--- deliantra/server/include/define.h 2007/09/10 10:43:10 1.75
+++ deliantra/server/include/define.h 2009/01/08 19:23:44 1.100
@@ -1,11 +1,11 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software: you can redistribute it and/or modify
+ * 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.
@@ -18,7 +18,7 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
/* This file is best viewed with a window width of about 100 character */
@@ -44,25 +44,12 @@
#ifdef __NetBSD__
# include
#endif
-#ifndef MIN
-# define MIN(x,y) min (x, y)
-#endif
-#ifndef MAX
-# define MAX(x,y) max (x, y)
-#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
-# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
-#endif
-
-/* MIN3 is basically like MIN, but instead does 3 values. */
-#ifndef MIN3
-# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
-#endif
+#undef MIN
+#undef MAX
#define MAX_STAT 30 /* The maximum legal value of any stat */
#define MIN_STAT 1 /* The minimum legal value of any stat */
@@ -90,7 +77,8 @@
#define MAX_NAME 48
#define MAX_EXT_TITLE 98
-/* Fatal variables: */
+#define ATTUNE_REPELL 16 // levels diff for attune/repell
+
//TODO: remove all calls to fatal and replace them by cleanup
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
@@ -302,7 +290,7 @@
#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) */
@@ -315,8 +303,8 @@
#define NUM_SUBTYPES 64
/* Subtypes for BUILDER */
-#define ST_BD_BUILD 1 /* Builds an item */
-#define ST_BD_REMOVE 2 /* Removes an item */
+#define ST_BD_BUILD 1 /* Builds an item */
+#define ST_BD_REMOVE 2 /* Removes an item */
/* Subtypes for MATERIAL */
#define ST_MAT_FLOOR 1 /* Floor */
@@ -357,7 +345,7 @@
#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
@@ -397,15 +385,17 @@
* 2 spaces, and the entire array (< SIZEOFFREE) is
* three spaces
*/
-#define SIZEOFFREE1 8
+#define SIZEOFFREE0 0
+#define SIZEOFFREE1 8
#define SIZEOFFREE2 24
-#define SIZEOFFREE 49
+#define SIZEOFFREE3 48
+#define SIZEOFFREE 49
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
/*
* 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 */
@@ -419,7 +409,7 @@
#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? */
@@ -433,6 +423,7 @@
/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
+#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
#define FLAG_MONSTER 14 /* Will attack players */
#define FLAG_FRIENDLY 15 /* Will help players */
@@ -536,11 +527,7 @@
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
* away (replaces ghosthit)
*/
-#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
- * detect cases were the server is trying
- * to send an upditem when we have not
- * actually sent the item.
- */
+#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
#define FLAG_BERSERK 99 /* monster will attack closest living
object */
@@ -578,7 +565,7 @@
/* 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 */
@@ -602,8 +589,6 @@
#define OB_TYPE_MOVE_BLOCK(ob1, type) \
((type) && (ob1->move_type & type) == ob1->move_type)
-#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
-#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */
#define EXIT_PATH(xyz) (xyz)->slaying
@@ -614,13 +599,19 @@
#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
@@ -666,17 +657,18 @@
/* ------------------- */
/* 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 */
@@ -684,28 +676,28 @@
/* 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"
@@ -773,14 +765,6 @@
// also make sure that this is a float, not double, constant
#define MIN_ACTIVE_SPEED (1.f / 65536.f)
-#define RANDOM() (rndm.next () & 0xffffffU)
-
-/* Returns the weight of the given object. Note: it does not take the number of
- * items (nrof) into account.
- * (this looks rather bogus, schmorp)
- */
-#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
-
/*
* Warning!
* If you add message types here, don't forget
@@ -876,15 +860,15 @@
/**
* 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.
@@ -926,6 +910,7 @@
#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
#define NDI_ALL 0x2000 /* Inform all players of this message */
#define NDI_DEF 0x4000 // ignore colour for channel protocol
+#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
#endif /* DEFINE_H */