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Revision 1.12 by root, Fri Sep 29 11:53:08 2006 UTC vs.
Revision 1.123 by root, Tue Apr 6 04:24:29 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 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
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 37#include <autoconf.h>
50#endif
51 38
52#define FONTDIR "" 39#define FONTDIR ""
53#define FONTNAME "" 40#define FONTNAME ""
54
55/* Decstations have trouble with fabs()... */
56#define FABS(x) ((x)<0?-(x):(x))
57 41
58#ifdef __NetBSD__ 42#ifdef __NetBSD__
59# include <sys/param.h> 43# include <sys/param.h>
60#endif 44#endif
61#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y))
63#endif
64#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y))
66#endif
67 45
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXLEVEL 115 // for treasure calculations only
69#ifndef NAME_MAX
70# define NAME_MAX 255
71#endif
72 47
73/* MAX3 is basically like MAX, but instead does 3 values. */ 48// maximum length of an object name in the protocol
74#ifndef MAX3 49#define NAME_LEN 127
75# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76#endif
77
78/* MIN3 is basically like MIN, but instead does 3 values. */
79#ifndef MIN3
80# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81#endif
82 50
83#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
84#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
85 53
54#define MAX_FOOD 999
55
56//TODO: not only use more reasonable values, also enforce them
57#define MIN_WC -120
58#define MAX_WC 120
59#define MIN_AC -120
86#define MAX_BUF 1024 60#define MAX_AC 120
87 /* Used for all kinds of things */ 61#define MIN_DAM 0
88#define VERY_BIG_BUF 2048 62#define MAX_DAM 200
89#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 63#define MIN_DIGESTION -35
90#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 64#define MAX_DIGESTION 70
91 65
92#define FONTSIZE 3000 /* Max chars in font */ 66#define MAX_BUF 1024 /* Used for all kinds of things */
93
94#define MAX_ANIMATIONS 256
95 67
96#define MAX_NAME 48 68#define MAX_NAME 48
97#define MAX_EXT_TITLE 98
98 69
99/* Fatal variables: */ 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
100#define OUT_OF_MEMORY 0
101#define MAP_ERROR 1
102#define ARCHTABLE_TOO_SMALL 2
103#define TOO_MANY_ERRORS 3
104 71
105/* TYPE DEFINES */ 72/* TYPE DEFINES */
106 73
107/* Only add new values to this list if somewhere in the program code, 74/* Only add new values to this list if somewhere in the program code,
108 * it is actually needed. Just because you add a new monster does not 75 * it is actually needed. Just because you add a new monster does not
112 * flags 79 * flags
113 * Also, if you add new entries, try and fill up the holes in this list. 80 * Also, if you add new entries, try and fill up the holes in this list.
114 * Additionally, when you add a new entry, include it in the table in item.c 81 * Additionally, when you add a new entry, include it in the table in item.c
115 */ 82 */
116 83
117/* type 0 will be undefined and shows a non valid type information */ 84/* USED TYPES: (for dead types please look at the bottom of the type
85 * definitions)
86 */
118 87
119#define PLAYER 1 88/* type 0 objects have the default behaviour */
120#define TRANSPORT 2 /* see doc/Developers/objects */ 89
121#define ROD 3 90#define PLAYER 1
91#define TRANSPORT 2 /* see pod/objects.pod */
92#define ROD 3
122#define TREASURE 4 93#define TREASURE 4
123#define POTION 5 94#define POTION 5
124#define FOOD 6 95#define FOOD 6
125#define POISON 7 96#define POISON 7
126#define BOOK 8 97#define BOOK 8
127#define CLOCK 9 98#define CLOCK 9
128 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
129/*#define FBULLET 10 */ 100#define RANGED 11 // deliantra: other range item (skill based)
130 101//12
131/*#define FBALL 11 */ 102#define ARROW 13
132#define LIGHTNING 12 103#define BOW 14
133#define ARROW 13
134#define BOW 14
135#define WEAPON 15 104#define WEAPON 15
136#define ARMOUR 16 105#define ARMOUR 16
137#define PEDESTAL 17 106#define PEDESTAL 17
138#define ALTAR 18 107#define ALTAR 18
139 108#define T_MATCH 19
140/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 109#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 110#define SPECIAL_KEY 21
143#define MAP 22 111#define MAP 22
144#define DOOR 23 112#define DOOR 23
145#define KEY 24 113#define KEY 24
146 114//25
147/*#define MMISSILE 25 */
148#define TIMED_GATE 26 115#define TIMED_GATE 26
149#define TRIGGER 27 116#define TRIGGER 27
150#define GRIMREAPER 28 117#define GRIMREAPER 28
151#define MAGIC_EAR 29 118#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 119#define TRIGGER_BUTTON 30
153#define TRIGGER_ALTAR 31 120#define TRIGGER_ALTAR 31
154#define TRIGGER_PEDESTAL 32 121#define TRIGGER_PEDESTAL 32
155#define SHIELD 33 122#define SHIELD 33
156#define HELMET 34 123#define HELMET 34
157#define HORN 35 124#define HORN 35
158#define MONEY 36 125#define MONEY 36
159#define CLASS 37 /* object for applying character class modifications to someone */ 126#define CLASS 37 /* object for applying character class modifications to someone */
160#define GRAVESTONE 38 127#define GRAVESTONE 38
161#define AMULET 39 128#define AMULET 39
162#define PLAYERMOVER 40 129#define PLAYERMOVER 40
163#define TELEPORTER 41 130#define TELEPORTER 41
164#define CREATOR 42 131#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 133//44
167 /* experience for broad skill categories. This value */
168 /* is now automatically converteed at load time. */
169#define EARTHWALL 45 134#define EARTHWALL 45
170#define GOLEM 46 135#define GOLEM 46
171 136//47
172/*#define BOMB 47 */
173#define THROWN_OBJ 48 137#define THROWN_OBJ 48
174#define BLINDNESS 49 138#define BLINDNESS 49
175#define GOD 50 139#define GOD 50
176
177#define DETECTOR 51 /* peterm: detector is an object */ 140#define DETECTOR 51 /* peterm: detector is an object
178 /* which notices the presense of */ 141 * which notices the presense of
179 /* another object and is triggered */ 142 * another object and is triggered
180 /* like buttons. */ 143 * like buttons.
144 */
181#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 145#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
182 /* force into a player with a specified string WHEN TRIGGERED. */ 146 * force into a player with a specified string WHEN TRIGGERED.
147 */
183#define DEAD_OBJECT 53 148#define DEAD_OBJECT 53
184#define DRINK 54 149#define DRINK 54
185#define MARKER 55 /* inserts an invisible, weightless */ 150#define MARKER 55 /* inserts an invisible, weightless
186 /* force into a player with a specified string. */ 151 * force into a player with a specified string.
152 */
187#define HOLY_ALTAR 56 153#define HOLY_ALTAR 56
188#define PLAYER_CHANGER 57 154#define PLAYER_CHANGER 57
189#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 155#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
190 156
191#define PEACEMAKER 59 /* Object owned by a player which can convert */ 157#define PEACEMAKER 59 /* Object owned by a player which can convert
192 /* a monster into a peaceful being incapable of attack. */ 158 * a monster into a peaceful being incapable of attack.
193#define GEM 60 159 */
194 160#define GEM 60
195 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 161//61
196#define FIREWALL 62 162#define FIREWALL 62
197#define ANVIL 63 163#define ANVIL 63
198#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
199#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 165#define MOOD_FLOOR 65 /*
200 * values of last_sp set how to change: 166 * values of last_sp set how to change:
201 * 0 = furious, all monsters become aggressive 167 * 0 = furious, all monsters become aggressive
202 * 1 = angry, all but friendly become aggressive 168 * 1 = angry, all but friendly become aggressive
203 * 2 = calm, all aggressive monsters calm down 169 * 2 = calm, all aggressive monsters calm down
204 * 3 = sleep, all monsters fall asleep 170 * 3 = sleep, all monsters fall asleep
205 * 4 = charm, monsters become pets */ 171 * 4 = charm, monsters become pets
206#define EXIT 66 172 * 5 = destroy monsters
173 * 6 = destroy pets / friendlies
174 */
175#define EXIT 66
207#define ENCOUNTER 67 176#define ENCOUNTER 67
208#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
209#define SHOP_MAT 69 178#define SHOP_MAT 69
210#define RING 70 179#define RING 70
211#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
212#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
213#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
214#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
215#define LIGHTER 75 184#define LIGHTER 75
216 185//76
217/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 186#define BUILDABLE_WALL 77 /* this is a buildable wall */
218 * types are not used in any archetypes, and should perhaps be removed. 187//78
219 */
220#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
221
222#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
223#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
224#define MISC_OBJECT 79 /* misc. objects are for objects without a function 188#define MISC_OBJECT 79 /* misc. objects are for objects without a function
225 in the engine. Like statues, clocks, chairs,... 189 in the engine. Like statues, clocks, chairs,...
226 If perhaps we create a function where we can sit 190 If perhaps we create a function where we can sit
227 on chairs, we create a new type and remove all 191 on chairs, we create a new type and remove all
228 chairs from here. */ 192 chairs from here. */
229#define MONSTER 80 193//80
230 /* yes, thats a real, living creature */ 194#define TORCH 81 /* a torch */
231#define SPAWN_GENERATOR 81 195#define LAMP 82 /* a lamp */
232 /* a spawn point or monster generator object */
233#define LAMP 82 /* a lamp */
234#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
235#define TOOL 84 /* a tool for building objects */ 197//84
236#define SPELLBOOK 85 198#define SPELLBOOK 85
237#define BUILDFAC 86 /* facilities for building objects */ 199//86
238#define CLOAK 87 200#define CLOAK 87
239 201//88
240/*#define CONE 88 */ 202//89
241
242 /*#define AURA 89 *//* aura spell object */
243
244#define SPINNER 90 203#define SPINNER 90
245#define GATE 91 204#define GATE 91
246#define BUTTON 92 205#define BUTTON 92
247#define CF_HANDLE 93 206#define T_HANDLE 93
248#define HOLE 94 207#define HOLE 94
249#define TRAPDOOR 95 208#define TRAPDOOR 95
250 209//96
251/*#define WORD_OF_RECALL 96 */ 210//97
252 211#define SIGN 98
253/*#define PARAIMAGE 97 */ 212#define BOOTS 99
254#define SIGN 98
255#define BOOTS 99
256#define GLOVES 100 213#define GLOVES 100
257#define SPELL 101 214#define SPELL 101
258#define SPELL_EFFECT 102 215#define SPELL_EFFECT 102
259#define CONVERTER 103 216#define CONVERTER 103
260#define BRACERS 104 217#define BRACERS 104
261#define POISONING 105 218#define POISONING 105
262#define SAVEBED 106 219#define SAVEBED 106
263#define POISONCLOUD 107 220//107
264#define FIREHOLES 108 221//108
265#define WAND 109 222#define WAND 109
266 223#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
267/*#define ABILITY 110*/
268#define SCROLL 111 224#define SCROLL 111
269#define DIRECTOR 112 225#define DIRECTOR 112
270#define GIRDLE 113 226#define GIRDLE 113
271#define FORCE 114 227#define FORCE 114
272#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 228#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
273#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 229#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
230//117
231//118
232//119
233//120
274#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 234#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
275#define CONTAINER 122 235#define CONTAINER 122
276#define ARMOUR_IMPROVER 123 236#define ARMOUR_IMPROVER 123
277#define WEAPON_IMPROVER 124 237#define WEAPON_IMPROVER 124
278 238//125
279/* unused: 125 - 129 239//126
280 * type 125 was MONEY_CHANGER 240//127
281 */ 241//128
242//129
282#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 243#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
244//131
245//132
246//133
247//134
248//135
249//136
250//137
283#define DEEP_SWAMP 138 251#define DEEP_SWAMP 138
284#define IDENTIFY_ALTAR 139 252#define IDENTIFY_ALTAR 139
285 253//140
286 /*#define CANCELLATION 141*//* not used with new spell code */ 254//141
255//142
256//143
257//144
258//145
259//146
260//147
261//148
262//149
287#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
288 264//151
289 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ 265//152
290 266//153
291/*#define SWARM_SPELL 153*/ 267#define RUNE 154
292#define RUNE 154 268#define TRAP 155
293#define TRAP 155
294
295#define POWER_CRYSTAL 156 269#define POWER_CRYSTAL 156
296#define CORPSE 157 270#define CORPSE 157
297 271#define DISEASE 158
298#define DISEASE 158 272#define SYMPTOM 159
299#define SYMPTOM 159
300#define BUILDER 160 /* Generic item builder, see subtypes */ 273#define BUILDER 160 /* Generic item builder, see subtypes */
301#define MATERIAL 161/* Material for building */ 274#define MATERIAL 161 /* Material for building */
302 275//162
303/* #define GPS 162 Ground positionning system, moved to Python plugin */
304#define ITEM_TRANSFORMER 163/* Transforming one item with another */ 276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
305#define QUEST 164/* See below for subtypes */ 277#define MAPSCRIPT 164 /* A perl-scripted connectable */
306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
307 potions, alchemy, or magic works here (elmex) */ 279 potions, alchemy, or magic works here (elmex) */
280
281#define NUM_TYPES 166 // must be max(type) + 1
308 282
309/* END TYPE DEFINE */ 283/* END TYPE DEFINE */
310 284
311#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 285// maximum supported subtype number + 1, can be increased to 256
286// currently (2007-09) in use: 50
287#define NUM_SUBTYPES 64
312 288
313/* Subtypes for BUILDER */ 289/* Subtypes for BUILDER */
314#define ST_BD_BUILD 1 /* Builds an item */ 290#define ST_BD_BUILD 1 /* Builds an item */
315#define ST_BD_REMOVE 2 /* Removes an item */ 291#define ST_BD_REMOVE 2 /* Removes an item */
316 292
317/* Subtypes for MATERIAL */ 293/* Subtypes for MATERIAL */
318#define ST_MAT_FLOOR 1 /* Floor */ 294#define ST_MAT_FLOOR 1 /* Floor */
319#define ST_MAT_WALL 2 /* Wall */ 295#define ST_MAT_WALL 2 /* Wall */
320#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 296#define ST_MAT_ITEM 3 /* All other items, including doors & such */
351#define PU_NOTHING 0x00000000 327#define PU_NOTHING 0x00000000
352 328
353#define PU_DEBUG 0x10000000 329#define PU_DEBUG 0x10000000
354#define PU_INHIBIT 0x20000000 330#define PU_INHIBIT 0x20000000
355#define PU_STOP 0x40000000 331#define PU_STOP 0x40000000
356#define PU_NEWMODE 0x80000000 332#define PU_ENABLE 0x80000000 // used to distinguish value density
357 333
358#define PU_RATIO 0x0000000F 334#define PU_RATIO 0x0000000F
359 335
360#define PU_FOOD 0x00000010 336#define PU_FOOD 0x00000010
361#define PU_DRINK 0x00000020 337#define PU_DRINK 0x00000020
382#define PU_READABLES 0x00400000 358#define PU_READABLES 0x00400000
383#define PU_MAGIC_DEVICE 0x00800000 359#define PU_MAGIC_DEVICE 0x00800000
384 360
385#define PU_NOT_CURSED 0x01000000 361#define PU_NOT_CURSED 0x01000000
386#define PU_JEWELS 0x02000000 362#define PU_JEWELS 0x02000000
363#define PU_FLESH 0x04000000
387 364
388 365
389/* Instead of using arbitrary constants for indexing the 366/* Instead of using arbitrary constants for indexing the
390 * freearr, add these values. <= SIZEOFFREE1 will get you 367 * freearr, add these values. <= SIZEOFFREE1 will get you
391 * within 1 space. <= SIZEOFFREE2 wll get you withing 368 * within 1 space. <= SIZEOFFREE2 wll get you withing
392 * 2 spaces, and the entire array (< SIZEOFFREE) is 369 * 2 spaces, and the entire array (< SIZEOFFREE) is
393 * three spaces 370 * three spaces
394 */ 371 */
372#define SIZEOFFREE0 0
395#define SIZEOFFREE1 8 373#define SIZEOFFREE1 8
396#define SIZEOFFREE2 24 374#define SIZEOFFREE2 24
375#define SIZEOFFREE3 48
397#define SIZEOFFREE 49 376#define SIZEOFFREE 49
398 377
399#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 378#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
400 379
401/* Flag structure now changed. 380/*
402 * Each flag is now a bit offset, starting at zero. The macros
403 * will update/read the appropriate flag element in the object
404 * structure.
405 *
406 * Hopefully, since these offsets are integer constants set at run time,
407 * the compiler will reduce the macros something as simple as the
408 * old system was.
409 *
410 * Flags now have FLAG as the prefix. This to be clearer, and also
411 * to make sure F_ names are not still being used anyplace.
412 *
413 * The macros below assume that the flag size for each element is 32
414 * bits. IF it is smaller, bad things will happen. See structs.h
415 * for more info.
416 *
417 * All functions should use the macros below. In process of converting
418 * to the new system, I find several files that did not use the previous
419 * macros.
420 *
421 * If any FLAG's are or changed, make sure the flag_names structure in 381 * If any FLAG's are added or changed, make sure the flag_names structure in
422 * common/loader.l is updated. 382 * common/loader.C is updated.
423 *
424 * flags[0] is 0 to 31
425 * flags[1] is 32 to 63
426 * flags[2] is 64 to 95
427 * flags[3] is 96 to 127
428 */ 383 */
429 384
430/* Basic routines to do above */ 385/* Basic routines to do above */
431#define SET_FLAG(xyz, p) \ 386#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
432 ((xyz)->flags[p/32] |= (1U << (p % 32))) 387#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
433#define CLEAR_FLAG(xyz, p) \ 388#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
434 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
435#define QUERY_FLAG(xyz, p) \
436 ((xyz)->flags[p/32] & (1U << (p % 32)))
437#define COMPARE_FLAGS(p,q) \
438 ( \
439 ((p)->flags[0] == (q)->flags[0]) && \
440 ((p)->flags[1] == (q)->flags[1]) && \
441 ((p)->flags[2] == (q)->flags[2]) && \
442 ((p)->flags[3] == (q)->flags[3]) \
443 )
444
445/* convenience macros to determine what kind of things we are dealing with */
446
447#define IS_WEAPON(op) \
448 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
449
450#define IS_ARMOR(op) \
451 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
452 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
453 op->type == BRACERS || op->type == GIRDLE)
454
455#define IS_LIVE(op) \
456 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
457 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
458 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459
460#define IS_ARROW(op) \
461 (op->type==ARROW || \
462 (op->type==SPELL_EFFECT && \
463 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
464
465/* This return TRUE if object has still randomitems which
466 * could be expanded.
467 */
468#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
469 389
470/* the flags */ 390/* the flags */
471 391
472#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 392#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
473#define FLAG_WIZ 1 /* Object has special privilegies */ 393#define FLAG_WIZ 1 /* Object has special privilegies */
474#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 394#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
475#define FLAG_FREED 3 /* Object is in the list of free objects */ 395#define FLAG_FREED 3 /* Object is in the list of free objects */
476#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 396#define FLAG_WIZLOOK 4 /* disable los and lighting */
477#define FLAG_APPLIED 5 /* Object is ready for use by living */ 397#define FLAG_APPLIED 5 /* Object is ready for use by living */
478#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 398#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
479#define FLAG_USE_SHIELD 7 399#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
480 /* Can this creature use a shield? */ 400
481
482#define FLAG_NO_PICK 8 /* Object can't be picked up */ 401#define FLAG_NO_PICK 8 /* Object can't be picked up */
483 402/*#define FLAG_WALK_ON 9*/
484 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 403/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
485 404
486 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
487#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 405#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
488 406
489 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 407/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
490 408/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
491 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 409#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
410
492#define FLAG_MONSTER 14 /* Will attack players */ 411#define FLAG_MONSTER 14 /* Will attack players */
493#define FLAG_FRIENDLY 15 /* Will help players */ 412#define FLAG_FRIENDLY 15 /* Will help players */
494
495#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 413#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
496#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 414#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
497#define FLAG_AUTO_APPLY 18 415#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
498 /* Will be applied when created */ 416#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
499#define FLAG_TREASURE 19 /* Will generate treasure when applied */
500#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 417#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
501#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 418#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
502#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 419#define FLAG_CAN_ROLL 22 /* Object can be rolled */
503#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 420#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
504#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 421#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
505 422
506 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 423/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
507 424/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
509
510 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 425/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
511#define FLAG_IS_USED_UP 28 426
512 /* When (--food<0) the object will exit */ 427#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
513#define FLAG_IDENTIFIED 29 428#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
514 /* Player knows full info about item */ 429#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
515#define FLAG_REFLECTING 30 430#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
516 /* Object reflects from walls (lightning) */
517#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
518
519/* Start of values in flags[1] */
520#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 431#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
521#define FLAG_HITBACK 33 /* Object will hit back when hit */ 432#define FLAG_HITBACK 33 /* Object will hit back when hit */
522#define FLAG_STARTEQUIP 34 433#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
523 /* Object was given to player at start */ 434#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
524#define FLAG_BLOCKSVIEW 35
525 /* Object blocks view */
526#define FLAG_UNDEAD 36 /* Monster is undead */ 435#define FLAG_UNDEAD 36 /* Monster is undead */
527#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 436#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
528#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 437#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
529#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 438#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
530 439#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
531#define FLAG_REFL_SPELL 40 440
532 /* Spells (some) will reflect from object */
533#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 441#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
534#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 442//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
535#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 443#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
536#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 444#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
537#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 445#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
538 but can still attack at a distance */ 446 but can still attack at a distance */
539 447
540 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 448/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
541 thru this object as if it wasn't there */ 449 thru this object as if it wasn't there */
542 450/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 451
544
545#define FLAG_PICK_UP 48 /* Can pick up */ 452#define FLAG_PICK_UP 48 /* Can pick up */
546#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 453#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
547#define FLAG_NO_DROP 50 /* Object can't be dropped */ 454#define FLAG_NO_DROP 50 /* Object can't be dropped */
548#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 455#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
549#define FLAG_CAST_SPELL 52 456
550 /* (Monster) can learn and cast spells */ 457#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
551#define FLAG_USE_SCROLL 53 458#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
552 /* (Monster) can read scroll */
553#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 459#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
554#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 460#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
555 461#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
556#define FLAG_USE_ARMOUR 56 462#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
557 /* (Monster) can wear armour/shield/helmet */
558#define FLAG_USE_WEAPON 57
559 /* (Monster) can wield weapons */
560#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 463#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
561#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 464#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
562#define FLAG_READY_BOW 60 /* not implemented yet */ 465#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
466
563#define FLAG_XRAYS 61 /* X-ray vision */ 467#define FLAG_XRAYS 61 /* X-ray vision */
564#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 468#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
565#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 469#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
566 470
567/* Start of values in flags[2] */
568#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 471#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
569#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 472#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
570#define FLAG_SLEEP 66 /* NPC is sleeping */ 473#define FLAG_SLEEP 66 /* NPC is sleeping */
571#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 474#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
572#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 475#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
573#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 476#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
574#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 477#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
575#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 478#define FLAG_STEALTH 71 /* Will wake monsters with less range */
576 479
577#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 480#define FLAG_WIZPASS 72 /* The wizard can go through walls */
578#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 481#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
579#define FLAG_CURSED 74 /* The object is cursed */ 482#define FLAG_CURSED 74 /* The object is cursed */
580#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 483#define FLAG_DAMNED 75 /* The object is _very_ cursed */
581#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 484#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
582#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 485#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
583#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 486#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
584#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 487#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
585 488
586#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 489#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
587#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 490#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
588#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 491#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
589 492
590/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 493#define FLAG_PRECIOUS 83 // object is precious (pets)
591#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 494#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
592#define FLAG_MAKE_INVIS 85 495#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
593 /* (Item) gives invisibility when applied */ 496#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
594#define FLAG_INV_LOCKED 86 497
595 /* Item will not be dropped from inventory */
596#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 498#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
597
598#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 499#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
599#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 500#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
600#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 501#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
601#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 502#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
602#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 503#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
603#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 504#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
604#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 505#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
605 506
606 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 507/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
607 508
608/* Start of values in flags[3] */
609#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 509#define FLAG_NO_STEAL 96 /* Item can't be stolen */
610#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 510#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
611 * away (replaces ghosthit) 511 * away (replaces ghosthit)
612 */ 512 */
613#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 513#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
614 * detect cases were the server is trying
615 * to send an upditem when we have not
616 * actually sent the item.
617 */ 514
618
619#define FLAG_BERSERK 99 /* monster will attack closest living 515#define FLAG_BERSERK 99 /* monster will attack closest living
620 object */ 516 object */
621#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 517#define FLAG_NEUTRAL 100 /* monster is from type neutral */
622#define FLAG_NO_ATTACK 101 /* monster don't attack */ 518#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
623#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 519#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
624#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 520#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
625 * load_original_map() */ 521 * load_original_map() */
626#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 522#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
627 * the overlay, and is not subject to
628 * decay. */
629#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 523#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
630#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 524#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
631#define FLAG_IS_WATER 107 525#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
632#define FLAG_CONTENT_ON_GEN 108 526#define FLAG_CONTENT_ON_GEN 108
633#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 527#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
634#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 528#define FLAG_IS_BUILDABLE 110 /* Can build on item */
635#define FLAG_AFK 111 /* Player is AFK */ 529#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
530#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
531
636#define NUM_FLAGS 111 /* Should always be equal to the last 532#define NUM_FLAGS 113 /* Should always be equal to the last
637 * defined flag. If you change this, 533 * defined flag + 1. If you change this,
638 * make sure you update the flag_links 534 * make sure you update the flag_links
639 * in common/loader.l 535 * in common/loader.l
640 */ 536 */
641
642/* Values can go up to 127 before the size of the flags array in the
643 * object structure needs to be enlarged.
644 * So there are 18 available flags slots
645 */
646
647
648#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
649
650#if 0
651
652/* These should no longer be needed - access move_slow_penalty
653 * directly.
654 */
655# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
656# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
657#endif
658 537
659/* If you add new movement types, you may need to update 538/* If you add new movement types, you may need to update
660 * describe_item() so properly describe those types. 539 * describe_item() so properly describe those types.
661 * change_abil() probably should be updated also. 540 * change_abil() probably should be updated also.
662 */ 541 */
663#define MOVE_WALK 0x1 /* Object walks */ 542#define MOVE_WALK 0x01 /* Object walks */
664#define MOVE_FLY_LOW 0x2 /* Low flying object */ 543#define MOVE_FLY_LOW 0x02 /* Low flying object */
665#define MOVE_FLY_HIGH 0x4 /* High flying object */ 544#define MOVE_FLY_HIGH 0x04 /* High flying object */
666#define MOVE_FLYING 0x6 545#define MOVE_FLYING 0x06
667 /* Combo of fly_low and fly_high */ 546 /* Combo of fly_low and fly_high */
668#define MOVE_SWIM 0x8 /* Swimming object */ 547#define MOVE_SWIM 0x08 /* Swimming object */
669#define MOVE_BOAT 0x10 /* Boats/sailing */ 548#define MOVE_BOAT 0x10 /* Boats/sailing */
549#define MOVE_SHIP 0x20 /* boats suitable for oceans */
550
670#define MOVE_ALL 0x1f /* Mask of all movement types */ 551#define MOVE_ALL 0x3f /* Mask of all movement types */
671
672/* the normal assumption is that objects are walking/flying.
673 * So often we don't want to block movement, but still don't want
674 * to allow all types (swimming is rather specialized) - I also
675 * expect as more movement types show up, this is likely to get
676 * updated. Basically, this is the default for spaces that allow
677 * movement - anything but swimming right now. If you really
678 * want nothing at all, then can always set move_block to 0
679 */
680#define MOVE_BLOCK_DEFAULT MOVE_SWIM
681 552
682/* typdef here to define type large enough to hold bitmask of 553/* typdef here to define type large enough to hold bitmask of
683 * all movement types. Make one declaration so easy to update. 554 * all movement types. Make one declaration so easy to update.
684 * uint8 is defined yet, so just use what that would define it
685 * at anyways.
686 */ 555 */
687typedef unsigned char MoveType; 556typedef unsigned char MoveType;
688 557
689/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 558/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
690 * Basically, ob2 has to block all of ob1 movement types. 559 * Basically, ob2 has to block all of ob1 movement types.
697 * Add check - if type is 0, don't stop anything from moving 566 * Add check - if type is 0, don't stop anything from moving
698 * onto it. 567 * onto it.
699 * 568 *
700 */ 569 */
701#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 570#define OB_TYPE_MOVE_BLOCK(ob1, type) \
702 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 571 ((type) && (ob1->move_type & type) == ob1->move_type)
703 572
704
705#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
706#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
707#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 573#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
708
709/* Note: These values are only a default value, resizing can change them */
710#define INV_SIZE 12 /* How many items can be viewed in inventory */
711#define LOOK_SIZE 6 /* ditto, but for the look-window */
712#define MAX_INV_SIZE 40 /* For initializing arrays */
713#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
714
715#define EDITABLE(xyz) ((xyz)->arch->editable)
716
717#define E_MONSTER 0x00000001
718#define E_EXIT 0x00000002
719#define E_TREASURE 0x00000004
720#define E_BACKGROUND 0x00000008
721#define E_DOOR 0x00000010
722#define E_SPECIAL 0x00000020
723#define E_SHOP 0x00000040
724#define E_NORMAL 0x00000080
725#define E_FALSE_WALL 0x00000100
726#define E_WALL 0x00000200
727#define E_EQUIPMENT 0x00000400
728#define E_OTHER 0x00000800
729#define E_ARTIFACT 0x00001000
730 574
731#define EXIT_PATH(xyz) (xyz)->slaying 575#define EXIT_PATH(xyz) (xyz)->slaying
732#define EXIT_LEVEL(xyz) (xyz)->stats.food 576#define EXIT_LEVEL(xyz) (xyz)->stats.food
733#define EXIT_X(xyz) (xyz)->stats.hp 577#define EXIT_X(xyz) (xyz)->stats.hp
734#define EXIT_Y(xyz) (xyz)->stats.sp 578#define EXIT_Y(xyz) (xyz)->stats.sp
735#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 579#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
736#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 580#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
737 581
738/* for use by the lighting code */ 582/* for use by the lighting code */
739#define MAX_LIGHT_RADII 4 583#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
740 /* max radii for 'light' object, really
741 * large values allow objects that can 584 * large values allow objects that can
742 * slow down the game */ 585 * slow down the game */
743#define MAX_DARKNESS 5 /* maximum map darkness, there is no 586#define MAX_DARKNESS 5 /* maximum map darkness, there is no
744 * practical reason to exceed this */ 587 * practical reason to exceed this */
588#define LOS_MAX 4 /* max. los value for non-blocked spaces */
589#define LOS_BLOCKED 100 /* fully blocked spaces */
745#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 590#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
746 MAX_LIGHT_RADII:(xyz)->glow_radius; 591 MAX_LIGHT_RADII : (xyz)->glow_radius;
592// player position in blocked_los code
593#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
594#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
595
747 596
748#define F_BUY 0 597#define F_BUY 0
749#define F_SELL 1 598#define F_SELL 1
750#define F_TRUE 2 /* True value of item, unadjusted */ 599#define F_TRUE 2 /* True value of item, unadjusted */
751#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 600#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
755#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 604#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
756 605
757#define DIRX(xyz) freearr_x[(xyz)->direction] 606#define DIRX(xyz) freearr_x[(xyz)->direction]
758#define DIRY(xyz) freearr_y[(xyz)->direction] 607#define DIRY(xyz) freearr_y[(xyz)->direction]
759 608
760#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
761#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
762
763#define ARMOUR_SPEED(xyz) (xyz)->last_sp 609#define ARMOUR_SPEED(xyz) (xyz)->last_sp
764#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 610#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
765#define WEAPON_SPEED(xyz) (xyz)->last_sp 611#define WEAPON_SPEED(xyz) (xyz)->last_sp
766 612
767/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 613/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
768 each of them signed char, concatenated in a int16 */ 614 each of them signed char, concatenated in a int16 */
769#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 615#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
770#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 616#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
771#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 617#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
618
772#define FIRE_DIRECTIONAL 0 619#define FIRE_DIRECTIONAL 0
773#define FIRE_POSITIONAL 1 620#define FIRE_POSITIONAL 1
774 621
775/******************************************************************************/ 622/******************************************************************************/
776
777/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 623/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
778
779/******************************************************************************/ 624/******************************************************************************/
780
781/* if your monsters start acting wierd, mail me */ 625/* if your monsters start acting wierd, mail me */
782
783/******************************************************************************/ 626/******************************************************************************/
784
785/* the following definitions are for the attack_movement variable in monsters */ 627/* the following definitions are for the attack_movement variable in monsters */
786
787/* if the attack_variable movement is left out of the monster archetype, or is*/ 628/* if the attack_variable movement is left out of the monster archetype, or is*/
788
789/* set to zero */ 629/* set to zero */
790
791/* the standard mode of movement from previous versions of crossfire will be */ 630/* the standard mode of movement from previous versions of crossfire will be */
792
793/* used. the upper four bits of movement data are not in effect when the monst*/ 631/* used. the upper four bits of movement data are not in effect when the monst*/
794
795/* er has an enemy. these should only be used for non agressive monsters. */ 632/* er has an enemy. these should only be used for non agressive monsters. */
796
797/* to program a monsters movement add the attack movement numbers to the movem*/ 633/* to program a monsters movement add the attack movement numbers to the movem*/
798
799/* ment numbers example a monster that moves in a circle until attacked and */ 634/* ment numbers example a monster that moves in a circle until attacked and */
800
801/* then attacks from a distance: */ 635/* then attacks from a distance: */
802
803/* CIRCLE1 = 32 */ 636/* CIRCLE1 = 32 */
804
805/* + DISTATT = 1 */ 637/* + DISTATT = 1 */
806
807/* ------------------- */ 638/* ------------------- */
808
809/* attack_movement = 33 */ 639/* attack_movement = 33 */
810
811/******************************************************************************/ 640/******************************************************************************/
812#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 641#define DISTATT 1 /* move toward a player if far, but mantain some space, */
813 /* attack from a distance - good for missile users only */ 642 /* attack from a distance - good for missile users only */
814#define RUNATT 2 /* run but attack if player catches up to object */ 643#define RUNATT 2 /* run but attack if player catches up to object */
815#define HITRUN 3 /* run to then hit player then run away cyclicly */ 644#define HITRUN 3 /* run to then hit player then run away cyclicly */
816#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 645#define WAITATT 4 /* wait for player to approach then hit, move if hit */
817#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 646#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
818#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 647#define ALLRUN 6 /* always run never attack good for sim. of weak player */
819#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 648#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
820#define WAIT2 8 /* monster does not try to move towards player if far */ 649#define WAIT2 8 /* monster does not try to move towards player if far */
821 /* maintains comfortable distance */ 650 /* maintains comfortable distance */
651
822#define PETMOVE 16 /* if the upper four bits of attack_movement */ 652#define PETMOVE 16 /* if the upper four bits of attack_movement */
823 /* are set to this number, the monster follows a player */ 653 /* are set to this number, the monster follows a player */
824 /* until the owner calls it back or off */ 654 /* until the owner calls it back or off */
825 /* player followed denoted by 0b->owner */ 655 /* player followed denoted by 0b->owner */
826 /* the monster will try to attack whatever the player is */ 656 /* the monster will try to attack whatever the player is */
827 /* attacking, and will continue to do so until the owner */ 657 /* attacking, and will continue to do so until the owner */
828 /* calls off the monster - a key command will be */ 658 /* calls off the monster - a key command will be */
829 /* inserted to do so */ 659 /* inserted to do so */
830#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 660#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
831 /* are set to this number, the monster will move in a */ 661 /* are set to this number, the monster will move in a */
832 /* circle until it is attacked, or the enemy field is */ 662 /* circle until it is attacked, or the enemy field is */
833 /* set, this is good for non-aggressive monsters and NPC */ 663 /* set, this is good for non-aggressive monsters and NPC */
834#define CIRCLE2 48 /* same as above but a larger circle is used */ 664#define CIRCLE2 48 /* same as above but a larger circle is used */
835#define PACEH 64 /* The Monster will pace back and forth until attacked */ 665#define PACEH 64 /* The Monster will pace back and forth until attacked */
836 /* this is HORIZONTAL movement */ 666 /* this is HORIZONTAL movement */
837#define PACEH2 80 /* the monster will pace as above but the length of the */ 667#define PACEH2 80 /* the monster will pace as above but the length of the */
838 /* pace area is longer and the monster stops before */ 668 /* pace area is longer and the monster stops before */
839 /* changing directions */ 669 /* changing directions */
840 /* this is HORIZONTAL movement */ 670 /* this is HORIZONTAL movement */
841#define RANDO 96 /* the monster will go in a random direction until */ 671#define RANDO 96 /* the monster will go in a random direction until */
842 /* it is stopped by an obstacle, then it chooses another */ 672 /* it is stopped by an obstacle, then it chooses another */
843 /* direction. */ 673 /* direction. */
844#define RANDO2 112 /* constantly move in a different random direction */ 674#define RANDO2 112 /* constantly move in a different random direction */
845#define PACEV 128 /* The Monster will pace back and forth until attacked */ 675#define PACEV 128 /* The Monster will pace back and forth until attacked */
846 /* this is VERTICAL movement */ 676 /* this is VERTICAL movement */
847#define PACEV2 144 /* the monster will pace as above but the length of the */ 677#define PACEV2 144 /* the monster will pace as above but the length of the */
848 /* pace area is longer and the monster stops before */ 678 /* pace area is longer and the monster stops before */
849 /* changing directions */ 679 /* changing directions */
850 /* this is VERTICAL movement */ 680 /* this is VERTICAL movement */
851#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 681#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
852#define HI4 240 682#define HI4 240
853 683
854/*
855 * Use of the state-variable in player objects:
856 */
857
858#define ST_PLAYING 0
859#define ST_PLAY_AGAIN 1
860#define ST_ROLL_STAT 2
861#define ST_CHANGE_CLASS 3
862#define ST_CONFIRM_QUIT 4
863#define ST_CONFIGURE 5
864#define ST_GET_NAME 6
865#define ST_GET_PASSWORD 7
866#define ST_CONFIRM_PASSWORD 8
867#define ST_GET_PARTY_PASSWORD 10
868
869#define BLANK_FACE_NAME "blank.111" 684#define BLANK_FACE_NAME "blank.x11"
870#define EMPTY_FACE_NAME "empty.111" 685#define EMPTY_FACE_NAME "empty.x11"
871#define DARK_FACE1_NAME "dark1.111"
872#define DARK_FACE2_NAME "dark2.111"
873#define DARK_FACE3_NAME "dark3.111"
874#define SMOOTH_FACE_NAME "default_smoothed.111"
875 686
876/* 687/*
877 * Defines for the luck/random functions to make things more readable 688 * Defines for the luck/random functions to make things more readable
878 */ 689 */
879 690
880#define PREFER_HIGH 1 691#define PREFER_HIGH 1
881#define PREFER_LOW 0 692#define PREFER_LOW 0
882
883/* Simple function we use below to keep adding to the same string
884 * but also make sure we don't overwrite that string.
885 */
886static inline void
887safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
888{
889 if (*curlen == (maxlen - 1))
890 return;
891
892 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
893 dest[maxlen - 1] = 0;
894 *curlen += strlen (orig);
895
896 if (*curlen > (maxlen - 1))
897 *curlen = maxlen - 1;
898}
899
900
901/* The SAFE versions of these call the safe_strcat function above.
902 * Ideally, all functions should use the SAFE functions, but they
903 * require some extra support in the calling function to remain as
904 * efficient.
905 */
906#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
907 if(variable) { \
908 int i,j=0; \
909 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
910 for(i=0; i<NROFATTACKS; i++) \
911 if(variable & (1<<i)) { \
912 if (j) \
913 safe_strcat(retbuf,", ", len, maxlen); \
914 else \
915 j = 1; \
916 safe_strcat(retbuf, attacks[i], len, maxlen); \
917 } \
918 safe_strcat(retbuf,")",len,maxlen); \
919 }
920
921
922/* separated this from the common/item.c file. b.t. Dec 1995 */
923
924#define DESCRIBE_ABILITY(retbuf, variable, name) \
925 if(variable) { \
926 int i,j=0; \
927 strcat(retbuf,"(" name ": "); \
928 for(i=0; i<NROFATTACKS; i++) \
929 if(variable & (1<<i)) { \
930 if (j) \
931 strcat(retbuf,", "); \
932 else \
933 j = 1; \
934 strcat(retbuf, attacks[i]); \
935 } \
936 strcat(retbuf,")"); \
937 }
938
939
940#define DESCRIBE_PATH(retbuf, variable, name) \
941 if(variable) { \
942 int i,j=0; \
943 strcat(retbuf,"(" name ": "); \
944 for(i=0; i<NRSPELLPATHS; i++) \
945 if(variable & (1<<i)) { \
946 if (j) \
947 strcat(retbuf,", "); \
948 else \
949 j = 1; \
950 strcat(retbuf, spellpathnames[i]); \
951 } \
952 strcat(retbuf,")"); \
953 }
954
955
956#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
957 if(variable) { \
958 int i,j=0; \
959 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
960 for(i=0; i<NRSPELLPATHS; i++) \
961 if(variable & (1<<i)) { \
962 if (j) \
963 safe_strcat(retbuf,", ", len, maxlen); \
964 else \
965 j = 1; \
966 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
967 } \
968 safe_strcat(retbuf,")", len, maxlen); \
969 }
970 693
971/* Flags for apply_special() */ 694/* Flags for apply_special() */
972enum apply_flag 695enum apply_flag
973{ 696{
974 /* Basic flags, always use one of these */ 697 /* Basic flags/mode, always use one of these */
975 AP_NULL = 0, 698 AP_TOGGLE = 0,
976 AP_APPLY = 1, 699 AP_APPLY = 0x01,
977 AP_UNAPPLY = 2, 700 AP_UNAPPLY = 0x02,
978 701 AP_MODE = 0x03,
979 AP_BASIC_FLAGS = 15,
980 702
981 /* Optional flags, for bitwise or with a basic flag */ 703 /* Optional flags, for bitwise or with a basic flag */
982 AP_NO_MERGE = 16, 704 AP_NO_MERGE = 0x10,
983 AP_IGNORE_CURSE = 32, 705 AP_IGNORE_CURSE = 0x20,
984 AP_PRINT = 64 /* Print what to do, don't actually do it */ 706 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
985 /* Note this is supported in all the functions */ 707 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
986}; 708};
987 709
988/* Bitmask values for 'can_apply_object()' return values. 710/* Bitmask values for 'can_apply_object()' return values.
989 * the CAN_APPLY_ prefix is to just note what function the 711 * the CAN_APPLY_ prefix is to just note what function the
990 * are returned from. 712 * are returned from.
1009 * this one can be applied. Think of rings - human is wearing two 731 * this one can be applied. Think of rings - human is wearing two
1010 * rings and tries to apply one - there are two possible rings he 732 * rings and tries to apply one - there are two possible rings he
1011 * could remove. 733 * could remove.
1012 * 734 *
1013 */ 735 */
1014#define CAN_APPLY_NEVER 0x1 736#define CAN_APPLY_NEVER 0x01
1015#define CAN_APPLY_RESTRICTION 0x2 737#define CAN_APPLY_RESTRICTION 0x02
1016#define CAN_APPLY_NOT_MASK 0xf 738#define CAN_APPLY_NOT_MASK 0x0f
739
1017#define CAN_APPLY_UNAPPLY 0x10 740#define CAN_APPLY_UNAPPLY 0x10
1018#define CAN_APPLY_UNAPPLY_MULT 0x20 741#define CAN_APPLY_UNAPPLY_MULT 0x20
1019#define CAN_APPLY_UNAPPLY_CHOICE 0x40 742#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1020 743
1021/* Cut off point of when an object is put on the active list or not */ 744// Cut off point of when an object is put on the active list or not
745// we use 2**-n because that can be represented exactly
746// also make sure that this is a float, not double, constant
747#define MIN_ACTIVE_SPEED (1.f / 65536.f)
748
749/* have mercy on players and guarantee a somewhat higher speed */
1022#define MIN_ACTIVE_SPEED 0.00001 750#define MIN_PLAYER_SPEED 0.04f
1023
1024/*
1025 * random() is much better than rand(). If you have random(), use it instead.
1026 * You shouldn't need to change any of this
1027 *
1028 * 0.93.3: It looks like linux has random (previously, it was set below
1029 * to use rand). Perhaps old version of linux lack rand? IF you run into
1030 * problems, add || defined(__linux__) the #if immediately below.
1031 *
1032 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1033 * here.
1034 */
1035
1036#ifdef HAVE_SRANDOM
1037# define RANDOM() random()
1038# define SRANDOM(xyz) srandom(xyz)
1039#else
1040# ifdef HAVE_SRAND48
1041# define RANDOM() lrand48()
1042# define SRANDOM(xyz) srand48(xyz)
1043# else
1044# ifdef HAVE_SRAND
1045# define RANDOM() rand()
1046# define SRANDOM(xyz) srand(xyz)
1047# else
1048# error "Could not find a usable random routine"
1049# endif
1050# endif
1051#endif
1052
1053/* Returns the weight of the given object. Note: it does not take the number of
1054 * items (nrof) into account.
1055 */
1056#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1057
1058
1059/* Code fastening defines
1060 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1061 * buf__ and increment buf__ position so it will point to the end of buf__.
1062 * the '\0' caracter will not be put at end of buf__.
1063 * use preparefastcat and finishfastcat on buf__ to prepare
1064 * and clean up the string. (Lots faster than doing each time...)
1065 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1066 * keep in mind FAST_STRNCAT is faster since length of second argument is
1067 * kown in advance.
1068 */
1069
1070#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1071#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1072#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1073#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1074
1075 /* You may uncomment following define to check sanity of code.
1076 * But use as debug only (loses all speed gained by those macros)
1077 */
1078
1079/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1080 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1081
1082
1083
1084
1085
1086
1087 751
1088/* 752/*
1089 * Warning! 753 * Warning!
1090 * If you add message types here, don't forget 754 * If you add message types here, don't forget
1091 * to keep the client up to date too! 755 * to keep the client up to date too!
1092 */ 756 */
1093
1094 757
1095/* message types */ 758/* message types */
1096#define MSG_TYPE_BOOK 1 759#define MSG_TYPE_BOOK 1
1097#define MSG_TYPE_CARD 2 760#define MSG_TYPE_CARD 2
1098#define MSG_TYPE_PAPER 3 761#define MSG_TYPE_PAPER 3
1177 840
1178/* admin messages */ 841/* admin messages */
1179#define MSG_TYPE_ADMIN_RULES 1 842#define MSG_TYPE_ADMIN_RULES 1
1180#define MSG_TYPE_ADMIN_NEWS 2 843#define MSG_TYPE_ADMIN_NEWS 2
1181 844
845/**
846 * Maximum distance a player may hear a sound from.
847 * This is only used for client/server sound and say. If the sound source
848 * on the map is farther away than this, we don't sent it to the client.
849 */
850#define MAX_SOUND_DISTANCE 16
851
852#define LOG_CHANNEL "log" // the plain and ugly standard server log
853#define INFO_CHANNEL "info" // lower_left box
854#define SAY_CHANNEL "say"
855#define CHAT_CHANNEL "chat"
856#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
857
858/* The following are the color flags passed to new_draw_info.
859 *
860 * We also set up some control flags
861 *
862 * NDI = New Draw Info
863 */
864
865/* Color specifications - note these match the order in xutil.c */
866/* Note 2: Black, the default color, is 0. Thus, it does not need to
867 * be implicitly specified.
868 */
869#define NDI_BLACK 0
870#define NDI_WHITE 1
871#define NDI_NAVY 2
872#define NDI_RED 3
873#define NDI_ORANGE 4
874#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
875#define NDI_DK_ORANGE 6 /* DarkOrange2 */
876#define NDI_GREEN 7 /* SeaGreen */
877#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
878 /* Than seagreen - also background color */
879#define NDI_GREY 9
880#define NDI_BROWN 10 /* Sienna */
881#define NDI_GOLD 11
882#define NDI_TAN 12 /* Khaki */
883
884#define NDI_MAX_COLOR 12 /* Last value in */
885#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
886 /* using an int anyways, so we have the space */
887 /* to still do all the flags */
888
889#define NDI_REPLY 0x20 // is a direct reply to a user command
890#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
891#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
892#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
893
894#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
895#define NDI_ALL 0x2000 /* Inform all players of this message */
896#define NDI_DEF 0x4000 // ignore colour for channel protocol
897#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
898
1182#endif /* DEFINE_H */ 899#endif /* DEFINE_H */
1183 900

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