #define KEY 24 |
130 | #define KEY 24 |
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203 | in the engine. Like statues, clocks, chairs,... |
206 | in the engine. Like statues, clocks, chairs,... |
204 | If perhaps we create a function where we can sit |
207 | If perhaps we create a function where we can sit |
205 | on chairs, we create a new type and remove all |
208 | on chairs, we create a new type and remove all |
206 | chairs from here. */ |
209 | chairs from here. */ |
207 | //80 |
210 | //80 |
208 | //81 |
211 | #define TORCH 81 /* a torch */ |
209 | #define LAMP 82 /* a lamp */ |
212 | #define LAMP 82 /* a lamp */ |
210 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
213 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
211 | //84 |
214 | //84 |
212 | #define SPELLBOOK 85 |
215 | #define SPELLBOOK 85 |
213 | //86 |
216 | //86 |
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215 | //88 |
218 | //88 |
216 | //89 |
219 | //89 |
217 | #define SPINNER 90 |
220 | #define SPINNER 90 |
218 | #define GATE 91 |
221 | #define GATE 91 |
219 | #define BUTTON 92 |
222 | #define BUTTON 92 |
220 | #define CF_HANDLE 93 |
223 | #define T_HANDLE 93 |
221 | #define HOLE 94 |
224 | #define HOLE 94 |
222 | #define TRAPDOOR 95 |
225 | #define TRAPDOOR 95 |
223 | //96 |
226 | //96 |
224 | //97 |
227 | //97 |
225 | #define SIGN 98 |
228 | #define SIGN 98 |
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286 | #define SYMPTOM 159 |
289 | #define SYMPTOM 159 |
287 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
290 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
288 | #define MATERIAL 161 /* Material for building */ |
291 | #define MATERIAL 161 /* Material for building */ |
289 | //162 |
292 | //162 |
290 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
293 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
291 | //164 |
294 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
292 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
295 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
293 | potions, alchemy, or magic works here (elmex) */ |
296 | potions, alchemy, or magic works here (elmex) */ |
294 | |
297 | |
295 | #define NUM_TYPES 166 // must be max(type) + 1 |
298 | #define NUM_TYPES 166 // must be max(type) + 1 |
296 | |
299 | |
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341 | #define PU_NOTHING 0x00000000 |
344 | #define PU_NOTHING 0x00000000 |
342 | |
345 | |
343 | #define PU_DEBUG 0x10000000 |
346 | #define PU_DEBUG 0x10000000 |
344 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_INHIBIT 0x20000000 |
345 | #define PU_STOP 0x40000000 |
348 | #define PU_STOP 0x40000000 |
346 | #define PU_NEWMODE 0x80000000 |
349 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
347 | |
350 | |
348 | #define PU_RATIO 0x0000000F |
351 | #define PU_RATIO 0x0000000F |
349 | |
352 | |
350 | #define PU_FOOD 0x00000010 |
353 | #define PU_FOOD 0x00000010 |
351 | #define PU_DRINK 0x00000020 |
354 | #define PU_DRINK 0x00000020 |
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391 | |
394 | |
392 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
393 | |
396 | |
394 | /* |
397 | /* |
395 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * If any FLAG's are added or changed, make sure the flag_names structure in |
396 | * common/loader.l is updated. |
399 | * common/loader.C is updated. |
397 | */ |
400 | */ |
398 | |
401 | |
399 | /* Basic routines to do above */ |
402 | /* Basic routines to do above */ |
400 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
403 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
401 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
404 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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405 | |
408 | |
406 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
407 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
408 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
411 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
409 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
410 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
413 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
411 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
412 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
413 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
414 | |
417 | |
415 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
418 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
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419 | |
422 | |
420 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
423 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
421 | |
424 | |
422 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
425 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
423 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
426 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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427 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
424 | |
428 | |
425 | #define FLAG_MONSTER 14 /* Will attack players */ |
429 | #define FLAG_MONSTER 14 /* Will attack players */ |
426 | #define FLAG_FRIENDLY 15 /* Will help players */ |
430 | #define FLAG_FRIENDLY 15 /* Will help players */ |
427 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
431 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
428 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
432 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
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522 | |
526 | |
523 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
527 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
524 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
528 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
525 | * away (replaces ghosthit) |
529 | * away (replaces ghosthit) |
526 | */ |
530 | */ |
527 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
531 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
528 | * detect cases were the server is trying |
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529 | * to send an upditem when we have not |
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530 | * actually sent the item. |
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531 | */ |
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532 | |
532 | |
533 | #define FLAG_BERSERK 99 /* monster will attack closest living |
533 | #define FLAG_BERSERK 99 /* monster will attack closest living |
534 | object */ |
534 | object */ |
535 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
535 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
536 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
536 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
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564 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
564 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
565 | #define MOVE_FLYING 0x06 |
565 | #define MOVE_FLYING 0x06 |
566 | /* Combo of fly_low and fly_high */ |
566 | /* Combo of fly_low and fly_high */ |
567 | #define MOVE_SWIM 0x08 /* Swimming object */ |
567 | #define MOVE_SWIM 0x08 /* Swimming object */ |
568 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
568 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
569 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
569 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
570 | |
570 | |
571 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
571 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
572 | |
572 | |
573 | /* typdef here to define type large enough to hold bitmask of |
573 | /* typdef here to define type large enough to hold bitmask of |
574 | * all movement types. Make one declaration so easy to update. |
574 | * all movement types. Make one declaration so easy to update. |
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598 | #define EXIT_Y(xyz) (xyz)->stats.sp |
598 | #define EXIT_Y(xyz) (xyz)->stats.sp |
599 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
599 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
600 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
600 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
601 | |
601 | |
602 | /* for use by the lighting code */ |
602 | /* for use by the lighting code */ |
603 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
603 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
604 | * large values allow objects that can |
604 | * large values allow objects that can |
605 | * slow down the game */ |
605 | * slow down the game */ |
606 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
606 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
607 | * practical reason to exceed this */ |
607 | * practical reason to exceed this */ |
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608 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
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609 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
608 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
610 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
609 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
611 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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612 | // player position in blocked_los code |
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613 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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614 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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615 | |
610 | |
616 | |
611 | #define F_BUY 0 |
617 | #define F_BUY 0 |
612 | #define F_SELL 1 |
618 | #define F_SELL 1 |
613 | #define F_TRUE 2 /* True value of item, unadjusted */ |
619 | #define F_TRUE 2 /* True value of item, unadjusted */ |
614 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
620 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
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650 | /* CIRCLE1 = 32 */ |
656 | /* CIRCLE1 = 32 */ |
651 | /* + DISTATT = 1 */ |
657 | /* + DISTATT = 1 */ |
652 | /* ------------------- */ |
658 | /* ------------------- */ |
653 | /* attack_movement = 33 */ |
659 | /* attack_movement = 33 */ |
654 | /******************************************************************************/ |
660 | /******************************************************************************/ |
655 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
661 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
656 | /* attack from a distance - good for missile users only */ |
662 | /* attack from a distance - good for missile users only */ |
657 | #define RUNATT 2 /* run but attack if player catches up to object */ |
663 | #define RUNATT 2 /* run but attack if player catches up to object */ |
658 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
664 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
659 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
665 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
660 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
666 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
661 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
667 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
662 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
668 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
663 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
669 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
664 | /* maintains comfortable distance */ |
670 | /* maintains comfortable distance */ |
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|
671 | |
665 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
672 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
666 | /* are set to this number, the monster follows a player */ |
673 | /* are set to this number, the monster follows a player */ |
667 | /* until the owner calls it back or off */ |
674 | /* until the owner calls it back or off */ |
668 | /* player followed denoted by 0b->owner */ |
675 | /* player followed denoted by 0b->owner */ |
669 | /* the monster will try to attack whatever the player is */ |
676 | /* the monster will try to attack whatever the player is */ |
670 | /* attacking, and will continue to do so until the owner */ |
677 | /* attacking, and will continue to do so until the owner */ |
671 | /* calls off the monster - a key command will be */ |
678 | /* calls off the monster - a key command will be */ |
672 | /* inserted to do so */ |
679 | /* inserted to do so */ |
673 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
680 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
674 | /* are set to this number, the monster will move in a */ |
681 | /* are set to this number, the monster will move in a */ |
675 | /* circle until it is attacked, or the enemy field is */ |
682 | /* circle until it is attacked, or the enemy field is */ |
676 | /* set, this is good for non-aggressive monsters and NPC */ |
683 | /* set, this is good for non-aggressive monsters and NPC */ |
677 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
684 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
678 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
685 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
679 | /* this is HORIZONTAL movement */ |
686 | /* this is HORIZONTAL movement */ |
680 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
687 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
681 | /* pace area is longer and the monster stops before */ |
688 | /* pace area is longer and the monster stops before */ |
682 | /* changing directions */ |
689 | /* changing directions */ |
683 | /* this is HORIZONTAL movement */ |
690 | /* this is HORIZONTAL movement */ |
684 | #define RANDO 96 /* the monster will go in a random direction until */ |
691 | #define RANDO 96 /* the monster will go in a random direction until */ |
685 | /* it is stopped by an obstacle, then it chooses another */ |
692 | /* it is stopped by an obstacle, then it chooses another */ |
686 | /* direction. */ |
693 | /* direction. */ |
687 | #define RANDO2 112 /* constantly move in a different random direction */ |
694 | #define RANDO2 112 /* constantly move in a different random direction */ |
688 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
695 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
689 | /* this is VERTICAL movement */ |
696 | /* this is VERTICAL movement */ |
690 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
697 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
691 | /* pace area is longer and the monster stops before */ |
698 | /* pace area is longer and the monster stops before */ |
692 | /* changing directions */ |
699 | /* changing directions */ |
693 | /* this is VERTICAL movement */ |
700 | /* this is VERTICAL movement */ |
694 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
701 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
695 | #define HI4 240 |
702 | #define HI4 240 |
696 | |
703 | |
697 | #define BLANK_FACE_NAME "blank.x11" |
704 | #define BLANK_FACE_NAME "blank.x11" |
698 | #define EMPTY_FACE_NAME "empty.x11" |
705 | #define EMPTY_FACE_NAME "empty.x11" |
699 | |
706 | |
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757 | // Cut off point of when an object is put on the active list or not |
764 | // Cut off point of when an object is put on the active list or not |
758 | // we use 2**-n because that can be represented exactly |
765 | // we use 2**-n because that can be represented exactly |
759 | // also make sure that this is a float, not double, constant |
766 | // also make sure that this is a float, not double, constant |
760 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
767 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
761 | |
768 | |
762 | #define RANDOM() (rndm.next () & 0xffffffU) |
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763 | |
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|
764 | /* |
769 | /* |
765 | * Warning! |
770 | * Warning! |
766 | * If you add message types here, don't forget |
771 | * If you add message types here, don't forget |
767 | * to keep the client up to date too! |
772 | * to keep the client up to date too! |
768 | */ |
773 | */ |
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… | |
854 | #define MSG_TYPE_ADMIN_RULES 1 |
859 | #define MSG_TYPE_ADMIN_RULES 1 |
855 | #define MSG_TYPE_ADMIN_NEWS 2 |
860 | #define MSG_TYPE_ADMIN_NEWS 2 |
856 | |
861 | |
857 | /** |
862 | /** |
858 | * Maximum distance a player may hear a sound from. |
863 | * Maximum distance a player may hear a sound from. |
859 | * This is only used for new client/server sound. If the sound source |
864 | * This is only used for client/server sound and say. If the sound source |
860 | * on the map is farther away than this, we don't sent it to the client. |
865 | * on the map is farther away than this, we don't sent it to the client. |
861 | */ |
866 | */ |
862 | #define MAX_SOUND_DISTANCE 16 |
867 | #define MAX_SOUND_DISTANCE 16 |
863 | |
868 | |
864 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
869 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
865 | #define INFO_CHANNEL "info" // lower_left box |
870 | #define INFO_CHANNEL "info" // lower_left box |
866 | #define SAY_CHANNEL "channel-say" |
871 | #define SAY_CHANNEL "say" |
867 | #define CHAT_CHANNEL "channel-chat" |
872 | #define CHAT_CHANNEL "chat" |
868 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
873 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
869 | |
874 | |
870 | /* The following are the color flags passed to new_draw_info. |
875 | /* The following are the color flags passed to new_draw_info. |
871 | * |
876 | * |
872 | * We also set up some control flags |
877 | * We also set up some control flags |
… | |
… | |
904 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
909 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
905 | |
910 | |
906 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
911 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
907 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
912 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
908 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
913 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
914 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
909 | |
915 | |
910 | #endif /* DEFINE_H */ |
916 | #endif /* DEFINE_H */ |
911 | |
917 | |