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Comparing deliantra/server/include/define.h (file contents):
Revision 1.6 by elmex, Tue Aug 15 18:12:20 2006 UTC vs.
Revision 1.128 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: define.h,v 1.6 2006/08/15 18:12:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 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
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 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
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 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>
27*/ 23 */
28 24
29/* 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 */
30 26
31/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
36 */ 32 */
37 33
38#ifndef DEFINE_H 34#ifndef DEFINE_H
39#define DEFINE_H 35#define DEFINE_H
40 36
41/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly.
44 */
45#if !defined(__STDC__)
46/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error.
48 */
49error - Your ANSI C compiler should be defining __STDC__;
50#endif
51
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 37#include <autoconf.h>
54#endif
55 38
56#define FONTDIR "" 39#define FONTDIR ""
57#define FONTNAME "" 40#define FONTNAME ""
58 41
59/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x))
61
62#ifdef __NetBSD__ 42#ifdef __NetBSD__
63#include <sys/param.h> 43# include <sys/param.h>
64#endif 44#endif
65#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y))
67#endif
68#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y))
70#endif
71 45
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXLEVEL 115 // for treasure calculations only
73#ifndef NAME_MAX
74#define NAME_MAX 255
75#endif
76 47
77/* MAX3 is basically like MAX, but instead does 3 values. */ 48// maximum length of an object name in the protocol
78#ifndef MAX3 49#define NAME_LEN 127
79#define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif
81 50
82/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif
86
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
89 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
60#define MAX_AC 120
61#define MIN_DAM 0
62#define MAX_DAM 200
63#define MIN_DIGESTION -35
64#define MAX_DIGESTION 70
65
90#define MAX_BUF 1024 /* Used for all kinds of things */ 66#define MAX_BUF 1024 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94
95#define FONTSIZE 3000 /* Max chars in font */
96
97#define MAX_ANIMATIONS 256
98 67
99#define MAX_NAME 48 68#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98
102 69
103/* Fatal variables: */ 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
104#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3
108 71
109/* TYPE DEFINES */ 72/* TYPE DEFINES */
73
110/* 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,
111 * 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 * mean it has to have a type defined here. That only needs to happen 76 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 77 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 78 * the monster type, that can not be handled by any of the numerous
115 * flags 79 * flags
116 * 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.
117 * 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
118 */ 82 */
119 83
120/* 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 */
121 87
122#define PLAYER 1 88/* type 0 objects have the default behaviour */
123#define TRANSPORT 2 /* see doc/Developers/objects */ 89
124#define ROD 3 90#define PLAYER 1
91#define TRANSPORT 2 /* see pod/objects.pod */
92#define ROD 3
125#define TREASURE 4 93#define TREASURE 4
126#define POTION 5 94#define POTION 5
127#define FOOD 6 95#define FOOD 6
128#define POISON 7 96#define POISON 7
129#define BOOK 8 97#define BOOK 8
130#define CLOCK 9 98#define CLOCK 9
131/*#define FBULLET 10 */ 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
132/*#define FBALL 11 */ 100#define RANGED 11 // deliantra: other range item (skill based)
133#define LIGHTNING 12 101#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
134#define ARROW 13 102#define ARROW 13
135#define BOW 14 103#define BOW 14
136#define WEAPON 15 104#define WEAPON 15
137#define ARMOUR 16 105#define ARMOUR 16
138#define PEDESTAL 17 106#define PEDESTAL 17
139#define ALTAR 18 107#define ALTAR 18
140/*#define CONFUSION 19 */ 108#define T_MATCH 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/*#define MMISSILE 25 */ 114//25
147#define TIMED_GATE 26 115#define TIMED_GATE 26
148#define TRIGGER 27 116#define TRIGGER 27
149#define GRIMREAPER 28 117#define GRIMREAPER 28
150#define MAGIC_EAR 29 118#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 119#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 120#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 121#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 122#define SHIELD 33
155#define HELMET 34 123#define HELMET 34
156#define HORN 35 124#define HORN 35
157#define MONEY 36 125#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 126#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 127#define GRAVESTONE 38
160#define AMULET 39 128#define AMULET 39
161#define PLAYERMOVER 40 129#define PLAYERMOVER 40
162#define TELEPORTER 41 130#define TELEPORTER 41
163#define CREATOR 42 131#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 133#define IDENTIFY_ALTAR 44
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 134#define EARTHWALL 45
169#define GOLEM 46 135#define GOLEM 46
170/*#define BOMB 47 */ 136#define DEEP_SWAMP 47
171#define THROWN_OBJ 48 137#define THROWN_OBJ 48
172#define BLINDNESS 49 138#define BLINDNESS 49
173#define GOD 50 139#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 140#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 141 * which notices the presense of
177 /* another object and is triggered */ 142 * another object and is triggered
178 /* like buttons. */ 143 * like buttons.
144 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 145#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 146 * force into a player with a specified string WHEN TRIGGERED.
147 */
181#define DEAD_OBJECT 53 148#define DEAD_OBJECT 53
182#define DRINK 54 149#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 150#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 151 * force into a player with a specified string.
152 */
185#define HOLY_ALTAR 56 153#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 154#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 155#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 156
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 157#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 158 * a monster into a peaceful being incapable of attack.
191#define GEM 60 159 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 160#define GEM 60
161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
193#define FIREWALL 62 162#define FIREWALL 62
194#define ANVIL 63 163#define ANVIL 63
195#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 */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 165#define MOOD_FLOOR 65 /*
197 * values of last_sp set how to change: 166 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 167 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 168 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 169 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 170 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 171 * 4 = charm, monsters become pets
203#define EXIT 66 172 * 5 = destroy monsters
173 * 6 = destroy pets / friendlies
174 */
175#define EXIT 66
204#define ENCOUNTER 67 176#define ENCOUNTER 67
205#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
206#define SHOP_MAT 69 178#define SHOP_MAT 69
207#define RING 70 179#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
209#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 184#define LIGHTER 75
213 185//76
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 186#define BUILDABLE_WALL 77 /* this is a buildable wall */
215 * types are not used in any archetypes, and should perhaps be removed. 187//78
216 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#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
222 in the engine. Like statues, clocks, chairs,... 189 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 190 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 191 on chairs, we create a new type and remove all
225 chairs from here. */ 192 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 193//80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 194#define TORCH 81 /* a torch */
228#define LAMP 82 /* a lamp */ 195#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 197//84
231#define SPELLBOOK 85 198#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 199//86
233#define CLOAK 87 200#define CLOAK 87
234/*#define CONE 88 */ 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
235/*#define AURA 89 *//* aura spell object */ 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
236 203 potions, alchemy, or magic works here (elmex) */
237#define SPINNER 90 204#define SPINNER 90
238#define GATE 91 205#define GATE 91
239#define BUTTON 92 206#define BUTTON 92
240#define CF_HANDLE 93 207#define T_HANDLE 93
241#define HOLE 94 208#define HOLE 94
242#define TRAPDOOR 95 209#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 210#define RUNE 96
244/*#define PARAIMAGE 97 */ 211#define TRAP 97
245#define SIGN 98 212#define SIGN 98
246#define BOOTS 99 213#define BOOTS 99
247#define GLOVES 100 214#define GLOVES 100
248#define SPELL 101 215#define SPELL 101
249#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
250#define CONVERTER 103 217#define CONVERTER 103
251#define BRACERS 104 218#define BRACERS 104
252#define POISONING 105 219#define POISONING 105
253#define SAVEBED 106 220#define SAVEBED 106
254#define POISONCLOUD 107 221#define DISEASE 107
255#define FIREHOLES 108 222#define SYMPTOM 108
256#define WAND 109 223#define WAND 109
257/*#define ABILITY 110*/ 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
258#define SCROLL 111 225#define SCROLL 111
259#define DIRECTOR 112 226#define DIRECTOR 112
260#define GIRDLE 113 227#define GIRDLE 113
261#define FORCE 114 228#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 229#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 230#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
232#define POWER_CRYSTAL 118
233#define CORPSE 119
234//120
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 235#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 236#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
268
269/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER
271 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
273#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139
275/*#define CANCELLATION 141*/ /* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
278/*#define SWARM_SPELL 153*/
279#define RUNE 154
280#define TRAP 155
281
282#define POWER_CRYSTAL 156
283#define CORPSE 157
284
285#define DISEASE 158
286#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 240#define MATERIAL 126 /* Material for building */
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 241
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 242#define NUM_TYPES 127 // must be max(type) + 1
291#define QUEST 164 /* See below for subtypes */ 243
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */
294/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
295 245
246typedef std::bitset<NUM_TYPES> typeset;
247
248/* These are the items that currently can change digestion, regeneration,
249 * spell point recovery and mana point recovery. Seems sort of an arbitary
250 * list, but other items store other info into stats array.
251 * As a special exception, bows use stats.sp for their own purposes.
252 */
253static const struct digest_types : typeset
254{
255 digest_types ()
256 {
257 set (WEAPON);
258 set (BOW);
259 set (ARMOUR);
260 set (HELMET);
261 set (SHIELD);
262 set (RING);
263 set (BOOTS);
264 set (GLOVES);
265 set (AMULET);
266 set (GIRDLE);
267 set (BRACERS);
268 set (CLOAK);
269 set (DISEASE);
270 set (FORCE);
271 set (SKILL);
272 }
273} digest_types;
274
275// maximum supported subtype number + 1, can be increased to 256
276// currently (2007-09) in use: 50
277#define NUM_SUBTYPES 64
278
296/* Subtypes for BUILDER */ 279/* Subtypes for BUILDER */
297#define ST_BD_BUILD 1 /* Builds an item */ 280#define ST_BD_BUILD 1 /* Builds an item */
298#define ST_BD_REMOVE 2 /* Removes an item */ 281#define ST_BD_REMOVE 2 /* Removes an item */
299 282
300/* Subtypes for MATERIAL */ 283/* Subtypes for MATERIAL */
301#define ST_MAT_FLOOR 1 /* Floor */ 284#define ST_MAT_FLOOR 1 /* Floor */
302#define ST_MAT_WALL 2 /* Wall */ 285#define ST_MAT_WALL 2 /* Wall */
303#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 286#define ST_MAT_ITEM 3 /* All other items, including doors & such */
304
305/* Subtypes for QUEST */
306#define QUEST_IN_PROGRESS 1
307#define QUEST_DONE_QUEST 2
308#define QUEST_DONE_TASK 3
309#define QUEST_START_QUEST 4
310#define QUEST_END_QUEST 5
311#define QUEST_START_TASK 6
312#define QUEST_END_TASK 7
313#define QUEST_OVERRIDE 8
314#define QUEST_ON_ACTIVATE 9
315 287
316/* definitions for weapontypes */ 288/* definitions for weapontypes */
317 289
318#define WEAP_HIT 0 /* the basic */ 290#define WEAP_HIT 0 /* the basic */
319#define WEAP_SLASH 1 /* slash */ 291#define WEAP_SLASH 1 /* slash */
320#define WEAP_PIERCE 2 /* arrows, stiletto */ 292#define WEAP_PIERCE 2 /* arrows, stiletto */
321#define WEAP_CLEAVE 3 /* axe */ 293#define WEAP_CLEAVE 3 /* axe */
322#define WEAP_SLICE 4 /* katana */ 294#define WEAP_SLICE 4 /* katana */
323#define WEAP_STAB 5 /* knife, dagger */ 295#define WEAP_STAB 5 /* knife, dagger */
324#define WEAP_WHIP 6 /* whips n chains */ 296#define WEAP_WHIP 6 /* whips n chains */
325#define WEAP_CRUSH 7 /* big hammers, flails */ 297#define WEAP_CRUSH 7 /* big hammers, flails */
326#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 298#define WEAP_BLUD 8 /* bludgeoning, club, stick */
327 299
328typedef struct typedata { 300typedef struct typedata
301{
329 int number; 302 int number;
330 const char *name; 303 const char *name;
331 const char *name_pl; 304 const char *name_pl;
332 int identifyskill; 305 int identifyskill;
333 int identifyskill2; 306 int identifyskill2;
334} typedata; 307} typedata;
335 308
336extern const int ItemTypesSize; 309extern const int ItemTypesSize;
337extern typedata ItemTypes[]; 310extern typedata ItemTypes[];
338 311
344#define PU_NOTHING 0x00000000 317#define PU_NOTHING 0x00000000
345 318
346#define PU_DEBUG 0x10000000 319#define PU_DEBUG 0x10000000
347#define PU_INHIBIT 0x20000000 320#define PU_INHIBIT 0x20000000
348#define PU_STOP 0x40000000 321#define PU_STOP 0x40000000
349#define PU_NEWMODE 0x80000000 322#define PU_ENABLE 0x80000000 // used to distinguish value density
350 323
351#define PU_RATIO 0x0000000F 324#define PU_RATIO 0x0000000F
352 325
353#define PU_FOOD 0x00000010 326#define PU_FOOD 0x00000010
354#define PU_DRINK 0x00000020 327#define PU_DRINK 0x00000020
375#define PU_READABLES 0x00400000 348#define PU_READABLES 0x00400000
376#define PU_MAGIC_DEVICE 0x00800000 349#define PU_MAGIC_DEVICE 0x00800000
377 350
378#define PU_NOT_CURSED 0x01000000 351#define PU_NOT_CURSED 0x01000000
379#define PU_JEWELS 0x02000000 352#define PU_JEWELS 0x02000000
353#define PU_FLESH 0x04000000
380 354
381 355
382/* Instead of using arbitrary constants for indexing the 356/* Instead of using arbitrary constants for indexing the
383 * freearr, add these values. <= SIZEOFFREE1 will get you 357 * freearr, add these values. <= SIZEOFFREE1 will get you
384 * within 1 space. <= SIZEOFFREE2 wll get you withing 358 * within 1 space. <= SIZEOFFREE2 wll get you withing
385 * 2 spaces, and the entire array (< SIZEOFFREE) is 359 * 2 spaces, and the entire array (< SIZEOFFREE) is
386 * three spaces 360 * three spaces
387 */ 361 */
362#define SIZEOFFREE0 0
388#define SIZEOFFREE1 8 363#define SIZEOFFREE1 8
389#define SIZEOFFREE2 24 364#define SIZEOFFREE2 24
365#define SIZEOFFREE3 48
390#define SIZEOFFREE 49 366#define SIZEOFFREE 49
391 367
392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 368#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393 369
394/* Flag structure now changed. 370/*
395 * Each flag is now a bit offset, starting at zero. The macros
396 * will update/read the appropriate flag element in the object
397 * structure.
398 *
399 * Hopefully, since these offsets are integer constants set at run time,
400 * the compiler will reduce the macros something as simple as the
401 * old system was.
402 *
403 * Flags now have FLAG as the prefix. This to be clearer, and also
404 * to make sure F_ names are not still being used anyplace.
405 *
406 * The macros below assume that the flag size for each element is 32
407 * bits. IF it is smaller, bad things will happen. See structs.h
408 * for more info.
409 *
410 * All functions should use the macros below. In process of converting
411 * to the new system, I find several files that did not use the previous
412 * macros.
413 *
414 * If any FLAG's are or changed, make sure the flag_names structure in 371 * If any FLAG's are added or changed, make sure the flag_names structure in
415 * common/loader.l is updated. 372 * common/loader.C is updated.
416 * 373 */
417 * flags[0] is 0 to 31
418 * flags[1] is 32 to 63
419 * flags[2] is 64 to 95
420 * flags[3] is 96 to 127
421 */
422/* Basic routines to do above */
423#define SET_FLAG(xyz, p) \
424 ((xyz)->flags[p/32] |= (1U << (p % 32)))
425#define CLEAR_FLAG(xyz, p) \
426 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
427#define QUERY_FLAG(xyz, p) \
428 ((xyz)->flags[p/32] & (1U << (p % 32)))
429#define COMPARE_FLAGS(p,q) \
430 ( \
431 ((p)->flags[0] == (q)->flags[0]) && \
432 ((p)->flags[1] == (q)->flags[1]) && \
433 ((p)->flags[2] == (q)->flags[2]) && \
434 ((p)->flags[3] == (q)->flags[3]) \
435 )
436/* convenience macros to determine what kind of things we are dealing with */
437
438#define IS_WEAPON(op) \
439 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
440
441#define IS_ARMOR(op) \
442 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
443 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
444 op->type == BRACERS || op->type == GIRDLE)
445
446#define IS_LIVE(op) \
447 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
448 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
449 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
450
451#define IS_ARROW(op) \
452 (op->type==ARROW || \
453 (op->type==SPELL_EFFECT && \
454 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
455
456/* This return TRUE if object has still randomitems which
457 * could be expanded.
458 */
459#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460 374
461/* the flags */ 375/* the flags */
462 376
463#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 377#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
464#define FLAG_WIZ 1 /* Object has special privilegies */ 378#define FLAG_WIZ 1 /* Object has special privilegies */
465#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 379#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
466#define FLAG_FREED 3 /* Object is in the list of free objects */ 380#define FLAG_FREED 3 /* Object is in the list of free objects */
467#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 381#define FLAG_WIZLOOK 4 /* disable los and lighting */
468#define FLAG_APPLIED 5 /* Object is ready for use by living */ 382#define FLAG_APPLIED 5 /* Object is ready for use by living */
469#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
470#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
471 385
472#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
473/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 387/*#define FLAG_WALK_ON 9*/
474/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
389
475#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
391
476/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
477/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 393/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
395
478#define FLAG_MONSTER 14 /* Will attack players */ 396#define FLAG_MONSTER 14 /* Will attack players */
479#define FLAG_FRIENDLY 15 /* Will help players */ 397#define FLAG_FRIENDLY 15 /* Will help players */
480
481#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 398#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
482#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 399#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
483#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 400#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
484#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 401#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
485#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 402#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
486#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 403#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
487#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 404#define FLAG_CAN_ROLL 22 /* Object can be rolled */
488#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 405#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
489#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 406#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
407
490/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 408/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
491/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 409/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
492/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 410/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
411
493#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 412#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
494#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 413#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
495#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 414#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
496#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 415#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
497
498/* Start of values in flags[1] */
499#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 416#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
500#define FLAG_HITBACK 33 /* Object will hit back when hit */ 417#define FLAG_HITBACK 33 /* Object will hit back when hit */
501#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 418#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
502#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 419#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
503#define FLAG_UNDEAD 36 /* Monster is undead */ 420#define FLAG_UNDEAD 36 /* Monster is undead */
504#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 421#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
505#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 422#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
506#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 423#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
507
508#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 424#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
425
509#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 426#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
510#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 427//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
511#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 428#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
512#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 429#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
513#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 430#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
514 but can still attack at a distance */ 431 but can still attack at a distance */
432
515/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 433/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
516 thru this object as if it wasn't there */ 434 thru this object as if it wasn't there */
517/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 435/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
518 436
519#define FLAG_PICK_UP 48 /* Can pick up */ 437#define FLAG_PICK_UP 48 /* Can pick up */
520#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 438#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
521#define FLAG_NO_DROP 50 /* Object can't be dropped */ 439#define FLAG_NO_DROP 50 /* Object can't be dropped */
522#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 440#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
441
523#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 442#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
524#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 443#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
525#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 444#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
526#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 445#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
527
528#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 446#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
529#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 447#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
530#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 448#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
531#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 449#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
532#define FLAG_READY_BOW 60 /* not implemented yet */ 450#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
451
533#define FLAG_XRAYS 61 /* X-ray vision */ 452#define FLAG_XRAYS 61 /* X-ray vision */
534#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 453#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
535#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 454#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
536 455
537/* Start of values in flags[2] */
538#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 456#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
539#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 457#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
540#define FLAG_SLEEP 66 /* NPC is sleeping */ 458#define FLAG_SLEEP 66 /* NPC is sleeping */
541#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 459#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
542#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 460#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
543#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 461#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
544#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 462#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
545#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 463#define FLAG_STEALTH 71 /* Will wake monsters with less range */
546 464
547#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 465#define FLAG_WIZPASS 72 /* The wizard can go through walls */
548#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 466#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
549#define FLAG_CURSED 74 /* The object is cursed */ 467#define FLAG_CURSED 74 /* The object is cursed */
550#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 468#define FLAG_DAMNED 75 /* The object is _very_ cursed */
551#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 469#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
552#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 470#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
553#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 471#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
554#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 472#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
555 473
556#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 474#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
557#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 475#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
558#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 476#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
559/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 477
478#define FLAG_PRECIOUS 83 // object is precious (pets)
560#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 479#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
561#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 480#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
562#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 481#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
482
563#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 483#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
564
565#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 484#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
566#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 485#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
567#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 486#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
568#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 487#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
569#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 488#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
570#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 489#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
571#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 490#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
491
572/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 492/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
573 493
574/* Start of values in flags[3] */
575#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 494#define FLAG_NO_STEAL 96 /* Item can't be stolen */
576#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 495#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
577 * away (replaces ghosthit) 496 * away (replaces ghosthit)
578 */ 497 */
579#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 498#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
580 * detect cases were the server is trying 499
581 * to send an upditem when we have not
582 * actually sent the item.
583 */
584
585#define FLAG_BERSERK 99 /* monster will attack closest living 500#define FLAG_BERSERK 99 /* monster will attack closest living
586 object */ 501 object */
587#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 502#define FLAG_NEUTRAL 100 /* monster is from type neutral */
588#define FLAG_NO_ATTACK 101 /* monster don't attack */ 503#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
589#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 504#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
590#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 505#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
591 * load_original_map() */ 506 * load_original_map() */
592#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 507#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
593 * the overlay, and is not subject to
594 * decay. */
595#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 508#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
596#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 509#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
597#define FLAG_IS_WATER 107 510#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
598#define FLAG_CONTENT_ON_GEN 108 511#define FLAG_CONTENT_ON_GEN 108
599#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 512#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
600#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 513#define FLAG_IS_BUILDABLE 110 /* Can build on item */
601#define FLAG_AFK 111 /* Player is AFK */ 514#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
515#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
516
602#define NUM_FLAGS 111 /* Should always be equal to the last 517#define NUM_FLAGS 113 /* Should always be equal to the last
603 * defined flag. If you change this, 518 * defined flag + 1. If you change this,
604 * make sure you update the flag_links 519 * make sure you update the flag_links
605 * in common/loader.l 520 * in common/loader.l
606 */ 521 */
607
608/* Values can go up to 127 before the size of the flags array in the
609 * object structure needs to be enlarged.
610 * So there are 18 available flags slots
611 */
612
613
614#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
615
616#if 0
617/* These should no longer be needed - access move_slow_penalty
618 * directly.
619 */
620#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
621#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
622#endif
623 522
624/* If you add new movement types, you may need to update 523/* If you add new movement types, you may need to update
625 * describe_item() so properly describe those types. 524 * describe_item() so properly describe those types.
626 * change_abil() probably should be updated also. 525 * change_abil() probably should be updated also.
627 */ 526 */
628#define MOVE_WALK 0x1 /* Object walks */ 527#define MOVE_WALK 0x01 /* Object walks */
629#define MOVE_FLY_LOW 0x2 /* Low flying object */ 528#define MOVE_FLY_LOW 0x02 /* Low flying object */
630#define MOVE_FLY_HIGH 0x4 /* High flying object */ 529#define MOVE_FLY_HIGH 0x04 /* High flying object */
631#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 530#define MOVE_FLYING 0x06
531 /* Combo of fly_low and fly_high */
632#define MOVE_SWIM 0x8 /* Swimming object */ 532#define MOVE_SWIM 0x08 /* Swimming object */
633#define MOVE_BOAT 0x10 /* Boats/sailing */ 533#define MOVE_BOAT 0x10 /* Boats/sailing */
534#define MOVE_SHIP 0x20 /* boats suitable for oceans */
535
634#define MOVE_ALL 0x1f /* Mask of all movement types */ 536#define MOVE_ALL 0x3f /* Mask of all movement types */
635
636/* the normal assumption is that objects are walking/flying.
637 * So often we don't want to block movement, but still don't want
638 * to allow all types (swimming is rather specialized) - I also
639 * expect as more movement types show up, this is likely to get
640 * updated. Basically, this is the default for spaces that allow
641 * movement - anything but swimming right now. If you really
642 * want nothing at all, then can always set move_block to 0
643 */
644#define MOVE_BLOCK_DEFAULT MOVE_SWIM
645 537
646/* typdef here to define type large enough to hold bitmask of 538/* typdef here to define type large enough to hold bitmask of
647 * all movement types. Make one declaration so easy to update. 539 * all movement types. Make one declaration so easy to update.
648 * uint8 is defined yet, so just use what that would define it
649 * at anyways.
650 */ 540 */
651typedef unsigned char MoveType; 541typedef unsigned char MoveType;
652 542
653/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 543/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
654 * Basically, ob2 has to block all of ob1 movement types. 544 * Basically, ob2 has to block all of ob1 movement types.
655 */ 545 */
656#define OB_MOVE_BLOCK(ob1, ob2) \ 546#define OB_MOVE_BLOCK(ob1, ob2) \
661 * Add check - if type is 0, don't stop anything from moving 551 * Add check - if type is 0, don't stop anything from moving
662 * onto it. 552 * onto it.
663 * 553 *
664 */ 554 */
665#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 555#define OB_TYPE_MOVE_BLOCK(ob1, type) \
666 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 556 ((type) && (ob1->move_type & type) == ob1->move_type)
667 557
668
669#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
670#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
671#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 558#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
672
673/* Note: These values are only a default value, resizing can change them */
674#define INV_SIZE 12 /* How many items can be viewed in inventory */
675#define LOOK_SIZE 6 /* ditto, but for the look-window */
676#define MAX_INV_SIZE 40 /* For initializing arrays */
677#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
678
679#define EDITABLE(xyz) ((xyz)->arch->editable)
680
681#define E_MONSTER 0x00000001
682#define E_EXIT 0x00000002
683#define E_TREASURE 0x00000004
684#define E_BACKGROUND 0x00000008
685#define E_DOOR 0x00000010
686#define E_SPECIAL 0x00000020
687#define E_SHOP 0x00000040
688#define E_NORMAL 0x00000080
689#define E_FALSE_WALL 0x00000100
690#define E_WALL 0x00000200
691#define E_EQUIPMENT 0x00000400
692#define E_OTHER 0x00000800
693#define E_ARTIFACT 0x00001000
694 559
695#define EXIT_PATH(xyz) (xyz)->slaying 560#define EXIT_PATH(xyz) (xyz)->slaying
696#define EXIT_LEVEL(xyz) (xyz)->stats.food 561#define EXIT_LEVEL(xyz) (xyz)->stats.food
697#define EXIT_X(xyz) (xyz)->stats.hp 562#define EXIT_X(xyz) (xyz)->stats.hp
698#define EXIT_Y(xyz) (xyz)->stats.sp 563#define EXIT_Y(xyz) (xyz)->stats.sp
699#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 564#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
700#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 565#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
701 566
702/* for use by the lighting code */ 567/* for use by the lighting code */
703#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 568#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
704 * large values allow objects that can 569 * large values allow objects that can
705 * slow down the game */ 570 * slow down the game */
706#define MAX_DARKNESS 5 /* maximum map darkness, there is no 571#define MAX_DARKNESS 5 /* maximum map darkness, there is no
707 * practical reason to exceed this */ 572 * practical reason to exceed this */
573#define LOS_MAX 4 /* max. los value for non-blocked spaces */
574#define LOS_BLOCKED 100 /* fully blocked spaces */
708#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 575#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
709 MAX_LIGHT_RADII:(xyz)->glow_radius; 576 MAX_LIGHT_RADII : (xyz)->glow_radius;
577// player position in blocked_los code
578#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
579#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
580
710 581
711#define F_BUY 0 582#define F_BUY 0
712#define F_SELL 1 583#define F_SELL 1
713#define F_TRUE 2 /* True value of item, unadjusted */ 584#define F_TRUE 2 /* True value of item, unadjusted */
714#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 585#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
715#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 586#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
716#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 587#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
717#define F_APPROX 32 /* flag to give a guess of item value */ 588#define F_APPROX 32 /* flag to give a guess of item value */
718#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 589#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
719 590
720#define DIRX(xyz) freearr_x[(xyz)->direction] 591#define DIRX(xyz) freearr_x[(xyz)->direction]
721#define DIRY(xyz) freearr_y[(xyz)->direction] 592#define DIRY(xyz) freearr_y[(xyz)->direction]
722
723#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
724#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
725 593
726#define ARMOUR_SPEED(xyz) (xyz)->last_sp 594#define ARMOUR_SPEED(xyz) (xyz)->last_sp
727#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 595#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
728#define WEAPON_SPEED(xyz) (xyz)->last_sp 596#define WEAPON_SPEED(xyz) (xyz)->last_sp
729 597
730/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 598/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
731 each of them signed char, concatenated in a int16 */ 599 each of them signed char, concatenated in a int16 */
732#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 600#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
733#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 601#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
734#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 602#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
603
735#define FIRE_DIRECTIONAL 0 604#define FIRE_DIRECTIONAL 0
736#define FIRE_POSITIONAL 1 605#define FIRE_POSITIONAL 1
737 606
738/******************************************************************************/ 607/******************************************************************************/
739/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 608/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
762#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 631#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
763#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 632#define ALLRUN 6 /* always run never attack good for sim. of weak player */
764#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 633#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
765#define WAIT2 8 /* monster does not try to move towards player if far */ 634#define WAIT2 8 /* monster does not try to move towards player if far */
766 /* maintains comfortable distance */ 635 /* maintains comfortable distance */
636
767#define PETMOVE 16 /* if the upper four bits of attack_movement */ 637#define PETMOVE 16 /* if the upper four bits of attack_movement */
768 /* are set to this number, the monster follows a player */ 638 /* are set to this number, the monster follows a player */
769 /* until the owner calls it back or off */ 639 /* until the owner calls it back or off */
770 /* player followed denoted by 0b->owner */ 640 /* player followed denoted by 0b->owner */
771 /* the monster will try to attack whatever the player is */ 641 /* the monster will try to attack whatever the player is */
773 /* calls off the monster - a key command will be */ 643 /* calls off the monster - a key command will be */
774 /* inserted to do so */ 644 /* inserted to do so */
775#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 645#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
776 /* are set to this number, the monster will move in a */ 646 /* are set to this number, the monster will move in a */
777 /* circle until it is attacked, or the enemy field is */ 647 /* circle until it is attacked, or the enemy field is */
778 /* set, this is good for non-aggressive monsters and NPC */ 648 /* set, this is good for non-aggressive monsters and NPC */
779#define CIRCLE2 48 /* same as above but a larger circle is used */ 649#define CIRCLE2 48 /* same as above but a larger circle is used */
780#define PACEH 64 /* The Monster will pace back and forth until attacked */ 650#define PACEH 64 /* The Monster will pace back and forth until attacked */
781 /* this is HORIZONTAL movement */ 651 /* this is HORIZONTAL movement */
782#define PACEH2 80 /* the monster will pace as above but the length of the */ 652#define PACEH2 80 /* the monster will pace as above but the length of the */
783 /* pace area is longer and the monster stops before */ 653 /* pace area is longer and the monster stops before */
794 /* changing directions */ 664 /* changing directions */
795 /* this is VERTICAL movement */ 665 /* this is VERTICAL movement */
796#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 666#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
797#define HI4 240 667#define HI4 240
798 668
799/*
800 * Use of the state-variable in player objects:
801 */
802
803#define ST_PLAYING 0
804#define ST_PLAY_AGAIN 1
805#define ST_ROLL_STAT 2
806#define ST_CHANGE_CLASS 3
807#define ST_CONFIRM_QUIT 4
808#define ST_CONFIGURE 5
809#define ST_GET_NAME 6
810#define ST_GET_PASSWORD 7
811#define ST_CONFIRM_PASSWORD 8
812#define ST_GET_PARTY_PASSWORD 10
813
814#define BLANK_FACE_NAME "blank.111" 669#define BLANK_FACE_NAME "blank.x11"
815#define EMPTY_FACE_NAME "empty.111" 670#define EMPTY_FACE_NAME "empty.x11"
816#define DARK_FACE1_NAME "dark1.111"
817#define DARK_FACE2_NAME "dark2.111"
818#define DARK_FACE3_NAME "dark3.111"
819#define SMOOTH_FACE_NAME "default_smoothed.111"
820 671
821/* 672/*
822 * Defines for the luck/random functions to make things more readable 673 * Defines for the luck/random functions to make things more readable
823 */ 674 */
824 675
825#define PREFER_HIGH 1 676#define PREFER_HIGH 1
826#define PREFER_LOW 0 677#define PREFER_LOW 0
827 678
828/* Simple function we use below to keep adding to the same string 679/* Flags for apply_special() */
829 * but also make sure we don't overwrite that string. 680enum apply_flag
830 */
831static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
832{ 681{
833 if (*curlen == (maxlen-1)) return;
834 strncpy(dest+*curlen, orig, maxlen-*curlen-1);
835 dest[maxlen-1]=0;
836 *curlen += strlen(orig);
837 if (*curlen>(maxlen-1)) *curlen=maxlen-1;
838}
839
840
841/* The SAFE versions of these call the safe_strcat function above.
842 * Ideally, all functions should use the SAFE functions, but they
843 * require some extra support in the calling function to remain as
844 * efficient.
845 */
846#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
847 if(variable) { \
848 int i,j=0; \
849 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
850 for(i=0; i<NROFATTACKS; i++) \
851 if(variable & (1<<i)) { \
852 if (j) \
853 safe_strcat(retbuf,", ", len, maxlen); \
854 else \
855 j = 1; \
856 safe_strcat(retbuf, attacks[i], len, maxlen); \
857 } \
858 safe_strcat(retbuf,")",len,maxlen); \
859 }
860
861
862/* separated this from the common/item.c file. b.t. Dec 1995 */
863
864#define DESCRIBE_ABILITY(retbuf, variable, name) \
865 if(variable) { \
866 int i,j=0; \
867 strcat(retbuf,"(" name ": "); \
868 for(i=0; i<NROFATTACKS; i++) \
869 if(variable & (1<<i)) { \
870 if (j) \
871 strcat(retbuf,", "); \
872 else \
873 j = 1; \
874 strcat(retbuf, attacks[i]); \
875 } \
876 strcat(retbuf,")"); \
877 }
878
879
880#define DESCRIBE_PATH(retbuf, variable, name) \
881 if(variable) { \
882 int i,j=0; \
883 strcat(retbuf,"(" name ": "); \
884 for(i=0; i<NRSPELLPATHS; i++) \
885 if(variable & (1<<i)) { \
886 if (j) \
887 strcat(retbuf,", "); \
888 else \
889 j = 1; \
890 strcat(retbuf, spellpathnames[i]); \
891 } \
892 strcat(retbuf,")"); \
893 }
894
895
896#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
897 if(variable) { \
898 int i,j=0; \
899 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
900 for(i=0; i<NRSPELLPATHS; i++) \
901 if(variable & (1<<i)) { \
902 if (j) \
903 safe_strcat(retbuf,", ", len, maxlen); \
904 else \
905 j = 1; \
906 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
907 } \
908 safe_strcat(retbuf,")", len, maxlen); \
909 }
910
911/* Flags for apply_special() */
912enum apply_flag {
913 /* Basic flags, always use one of these */ 682 /* Basic flags/mode, always use one of these */
914 AP_NULL = 0, 683 AP_TOGGLE = 0,
915 AP_APPLY = 1, 684 AP_APPLY = 0x01,
916 AP_UNAPPLY = 2, 685 AP_UNAPPLY = 0x02,
917 686 AP_MODE = 0x03,
918 AP_BASIC_FLAGS = 15,
919 687
920 /* Optional flags, for bitwise or with a basic flag */ 688 /* Optional flags, for bitwise or with a basic flag */
921 AP_NO_MERGE = 16, 689 AP_NO_MERGE = 0x10,
922 AP_IGNORE_CURSE = 32, 690 AP_IGNORE_CURSE = 0x20,
923 AP_PRINT = 64 /* Print what to do, don't actually do it */ 691 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
924 /* Note this is supported in all the functions */ 692 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
925
926}; 693};
927 694
928/* Bitmask values for 'can_apply_object()' return values. 695/* Bitmask values for 'can_apply_object()' return values.
929 * the CAN_APPLY_ prefix is to just note what function the 696 * the CAN_APPLY_ prefix is to just note what function the
930 * are returned from. 697 * are returned from.
949 * this one can be applied. Think of rings - human is wearing two 716 * this one can be applied. Think of rings - human is wearing two
950 * rings and tries to apply one - there are two possible rings he 717 * rings and tries to apply one - there are two possible rings he
951 * could remove. 718 * could remove.
952 * 719 *
953 */ 720 */
954#define CAN_APPLY_NEVER 0x1 721#define CAN_APPLY_NEVER 0x01
955#define CAN_APPLY_RESTRICTION 0x2 722#define CAN_APPLY_RESTRICTION 0x02
956#define CAN_APPLY_NOT_MASK 0xf 723#define CAN_APPLY_NOT_MASK 0x0f
724
957#define CAN_APPLY_UNAPPLY 0x10 725#define CAN_APPLY_UNAPPLY 0x10
958#define CAN_APPLY_UNAPPLY_MULT 0x20 726#define CAN_APPLY_UNAPPLY_MULT 0x20
959#define CAN_APPLY_UNAPPLY_CHOICE 0x40 727#define CAN_APPLY_UNAPPLY_CHOICE 0x40
960 728
961/* Cut off point of when an object is put on the active list or not */ 729// Cut off point of when an object is put on the active list or not
730// we use 2**-n because that can be represented exactly
731// also make sure that this is a float, not double, constant.
732// some areas in the server divide by this value, so
733// to avoid integer overflows it should not be much lower.
734#define MIN_ACTIVE_SPEED (1.f / 65536.f)
735
736/* have mercy on players and guarantee a somewhat higher speed */
962#define MIN_ACTIVE_SPEED 0.00001 737#define MIN_PLAYER_SPEED 0.04f
963 738
964/*
965 * random() is much better than rand(). If you have random(), use it instead.
966 * You shouldn't need to change any of this
967 *
968 * 0.93.3: It looks like linux has random (previously, it was set below
969 * to use rand). Perhaps old version of linux lack rand? IF you run into
970 * problems, add || defined(__linux__) the #if immediately below.
971 *
972 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
973 * here.
974 */
975
976#ifdef HAVE_SRANDOM
977#define RANDOM() random()
978#define SRANDOM(xyz) srandom(xyz)
979#else
980# ifdef HAVE_SRAND48
981# define RANDOM() lrand48()
982# define SRANDOM(xyz) srand48(xyz)
983# else
984# ifdef HAVE_SRAND
985# define RANDOM() rand()
986# define SRANDOM(xyz) srand(xyz)
987# else
988# error "Could not find a usable random routine"
989# endif
990# endif
991#endif
992
993/* Returns the weight of the given object. Note: it does not take the number of
994 * items (nrof) into account.
995 */
996#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
997
998
999/* Code fastening defines
1000 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1001 * buf__ and increment buf__ position so it will point to the end of buf__.
1002 * the '\0' caracter will not be put at end of buf__.
1003 * use preparefastcat and finishfastcat on buf__ to prepare
1004 * and clean up the string. (Lots faster than doing each time...)
1005 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1006 * keep in mind FAST_STRNCAT is faster since length of second argument is
1007 * kown in advance.
1008 */
1009
1010 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1011 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1012 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1013 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1014
1015 /* You may uncomment following define to check sanity of code.
1016 * But use as debug only (loses all speed gained by those macros)
1017 */
1018/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1019 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1020
1021
1022
1023
1024
1025
1026
1027/* 739/*
1028 * Warning! 740 * Warning!
1029 * If you add message types here, don't forget 741 * If you add message types here, don't forget
1030 * to keep the client up to date too! 742 * to keep the client up to date too!
1031 */ 743 */
1032 744
1033
1034/* message types */ 745/* message types */
1035#define MSG_TYPE_BOOK 1 746#define MSG_TYPE_BOOK 1
1036#define MSG_TYPE_CARD 2 747#define MSG_TYPE_CARD 2
1037#define MSG_TYPE_PAPER 3 748#define MSG_TYPE_PAPER 3
1038#define MSG_TYPE_SIGN 4 749#define MSG_TYPE_SIGN 4
1108#define MSG_TYPE_MONUMENT_WALL_3 12 819#define MSG_TYPE_MONUMENT_WALL_3 12
1109 820
1110/*some readable flags*/ 821/*some readable flags*/
1111 822
1112/* dialog messsage */ 823/* dialog messsage */
1113#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 824#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1114#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 825#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1115#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 826#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1116 827
1117/* admin messages */ 828/* admin messages */
1118#define MSG_TYPE_ADMIN_RULES 1 829#define MSG_TYPE_ADMIN_RULES 1
1119#define MSG_TYPE_ADMIN_NEWS 2 830#define MSG_TYPE_ADMIN_NEWS 2
1120 831
832/**
833 * Maximum distance a player may hear a sound from.
834 * This is only used for client/server sound and say. If the sound source
835 * on the map is farther away than this, we don't sent it to the client.
836 */
837#define MAX_SOUND_DISTANCE 16
838
839#define LOG_CHANNEL "log" // the plain and ugly standard server log
840#define INFO_CHANNEL "info" // lower_left box
841#define SAY_CHANNEL "say"
842#define CHAT_CHANNEL "chat"
843#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
844
845/* The following are the color flags passed to new_draw_info.
846 *
847 * We also set up some control flags
848 *
849 * NDI = New Draw Info
850 */
851
852/* Color specifications - note these match the order in xutil.c */
853/* Note 2: Black, the default color, is 0. Thus, it does not need to
854 * be implicitly specified.
855 */
856#define NDI_BLACK 0
857#define NDI_WHITE 1
858#define NDI_NAVY 2
859#define NDI_RED 3
860#define NDI_ORANGE 4
861#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
862#define NDI_DK_ORANGE 6 /* DarkOrange2 */
863#define NDI_GREEN 7 /* SeaGreen */
864#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
865 /* Than seagreen - also background color */
866#define NDI_GREY 9
867#define NDI_BROWN 10 /* Sienna */
868#define NDI_GOLD 11
869#define NDI_TAN 12 /* Khaki */
870
871#define NDI_MAX_COLOR 12 /* Last value in */
872#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
873 /* using an int anyways, so we have the space */
874 /* to still do all the flags */
875
876#define NDI_REPLY 0x20 // is a direct reply to a user command
877#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
878#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
879#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
880
881#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
882#define NDI_ALL 0x2000 /* Inform all players of this message */
883#define NDI_DEF 0x4000 // ignore colour for channel protocol
884#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
885
1121#endif /* DEFINE_H */ 886#endif /* DEFINE_H */
887

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