--- deliantra/server/include/define.h 2007/09/04 08:42:57 1.74 +++ deliantra/server/include/define.h 2009/10/12 14:00:58 1.102 @@ -1,24 +1,25 @@ /* - * 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 - * 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 + * The authors can be reached via e-mail to */ /* This file is best viewed with a window width of about 100 character */ @@ -44,25 +45,12 @@ #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 +78,8 @@ #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 @@ -124,20 +113,22 @@ #define POISON 7 #define BOOK 8 #define CLOCK 9 - +//10 +//11 +//12 #define ARROW 13 #define BOW 14 #define WEAPON 15 #define ARMOUR 16 #define PEDESTAL 17 #define ALTAR 18 - +//19 #define LOCKED_DOOR 20 #define SPECIAL_KEY 21 #define MAP 22 #define DOOR 23 #define KEY 24 - +//25 #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -156,10 +147,10 @@ #define TELEPORTER 41 #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ - +//44 #define EARTHWALL 45 #define GOLEM 46 - +//47 #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 @@ -184,7 +175,7 @@ * a monster into a peaceful being incapable of attack. */ #define GEM 60 - +//61 #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ @@ -208,30 +199,32 @@ #define INORGANIC 73 /* metals and minerals */ #define SKILL_TOOL 74 /* Allows the use of a skill */ #define LIGHTER 75 - +//76 #define BUILDABLE_WALL 77 /* this is a buildable wall */ - - +//78 #define MISC_OBJECT 79 /* misc. objects are for objects without a function in the engine. Like statues, clocks, chairs,... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here. */ - +//80 +#define TORCH 81 /* a torch */ #define LAMP 82 /* a lamp */ #define DUPLICATOR 83 /* duplicator/multiplier object */ - +//84 #define SPELLBOOK 85 - +//86 #define CLOAK 87 - +//88 +//89 #define SPINNER 90 #define GATE 91 #define BUTTON 92 #define CF_HANDLE 93 #define HOLE 94 #define TRAPDOOR 95 - +//96 +//97 #define SIGN 98 #define BOOTS 99 #define GLOVES 100 @@ -241,9 +234,9 @@ #define BRACERS 104 #define POISONING 105 #define SAVEBED 106 - +//107 +//108 #define WAND 109 - #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 #define DIRECTOR 112 @@ -251,89 +244,68 @@ #define FORCE 114 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ - +//117 +//118 +//119 +//120 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 - +//125 +//126 +//127 +//128 +//129 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ +//131 +//132 +//133 +//134 +//135 +//136 +//137 #define DEEP_SWAMP 138 #define IDENTIFY_ALTAR 139 - +//140 +//141 +//142 +//143 +//144 +//145 +//146 +//147 +//148 +//149 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ - +//151 +//152 +//153 #define RUNE 154 #define TRAP 155 - #define POWER_CRYSTAL 156 #define CORPSE 157 - #define DISEASE 158 #define SYMPTOM 159 #define BUILDER 160 /* Generic item builder, see subtypes */ #define MATERIAL 161 /* Material for building */ - +//162 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ - +#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) */ #define NUM_TYPES 166 // must be max(type) + 1 -/* DEAD TYPES: */ -//#define FBULLET 10 -//#define FBALL 11 -//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 -//#define CONFUSION 19 -//#define MMISSILE 25 -/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain - * experience for broad skill categories. This value - * is now automatically converteed at load time. - */ -//#define BOMB 47 -//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ - -/* random crossfire developer: The trap_part, wall, light_source, - * misc_object, monster, and spawn_generator - * types are not used in any archetypes, - * and should perhaps be removed. - * - * Wed Dec 20 13:35:24 CET 2006: - * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. - * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. - * renamed WALL to BUILDABLE_WALL. - */ - -//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ -//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -//#define MONSTER 80 /* yes, thats a real, living creature */ -//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ -//#define TOOL 84 /* a tool for building objects */ -//#define BUILDFAC 86 /* facilities for building objects */ -//#define CONE 88 -//#define AURA 89 /* aura spell object */ -//#define WORD_OF_RECALL 96 -//#define PARAIMAGE 97 -//#define POISONCLOUD 107 -//#define FIREHOLES 108 -//#define ABILITY 110 -/* unused: 125 - 129 - * type 125 was MONEY_CHANGER - */ -//#define CANCELLATION 141 /* not used with new spell code */ -//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ -//#define SWARM_SPELL 153 -//#define GPS 162 /* Ground positionning system, moved to Python plugin */ -//#define QUEST 164 /* See below for subtypes */ - /* END TYPE DEFINE */ -#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 +// maximum supported subtype number + 1, can be increased to 256 +// currently (2007-09) in use: 50 +#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 */ @@ -374,7 +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 @@ -414,15 +386,17 @@ * 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 */ @@ -436,7 +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? */ @@ -450,6 +424,7 @@ /*#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 */ @@ -553,11 +528,7 @@ #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 */ @@ -595,7 +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 */ @@ -619,8 +590,6 @@ #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 @@ -631,13 +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 @@ -683,17 +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 */ @@ -701,28 +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" @@ -790,14 +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) - -/* 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 @@ -893,15 +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. @@ -943,6 +911,7 @@ #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 */