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Revision 1.76 by root, Sun Oct 7 15:52:05 2007 UTC vs.
Revision 1.109 by root, Wed Nov 11 04:45:22 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de> 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 */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
36#include <autoconf.h> 37#include <autoconf.h>
37 38
38#define FONTDIR "" 39#define FONTDIR ""
39#define FONTNAME "" 40#define FONTNAME ""
40 41
41/* Decstations have trouble with fabs()... */
42#define FABS(x) fabs (x)
43
44#ifdef __NetBSD__ 42#ifdef __NetBSD__
45# include <sys/param.h> 43# include <sys/param.h>
46#endif 44#endif
47#ifndef MIN 45
48# define MIN(x,y) min (x, y) 46#define MAXLEVEL 115 // for treasure calculations only
49#endif
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 47
54// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
55#define NAME_LEN 127 49#define NAME_LEN 127
56
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3
64# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
65#endif
66 50
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
69 53
70//TODO: not only use more reasonable values, also enforce them 54//TODO: not only use more reasonable values, also enforce them
75#define MIN_DAM 0 59#define MIN_DAM 0
76#define MAX_DAM 200 60#define MAX_DAM 200
77#define MIN_DIGESTION -35 61#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70 62#define MAX_DIGESTION 70
79 63
80#define MAX_BUF 1024 64#define MAX_BUF 1024 /* Used for all kinds of things */
81 /* Used for all kinds of things */
82#define VERY_BIG_BUF 2048
83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85
86#define FONTSIZE 3000 /* Max chars in font */
87
88#define MAX_ANIMATIONS 256
89 65
90#define MAX_NAME 48 66#define MAX_NAME 48
91#define MAX_EXT_TITLE 98 67
68#define ATTUNE_REPELL 16 // levels diff for attune/repell
92 69
93//TODO: remove all calls to fatal and replace them by cleanup 70//TODO: remove all calls to fatal and replace them by cleanup
94#define OUT_OF_MEMORY 0 71#define OUT_OF_MEMORY 0
95#define MAP_ERROR 1 72#define MAP_ERROR 1
96#define ARCHTABLE_TOO_SMALL 2 // unused 73#define ARCHTABLE_TOO_SMALL 2 // unused
130#define BOW 14 107#define BOW 14
131#define WEAPON 15 108#define WEAPON 15
132#define ARMOUR 16 109#define ARMOUR 16
133#define PEDESTAL 17 110#define PEDESTAL 17
134#define ALTAR 18 111#define ALTAR 18
135//19 112#define T_MATCH 19
136#define LOCKED_DOOR 20 113#define LOCKED_DOOR 20
137#define SPECIAL_KEY 21 114#define SPECIAL_KEY 21
138#define MAP 22 115#define MAP 22
139#define DOOR 23 116#define DOOR 23
140#define KEY 24 117#define KEY 24
216 in the engine. Like statues, clocks, chairs,... 193 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 194 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 195 on chairs, we create a new type and remove all
219 chairs from here. */ 196 chairs from here. */
220//80 197//80
221//81 198#define TORCH 81 /* a torch */
222#define LAMP 82 /* a lamp */ 199#define LAMP 82 /* a lamp */
223#define DUPLICATOR 83 /* duplicator/multiplier object */ 200#define DUPLICATOR 83 /* duplicator/multiplier object */
224//84 201//84
225#define SPELLBOOK 85 202#define SPELLBOOK 85
226//86 203//86
228//88 205//88
229//89 206//89
230#define SPINNER 90 207#define SPINNER 90
231#define GATE 91 208#define GATE 91
232#define BUTTON 92 209#define BUTTON 92
233#define CF_HANDLE 93 210#define T_HANDLE 93
234#define HOLE 94 211#define HOLE 94
235#define TRAPDOOR 95 212#define TRAPDOOR 95
236//96 213//96
237//97 214//97
238#define SIGN 98 215#define SIGN 98
299#define SYMPTOM 159 276#define SYMPTOM 159
300#define BUILDER 160 /* Generic item builder, see subtypes */ 277#define BUILDER 160 /* Generic item builder, see subtypes */
301#define MATERIAL 161 /* Material for building */ 278#define MATERIAL 161 /* Material for building */
302//162 279//162
303#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 280#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
304//164 281#define MAPSCRIPT 164 /* A perl-scripted connectable */
305#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 282#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
306 potions, alchemy, or magic works here (elmex) */ 283 potions, alchemy, or magic works here (elmex) */
307 284
308#define NUM_TYPES 166 // must be max(type) + 1 285#define NUM_TYPES 166 // must be max(type) + 1
309 286
312// maximum supported subtype number + 1, can be increased to 256 289// maximum supported subtype number + 1, can be increased to 256
313// currently (2007-09) in use: 50 290// currently (2007-09) in use: 50
314#define NUM_SUBTYPES 64 291#define NUM_SUBTYPES 64
315 292
316/* Subtypes for BUILDER */ 293/* Subtypes for BUILDER */
317#define ST_BD_BUILD 1 /* Builds an item */ 294#define ST_BD_BUILD 1 /* Builds an item */
318#define ST_BD_REMOVE 2 /* Removes an item */ 295#define ST_BD_REMOVE 2 /* Removes an item */
319 296
320/* Subtypes for MATERIAL */ 297/* Subtypes for MATERIAL */
321#define ST_MAT_FLOOR 1 /* Floor */ 298#define ST_MAT_FLOOR 1 /* Floor */
322#define ST_MAT_WALL 2 /* Wall */ 299#define ST_MAT_WALL 2 /* Wall */
323#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 300#define ST_MAT_ITEM 3 /* All other items, including doors & such */
354#define PU_NOTHING 0x00000000 331#define PU_NOTHING 0x00000000
355 332
356#define PU_DEBUG 0x10000000 333#define PU_DEBUG 0x10000000
357#define PU_INHIBIT 0x20000000 334#define PU_INHIBIT 0x20000000
358#define PU_STOP 0x40000000 335#define PU_STOP 0x40000000
359#define PU_NEWMODE 0x80000000 336#define PU_ENABLE 0x80000000 // used to distinguish value density
360 337
361#define PU_RATIO 0x0000000F 338#define PU_RATIO 0x0000000F
362 339
363#define PU_FOOD 0x00000010 340#define PU_FOOD 0x00000010
364#define PU_DRINK 0x00000020 341#define PU_DRINK 0x00000020
394 * freearr, add these values. <= SIZEOFFREE1 will get you 371 * freearr, add these values. <= SIZEOFFREE1 will get you
395 * within 1 space. <= SIZEOFFREE2 wll get you withing 372 * within 1 space. <= SIZEOFFREE2 wll get you withing
396 * 2 spaces, and the entire array (< SIZEOFFREE) is 373 * 2 spaces, and the entire array (< SIZEOFFREE) is
397 * three spaces 374 * three spaces
398 */ 375 */
376#define SIZEOFFREE0 0
399#define SIZEOFFREE1 8 377#define SIZEOFFREE1 8
400#define SIZEOFFREE2 24 378#define SIZEOFFREE2 24
379#define SIZEOFFREE3 48
401#define SIZEOFFREE 49 380#define SIZEOFFREE 49
402 381
403#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 382#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
404 383
405/* 384/*
406 * If any FLAG's are added or changed, make sure the flag_names structure in 385 * If any FLAG's are added or changed, make sure the flag_names structure in
407 * common/loader.l is updated. 386 * common/loader.C is updated.
408 */ 387 */
409 388
410/* Basic routines to do above */ 389/* Basic routines to do above */
411#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 390#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
412#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
414 393
415/* the flags */ 394/* the flags */
416 395
417#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
418#define FLAG_WIZ 1 /* Object has special privilegies */ 397#define FLAG_WIZ 1 /* Object has special privilegies */
419#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 398#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
420#define FLAG_FREED 3 /* Object is in the list of free objects */ 399#define FLAG_FREED 3 /* Object is in the list of free objects */
421//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 400#define FLAG_WIZLOOK 4 /* disable los and lighting */
422#define FLAG_APPLIED 5 /* Object is ready for use by living */ 401#define FLAG_APPLIED 5 /* Object is ready for use by living */
423#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
424#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
425 404
426#define FLAG_NO_PICK 8 /* Object can't be picked up */ 405#define FLAG_NO_PICK 8 /* Object can't be picked up */
430 409
431#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
432 411
433/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 412/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
434/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 413/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
414#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
435 415
436#define FLAG_MONSTER 14 /* Will attack players */ 416#define FLAG_MONSTER 14 /* Will attack players */
437#define FLAG_FRIENDLY 15 /* Will help players */ 417#define FLAG_FRIENDLY 15 /* Will help players */
438#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 418#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
439#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 419#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
462#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 442#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
463#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 443#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
464#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 444#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
465 445
466#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 446#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
467#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 447//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
468#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 448#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
469#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 449#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
470#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 450#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
471 but can still attack at a distance */ 451 but can still attack at a distance */
472 452
533 513
534#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 514#define FLAG_NO_STEAL 96 /* Item can't be stolen */
535#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 515#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
536 * away (replaces ghosthit) 516 * away (replaces ghosthit)
537 */ 517 */
538#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 518#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
539 * detect cases were the server is trying
540 * to send an upditem when we have not
541 * actually sent the item.
542 */
543 519
544#define FLAG_BERSERK 99 /* monster will attack closest living 520#define FLAG_BERSERK 99 /* monster will attack closest living
545 object */ 521 object */
546#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 522#define FLAG_NEUTRAL 100 /* monster is from type neutral */
547#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 523#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
575#define MOVE_FLY_HIGH 0x04 /* High flying object */ 551#define MOVE_FLY_HIGH 0x04 /* High flying object */
576#define MOVE_FLYING 0x06 552#define MOVE_FLYING 0x06
577 /* Combo of fly_low and fly_high */ 553 /* Combo of fly_low and fly_high */
578#define MOVE_SWIM 0x08 /* Swimming object */ 554#define MOVE_SWIM 0x08 /* Swimming object */
579#define MOVE_BOAT 0x10 /* Boats/sailing */ 555#define MOVE_BOAT 0x10 /* Boats/sailing */
580#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 556#define MOVE_SHIP 0x20 /* boats suitable for oceans */
581 557
582#define MOVE_ALL 0x3f /* Mask of all movement types */ 558#define MOVE_ALL 0x3f /* Mask of all movement types */
583 559
584/* typdef here to define type large enough to hold bitmask of 560/* typdef here to define type large enough to hold bitmask of
585 * all movement types. Make one declaration so easy to update. 561 * all movement types. Make one declaration so easy to update.
599 * 575 *
600 */ 576 */
601#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 577#define OB_TYPE_MOVE_BLOCK(ob1, type) \
602 ((type) && (ob1->move_type & type) == ob1->move_type) 578 ((type) && (ob1->move_type & type) == ob1->move_type)
603 579
604#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
605#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
606#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 580#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
607 581
608#define EXIT_PATH(xyz) (xyz)->slaying 582#define EXIT_PATH(xyz) (xyz)->slaying
609#define EXIT_LEVEL(xyz) (xyz)->stats.food 583#define EXIT_LEVEL(xyz) (xyz)->stats.food
610#define EXIT_X(xyz) (xyz)->stats.hp 584#define EXIT_X(xyz) (xyz)->stats.hp
611#define EXIT_Y(xyz) (xyz)->stats.sp 585#define EXIT_Y(xyz) (xyz)->stats.sp
612#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 586#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
613#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 587#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
614 588
615/* for use by the lighting code */ 589/* for use by the lighting code */
616#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 590#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
617 * large values allow objects that can 591 * large values allow objects that can
618 * slow down the game */ 592 * slow down the game */
619#define MAX_DARKNESS 5 /* maximum map darkness, there is no 593#define MAX_DARKNESS 5 /* maximum map darkness, there is no
620 * practical reason to exceed this */ 594 * practical reason to exceed this */
595#define LOS_MAX 4 /* max. los value for non-blocked spaces */
596#define LOS_BLOCKED 100 /* fully blocked spaces */
621#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
622 MAX_LIGHT_RADII:(xyz)->glow_radius; 598 MAX_LIGHT_RADII:(xyz)->glow_radius;
599// player position in blocked_los code
600#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602
623 603
624#define F_BUY 0 604#define F_BUY 0
625#define F_SELL 1 605#define F_SELL 1
626#define F_TRUE 2 /* True value of item, unadjusted */ 606#define F_TRUE 2 /* True value of item, unadjusted */
627#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 607#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
663/* CIRCLE1 = 32 */ 643/* CIRCLE1 = 32 */
664/* + DISTATT = 1 */ 644/* + DISTATT = 1 */
665/* ------------------- */ 645/* ------------------- */
666/* attack_movement = 33 */ 646/* attack_movement = 33 */
667/******************************************************************************/ 647/******************************************************************************/
668#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 648#define DISTATT 1 /* move toward a player if far, but mantain some space, */
669 /* attack from a distance - good for missile users only */ 649 /* attack from a distance - good for missile users only */
670#define RUNATT 2 /* run but attack if player catches up to object */ 650#define RUNATT 2 /* run but attack if player catches up to object */
671#define HITRUN 3 /* run to then hit player then run away cyclicly */ 651#define HITRUN 3 /* run to then hit player then run away cyclicly */
672#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 652#define WAITATT 4 /* wait for player to approach then hit, move if hit */
673#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 653#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
674#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 654#define ALLRUN 6 /* always run never attack good for sim. of weak player */
675#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 655#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
676#define WAIT2 8 /* monster does not try to move towards player if far */ 656#define WAIT2 8 /* monster does not try to move towards player if far */
677 /* maintains comfortable distance */ 657 /* maintains comfortable distance */
658
678#define PETMOVE 16 /* if the upper four bits of attack_movement */ 659#define PETMOVE 16 /* if the upper four bits of attack_movement */
679 /* are set to this number, the monster follows a player */ 660 /* are set to this number, the monster follows a player */
680 /* until the owner calls it back or off */ 661 /* until the owner calls it back or off */
681 /* player followed denoted by 0b->owner */ 662 /* player followed denoted by 0b->owner */
682 /* the monster will try to attack whatever the player is */ 663 /* the monster will try to attack whatever the player is */
683 /* attacking, and will continue to do so until the owner */ 664 /* attacking, and will continue to do so until the owner */
684 /* calls off the monster - a key command will be */ 665 /* calls off the monster - a key command will be */
685 /* inserted to do so */ 666 /* inserted to do so */
686#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 667#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
687 /* are set to this number, the monster will move in a */ 668 /* are set to this number, the monster will move in a */
688 /* circle until it is attacked, or the enemy field is */ 669 /* circle until it is attacked, or the enemy field is */
689 /* set, this is good for non-aggressive monsters and NPC */ 670 /* set, this is good for non-aggressive monsters and NPC */
690#define CIRCLE2 48 /* same as above but a larger circle is used */ 671#define CIRCLE2 48 /* same as above but a larger circle is used */
691#define PACEH 64 /* The Monster will pace back and forth until attacked */ 672#define PACEH 64 /* The Monster will pace back and forth until attacked */
692 /* this is HORIZONTAL movement */ 673 /* this is HORIZONTAL movement */
693#define PACEH2 80 /* the monster will pace as above but the length of the */ 674#define PACEH2 80 /* the monster will pace as above but the length of the */
694 /* pace area is longer and the monster stops before */ 675 /* pace area is longer and the monster stops before */
695 /* changing directions */ 676 /* changing directions */
696 /* this is HORIZONTAL movement */ 677 /* this is HORIZONTAL movement */
697#define RANDO 96 /* the monster will go in a random direction until */ 678#define RANDO 96 /* the monster will go in a random direction until */
698 /* it is stopped by an obstacle, then it chooses another */ 679 /* it is stopped by an obstacle, then it chooses another */
699 /* direction. */ 680 /* direction. */
700#define RANDO2 112 /* constantly move in a different random direction */ 681#define RANDO2 112 /* constantly move in a different random direction */
701#define PACEV 128 /* The Monster will pace back and forth until attacked */ 682#define PACEV 128 /* The Monster will pace back and forth until attacked */
702 /* this is VERTICAL movement */ 683 /* this is VERTICAL movement */
703#define PACEV2 144 /* the monster will pace as above but the length of the */ 684#define PACEV2 144 /* the monster will pace as above but the length of the */
704 /* pace area is longer and the monster stops before */ 685 /* pace area is longer and the monster stops before */
705 /* changing directions */ 686 /* changing directions */
706 /* this is VERTICAL movement */ 687 /* this is VERTICAL movement */
707#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 688#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
708#define HI4 240 689#define HI4 240
709 690
710#define BLANK_FACE_NAME "blank.x11" 691#define BLANK_FACE_NAME "blank.x11"
711#define EMPTY_FACE_NAME "empty.x11" 692#define EMPTY_FACE_NAME "empty.x11"
712 693
770// Cut off point of when an object is put on the active list or not 751// Cut off point of when an object is put on the active list or not
771// we use 2**-n because that can be represented exactly 752// we use 2**-n because that can be represented exactly
772// also make sure that this is a float, not double, constant 753// also make sure that this is a float, not double, constant
773#define MIN_ACTIVE_SPEED (1.f / 65536.f) 754#define MIN_ACTIVE_SPEED (1.f / 65536.f)
774 755
775#define RANDOM() (rndm.next () & 0xffffffU)
776
777/* Returns the weight of the given object. Note: it does not take the number of
778 * items (nrof) into account.
779 * (this looks rather bogus, schmorp)
780 */
781#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
782
783/* 756/*
784 * Warning! 757 * Warning!
785 * If you add message types here, don't forget 758 * If you add message types here, don't forget
786 * to keep the client up to date too! 759 * to keep the client up to date too!
787 */ 760 */
873#define MSG_TYPE_ADMIN_RULES 1 846#define MSG_TYPE_ADMIN_RULES 1
874#define MSG_TYPE_ADMIN_NEWS 2 847#define MSG_TYPE_ADMIN_NEWS 2
875 848
876/** 849/**
877 * Maximum distance a player may hear a sound from. 850 * Maximum distance a player may hear a sound from.
878 * This is only used for new client/server sound. If the sound source 851 * This is only used for client/server sound and say. If the sound source
879 * on the map is farther away than this, we don't sent it to the client. 852 * on the map is farther away than this, we don't sent it to the client.
880 */ 853 */
881#define MAX_SOUND_DISTANCE 16 854#define MAX_SOUND_DISTANCE 16
882 855
883#define LOG_CHANNEL "log" // the plain and ugly standard server log 856#define LOG_CHANNEL "log" // the plain and ugly standard server log
884#define INFO_CHANNEL "info" // lower_left box 857#define INFO_CHANNEL "info" // lower_left box
885#define SAY_CHANNEL "channel-say" 858#define SAY_CHANNEL "say"
886#define CHAT_CHANNEL "channel-chat" 859#define CHAT_CHANNEL "chat"
887#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 860#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
888 861
889/* The following are the color flags passed to new_draw_info. 862/* The following are the color flags passed to new_draw_info.
890 * 863 *
891 * We also set up some control flags 864 * We also set up some control flags
923#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 896#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
924 897
925#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 898#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
926#define NDI_ALL 0x2000 /* Inform all players of this message */ 899#define NDI_ALL 0x2000 /* Inform all players of this message */
927#define NDI_DEF 0x4000 // ignore colour for channel protocol 900#define NDI_DEF 0x4000 // ignore colour for channel protocol
901#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
928 902
929#endif /* DEFINE_H */ 903#endif /* DEFINE_H */
930 904

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