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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 1.106 by root, Wed Nov 4 00:02:48 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 */
42#define FABS(x) fabs (x) 43#define FABS(x) fabs (x)
43 44
44#ifdef __NetBSD__ 45#ifdef __NetBSD__
45# include <sys/param.h> 46# include <sys/param.h>
46#endif 47#endif
48
49#define MAXLEVEL 115 // for treasure calculations only
47 50
48// maximum length of an object name in the protocol 51// maximum length of an object name in the protocol
49#define NAME_LEN 127 52#define NAME_LEN 127
50 53
51#undef MIN 54#undef MIN
62#define MIN_DAM 0 65#define MIN_DAM 0
63#define MAX_DAM 200 66#define MAX_DAM 200
64#define MIN_DIGESTION -35 67#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 68#define MAX_DIGESTION 70
66 69
67#define MAX_BUF 1024 70#define MAX_BUF 1024 /* Used for all kinds of things */
68 /* Used for all kinds of things */
69#define VERY_BIG_BUF 2048
70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
72
73#define FONTSIZE 3000 /* Max chars in font */
74
75#define MAX_ANIMATIONS 256
76 71
77#define MAX_NAME 48 72#define MAX_NAME 48
78#define MAX_EXT_TITLE 98
79 73
80#define ATTUNE_REPELL 16 // levels diff for attune/repell 74#define ATTUNE_REPELL 16 // levels diff for attune/repell
81 75
82//TODO: remove all calls to fatal and replace them by cleanup 76//TODO: remove all calls to fatal and replace them by cleanup
83#define OUT_OF_MEMORY 0 77#define OUT_OF_MEMORY 0
119#define BOW 14 113#define BOW 14
120#define WEAPON 15 114#define WEAPON 15
121#define ARMOUR 16 115#define ARMOUR 16
122#define PEDESTAL 17 116#define PEDESTAL 17
123#define ALTAR 18 117#define ALTAR 18
124//19 118#define T_MATCH 19
125#define LOCKED_DOOR 20 119#define LOCKED_DOOR 20
126#define SPECIAL_KEY 21 120#define SPECIAL_KEY 21
127#define MAP 22 121#define MAP 22
128#define DOOR 23 122#define DOOR 23
129#define KEY 24 123#define KEY 24
205 in the engine. Like statues, clocks, chairs,... 199 in the engine. Like statues, clocks, chairs,...
206 If perhaps we create a function where we can sit 200 If perhaps we create a function where we can sit
207 on chairs, we create a new type and remove all 201 on chairs, we create a new type and remove all
208 chairs from here. */ 202 chairs from here. */
209//80 203//80
210//81 204#define TORCH 81 /* a torch */
211#define LAMP 82 /* a lamp */ 205#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 206#define DUPLICATOR 83 /* duplicator/multiplier object */
213//84 207//84
214#define SPELLBOOK 85 208#define SPELLBOOK 85
215//86 209//86
217//88 211//88
218//89 212//89
219#define SPINNER 90 213#define SPINNER 90
220#define GATE 91 214#define GATE 91
221#define BUTTON 92 215#define BUTTON 92
222#define CF_HANDLE 93 216#define T_HANDLE 93
223#define HOLE 94 217#define HOLE 94
224#define TRAPDOOR 95 218#define TRAPDOOR 95
225//96 219//96
226//97 220//97
227#define SIGN 98 221#define SIGN 98
288#define SYMPTOM 159 282#define SYMPTOM 159
289#define BUILDER 160 /* Generic item builder, see subtypes */ 283#define BUILDER 160 /* Generic item builder, see subtypes */
290#define MATERIAL 161 /* Material for building */ 284#define MATERIAL 161 /* Material for building */
291//162 285//162
292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 286#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293//164 287#define MAPSCRIPT 164 /* A perl-scripted connectable */
294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 288#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
295 potions, alchemy, or magic works here (elmex) */ 289 potions, alchemy, or magic works here (elmex) */
296 290
297#define NUM_TYPES 166 // must be max(type) + 1 291#define NUM_TYPES 166 // must be max(type) + 1
298 292
343#define PU_NOTHING 0x00000000 337#define PU_NOTHING 0x00000000
344 338
345#define PU_DEBUG 0x10000000 339#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 340#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 341#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 342#define PU_ENABLE 0x80000000 // used to distinguish value density
349 343
350#define PU_RATIO 0x0000000F 344#define PU_RATIO 0x0000000F
351 345
352#define PU_FOOD 0x00000010 346#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 347#define PU_DRINK 0x00000020
393 387
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 388#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 389
396/* 390/*
397 * If any FLAG's are added or changed, make sure the flag_names structure in 391 * If any FLAG's are added or changed, make sure the flag_names structure in
398 * common/loader.l is updated. 392 * common/loader.C is updated.
399 */ 393 */
400 394
401/* Basic routines to do above */ 395/* Basic routines to do above */
402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 396#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 397#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
563#define MOVE_FLY_HIGH 0x04 /* High flying object */ 557#define MOVE_FLY_HIGH 0x04 /* High flying object */
564#define MOVE_FLYING 0x06 558#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */ 559 /* Combo of fly_low and fly_high */
566#define MOVE_SWIM 0x08 /* Swimming object */ 560#define MOVE_SWIM 0x08 /* Swimming object */
567#define MOVE_BOAT 0x10 /* Boats/sailing */ 561#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 562#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569 563
570#define MOVE_ALL 0x3f /* Mask of all movement types */ 564#define MOVE_ALL 0x3f /* Mask of all movement types */
571 565
572/* typdef here to define type large enough to hold bitmask of 566/* typdef here to define type large enough to hold bitmask of
573 * all movement types. Make one declaration so easy to update. 567 * all movement types. Make one declaration so easy to update.
655/* CIRCLE1 = 32 */ 649/* CIRCLE1 = 32 */
656/* + DISTATT = 1 */ 650/* + DISTATT = 1 */
657/* ------------------- */ 651/* ------------------- */
658/* attack_movement = 33 */ 652/* attack_movement = 33 */
659/******************************************************************************/ 653/******************************************************************************/
660#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 654#define DISTATT 1 /* move toward a player if far, but mantain some space, */
661 /* attack from a distance - good for missile users only */ 655 /* attack from a distance - good for missile users only */
662#define RUNATT 2 /* run but attack if player catches up to object */ 656#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 */ 657#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 */ 658#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 */ 659#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 */ 660#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 */ 661#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 */ 662#define WAIT2 8 /* monster does not try to move towards player if far */
669 /* maintains comfortable distance */ 663 /* maintains comfortable distance */
664
670#define PETMOVE 16 /* if the upper four bits of attack_movement */ 665#define PETMOVE 16 /* if the upper four bits of attack_movement */
671 /* are set to this number, the monster follows a player */ 666 /* are set to this number, the monster follows a player */
672 /* until the owner calls it back or off */ 667 /* until the owner calls it back or off */
673 /* player followed denoted by 0b->owner */ 668 /* player followed denoted by 0b->owner */
674 /* the monster will try to attack whatever the player is */ 669 /* the monster will try to attack whatever the player is */
675 /* attacking, and will continue to do so until the owner */ 670 /* attacking, and will continue to do so until the owner */
676 /* calls off the monster - a key command will be */ 671 /* calls off the monster - a key command will be */
677 /* inserted to do so */ 672 /* inserted to do so */
678#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 673#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 */ 674 /* are set to this number, the monster will move in a */
680 /* circle until it is attacked, or the enemy field is */ 675 /* circle until it is attacked, or the enemy field is */
681 /* set, this is good for non-aggressive monsters and NPC */ 676 /* set, this is good for non-aggressive monsters and NPC */
682#define CIRCLE2 48 /* same as above but a larger circle is used */ 677#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 */ 678#define PACEH 64 /* The Monster will pace back and forth until attacked */
684 /* this is HORIZONTAL movement */ 679 /* this is HORIZONTAL movement */
685#define PACEH2 80 /* the monster will pace as above but the length of the */ 680#define PACEH2 80 /* the monster will pace as above but the length of the */
686 /* pace area is longer and the monster stops before */ 681 /* pace area is longer and the monster stops before */
687 /* changing directions */ 682 /* changing directions */
688 /* this is HORIZONTAL movement */ 683 /* this is HORIZONTAL movement */
689#define RANDO 96 /* the monster will go in a random direction until */ 684#define RANDO 96 /* the monster will go in a random direction until */
690 /* it is stopped by an obstacle, then it chooses another */ 685 /* it is stopped by an obstacle, then it chooses another */
691 /* direction. */ 686 /* direction. */
692#define RANDO2 112 /* constantly move in a different random direction */ 687#define RANDO2 112 /* constantly move in a different random direction */
693#define PACEV 128 /* The Monster will pace back and forth until attacked */ 688#define PACEV 128 /* The Monster will pace back and forth until attacked */
694 /* this is VERTICAL movement */ 689 /* this is VERTICAL movement */
695#define PACEV2 144 /* the monster will pace as above but the length of the */ 690#define PACEV2 144 /* the monster will pace as above but the length of the */
696 /* pace area is longer and the monster stops before */ 691 /* pace area is longer and the monster stops before */
697 /* changing directions */ 692 /* changing directions */
698 /* this is VERTICAL movement */ 693 /* this is VERTICAL movement */
699#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 694#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
700#define HI4 240 695#define HI4 240
701 696
702#define BLANK_FACE_NAME "blank.x11" 697#define BLANK_FACE_NAME "blank.x11"
703#define EMPTY_FACE_NAME "empty.x11" 698#define EMPTY_FACE_NAME "empty.x11"
704 699
762// Cut off point of when an object is put on the active list or not 757// 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 758// we use 2**-n because that can be represented exactly
764// also make sure that this is a float, not double, constant 759// also make sure that this is a float, not double, constant
765#define MIN_ACTIVE_SPEED (1.f / 65536.f) 760#define MIN_ACTIVE_SPEED (1.f / 65536.f)
766 761
767#define RANDOM() (rndm.next () & 0xffffffU)
768
769/* 762/*
770 * Warning! 763 * Warning!
771 * If you add message types here, don't forget 764 * If you add message types here, don't forget
772 * to keep the client up to date too! 765 * to keep the client up to date too!
773 */ 766 */
859#define MSG_TYPE_ADMIN_RULES 1 852#define MSG_TYPE_ADMIN_RULES 1
860#define MSG_TYPE_ADMIN_NEWS 2 853#define MSG_TYPE_ADMIN_NEWS 2
861 854
862/** 855/**
863 * Maximum distance a player may hear a sound from. 856 * Maximum distance a player may hear a sound from.
864 * This is only used for new client/server sound. If the sound source 857 * 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. 858 * on the map is farther away than this, we don't sent it to the client.
866 */ 859 */
867#define MAX_SOUND_DISTANCE 16 860#define MAX_SOUND_DISTANCE 16
868 861
869#define LOG_CHANNEL "log" // the plain and ugly standard server log 862#define LOG_CHANNEL "log" // the plain and ugly standard server log

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