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Comparing deliantra/server/include/define.h (file contents):
Revision 1.80 by root, Tue Apr 22 07:01:46 2008 UTC vs.
Revision 1.120 by root, Sun Apr 4 04:58:46 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 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//TODO: remove all calls to fatal and replace them by cleanup 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
81#define OUT_OF_MEMORY 0
82#define MAP_ERROR 1
83#define ARCHTABLE_TOO_SMALL 2 // unused
84#define TOO_MANY_ERRORS 3
85 71
86/* TYPE DEFINES */ 72/* TYPE DEFINES */
87 73
88/* 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,
89 * 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
108#define POTION 5 94#define POTION 5
109#define FOOD 6 95#define FOOD 6
110#define POISON 7 96#define POISON 7
111#define BOOK 8 97#define BOOK 8
112#define CLOCK 9 98#define CLOCK 9
113//10 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
114//11 100#define RANGED 11 // deliantra: other range item (skill based)
115//12 101//12
116#define ARROW 13 102#define ARROW 13
117#define BOW 14 103#define BOW 14
118#define WEAPON 15 104#define WEAPON 15
119#define ARMOUR 16 105#define ARMOUR 16
120#define PEDESTAL 17 106#define PEDESTAL 17
121#define ALTAR 18 107#define ALTAR 18
122//19 108#define T_MATCH 19
123#define LOCKED_DOOR 20 109#define LOCKED_DOOR 20
124#define SPECIAL_KEY 21 110#define SPECIAL_KEY 21
125#define MAP 22 111#define MAP 22
126#define DOOR 23 112#define DOOR 23
127#define KEY 24 113#define KEY 24
203 in the engine. Like statues, clocks, chairs,... 189 in the engine. Like statues, clocks, chairs,...
204 If perhaps we create a function where we can sit 190 If perhaps we create a function where we can sit
205 on chairs, we create a new type and remove all 191 on chairs, we create a new type and remove all
206 chairs from here. */ 192 chairs from here. */
207//80 193//80
208//81 194#define TORCH 81 /* a torch */
209#define LAMP 82 /* a lamp */ 195#define LAMP 82 /* a lamp */
210#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
211//84 197//84
212#define SPELLBOOK 85 198#define SPELLBOOK 85
213//86 199//86
215//88 201//88
216//89 202//89
217#define SPINNER 90 203#define SPINNER 90
218#define GATE 91 204#define GATE 91
219#define BUTTON 92 205#define BUTTON 92
220#define CF_HANDLE 93 206#define T_HANDLE 93
221#define HOLE 94 207#define HOLE 94
222#define TRAPDOOR 95 208#define TRAPDOOR 95
223//96 209//96
224//97 210//97
225#define SIGN 98 211#define SIGN 98
286#define SYMPTOM 159 272#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 273#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 274#define MATERIAL 161 /* Material for building */
289//162 275//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291//164 277#define MAPSCRIPT 164 /* A perl-scripted connectable */
292#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,
293 potions, alchemy, or magic works here (elmex) */ 279 potions, alchemy, or magic works here (elmex) */
294 280
295#define NUM_TYPES 166 // must be max(type) + 1 281#define NUM_TYPES 166 // must be max(type) + 1
296 282
341#define PU_NOTHING 0x00000000 327#define PU_NOTHING 0x00000000
342 328
343#define PU_DEBUG 0x10000000 329#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 330#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 331#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 332#define PU_ENABLE 0x80000000 // used to distinguish value density
347 333
348#define PU_RATIO 0x0000000F 334#define PU_RATIO 0x0000000F
349 335
350#define PU_FOOD 0x00000010 336#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 337#define PU_DRINK 0x00000020
381 * freearr, add these values. <= SIZEOFFREE1 will get you 367 * freearr, add these values. <= SIZEOFFREE1 will get you
382 * within 1 space. <= SIZEOFFREE2 wll get you withing 368 * within 1 space. <= SIZEOFFREE2 wll get you withing
383 * 2 spaces, and the entire array (< SIZEOFFREE) is 369 * 2 spaces, and the entire array (< SIZEOFFREE) is
384 * three spaces 370 * three spaces
385 */ 371 */
372#define SIZEOFFREE0 0
386#define SIZEOFFREE1 8 373#define SIZEOFFREE1 8
387#define SIZEOFFREE2 24 374#define SIZEOFFREE2 24
375#define SIZEOFFREE3 48
388#define SIZEOFFREE 49 376#define SIZEOFFREE 49
389 377
390#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 378#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
391 379
392/* 380/*
393 * If any FLAG's are added 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
394 * common/loader.l is updated. 382 * common/loader.C is updated.
395 */ 383 */
396 384
397/* Basic routines to do above */ 385/* Basic routines to do above */
398#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 386#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
399#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 387#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
400#define QUERY_FLAG(obj, flg) (obj)->flag [flg] 388#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
401 389
402/* the flags */ 390/* the flags */
403 391
404#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 392#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
405#define FLAG_WIZ 1 /* Object has special privilegies */ 393#define FLAG_WIZ 1 /* Object has special privilegies */
406#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 */
407#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 */
408//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 396#define FLAG_WIZLOOK 4 /* disable los and lighting */
409#define FLAG_APPLIED 5 /* Object is ready for use by living */ 397#define FLAG_APPLIED 5 /* Object is ready for use by living */
410#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 398#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
411#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 399#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
412 400
413#define FLAG_NO_PICK 8 /* Object can't be picked up */ 401#define FLAG_NO_PICK 8 /* Object can't be picked up */
414 402/*#define FLAG_WALK_ON 9*/
415/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
416/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 403/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
417 404
418#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 405#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
419 406
420/*#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 */
421/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 408/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
422 409#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
410
423#define FLAG_MONSTER 14 /* Will attack players */ 411#define FLAG_MONSTER 14 /* Will attack players */
424#define FLAG_FRIENDLY 15 /* Will help players */ 412#define FLAG_FRIENDLY 15 /* Will help players */
425#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 413#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
426#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 414#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
427#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 415#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
428#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 416#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
429#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. */
430#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 418#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
431#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 419#define FLAG_CAN_ROLL 22 /* Object can be rolled */
432#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 420#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
433#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 421#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
434 422
435/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 423/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
436/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 424/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
437/*#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 */
438 426
439#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 427#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
440#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 428#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
441#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 429#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
442#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 430#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
443#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 431#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
444#define FLAG_HITBACK 33 /* Object will hit back when hit */ 432#define FLAG_HITBACK 33 /* Object will hit back when hit */
445#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 433#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
446#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 434#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
447#define FLAG_UNDEAD 36 /* Monster is undead */ 435#define FLAG_UNDEAD 36 /* Monster is undead */
448#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 436#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
449#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 437#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
450#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 438#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
451#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 439#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
452 440
453#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 */
454#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 */
455#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 443#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
456#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 */
457#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 445#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
458 but can still attack at a distance */ 446 but can still attack at a distance */
459 447
460/*#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 \
461 thru this object as if it wasn't there */ 449 thru this object as if it wasn't there */
462/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 450/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
463 451
464#define FLAG_PICK_UP 48 /* Can pick up */ 452#define FLAG_PICK_UP 48 /* Can pick up */
465#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 453#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
466#define FLAG_NO_DROP 50 /* Object can't be dropped */ 454#define FLAG_NO_DROP 50 /* Object can't be dropped */
467#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 */
468 456
469#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 457#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
470#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 458#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
471#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 */
472#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 460#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
473#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 461#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
474#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 462#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
475#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 */
476#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) */
477#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 465#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
478 466
479#define FLAG_XRAYS 61 /* X-ray vision */ 467#define FLAG_XRAYS 61 /* X-ray vision */
480#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 */
481#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 */
482 470
483#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 471#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
484#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 */
485#define FLAG_SLEEP 66 /* NPC is sleeping */ 473#define FLAG_SLEEP 66 /* NPC is sleeping */
486#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 474#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
487#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 475#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
488#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 */
489#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 477#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
490#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 478#define FLAG_STEALTH 71 /* Will wake monsters with less range */
491 479
492#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 480#define FLAG_WIZPASS 72 /* The wizard can go through walls */
493#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 */
494#define FLAG_CURSED 74 /* The object is cursed */ 482#define FLAG_CURSED 74 /* The object is cursed */
495#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 483#define FLAG_DAMNED 75 /* The object is _very_ cursed */
496#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 */
497#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 */
498#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 */
499#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 487#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
500 488
501#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 489#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
502#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 */
503#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 491#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
504 492
505#define FLAG_PRECIOUS 83 // object is precious (pets) 493#define FLAG_PRECIOUS 83 // object is precious (pets)
506#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 494#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
507#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 495#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
508#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 496#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
509 497
510#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 498#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
511#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 499#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
512#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 */
513#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 */
514#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 */
515#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 503#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
516#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 */
517#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 505#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
518 506
519/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 507/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
520 508
521#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 509#define FLAG_NO_STEAL 96 /* Item can't be stolen */
522#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
523 * away (replaces ghosthit) 511 * away (replaces ghosthit)
524 */ 512 */
525#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
526 * detect cases were the server is trying
527 * to send an upditem when we have not
528 * actually sent the item.
529 */ 514
530
531#define FLAG_BERSERK 99 /* monster will attack closest living 515#define FLAG_BERSERK 99 /* monster will attack closest living
532 object */ 516 object */
533#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 517#define FLAG_NEUTRAL 100 /* monster is from type neutral */
534#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 518#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
535#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 519#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
536#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
537 * load_original_map() */ 521 * load_original_map() */
538//#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 */
539// * the overlay, and is not subject to
540// * decay. */
541#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' */
542#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' */
543#define FLAG_IS_WATER 107 525#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
544#define FLAG_CONTENT_ON_GEN 108 526#define FLAG_CONTENT_ON_GEN 108
545#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 */
546#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 528#define FLAG_IS_BUILDABLE 110 /* Can build on item */
547#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 529#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 530#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
549 531
550#define NUM_FLAGS 113 /* Should always be equal to the last 532#define NUM_FLAGS 113 /* Should always be equal to the last
551 * defined flag + 1. If you change this, 533 * defined flag + 1. If you change this,
552 * make sure you update the flag_links 534 * make sure you update the flag_links
553 * in common/loader.l 535 * in common/loader.l
554 */ 536 */
555 537
556/* If you add new movement types, you may need to update 538/* If you add new movement types, you may need to update
557 * describe_item() so properly describe those types. 539 * describe_item() so properly describe those types.
558 * change_abil() probably should be updated also. 540 * change_abil() probably should be updated also.
559 */ 541 */
562#define MOVE_FLY_HIGH 0x04 /* High flying object */ 544#define MOVE_FLY_HIGH 0x04 /* High flying object */
563#define MOVE_FLYING 0x06 545#define MOVE_FLYING 0x06
564 /* Combo of fly_low and fly_high */ 546 /* Combo of fly_low and fly_high */
565#define MOVE_SWIM 0x08 /* Swimming object */ 547#define MOVE_SWIM 0x08 /* Swimming object */
566#define MOVE_BOAT 0x10 /* Boats/sailing */ 548#define MOVE_BOAT 0x10 /* Boats/sailing */
567#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 549#define MOVE_SHIP 0x20 /* boats suitable for oceans */
568 550
569#define MOVE_ALL 0x3f /* Mask of all movement types */ 551#define MOVE_ALL 0x3f /* Mask of all movement types */
570 552
571/* typdef here to define type large enough to hold bitmask of 553/* typdef here to define type large enough to hold bitmask of
572 * all movement types. Make one declaration so easy to update. 554 * all movement types. Make one declaration so easy to update.
586 * 568 *
587 */ 569 */
588#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 570#define OB_TYPE_MOVE_BLOCK(ob1, type) \
589 ((type) && (ob1->move_type & type) == ob1->move_type) 571 ((type) && (ob1->move_type & type) == ob1->move_type)
590 572
591#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
592#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
593#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 573#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
594 574
595#define EXIT_PATH(xyz) (xyz)->slaying 575#define EXIT_PATH(xyz) (xyz)->slaying
596#define EXIT_LEVEL(xyz) (xyz)->stats.food 576#define EXIT_LEVEL(xyz) (xyz)->stats.food
597#define EXIT_X(xyz) (xyz)->stats.hp 577#define EXIT_X(xyz) (xyz)->stats.hp
598#define EXIT_Y(xyz) (xyz)->stats.sp 578#define EXIT_Y(xyz) (xyz)->stats.sp
599#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 579#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 580#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601 581
602/* for use by the lighting code */ 582/* for use by the lighting code */
603#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 583#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
604 * large values allow objects that can 584 * large values allow objects that can
605 * slow down the game */ 585 * slow down the game */
606#define MAX_DARKNESS 5 /* maximum map darkness, there is no 586#define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * 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 */
608#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 590#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
609 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
610 596
611#define F_BUY 0 597#define F_BUY 0
612#define F_SELL 1 598#define F_SELL 1
613#define F_TRUE 2 /* True value of item, unadjusted */ 599#define F_TRUE 2 /* True value of item, unadjusted */
614#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 */
650/* CIRCLE1 = 32 */ 636/* CIRCLE1 = 32 */
651/* + DISTATT = 1 */ 637/* + DISTATT = 1 */
652/* ------------------- */ 638/* ------------------- */
653/* attack_movement = 33 */ 639/* attack_movement = 33 */
654/******************************************************************************/ 640/******************************************************************************/
655#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, */
656 /* attack from a distance - good for missile users only */ 642 /* attack from a distance - good for missile users only */
657#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 */
658#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 */
659#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 */
660#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 646#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
661#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 */
662#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 */
663#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 */
664 /* maintains comfortable distance */ 650 /* maintains comfortable distance */
651
665#define PETMOVE 16 /* if the upper four bits of attack_movement */ 652#define PETMOVE 16 /* if the upper four bits of attack_movement */
666 /* are set to this number, the monster follows a player */ 653 /* are set to this number, the monster follows a player */
667 /* until the owner calls it back or off */ 654 /* until the owner calls it back or off */
668 /* player followed denoted by 0b->owner */ 655 /* player followed denoted by 0b->owner */
669 /* the monster will try to attack whatever the player is */ 656 /* the monster will try to attack whatever the player is */
670 /* attacking, and will continue to do so until the owner */ 657 /* attacking, and will continue to do so until the owner */
671 /* calls off the monster - a key command will be */ 658 /* calls off the monster - a key command will be */
672 /* inserted to do so */ 659 /* inserted to do so */
673#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 */
674 /* are set to this number, the monster will move in a */ 661 /* are set to this number, the monster will move in a */
675 /* circle until it is attacked, or the enemy field is */ 662 /* circle until it is attacked, or the enemy field is */
676 /* set, this is good for non-aggressive monsters and NPC */ 663 /* set, this is good for non-aggressive monsters and NPC */
677#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 */
678#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 */
679 /* this is HORIZONTAL movement */ 666 /* this is HORIZONTAL movement */
680#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 */
681 /* pace area is longer and the monster stops before */ 668 /* pace area is longer and the monster stops before */
682 /* changing directions */ 669 /* changing directions */
683 /* this is HORIZONTAL movement */ 670 /* this is HORIZONTAL movement */
684#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 */
685 /* it is stopped by an obstacle, then it chooses another */ 672 /* it is stopped by an obstacle, then it chooses another */
686 /* direction. */ 673 /* direction. */
687#define RANDO2 112 /* constantly move in a different random direction */ 674#define RANDO2 112 /* constantly move in a different random direction */
688#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 */
689 /* this is VERTICAL movement */ 676 /* this is VERTICAL movement */
690#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 */
691 /* pace area is longer and the monster stops before */ 678 /* pace area is longer and the monster stops before */
692 /* changing directions */ 679 /* changing directions */
693 /* this is VERTICAL movement */ 680 /* this is VERTICAL movement */
694#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 */
695#define HI4 240 682#define HI4 240
696 683
697#define BLANK_FACE_NAME "blank.x11" 684#define BLANK_FACE_NAME "blank.x11"
698#define EMPTY_FACE_NAME "empty.x11" 685#define EMPTY_FACE_NAME "empty.x11"
699 686
703 690
704#define PREFER_HIGH 1 691#define PREFER_HIGH 1
705#define PREFER_LOW 0 692#define PREFER_LOW 0
706 693
707/* Flags for apply_special() */ 694/* Flags for apply_special() */
695GENCONST_IV(AP_)
708enum apply_flag 696enum apply_flag
709{ 697{
710 /* Basic flags/mode, always use one of these */ 698 /* Basic flags/mode, always use one of these */
711 AP_TOGGLE = 0, 699 AP_TOGGLE = 0,
712 AP_APPLY = 1, 700 AP_APPLY = 0x01,
713 AP_UNAPPLY = 2, 701 AP_UNAPPLY = 0x02,
714 702 AP_MODE = 0x03,
715 AP_BASIC_FLAGS = 0x0f,
716 703
717 /* Optional flags, for bitwise or with a basic flag */ 704 /* Optional flags, for bitwise or with a basic flag */
718 AP_NO_MERGE = 0x10, 705 AP_NO_MERGE = 0x10,
719 AP_IGNORE_CURSE = 0x20, 706 AP_IGNORE_CURSE = 0x20,
720 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 707 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
721 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 708 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
722}; 709};
723 710
724/* Bitmask values for 'can_apply_object()' return values. 711/* Bitmask values for 'can_apply_object()' return values.
725 * the CAN_APPLY_ prefix is to just note what function the 712 * the CAN_APPLY_ prefix is to just note what function the
726 * are returned from. 713 * are returned from.
745 * this one can be applied. Think of rings - human is wearing two 732 * this one can be applied. Think of rings - human is wearing two
746 * rings and tries to apply one - there are two possible rings he 733 * rings and tries to apply one - there are two possible rings he
747 * could remove. 734 * could remove.
748 * 735 *
749 */ 736 */
750#define CAN_APPLY_NEVER 0x1 737#define CAN_APPLY_NEVER 0x01
751#define CAN_APPLY_RESTRICTION 0x2 738#define CAN_APPLY_RESTRICTION 0x02
752#define CAN_APPLY_NOT_MASK 0xf 739#define CAN_APPLY_NOT_MASK 0x0f
740
753#define CAN_APPLY_UNAPPLY 0x10 741#define CAN_APPLY_UNAPPLY 0x10
754#define CAN_APPLY_UNAPPLY_MULT 0x20 742#define CAN_APPLY_UNAPPLY_MULT 0x20
755#define CAN_APPLY_UNAPPLY_CHOICE 0x40 743#define CAN_APPLY_UNAPPLY_CHOICE 0x40
756 744
757// Cut off point of when an object is put on the active list or not 745// Cut off point of when an object is put on the active list or not
758// we use 2**-n because that can be represented exactly 746// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant 747// also make sure that this is a float, not double, constant
760#define MIN_ACTIVE_SPEED (1.f / 65536.f) 748#define MIN_ACTIVE_SPEED (1.f / 65536.f)
761 749
762#define RANDOM() (rndm.next () & 0xffffffU) 750/* have mercy on players and guarantee a somewhat higher speed */
751#define MIN_PLAYER_SPEED 0.04f
763 752
764/* 753/*
765 * Warning! 754 * Warning!
766 * If you add message types here, don't forget 755 * If you add message types here, don't forget
767 * to keep the client up to date too! 756 * to keep the client up to date too!
854#define MSG_TYPE_ADMIN_RULES 1 843#define MSG_TYPE_ADMIN_RULES 1
855#define MSG_TYPE_ADMIN_NEWS 2 844#define MSG_TYPE_ADMIN_NEWS 2
856 845
857/** 846/**
858 * Maximum distance a player may hear a sound from. 847 * Maximum distance a player may hear a sound from.
859 * This is only used for new client/server sound. If the sound source 848 * This is only used for client/server sound and say. If the sound source
860 * on the map is farther away than this, we don't sent it to the client. 849 * on the map is farther away than this, we don't sent it to the client.
861 */ 850 */
862#define MAX_SOUND_DISTANCE 16 851#define MAX_SOUND_DISTANCE 16
863 852
864#define LOG_CHANNEL "log" // the plain and ugly standard server log 853#define LOG_CHANNEL "log" // the plain and ugly standard server log
865#define INFO_CHANNEL "info" // lower_left box 854#define INFO_CHANNEL "info" // lower_left box
866#define SAY_CHANNEL "channel-say" 855#define SAY_CHANNEL "say"
867#define CHAT_CHANNEL "channel-chat" 856#define CHAT_CHANNEL "chat"
868#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 857#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
869 858
870/* The following are the color flags passed to new_draw_info. 859/* The following are the color flags passed to new_draw_info.
871 * 860 *
872 * We also set up some control flags 861 * We also set up some control flags
904#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 893#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
905 894
906#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 895#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
907#define NDI_ALL 0x2000 /* Inform all players of this message */ 896#define NDI_ALL 0x2000 /* Inform all players of this message */
908#define NDI_DEF 0x4000 // ignore colour for channel protocol 897#define NDI_DEF 0x4000 // ignore colour for channel protocol
898#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
909 899
910#endif /* DEFINE_H */ 900#endif /* DEFINE_H */
911 901

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