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Comparing deliantra/server/include/define.h (file contents):
Revision 1.94 by root, Tue Dec 23 06:58:23 2008 UTC vs.
Revision 1.103 by root, Mon Oct 12 21:27:55 2009 UTC

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 */
119#define BOW 14 120#define BOW 14
120#define WEAPON 15 121#define WEAPON 15
121#define ARMOUR 16 122#define ARMOUR 16
122#define PEDESTAL 17 123#define PEDESTAL 17
123#define ALTAR 18 124#define ALTAR 18
124//19 125#define T_MATCH 19
125#define LOCKED_DOOR 20 126#define LOCKED_DOOR 20
126#define SPECIAL_KEY 21 127#define SPECIAL_KEY 21
127#define MAP 22 128#define MAP 22
128#define DOOR 23 129#define DOOR 23
129#define KEY 24 130#define KEY 24
205 in the engine. Like statues, clocks, chairs,... 206 in the engine. Like statues, clocks, chairs,...
206 If perhaps we create a function where we can sit 207 If perhaps we create a function where we can sit
207 on chairs, we create a new type and remove all 208 on chairs, we create a new type and remove all
208 chairs from here. */ 209 chairs from here. */
209//80 210//80
210//81 211#define TORCH 81 /* a torch */
211#define LAMP 82 /* a lamp */ 212#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 213#define DUPLICATOR 83 /* duplicator/multiplier object */
213//84 214//84
214#define SPELLBOOK 85 215#define SPELLBOOK 85
215//86 216//86
217//88 218//88
218//89 219//89
219#define SPINNER 90 220#define SPINNER 90
220#define GATE 91 221#define GATE 91
221#define BUTTON 92 222#define BUTTON 92
222#define CF_HANDLE 93 223#define T_HANDLE 93
223#define HOLE 94 224#define HOLE 94
224#define TRAPDOOR 95 225#define TRAPDOOR 95
225//96 226//96
226//97 227//97
227#define SIGN 98 228#define SIGN 98
288#define SYMPTOM 159 289#define SYMPTOM 159
289#define BUILDER 160 /* Generic item builder, see subtypes */ 290#define BUILDER 160 /* Generic item builder, see subtypes */
290#define MATERIAL 161 /* Material for building */ 291#define MATERIAL 161 /* Material for building */
291//162 292//162
292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 293#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293//164 294#define MAPSCRIPT 164 /* A perl-scripted connectable */
294#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,
295 potions, alchemy, or magic works here (elmex) */ 296 potions, alchemy, or magic works here (elmex) */
296 297
297#define NUM_TYPES 166 // must be max(type) + 1 298#define NUM_TYPES 166 // must be max(type) + 1
298 299
343#define PU_NOTHING 0x00000000 344#define PU_NOTHING 0x00000000
344 345
345#define PU_DEBUG 0x10000000 346#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 347#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 348#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 349#define PU_ENABLE 0x80000000 // used to distinguish value density
349 350
350#define PU_RATIO 0x0000000F 351#define PU_RATIO 0x0000000F
351 352
352#define PU_FOOD 0x00000010 353#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 354#define PU_DRINK 0x00000020
393 394
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 395#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 396
396/* 397/*
397 * 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
398 * common/loader.l is updated. 399 * common/loader.C is updated.
399 */ 400 */
400 401
401/* Basic routines to do above */ 402/* Basic routines to do above */
402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 403#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 404#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
563#define MOVE_FLY_HIGH 0x04 /* High flying object */ 564#define MOVE_FLY_HIGH 0x04 /* High flying object */
564#define MOVE_FLYING 0x06 565#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */ 566 /* Combo of fly_low and fly_high */
566#define MOVE_SWIM 0x08 /* Swimming object */ 567#define MOVE_SWIM 0x08 /* Swimming object */
567#define MOVE_BOAT 0x10 /* Boats/sailing */ 568#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 569#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569 570
570#define MOVE_ALL 0x3f /* Mask of all movement types */ 571#define MOVE_ALL 0x3f /* Mask of all movement types */
571 572
572/* typdef here to define type large enough to hold bitmask of 573/* typdef here to define type large enough to hold bitmask of
573 * all movement types. Make one declaration so easy to update. 574 * all movement types. Make one declaration so easy to update.
655/* CIRCLE1 = 32 */ 656/* CIRCLE1 = 32 */
656/* + DISTATT = 1 */ 657/* + DISTATT = 1 */
657/* ------------------- */ 658/* ------------------- */
658/* attack_movement = 33 */ 659/* attack_movement = 33 */
659/******************************************************************************/ 660/******************************************************************************/
660#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, */
661 /* attack from a distance - good for missile users only */ 662 /* attack from a distance - good for missile users only */
662#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 */
663#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 */
664#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 */
665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 666#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
666#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 */
667#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 */
668#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 */
669 /* maintains comfortable distance */ 670 /* maintains comfortable distance */
671
670#define PETMOVE 16 /* if the upper four bits of attack_movement */ 672#define PETMOVE 16 /* if the upper four bits of attack_movement */
671 /* are set to this number, the monster follows a player */ 673 /* are set to this number, the monster follows a player */
672 /* until the owner calls it back or off */ 674 /* until the owner calls it back or off */
673 /* player followed denoted by 0b->owner */ 675 /* player followed denoted by 0b->owner */
674 /* the monster will try to attack whatever the player is */ 676 /* the monster will try to attack whatever the player is */
675 /* attacking, and will continue to do so until the owner */ 677 /* attacking, and will continue to do so until the owner */
676 /* calls off the monster - a key command will be */ 678 /* calls off the monster - a key command will be */
677 /* inserted to do so */ 679 /* inserted to do so */
678#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 */
679 /* are set to this number, the monster will move in a */ 681 /* are set to this number, the monster will move in a */
680 /* circle until it is attacked, or the enemy field is */ 682 /* circle until it is attacked, or the enemy field is */
681 /* set, this is good for non-aggressive monsters and NPC */ 683 /* set, this is good for non-aggressive monsters and NPC */
682#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 */
683#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 */
684 /* this is HORIZONTAL movement */ 686 /* this is HORIZONTAL movement */
685#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 */
686 /* pace area is longer and the monster stops before */ 688 /* pace area is longer and the monster stops before */
687 /* changing directions */ 689 /* changing directions */
688 /* this is HORIZONTAL movement */ 690 /* this is HORIZONTAL movement */
689#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 */
690 /* it is stopped by an obstacle, then it chooses another */ 692 /* it is stopped by an obstacle, then it chooses another */
691 /* direction. */ 693 /* direction. */
692#define RANDO2 112 /* constantly move in a different random direction */ 694#define RANDO2 112 /* constantly move in a different random direction */
693#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 */
694 /* this is VERTICAL movement */ 696 /* this is VERTICAL movement */
695#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 */
696 /* pace area is longer and the monster stops before */ 698 /* pace area is longer and the monster stops before */
697 /* changing directions */ 699 /* changing directions */
698 /* this is VERTICAL movement */ 700 /* this is VERTICAL movement */
699#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 */
700#define HI4 240 702#define HI4 240
701 703
702#define BLANK_FACE_NAME "blank.x11" 704#define BLANK_FACE_NAME "blank.x11"
703#define EMPTY_FACE_NAME "empty.x11" 705#define EMPTY_FACE_NAME "empty.x11"
704 706
762// 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
763// we use 2**-n because that can be represented exactly 765// we use 2**-n because that can be represented exactly
764// also make sure that this is a float, not double, constant 766// also make sure that this is a float, not double, constant
765#define MIN_ACTIVE_SPEED (1.f / 65536.f) 767#define MIN_ACTIVE_SPEED (1.f / 65536.f)
766 768
767#define RANDOM() (rndm.next () & 0xffffffU)
768
769/* 769/*
770 * Warning! 770 * Warning!
771 * If you add message types here, don't forget 771 * If you add message types here, don't forget
772 * to keep the client up to date too! 772 * to keep the client up to date too!
773 */ 773 */
859#define MSG_TYPE_ADMIN_RULES 1 859#define MSG_TYPE_ADMIN_RULES 1
860#define MSG_TYPE_ADMIN_NEWS 2 860#define MSG_TYPE_ADMIN_NEWS 2
861 861
862/** 862/**
863 * Maximum distance a player may hear a sound from. 863 * Maximum distance a player may hear a sound from.
864 * 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
865 * 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.
866 */ 866 */
867#define MAX_SOUND_DISTANCE 16 867#define MAX_SOUND_DISTANCE 16
868 868
869#define LOG_CHANNEL "log" // the plain and ugly standard server log 869#define LOG_CHANNEL "log" // the plain and ugly standard server log

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