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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 |
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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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62 | #define MIN_DAM 0 |
63 | #define MIN_DAM 0 |
63 | #define MAX_DAM 200 |
64 | #define MAX_DAM 200 |
64 | #define MIN_DIGESTION -35 |
65 | #define MIN_DIGESTION -35 |
65 | #define MAX_DIGESTION 70 |
66 | #define MAX_DIGESTION 70 |
66 | |
67 | |
67 | #define MAX_BUF 1024 |
68 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
68 | /* Used for all kinds of things */ |
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69 | #define VERY_BIG_BUF 2048 |
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70 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
69 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
71 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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72 | |
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73 | #define FONTSIZE 3000 /* Max chars in font */ |
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74 | |
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75 | #define MAX_ANIMATIONS 256 |
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76 | |
70 | |
77 | #define MAX_NAME 48 |
71 | #define MAX_NAME 48 |
78 | #define MAX_EXT_TITLE 98 |
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79 | |
72 | |
80 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
73 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
81 | |
74 | |
82 | //TODO: remove all calls to fatal and replace them by cleanup |
75 | //TODO: remove all calls to fatal and replace them by cleanup |
83 | #define OUT_OF_MEMORY 0 |
76 | #define OUT_OF_MEMORY 0 |
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119 | #define BOW 14 |
112 | #define BOW 14 |
120 | #define WEAPON 15 |
113 | #define WEAPON 15 |
121 | #define ARMOUR 16 |
114 | #define ARMOUR 16 |
122 | #define PEDESTAL 17 |
115 | #define PEDESTAL 17 |
123 | #define ALTAR 18 |
116 | #define ALTAR 18 |
124 | //19 |
117 | #define T_MATCH 19 |
125 | #define LOCKED_DOOR 20 |
118 | #define LOCKED_DOOR 20 |
126 | #define SPECIAL_KEY 21 |
119 | #define SPECIAL_KEY 21 |
127 | #define MAP 22 |
120 | #define MAP 22 |
128 | #define DOOR 23 |
121 | #define DOOR 23 |
129 | #define KEY 24 |
122 | #define KEY 24 |
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205 | in the engine. Like statues, clocks, chairs,... |
198 | in the engine. Like statues, clocks, chairs,... |
206 | If perhaps we create a function where we can sit |
199 | If perhaps we create a function where we can sit |
207 | on chairs, we create a new type and remove all |
200 | on chairs, we create a new type and remove all |
208 | chairs from here. */ |
201 | chairs from here. */ |
209 | //80 |
202 | //80 |
210 | //81 |
203 | #define TORCH 81 /* a torch */ |
211 | #define LAMP 82 /* a lamp */ |
204 | #define LAMP 82 /* a lamp */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
205 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
213 | //84 |
206 | //84 |
214 | #define SPELLBOOK 85 |
207 | #define SPELLBOOK 85 |
215 | //86 |
208 | //86 |
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217 | //88 |
210 | //88 |
218 | //89 |
211 | //89 |
219 | #define SPINNER 90 |
212 | #define SPINNER 90 |
220 | #define GATE 91 |
213 | #define GATE 91 |
221 | #define BUTTON 92 |
214 | #define BUTTON 92 |
222 | #define CF_HANDLE 93 |
215 | #define T_HANDLE 93 |
223 | #define HOLE 94 |
216 | #define HOLE 94 |
224 | #define TRAPDOOR 95 |
217 | #define TRAPDOOR 95 |
225 | //96 |
218 | //96 |
226 | //97 |
219 | //97 |
227 | #define SIGN 98 |
220 | #define SIGN 98 |
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288 | #define SYMPTOM 159 |
281 | #define SYMPTOM 159 |
289 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
282 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
290 | #define MATERIAL 161 /* Material for building */ |
283 | #define MATERIAL 161 /* Material for building */ |
291 | //162 |
284 | //162 |
292 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
285 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
293 | //164 |
286 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
294 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
287 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
295 | potions, alchemy, or magic works here (elmex) */ |
288 | potions, alchemy, or magic works here (elmex) */ |
296 | |
289 | |
297 | #define NUM_TYPES 166 // must be max(type) + 1 |
290 | #define NUM_TYPES 166 // must be max(type) + 1 |
298 | |
291 | |
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343 | #define PU_NOTHING 0x00000000 |
336 | #define PU_NOTHING 0x00000000 |
344 | |
337 | |
345 | #define PU_DEBUG 0x10000000 |
338 | #define PU_DEBUG 0x10000000 |
346 | #define PU_INHIBIT 0x20000000 |
339 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_STOP 0x40000000 |
340 | #define PU_STOP 0x40000000 |
348 | #define PU_NEWMODE 0x80000000 |
341 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
349 | |
342 | |
350 | #define PU_RATIO 0x0000000F |
343 | #define PU_RATIO 0x0000000F |
351 | |
344 | |
352 | #define PU_FOOD 0x00000010 |
345 | #define PU_FOOD 0x00000010 |
353 | #define PU_DRINK 0x00000020 |
346 | #define PU_DRINK 0x00000020 |
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393 | |
386 | |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
387 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | |
388 | |
396 | /* |
389 | /* |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
390 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * common/loader.l is updated. |
391 | * common/loader.C is updated. |
399 | */ |
392 | */ |
400 | |
393 | |
401 | /* Basic routines to do above */ |
394 | /* Basic routines to do above */ |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
395 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
396 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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407 | |
400 | |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
401 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
402 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
403 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
404 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
405 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
406 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
407 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
408 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | |
409 | |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
410 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
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563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
556 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
564 | #define MOVE_FLYING 0x06 |
557 | #define MOVE_FLYING 0x06 |
565 | /* Combo of fly_low and fly_high */ |
558 | /* Combo of fly_low and fly_high */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
559 | #define MOVE_SWIM 0x08 /* Swimming object */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
560 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
561 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
569 | |
562 | |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
563 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
571 | |
564 | |
572 | /* typdef here to define type large enough to hold bitmask of |
565 | /* typdef here to define type large enough to hold bitmask of |
573 | * all movement types. Make one declaration so easy to update. |
566 | * all movement types. Make one declaration so easy to update. |
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606 | * practical reason to exceed this */ |
599 | * practical reason to exceed this */ |
607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
600 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
601 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
602 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
603 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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604 | // player position in blocked_los code |
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605 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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606 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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607 | |
611 | |
608 | |
612 | #define F_BUY 0 |
609 | #define F_BUY 0 |
613 | #define F_SELL 1 |
610 | #define F_SELL 1 |
614 | #define F_TRUE 2 /* True value of item, unadjusted */ |
611 | #define F_TRUE 2 /* True value of item, unadjusted */ |
615 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
612 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
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651 | /* CIRCLE1 = 32 */ |
648 | /* CIRCLE1 = 32 */ |
652 | /* + DISTATT = 1 */ |
649 | /* + DISTATT = 1 */ |
653 | /* ------------------- */ |
650 | /* ------------------- */ |
654 | /* attack_movement = 33 */ |
651 | /* attack_movement = 33 */ |
655 | /******************************************************************************/ |
652 | /******************************************************************************/ |
656 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
653 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
657 | /* attack from a distance - good for missile users only */ |
654 | /* attack from a distance - good for missile users only */ |
658 | #define RUNATT 2 /* run but attack if player catches up to object */ |
655 | #define RUNATT 2 /* run but attack if player catches up to object */ |
659 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
656 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
660 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
657 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
661 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
658 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
662 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
659 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
663 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
660 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
664 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
661 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
665 | /* maintains comfortable distance */ |
662 | /* maintains comfortable distance */ |
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663 | |
666 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
664 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
667 | /* are set to this number, the monster follows a player */ |
665 | /* are set to this number, the monster follows a player */ |
668 | /* until the owner calls it back or off */ |
666 | /* until the owner calls it back or off */ |
669 | /* player followed denoted by 0b->owner */ |
667 | /* player followed denoted by 0b->owner */ |
670 | /* the monster will try to attack whatever the player is */ |
668 | /* the monster will try to attack whatever the player is */ |
671 | /* attacking, and will continue to do so until the owner */ |
669 | /* attacking, and will continue to do so until the owner */ |
672 | /* calls off the monster - a key command will be */ |
670 | /* calls off the monster - a key command will be */ |
673 | /* inserted to do so */ |
671 | /* inserted to do so */ |
674 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
672 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
675 | /* are set to this number, the monster will move in a */ |
673 | /* are set to this number, the monster will move in a */ |
676 | /* circle until it is attacked, or the enemy field is */ |
674 | /* circle until it is attacked, or the enemy field is */ |
677 | /* set, this is good for non-aggressive monsters and NPC */ |
675 | /* set, this is good for non-aggressive monsters and NPC */ |
678 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
676 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
679 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
677 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
680 | /* this is HORIZONTAL movement */ |
678 | /* this is HORIZONTAL movement */ |
681 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
679 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
682 | /* pace area is longer and the monster stops before */ |
680 | /* pace area is longer and the monster stops before */ |
683 | /* changing directions */ |
681 | /* changing directions */ |
684 | /* this is HORIZONTAL movement */ |
682 | /* this is HORIZONTAL movement */ |
685 | #define RANDO 96 /* the monster will go in a random direction until */ |
683 | #define RANDO 96 /* the monster will go in a random direction until */ |
686 | /* it is stopped by an obstacle, then it chooses another */ |
684 | /* it is stopped by an obstacle, then it chooses another */ |
687 | /* direction. */ |
685 | /* direction. */ |
688 | #define RANDO2 112 /* constantly move in a different random direction */ |
686 | #define RANDO2 112 /* constantly move in a different random direction */ |
689 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
687 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
690 | /* this is VERTICAL movement */ |
688 | /* this is VERTICAL movement */ |
691 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
689 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
692 | /* pace area is longer and the monster stops before */ |
690 | /* pace area is longer and the monster stops before */ |
693 | /* changing directions */ |
691 | /* changing directions */ |
694 | /* this is VERTICAL movement */ |
692 | /* this is VERTICAL movement */ |
695 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
693 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
696 | #define HI4 240 |
694 | #define HI4 240 |
697 | |
695 | |
698 | #define BLANK_FACE_NAME "blank.x11" |
696 | #define BLANK_FACE_NAME "blank.x11" |
699 | #define EMPTY_FACE_NAME "empty.x11" |
697 | #define EMPTY_FACE_NAME "empty.x11" |
700 | |
698 | |
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758 | // Cut off point of when an object is put on the active list or not |
756 | // Cut off point of when an object is put on the active list or not |
759 | // we use 2**-n because that can be represented exactly |
757 | // we use 2**-n because that can be represented exactly |
760 | // also make sure that this is a float, not double, constant |
758 | // also make sure that this is a float, not double, constant |
761 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
759 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
762 | |
760 | |
763 | #define RANDOM() (rndm.next () & 0xffffffU) |
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764 | |
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765 | /* |
761 | /* |
766 | * Warning! |
762 | * Warning! |
767 | * If you add message types here, don't forget |
763 | * If you add message types here, don't forget |
768 | * to keep the client up to date too! |
764 | * to keep the client up to date too! |
769 | */ |
765 | */ |
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855 | #define MSG_TYPE_ADMIN_RULES 1 |
851 | #define MSG_TYPE_ADMIN_RULES 1 |
856 | #define MSG_TYPE_ADMIN_NEWS 2 |
852 | #define MSG_TYPE_ADMIN_NEWS 2 |
857 | |
853 | |
858 | /** |
854 | /** |
859 | * Maximum distance a player may hear a sound from. |
855 | * Maximum distance a player may hear a sound from. |
860 | * This is only used for new client/server sound. If the sound source |
856 | * This is only used for client/server sound and say. If the sound source |
861 | * on the map is farther away than this, we don't sent it to the client. |
857 | * on the map is farther away than this, we don't sent it to the client. |
862 | */ |
858 | */ |
863 | #define MAX_SOUND_DISTANCE 16 |
859 | #define MAX_SOUND_DISTANCE 16 |
864 | |
860 | |
865 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
861 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
866 | #define INFO_CHANNEL "info" // lower_left box |
862 | #define INFO_CHANNEL "info" // lower_left box |
867 | #define SAY_CHANNEL "channel-say" |
863 | #define SAY_CHANNEL "say" |
868 | #define CHAT_CHANNEL "channel-chat" |
864 | #define CHAT_CHANNEL "chat" |
869 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
865 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
870 | |
866 | |
871 | /* The following are the color flags passed to new_draw_info. |
867 | /* The following are the color flags passed to new_draw_info. |
872 | * |
868 | * |
873 | * We also set up some control flags |
869 | * We also set up some control flags |