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Comparing deliantra/server/include/define.h (file contents):
Revision 1.84 by root, Wed Aug 27 03:41:24 2008 UTC vs.
Revision 1.128 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
36#include <autoconf.h> 37#include <autoconf.h>
37 38
38#define FONTDIR "" 39#define FONTDIR ""
39#define FONTNAME "" 40#define FONTNAME ""
40 41
41/* Decstations have trouble with fabs()... */
42#define FABS(x) fabs (x)
43
44#ifdef __NetBSD__ 42#ifdef __NetBSD__
45# include <sys/param.h> 43# include <sys/param.h>
46#endif 44#endif
47 45
46#define MAXLEVEL 115 // for treasure calculations only
47
48// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
49#define NAME_LEN 127 49#define NAME_LEN 127
50 50
51#undef MIN
52#undef MAX
53
54#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
55#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
53
54#define MAX_FOOD 999
56 55
57//TODO: not only use more reasonable values, also enforce them 56//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120 57#define MIN_WC -120
59#define MAX_WC 120 58#define MAX_WC 120
60#define MIN_AC -120 59#define MIN_AC -120
62#define MIN_DAM 0 61#define MIN_DAM 0
63#define MAX_DAM 200 62#define MAX_DAM 200
64#define MIN_DIGESTION -35 63#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 64#define MAX_DIGESTION 70
66 65
67#define MAX_BUF 1024 66#define MAX_BUF 1024 /* Used for all kinds of things */
68 /* Used for all kinds of things */
69#define VERY_BIG_BUF 2048
70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
72
73#define FONTSIZE 3000 /* Max chars in font */
74
75#define MAX_ANIMATIONS 256
76 67
77#define MAX_NAME 48 68#define MAX_NAME 48
78#define MAX_EXT_TITLE 98
79 69
80//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#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
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
142#define AMULET 39 128#define AMULET 39
143#define PLAYERMOVER 40 129#define PLAYERMOVER 40
144#define TELEPORTER 41 130#define TELEPORTER 41
145#define CREATOR 42 131#define CREATOR 42
146#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
147//44 133#define IDENTIFY_ALTAR 44
148#define EARTHWALL 45 134#define EARTHWALL 45
149#define GOLEM 46 135#define GOLEM 46
150//47 136#define DEEP_SWAMP 47
151#define THROWN_OBJ 48 137#define THROWN_OBJ 48
152#define BLINDNESS 49 138#define BLINDNESS 49
153#define GOD 50 139#define GOD 50
154#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
155 * which notices the presense of 141 * which notices the presense of
170 156
171#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
172 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
173 */ 159 */
174#define GEM 60 160#define GEM 60
175//61 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
176#define FIREWALL 62 162#define FIREWALL 62
177#define ANVIL 63 163#define ANVIL 63
178#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 */
179#define MOOD_FLOOR 65 /* 165#define MOOD_FLOOR 65 /*
180 * values of last_sp set how to change: 166 * values of last_sp set how to change:
189#define EXIT 66 175#define EXIT 66
190#define ENCOUNTER 67 176#define ENCOUNTER 67
191#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
192#define SHOP_MAT 69 178#define SHOP_MAT 69
193#define RING 70 179#define RING 70
194#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
195#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
196#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
197#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
198#define LIGHTER 75 184#define LIGHTER 75
199//76 185//76
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
214#define CLOAK 87 200#define CLOAK 87
215//88 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
216//89 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
203 potions, alchemy, or magic works here (elmex) */
217#define SPINNER 90 204#define SPINNER 90
218#define GATE 91 205#define GATE 91
219#define BUTTON 92 206#define BUTTON 92
220#define CF_HANDLE 93 207#define T_HANDLE 93
221#define HOLE 94 208#define HOLE 94
222#define TRAPDOOR 95 209#define TRAPDOOR 95
223//96 210#define RUNE 96
224//97 211#define TRAP 97
225#define SIGN 98 212#define SIGN 98
226#define BOOTS 99 213#define BOOTS 99
227#define GLOVES 100 214#define GLOVES 100
228#define SPELL 101 215#define SPELL 101
229#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
230#define CONVERTER 103 217#define CONVERTER 103
231#define BRACERS 104 218#define BRACERS 104
232#define POISONING 105 219#define POISONING 105
233#define SAVEBED 106 220#define SAVEBED 106
234//107 221#define DISEASE 107
235//108 222#define SYMPTOM 108
236#define WAND 109 223#define WAND 109
237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
238#define SCROLL 111 225#define SCROLL 111
239#define DIRECTOR 112 226#define DIRECTOR 112
240#define GIRDLE 113 227#define GIRDLE 113
241#define FORCE 114 228#define FORCE 114
242#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 */
243#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 */
244//117 231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
245//118 232#define POWER_CRYSTAL 118
246//119 233#define CORPSE 119
247//120 234//120
248#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. */
249#define CONTAINER 122 236#define CONTAINER 122
250#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
251#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
252//125
253//126
254//127
255//128
256//129
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258//131
259//132
260//133
261//134
262//135
263//136
264//137
265#define DEEP_SWAMP 138
266#define IDENTIFY_ALTAR 139
267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
278//151
279//152
280//153
281#define RUNE 154
282#define TRAP 155
283#define POWER_CRYSTAL 156
284#define CORPSE 157
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//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291//164
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */
294 241
295#define NUM_TYPES 166 // must be max(type) + 1 242#define NUM_TYPES 127 // must be max(type) + 1
296 243
297/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
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;
298 274
299// maximum supported subtype number + 1, can be increased to 256 275// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50 276// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64 277#define NUM_SUBTYPES 64
302 278
341#define PU_NOTHING 0x00000000 317#define PU_NOTHING 0x00000000
342 318
343#define PU_DEBUG 0x10000000 319#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 320#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 321#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 322#define PU_ENABLE 0x80000000 // used to distinguish value density
347 323
348#define PU_RATIO 0x0000000F 324#define PU_RATIO 0x0000000F
349 325
350#define PU_FOOD 0x00000010 326#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 327#define PU_DRINK 0x00000020
391 367
392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 368#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393 369
394/* 370/*
395 * If any FLAG's are added 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
396 * common/loader.l is updated. 372 * common/loader.C is updated.
397 */ 373 */
398
399/* Basic routines to do above */
400#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
401#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
402#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
403 374
404/* the flags */ 375/* the flags */
405 376
406#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 377#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
407#define FLAG_WIZ 1 /* Object has special privilegies */ 378#define FLAG_WIZ 1 /* Object has special privilegies */
408#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 */
409#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 */
410//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 381#define FLAG_WIZLOOK 4 /* disable los and lighting */
411#define FLAG_APPLIED 5 /* Object is ready for use by living */ 382#define FLAG_APPLIED 5 /* Object is ready for use by living */
412#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
413#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
414 385
415#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
416 387/*#define FLAG_WALK_ON 9*/
417/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
418/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
419 389
420#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
421 391
422/*#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 */
423/*#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) */
424 394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
395
425#define FLAG_MONSTER 14 /* Will attack players */ 396#define FLAG_MONSTER 14 /* Will attack players */
426#define FLAG_FRIENDLY 15 /* Will help players */ 397#define FLAG_FRIENDLY 15 /* Will help players */
427#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 398#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
428#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 399#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
429#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 400#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
430#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 401#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
431#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. */
432#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 403#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
433#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 404#define FLAG_CAN_ROLL 22 /* Object can be rolled */
434#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 405#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
435#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 406#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
436 407
437/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 408/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
438/*#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 */
439/*#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 */
440 411
441#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 412#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
442#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 413#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
443#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 414#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
444#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 415#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
445#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 416#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
446#define FLAG_HITBACK 33 /* Object will hit back when hit */ 417#define FLAG_HITBACK 33 /* Object will hit back when hit */
447#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 418#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
448#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 419#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
449#define FLAG_UNDEAD 36 /* Monster is undead */ 420#define FLAG_UNDEAD 36 /* Monster is undead */
450#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 421#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
451#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 422#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
452#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 423#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
453#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 424#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
454 425
455#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 */
456#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 */
457#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 428#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
458#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 */
459#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 430#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
460 but can still attack at a distance */ 431 but can still attack at a distance */
461 432
462/*#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 \
463 thru this object as if it wasn't there */ 434 thru this object as if it wasn't there */
464/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 435/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
465 436
466#define FLAG_PICK_UP 48 /* Can pick up */ 437#define FLAG_PICK_UP 48 /* Can pick up */
467#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 438#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
468#define FLAG_NO_DROP 50 /* Object can't be dropped */ 439#define FLAG_NO_DROP 50 /* Object can't be dropped */
469#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 */
470 441
471#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 442#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
472#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 443#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
473#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 */
474#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 445#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
475#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 446#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
476#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 447#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
477#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 */
478#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) */
479#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 450#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
480 451
481#define FLAG_XRAYS 61 /* X-ray vision */ 452#define FLAG_XRAYS 61 /* X-ray vision */
482#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 */
483#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 */
484 455
485#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 456#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
486#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 */
487#define FLAG_SLEEP 66 /* NPC is sleeping */ 458#define FLAG_SLEEP 66 /* NPC is sleeping */
488#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 459#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
489#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 460#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
490#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 */
491#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 462#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
492#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 463#define FLAG_STEALTH 71 /* Will wake monsters with less range */
493 464
494#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 465#define FLAG_WIZPASS 72 /* The wizard can go through walls */
495#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 */
496#define FLAG_CURSED 74 /* The object is cursed */ 467#define FLAG_CURSED 74 /* The object is cursed */
497#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 468#define FLAG_DAMNED 75 /* The object is _very_ cursed */
498#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 */
499#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 */
500#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 */
501#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 472#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
502 473
503#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 474#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
504#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 */
505#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 476#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
506 477
507#define FLAG_PRECIOUS 83 // object is precious (pets) 478#define FLAG_PRECIOUS 83 // object is precious (pets)
508#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 479#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
509#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 480#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
510#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 */
511 482
512#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 483#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
513#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 484#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
514#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 */
515#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 */
516#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 */
517#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 488#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
518#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 */
519#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 490#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
520 491
521/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 492/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
522 493
523#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 494#define FLAG_NO_STEAL 96 /* Item can't be stolen */
524#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
525 * away (replaces ghosthit) 496 * away (replaces ghosthit)
526 */ 497 */
527#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
528 * detect cases were the server is trying
529 * to send an upditem when we have not
530 * actually sent the item.
531 */ 499
532
533#define FLAG_BERSERK 99 /* monster will attack closest living 500#define FLAG_BERSERK 99 /* monster will attack closest living
534 object */ 501 object */
535#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 502#define FLAG_NEUTRAL 100 /* monster is from type neutral */
536#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 503#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
537#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 504#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
538#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
539 * load_original_map() */ 506 * load_original_map() */
540//#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 */
541// * the overlay, and is not subject to
542// * decay. */
543#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' */
544#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' */
545#define FLAG_IS_WATER 107 510#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
546#define FLAG_CONTENT_ON_GEN 108 511#define FLAG_CONTENT_ON_GEN 108
547#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 */
548#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 513#define FLAG_IS_BUILDABLE 110 /* Can build on item */
549#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 514#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
550#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 515#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
551 516
552#define NUM_FLAGS 113 /* Should always be equal to the last 517#define NUM_FLAGS 113 /* Should always be equal to the last
553 * defined flag + 1. If you change this, 518 * defined flag + 1. If you change this,
554 * make sure you update the flag_links 519 * make sure you update the flag_links
555 * in common/loader.l 520 * in common/loader.l
556 */ 521 */
557 522
558/* If you add new movement types, you may need to update 523/* If you add new movement types, you may need to update
559 * describe_item() so properly describe those types. 524 * describe_item() so properly describe those types.
560 * change_abil() probably should be updated also. 525 * change_abil() probably should be updated also.
561 */ 526 */
564#define MOVE_FLY_HIGH 0x04 /* High flying object */ 529#define MOVE_FLY_HIGH 0x04 /* High flying object */
565#define MOVE_FLYING 0x06 530#define MOVE_FLYING 0x06
566 /* Combo of fly_low and fly_high */ 531 /* Combo of fly_low and fly_high */
567#define MOVE_SWIM 0x08 /* Swimming object */ 532#define MOVE_SWIM 0x08 /* Swimming object */
568#define MOVE_BOAT 0x10 /* Boats/sailing */ 533#define MOVE_BOAT 0x10 /* Boats/sailing */
569#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 534#define MOVE_SHIP 0x20 /* boats suitable for oceans */
570 535
571#define MOVE_ALL 0x3f /* Mask of all movement types */ 536#define MOVE_ALL 0x3f /* Mask of all movement types */
572 537
573/* typdef here to define type large enough to hold bitmask of 538/* typdef here to define type large enough to hold bitmask of
574 * all movement types. Make one declaration so easy to update. 539 * all movement types. Make one declaration so easy to update.
598#define EXIT_Y(xyz) (xyz)->stats.sp 563#define EXIT_Y(xyz) (xyz)->stats.sp
599#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 564#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 565#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601 566
602/* for use by the lighting code */ 567/* for use by the lighting code */
603#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 568#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
604 * large values allow objects that can 569 * large values allow objects that can
605 * slow down the game */ 570 * slow down the game */
606#define MAX_DARKNESS 5 /* maximum map darkness, there is no 571#define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * 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 */
608#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 575#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
609 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
610 581
611#define F_BUY 0 582#define F_BUY 0
612#define F_SELL 1 583#define F_SELL 1
613#define F_TRUE 2 /* True value of item, unadjusted */ 584#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 */ 585#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
650/* CIRCLE1 = 32 */ 621/* CIRCLE1 = 32 */
651/* + DISTATT = 1 */ 622/* + DISTATT = 1 */
652/* ------------------- */ 623/* ------------------- */
653/* attack_movement = 33 */ 624/* attack_movement = 33 */
654/******************************************************************************/ 625/******************************************************************************/
655#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 626#define DISTATT 1 /* move toward a player if far, but mantain some space, */
656 /* attack from a distance - good for missile users only */ 627 /* attack from a distance - good for missile users only */
657#define RUNATT 2 /* run but attack if player catches up to object */ 628#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 */ 629#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 */ 630#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 */ 631#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 */ 632#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 */ 633#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 */ 634#define WAIT2 8 /* monster does not try to move towards player if far */
664 /* maintains comfortable distance */ 635 /* maintains comfortable distance */
636
665#define PETMOVE 16 /* if the upper four bits of attack_movement */ 637#define PETMOVE 16 /* if the upper four bits of attack_movement */
666 /* are set to this number, the monster follows a player */ 638 /* are set to this number, the monster follows a player */
667 /* until the owner calls it back or off */ 639 /* until the owner calls it back or off */
668 /* player followed denoted by 0b->owner */ 640 /* player followed denoted by 0b->owner */
669 /* the monster will try to attack whatever the player is */ 641 /* the monster will try to attack whatever the player is */
670 /* attacking, and will continue to do so until the owner */ 642 /* attacking, and will continue to do so until the owner */
671 /* calls off the monster - a key command will be */ 643 /* calls off the monster - a key command will be */
672 /* inserted to do so */ 644 /* inserted to do so */
673#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 */
674 /* are set to this number, the monster will move in a */ 646 /* are set to this number, the monster will move in a */
675 /* circle until it is attacked, or the enemy field is */ 647 /* circle until it is attacked, or the enemy field is */
676 /* set, this is good for non-aggressive monsters and NPC */ 648 /* set, this is good for non-aggressive monsters and NPC */
677#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 */
678#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 */
679 /* this is HORIZONTAL movement */ 651 /* this is HORIZONTAL movement */
680#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 */
681 /* pace area is longer and the monster stops before */ 653 /* pace area is longer and the monster stops before */
682 /* changing directions */ 654 /* changing directions */
683 /* this is HORIZONTAL movement */ 655 /* this is HORIZONTAL movement */
684#define RANDO 96 /* the monster will go in a random direction until */ 656#define RANDO 96 /* the monster will go in a random direction until */
685 /* it is stopped by an obstacle, then it chooses another */ 657 /* it is stopped by an obstacle, then it chooses another */
686 /* direction. */ 658 /* direction. */
687#define RANDO2 112 /* constantly move in a different random direction */ 659#define RANDO2 112 /* constantly move in a different random direction */
688#define PACEV 128 /* The Monster will pace back and forth until attacked */ 660#define PACEV 128 /* The Monster will pace back and forth until attacked */
689 /* this is VERTICAL movement */ 661 /* this is VERTICAL movement */
690#define PACEV2 144 /* the monster will pace as above but the length of the */ 662#define PACEV2 144 /* the monster will pace as above but the length of the */
691 /* pace area is longer and the monster stops before */ 663 /* pace area is longer and the monster stops before */
692 /* changing directions */ 664 /* changing directions */
693 /* this is VERTICAL movement */ 665 /* this is VERTICAL movement */
694#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 */
695#define HI4 240 667#define HI4 240
696 668
697#define BLANK_FACE_NAME "blank.x11" 669#define BLANK_FACE_NAME "blank.x11"
698#define EMPTY_FACE_NAME "empty.x11" 670#define EMPTY_FACE_NAME "empty.x11"
699 671
706 678
707/* Flags for apply_special() */ 679/* Flags for apply_special() */
708enum apply_flag 680enum apply_flag
709{ 681{
710 /* Basic flags/mode, always use one of these */ 682 /* Basic flags/mode, always use one of these */
711 AP_TOGGLE = 0, 683 AP_TOGGLE = 0,
712 AP_APPLY = 1, 684 AP_APPLY = 0x01,
713 AP_UNAPPLY = 2, 685 AP_UNAPPLY = 0x02,
714 686 AP_MODE = 0x03,
715 AP_BASIC_FLAGS = 0x0f,
716 687
717 /* Optional flags, for bitwise or with a basic flag */ 688 /* Optional flags, for bitwise or with a basic flag */
718 AP_NO_MERGE = 0x10, 689 AP_NO_MERGE = 0x10,
719 AP_IGNORE_CURSE = 0x20, 690 AP_IGNORE_CURSE = 0x20,
720 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 691 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
721 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 692 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
722}; 693};
723 694
724/* Bitmask values for 'can_apply_object()' return values. 695/* Bitmask values for 'can_apply_object()' return values.
725 * the CAN_APPLY_ prefix is to just note what function the 696 * the CAN_APPLY_ prefix is to just note what function the
726 * are returned from. 697 * are returned from.
745 * 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
746 * 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
747 * could remove. 718 * could remove.
748 * 719 *
749 */ 720 */
750#define CAN_APPLY_NEVER 0x1 721#define CAN_APPLY_NEVER 0x01
751#define CAN_APPLY_RESTRICTION 0x2 722#define CAN_APPLY_RESTRICTION 0x02
752#define CAN_APPLY_NOT_MASK 0xf 723#define CAN_APPLY_NOT_MASK 0x0f
724
753#define CAN_APPLY_UNAPPLY 0x10 725#define CAN_APPLY_UNAPPLY 0x10
754#define CAN_APPLY_UNAPPLY_MULT 0x20 726#define CAN_APPLY_UNAPPLY_MULT 0x20
755#define CAN_APPLY_UNAPPLY_CHOICE 0x40 727#define CAN_APPLY_UNAPPLY_CHOICE 0x40
756 728
757// 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
758// we use 2**-n because that can be represented exactly 730// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant 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.
760#define MIN_ACTIVE_SPEED (1.f / 65536.f) 734#define MIN_ACTIVE_SPEED (1.f / 65536.f)
761 735
762#define RANDOM() (rndm.next () & 0xffffffU) 736/* have mercy on players and guarantee a somewhat higher speed */
737#define MIN_PLAYER_SPEED 0.04f
763 738
764/* 739/*
765 * Warning! 740 * Warning!
766 * If you add message types here, don't forget 741 * If you add message types here, don't forget
767 * to keep the client up to date too! 742 * to keep the client up to date too!
854#define MSG_TYPE_ADMIN_RULES 1 829#define MSG_TYPE_ADMIN_RULES 1
855#define MSG_TYPE_ADMIN_NEWS 2 830#define MSG_TYPE_ADMIN_NEWS 2
856 831
857/** 832/**
858 * Maximum distance a player may hear a sound from. 833 * Maximum distance a player may hear a sound from.
859 * This is only used for new client/server sound. If the sound source 834 * 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. 835 * on the map is farther away than this, we don't sent it to the client.
861 */ 836 */
862#define MAX_SOUND_DISTANCE 16 837#define MAX_SOUND_DISTANCE 16
863 838
864#define LOG_CHANNEL "log" // the plain and ugly standard server log 839#define LOG_CHANNEL "log" // the plain and ugly standard server log
865#define INFO_CHANNEL "info" // lower_left box 840#define INFO_CHANNEL "info" // lower_left box
866#define SAY_CHANNEL "channel-say" 841#define SAY_CHANNEL "say"
867#define CHAT_CHANNEL "channel-chat" 842#define CHAT_CHANNEL "chat"
868#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 843#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
869 844
870/* The following are the color flags passed to new_draw_info. 845/* The following are the color flags passed to new_draw_info.
871 * 846 *
872 * We also set up some control flags 847 * We also set up some control flags
904#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 879#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
905 880
906#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 881#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
907#define NDI_ALL 0x2000 /* Inform all players of this message */ 882#define NDI_ALL 0x2000 /* Inform all players of this message */
908#define NDI_DEF 0x4000 // ignore colour for channel protocol 883#define NDI_DEF 0x4000 // ignore colour for channel protocol
884#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
909 885
910#endif /* DEFINE_H */ 886#endif /* DEFINE_H */
911 887

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