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Comparing deliantra/server/include/define.h (file contents):
Revision 1.88 by root, Sun Sep 28 15:51:04 2008 UTC vs.
Revision 1.117 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 */
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 45
46#define MAXLEVEL 115 // for treasure calculations only
47
48// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
49#define NAME_LEN 127 49#define NAME_LEN 127
50 50
51#undef MIN
52#undef MAX
53
54#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
55#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
53
54#define MAX_FOOD 999
56 55
57//TODO: not only use more reasonable values, also enforce them 56//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120 57#define MIN_WC -120
59#define MAX_WC 120 58#define MAX_WC 120
60#define MIN_AC -120 59#define MIN_AC -120
62#define MIN_DAM 0 61#define MIN_DAM 0
63#define MAX_DAM 200 62#define MAX_DAM 200
64#define MIN_DIGESTION -35 63#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 64#define MAX_DIGESTION 70
66 65
67#define MAX_BUF 1024 66#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 67
77#define MAX_NAME 48 68#define MAX_NAME 48
78#define MAX_EXT_TITLE 98
79 69
80#define ATTUNE_REPELL 8 // 8 levels diff for attune/repell 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
81 71
82//TODO: remove all calls to fatal and replace them by cleanup 72//TODO: remove all calls to fatal and replace them by cleanup
83#define OUT_OF_MEMORY 0 73#define OUT_OF_MEMORY 0
84#define MAP_ERROR 1 74#define MAP_ERROR 1
85#define ARCHTABLE_TOO_SMALL 2 // unused 75#define ARCHTABLE_TOO_SMALL 2 // unused
110#define POTION 5 100#define POTION 5
111#define FOOD 6 101#define FOOD 6
112#define POISON 7 102#define POISON 7
113#define BOOK 8 103#define BOOK 8
114#define CLOCK 9 104#define CLOCK 9
115//10 105#define VEIN 10 // deliantra: mineral/ore/whatever vein
116//11 106#define RANGED 11 // deliantra: other range item (skill based)
117//12 107//12
118#define ARROW 13 108#define ARROW 13
119#define BOW 14 109#define BOW 14
120#define WEAPON 15 110#define WEAPON 15
121#define ARMOUR 16 111#define ARMOUR 16
122#define PEDESTAL 17 112#define PEDESTAL 17
123#define ALTAR 18 113#define ALTAR 18
124//19 114#define T_MATCH 19
125#define LOCKED_DOOR 20 115#define LOCKED_DOOR 20
126#define SPECIAL_KEY 21 116#define SPECIAL_KEY 21
127#define MAP 22 117#define MAP 22
128#define DOOR 23 118#define DOOR 23
129#define KEY 24 119#define KEY 24
205 in the engine. Like statues, clocks, chairs,... 195 in the engine. Like statues, clocks, chairs,...
206 If perhaps we create a function where we can sit 196 If perhaps we create a function where we can sit
207 on chairs, we create a new type and remove all 197 on chairs, we create a new type and remove all
208 chairs from here. */ 198 chairs from here. */
209//80 199//80
210//81 200#define TORCH 81 /* a torch */
211#define LAMP 82 /* a lamp */ 201#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 202#define DUPLICATOR 83 /* duplicator/multiplier object */
213//84 203//84
214#define SPELLBOOK 85 204#define SPELLBOOK 85
215//86 205//86
217//88 207//88
218//89 208//89
219#define SPINNER 90 209#define SPINNER 90
220#define GATE 91 210#define GATE 91
221#define BUTTON 92 211#define BUTTON 92
222#define CF_HANDLE 93 212#define T_HANDLE 93
223#define HOLE 94 213#define HOLE 94
224#define TRAPDOOR 95 214#define TRAPDOOR 95
225//96 215//96
226//97 216//97
227#define SIGN 98 217#define SIGN 98
288#define SYMPTOM 159 278#define SYMPTOM 159
289#define BUILDER 160 /* Generic item builder, see subtypes */ 279#define BUILDER 160 /* Generic item builder, see subtypes */
290#define MATERIAL 161 /* Material for building */ 280#define MATERIAL 161 /* Material for building */
291//162 281//162
292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 282#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293//164 283#define MAPSCRIPT 164 /* A perl-scripted connectable */
294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 284#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
295 potions, alchemy, or magic works here (elmex) */ 285 potions, alchemy, or magic works here (elmex) */
296 286
297#define NUM_TYPES 166 // must be max(type) + 1 287#define NUM_TYPES 166 // must be max(type) + 1
298 288
343#define PU_NOTHING 0x00000000 333#define PU_NOTHING 0x00000000
344 334
345#define PU_DEBUG 0x10000000 335#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 336#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 337#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 338#define PU_ENABLE 0x80000000 // used to distinguish value density
349 339
350#define PU_RATIO 0x0000000F 340#define PU_RATIO 0x0000000F
351 341
352#define PU_FOOD 0x00000010 342#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 343#define PU_DRINK 0x00000020
393 383
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 384#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 385
396/* 386/*
397 * If any FLAG's are added or changed, make sure the flag_names structure in 387 * If any FLAG's are added or changed, make sure the flag_names structure in
398 * common/loader.l is updated. 388 * common/loader.C is updated.
399 */ 389 */
400 390
401/* Basic routines to do above */ 391/* Basic routines to do above */
402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 392#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 393#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
404#define QUERY_FLAG(obj, flg) (obj)->flag [flg] 394#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
405 395
406/* the flags */ 396/* the flags */
407 397
408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 398#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
409#define FLAG_WIZ 1 /* Object has special privilegies */ 399#define FLAG_WIZ 1 /* Object has special privilegies */
410#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 400#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
411#define FLAG_FREED 3 /* Object is in the list of free objects */ 401#define FLAG_FREED 3 /* Object is in the list of free objects */
412//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 402#define FLAG_WIZLOOK 4 /* disable los and lighting */
413#define FLAG_APPLIED 5 /* Object is ready for use by living */ 403#define FLAG_APPLIED 5 /* Object is ready for use by living */
414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
416 406
417#define FLAG_NO_PICK 8 /* Object can't be picked up */ 407#define FLAG_NO_PICK 8 /* Object can't be picked up */
418 408#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */
419/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 409
420/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 410/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
421 411
422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 412#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
423 413
424/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 414/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
425/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 415/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
426 416#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
417
427#define FLAG_MONSTER 14 /* Will attack players */ 418#define FLAG_MONSTER 14 /* Will attack players */
428#define FLAG_FRIENDLY 15 /* Will help players */ 419#define FLAG_FRIENDLY 15 /* Will help players */
429#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 420#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
430#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 421#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
431#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 422#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
432#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 423#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
433#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 424#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
434#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 425#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
435#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 426#define FLAG_CAN_ROLL 22 /* Object can be rolled */
436#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 427#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
437#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 428#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
438 429
439/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 430/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
440/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 431/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
441/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 432/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
442 433
443#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 434#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
444#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 435#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
445#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 436#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
446#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 437#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
447#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 438#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
448#define FLAG_HITBACK 33 /* Object will hit back when hit */ 439#define FLAG_HITBACK 33 /* Object will hit back when hit */
449#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 440#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
450#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 441#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
451#define FLAG_UNDEAD 36 /* Monster is undead */ 442#define FLAG_UNDEAD 36 /* Monster is undead */
452#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 443#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
453#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 444#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
454#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 445#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
455#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 446#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
456 447
457#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 448#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
458#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 449//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
459#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 450#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
460#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 451#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
461#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 452#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
462 but can still attack at a distance */ 453 but can still attack at a distance */
463 454
464/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 455/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
465 thru this object as if it wasn't there */ 456 thru this object as if it wasn't there */
466/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 457/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
467 458
468#define FLAG_PICK_UP 48 /* Can pick up */ 459#define FLAG_PICK_UP 48 /* Can pick up */
469#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 460#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
470#define FLAG_NO_DROP 50 /* Object can't be dropped */ 461#define FLAG_NO_DROP 50 /* Object can't be dropped */
471#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 462#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
472 463
473#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 464#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
474#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 465#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
475#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 466#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
476#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 467#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
477#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 468#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
478#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 469#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
479#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 470#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
480#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 471#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
481#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 472#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
482 473
483#define FLAG_XRAYS 61 /* X-ray vision */ 474#define FLAG_XRAYS 61 /* X-ray vision */
484#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 475#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
485#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 476#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
486 477
487#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 478#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
488#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 479#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
489#define FLAG_SLEEP 66 /* NPC is sleeping */ 480#define FLAG_SLEEP 66 /* NPC is sleeping */
490#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 481#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
491#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 482#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
492#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 483#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
493#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 484#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
494#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 485#define FLAG_STEALTH 71 /* Will wake monsters with less range */
495 486
496#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 487#define FLAG_WIZPASS 72 /* The wizard can go through walls */
497#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 488#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
498#define FLAG_CURSED 74 /* The object is cursed */ 489#define FLAG_CURSED 74 /* The object is cursed */
499#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 490#define FLAG_DAMNED 75 /* The object is _very_ cursed */
500#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 491#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
501#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 492#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
502#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 493#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
503#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 494#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
504 495
505#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 496#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
506#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 497#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
507#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 498#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
508 499
509#define FLAG_PRECIOUS 83 // object is precious (pets) 500#define FLAG_PRECIOUS 83 // object is precious (pets)
510#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 501#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
511#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 502#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
512#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 503#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
513 504
514#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 505#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
515#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 506#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
516#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 507#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
517#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 508#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
518#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 509#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
519#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 510#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
520#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 511#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
521#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 512#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
522 513
523/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 514/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
524 515
525#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 516#define FLAG_NO_STEAL 96 /* Item can't be stolen */
526#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 517#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
527 * away (replaces ghosthit) 518 * away (replaces ghosthit)
528 */ 519 */
529#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 520#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
530 521
531#define FLAG_BERSERK 99 /* monster will attack closest living 522#define FLAG_BERSERK 99 /* monster will attack closest living
532 object */ 523 object */
533#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 524#define FLAG_NEUTRAL 100 /* monster is from type neutral */
534#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 525#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
535#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 526#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
536#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 527#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
537 * load_original_map() */ 528 * load_original_map() */
538//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 529#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
539// * the overlay, and is not subject to
540// * decay. */
541#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 530#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
542#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 531#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
543#define FLAG_IS_WATER 107 532#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
544#define FLAG_CONTENT_ON_GEN 108 533#define FLAG_CONTENT_ON_GEN 108
545#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 534#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
546#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 535#define FLAG_IS_BUILDABLE 110 /* Can build on item */
547#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 536#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
548#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 537#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
549 538
550#define NUM_FLAGS 113 /* Should always be equal to the last 539#define NUM_FLAGS 113 /* Should always be equal to the last
551 * defined flag + 1. If you change this, 540 * defined flag + 1. If you change this,
552 * make sure you update the flag_links 541 * make sure you update the flag_links
553 * in common/loader.l 542 * in common/loader.l
554 */ 543 */
555 544
556/* If you add new movement types, you may need to update 545/* If you add new movement types, you may need to update
557 * describe_item() so properly describe those types. 546 * describe_item() so properly describe those types.
558 * change_abil() probably should be updated also. 547 * change_abil() probably should be updated also.
559 */ 548 */
562#define MOVE_FLY_HIGH 0x04 /* High flying object */ 551#define MOVE_FLY_HIGH 0x04 /* High flying object */
563#define MOVE_FLYING 0x06 552#define MOVE_FLYING 0x06
564 /* Combo of fly_low and fly_high */ 553 /* Combo of fly_low and fly_high */
565#define MOVE_SWIM 0x08 /* Swimming object */ 554#define MOVE_SWIM 0x08 /* Swimming object */
566#define MOVE_BOAT 0x10 /* Boats/sailing */ 555#define MOVE_BOAT 0x10 /* Boats/sailing */
567#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 556#define MOVE_SHIP 0x20 /* boats suitable for oceans */
568 557
569#define MOVE_ALL 0x3f /* Mask of all movement types */ 558#define MOVE_ALL 0x3f /* Mask of all movement types */
570 559
571/* typdef here to define type large enough to hold bitmask of 560/* typdef here to define type large enough to hold bitmask of
572 * all movement types. Make one declaration so easy to update. 561 * all movement types. Make one declaration so easy to update.
596#define EXIT_Y(xyz) (xyz)->stats.sp 585#define EXIT_Y(xyz) (xyz)->stats.sp
597#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 586#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
598#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 587#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
599 588
600/* for use by the lighting code */ 589/* for use by the lighting code */
601#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 590#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
602 * large values allow objects that can 591 * large values allow objects that can
603 * slow down the game */ 592 * slow down the game */
604#define MAX_DARKNESS 5 /* maximum map darkness, there is no 593#define MAX_DARKNESS 5 /* maximum map darkness, there is no
605 * 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 */
606#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
607 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
608 603
609#define F_BUY 0 604#define F_BUY 0
610#define F_SELL 1 605#define F_SELL 1
611#define F_TRUE 2 /* True value of item, unadjusted */ 606#define F_TRUE 2 /* True value of item, unadjusted */
612#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 */
648/* CIRCLE1 = 32 */ 643/* CIRCLE1 = 32 */
649/* + DISTATT = 1 */ 644/* + DISTATT = 1 */
650/* ------------------- */ 645/* ------------------- */
651/* attack_movement = 33 */ 646/* attack_movement = 33 */
652/******************************************************************************/ 647/******************************************************************************/
653#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, */
654 /* attack from a distance - good for missile users only */ 649 /* attack from a distance - good for missile users only */
655#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 */
656#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 */
657#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 */
658#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 653#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
659#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 */
660#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 */
661#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 */
662 /* maintains comfortable distance */ 657 /* maintains comfortable distance */
658
663#define PETMOVE 16 /* if the upper four bits of attack_movement */ 659#define PETMOVE 16 /* if the upper four bits of attack_movement */
664 /* are set to this number, the monster follows a player */ 660 /* are set to this number, the monster follows a player */
665 /* until the owner calls it back or off */ 661 /* until the owner calls it back or off */
666 /* player followed denoted by 0b->owner */ 662 /* player followed denoted by 0b->owner */
667 /* the monster will try to attack whatever the player is */ 663 /* the monster will try to attack whatever the player is */
668 /* attacking, and will continue to do so until the owner */ 664 /* attacking, and will continue to do so until the owner */
669 /* calls off the monster - a key command will be */ 665 /* calls off the monster - a key command will be */
670 /* inserted to do so */ 666 /* inserted to do so */
671#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 */
672 /* are set to this number, the monster will move in a */ 668 /* are set to this number, the monster will move in a */
673 /* circle until it is attacked, or the enemy field is */ 669 /* circle until it is attacked, or the enemy field is */
674 /* set, this is good for non-aggressive monsters and NPC */ 670 /* set, this is good for non-aggressive monsters and NPC */
675#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 */
676#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 */
677 /* this is HORIZONTAL movement */ 673 /* this is HORIZONTAL movement */
678#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 */
679 /* pace area is longer and the monster stops before */ 675 /* pace area is longer and the monster stops before */
680 /* changing directions */ 676 /* changing directions */
681 /* this is HORIZONTAL movement */ 677 /* this is HORIZONTAL movement */
682#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 */
683 /* it is stopped by an obstacle, then it chooses another */ 679 /* it is stopped by an obstacle, then it chooses another */
684 /* direction. */ 680 /* direction. */
685#define RANDO2 112 /* constantly move in a different random direction */ 681#define RANDO2 112 /* constantly move in a different random direction */
686#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 */
687 /* this is VERTICAL movement */ 683 /* this is VERTICAL movement */
688#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 */
689 /* pace area is longer and the monster stops before */ 685 /* pace area is longer and the monster stops before */
690 /* changing directions */ 686 /* changing directions */
691 /* this is VERTICAL movement */ 687 /* this is VERTICAL movement */
692#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 */
693#define HI4 240 689#define HI4 240
694 690
695#define BLANK_FACE_NAME "blank.x11" 691#define BLANK_FACE_NAME "blank.x11"
696#define EMPTY_FACE_NAME "empty.x11" 692#define EMPTY_FACE_NAME "empty.x11"
697 693
704 700
705/* Flags for apply_special() */ 701/* Flags for apply_special() */
706enum apply_flag 702enum apply_flag
707{ 703{
708 /* Basic flags/mode, always use one of these */ 704 /* Basic flags/mode, always use one of these */
709 AP_TOGGLE = 0, 705 AP_TOGGLE = 0,
710 AP_APPLY = 1, 706 AP_APPLY = 1,
711 AP_UNAPPLY = 2, 707 AP_UNAPPLY = 2,
712 708
713 AP_BASIC_FLAGS = 0x0f, 709 AP_BASIC_FLAGS = 0x0f,
714 710
715 /* Optional flags, for bitwise or with a basic flag */ 711 /* Optional flags, for bitwise or with a basic flag */
716 AP_NO_MERGE = 0x10, 712 AP_NO_MERGE = 0x10,
717 AP_IGNORE_CURSE = 0x20, 713 AP_IGNORE_CURSE = 0x20,
718 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 714 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
719 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 715 AP_HAVE_WEAPON = 0x80, // when applying a skill, assume we have the required weapon
720}; 716};
721 717
722/* Bitmask values for 'can_apply_object()' return values. 718/* Bitmask values for 'can_apply_object()' return values.
723 * the CAN_APPLY_ prefix is to just note what function the 719 * the CAN_APPLY_ prefix is to just note what function the
724 * are returned from. 720 * are returned from.
755// 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
756// we use 2**-n because that can be represented exactly 752// we use 2**-n because that can be represented exactly
757// also make sure that this is a float, not double, constant 753// also make sure that this is a float, not double, constant
758#define MIN_ACTIVE_SPEED (1.f / 65536.f) 754#define MIN_ACTIVE_SPEED (1.f / 65536.f)
759 755
760#define RANDOM() (rndm.next () & 0xffffffU) 756/* have mercy on players and guarantee a somewhat higher speed */
757#define MIN_PLAYER_SPEED 0.04f
761 758
762/* 759/*
763 * Warning! 760 * Warning!
764 * If you add message types here, don't forget 761 * If you add message types here, don't forget
765 * to keep the client up to date too! 762 * to keep the client up to date too!
852#define MSG_TYPE_ADMIN_RULES 1 849#define MSG_TYPE_ADMIN_RULES 1
853#define MSG_TYPE_ADMIN_NEWS 2 850#define MSG_TYPE_ADMIN_NEWS 2
854 851
855/** 852/**
856 * Maximum distance a player may hear a sound from. 853 * Maximum distance a player may hear a sound from.
857 * This is only used for new client/server sound. If the sound source 854 * This is only used for client/server sound and say. If the sound source
858 * on the map is farther away than this, we don't sent it to the client. 855 * on the map is farther away than this, we don't sent it to the client.
859 */ 856 */
860#define MAX_SOUND_DISTANCE 16 857#define MAX_SOUND_DISTANCE 16
861 858
862#define LOG_CHANNEL "log" // the plain and ugly standard server log 859#define LOG_CHANNEL "log" // the plain and ugly standard server log
863#define INFO_CHANNEL "info" // lower_left box 860#define INFO_CHANNEL "info" // lower_left box
864#define SAY_CHANNEL "channel-say" 861#define SAY_CHANNEL "say"
865#define CHAT_CHANNEL "channel-chat" 862#define CHAT_CHANNEL "chat"
866#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 863#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
867 864
868/* The following are the color flags passed to new_draw_info. 865/* The following are the color flags passed to new_draw_info.
869 * 866 *
870 * We also set up some control flags 867 * We also set up some control flags

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