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Comparing deliantra/server/include/define.h (file contents):
Revision 1.83 by root, Tue Aug 26 02:35:05 2008 UTC vs.
Revision 1.137 by root, Sat May 7 17:12:27 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 MAXNUMLEVELS 256 // maximum number of levels possible
47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
48
48// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
49#define NAME_LEN 127 50#define NAME_LEN 127
50 51
51#undef MIN
52#undef MAX
53
54#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
55#define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
54
55#define MAX_FOOD 999
56 56
57//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120 58#define MIN_WC -120
59#define MAX_WC 120 59#define MAX_WC 120
60#define MIN_AC -120 60#define MIN_AC -120
62#define MIN_DAM 0 62#define MIN_DAM 0
63#define MAX_DAM 200 63#define MAX_DAM 200
64#define MIN_DIGESTION -35 64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 65#define MAX_DIGESTION 70
66 66
67#define MAX_BUF 1024 67#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 68
77#define MAX_NAME 48 69#define MAX_NAME 48
78#define MAX_EXT_TITLE 98
79 70
80//TODO: remove all calls to fatal and replace them by cleanup 71#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 72
86/* TYPE DEFINES */ 73/* TYPE DEFINES */
87 74
88/* Only add new values to this list if somewhere in the program code, 75/* 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 76 * it is actually needed. Just because you add a new monster does not
108#define POTION 5 95#define POTION 5
109#define FOOD 6 96#define FOOD 6
110#define POISON 7 97#define POISON 7
111#define BOOK 8 98#define BOOK 8
112#define CLOCK 9 99#define CLOCK 9
113//10 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
114//11 101#define RANGED 11 // deliantra: other range item (skill based)
115//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
116#define ARROW 13 103#define ARROW 13
117#define BOW 14 104#define BOW 14
118#define WEAPON 15 105#define WEAPON 15
119#define ARMOUR 16 106#define ARMOUR 16
120#define PEDESTAL 17 107#define PEDESTAL 17
121#define ALTAR 18 108#define ALTAR 18
122//19 109#define T_MATCH 19
123#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
124#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
125#define MAP 22 112#define MAP 22
126#define DOOR 23 113#define DOOR 23
127#define KEY 24 114#define KEY 24
128//25 115#define PHYSICS 25 // deliantra: "things that move"
129#define TIMED_GATE 26 116#define TIMED_GATE 26
130#define TRIGGER 27 117#define TRIGGER 27
131#define GRIMREAPER 28 118#define GRIMREAPER 28
132#define MAGIC_EAR 29 119#define MAGIC_EAR 29
133#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
142#define AMULET 39 129#define AMULET 39
143#define PLAYERMOVER 40 130#define PLAYERMOVER 40
144#define TELEPORTER 41 131#define TELEPORTER 41
145#define CREATOR 42 132#define CREATOR 42
146#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
147//44 134#define IDENTIFY_ALTAR 44
148#define EARTHWALL 45 135#define EARTHWALL 45
149#define GOLEM 46 136#define GOLEM 46
150//47 137#define DEEP_SWAMP 47
151#define THROWN_OBJ 48 138#define THROWN_OBJ 48
152#define BLINDNESS 49 139#define BLINDNESS 49
153#define GOD 50 140#define GOD 50
154#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
155 * which notices the presense of 142 * which notices the presense of
170 157
171#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
172 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
173 */ 160 */
174#define GEM 60 161#define GEM 60
175//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
176#define FIREWALL 62 163#define FIREWALL 62
177#define ANVIL 63 164#define ANVIL 63
178#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 165#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
179#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
180 * values of last_sp set how to change: 167 * values of last_sp set how to change:
189#define EXIT 66 176#define EXIT 66
190#define ENCOUNTER 67 177#define ENCOUNTER 67
191#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
192#define SHOP_MAT 69 179#define SHOP_MAT 69
193#define RING 70 180#define RING 70
194#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
195#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
196#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
197#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
198#define LIGHTER 75 185#define LIGHTER 75
199//76 186//76
203 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
204 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
205 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
206 chairs from here. */ 193 chairs from here. */
207//80 194//80
208//81 195#define TORCH 81 /* a torch */
209#define LAMP 82 /* a lamp */ 196#define LAMP 82 /* a lamp */
210#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
211//84 198//84
212#define SPELLBOOK 85 199#define SPELLBOOK 85
213//86 200//86
214#define CLOAK 87 201#define CLOAK 87
215//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
216//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
217#define SPINNER 90 205#define SPINNER 90
218#define GATE 91 206#define GATE 91
219#define BUTTON 92 207#define BUTTON 92
220#define CF_HANDLE 93 208#define T_HANDLE 93
221#define HOLE 94 209#define HOLE 94
222#define TRAPDOOR 95 210#define TRAPDOOR 95
223//96 211#define RUNE 96
224//97 212#define TRAP 97
225#define SIGN 98 213#define SIGN 98
226#define BOOTS 99 214#define BOOTS 99
227#define GLOVES 100 215#define GLOVES 100
228#define SPELL 101 216#define SPELL 101
229#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
230#define CONVERTER 103 218#define CONVERTER 103
231#define BRACERS 104 219#define BRACERS 104
232#define POISONING 105 220#define POISONING 105
233#define SAVEBED 106 221#define SAVEBED 106
234//107 222#define DISEASE 107
235//108 223#define SYMPTOM 108
236#define WAND 109 224#define WAND 109
237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
238#define SCROLL 111 226#define SCROLL 111
239#define DIRECTOR 112 227#define DIRECTOR 112
240#define GIRDLE 113 228#define GIRDLE 113
241#define FORCE 114 229#define FORCE 114
242#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 230#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 */ 231#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
244//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
245//118 233#define POWER_CRYSTAL 118
246//119 234#define CORPSE 119
247//120 235//120
248#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 236#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
249#define CONTAINER 122 237#define CONTAINER 122
250#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
251#define WEAPON_IMPROVER 124 239#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 */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 241#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) */
294 242
295#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
296 244
297/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
246
247typedef std::bitset<NUM_TYPES> typeset;
248
249/* These are the items that currently can change digestion, regeneration,
250 * spell point recovery and mana point recovery. Seems sort of an arbitary
251 * list, but other items store other info into stats array.
252 * As a special exception, bows use stats.sp for their own purposes.
253 */
254static const struct digest_types : typeset
255{
256 digest_types ()
257 {
258 set (WEAPON);
259 set (BOW);
260 set (ARMOUR);
261 set (HELMET);
262 set (SHIELD);
263 set (RING);
264 set (BOOTS);
265 set (GLOVES);
266 set (AMULET);
267 set (GIRDLE);
268 set (BRACERS);
269 set (CLOAK);
270 set (DISEASE);
271 set (FORCE);
272 set (SKILL);
273 }
274} digest_types;
298 275
299// maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50 277// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64 278#define NUM_SUBTYPES 64
302 279
341#define PU_NOTHING 0x00000000 318#define PU_NOTHING 0x00000000
342 319
343#define PU_DEBUG 0x10000000 320#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 321#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 322#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 323#define PU_ENABLE 0x80000000 // used to distinguish value density
347 324
348#define PU_RATIO 0x0000000F 325#define PU_RATIO 0x0000000F
349 326
350#define PU_FOOD 0x00000010 327#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 328#define PU_DRINK 0x00000020
381 * freearr, add these values. <= SIZEOFFREE1 will get you 358 * freearr, add these values. <= SIZEOFFREE1 will get you
382 * within 1 space. <= SIZEOFFREE2 wll get you withing 359 * within 1 space. <= SIZEOFFREE2 wll get you withing
383 * 2 spaces, and the entire array (< SIZEOFFREE) is 360 * 2 spaces, and the entire array (< SIZEOFFREE) is
384 * three spaces 361 * three spaces
385 */ 362 */
363#define SIZEOFFREE0 0
386#define SIZEOFFREE1 8 364#define SIZEOFFREE1 8
387#define SIZEOFFREE2 24 365#define SIZEOFFREE2 24
388#define SIZEOFFREE3 49 366#define SIZEOFFREE3 48
389#define SIZEOFFREE 49 367#define SIZEOFFREE 49
390 368
391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 369#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392 370
393/* 371/*
394 * If any FLAG's are added or changed, make sure the flag_names structure in 372 * If any FLAG's are added or changed, make sure the flag_names structure in
395 * common/loader.l is updated. 373 * common/loader.C is updated.
396 */ 374 */
397
398/* Basic routines to do above */
399#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
400#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
401#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
402 375
403/* the flags */ 376/* the flags */
404 377
405#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 378#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
406#define FLAG_WIZ 1 /* Object has special privilegies */ 379#define FLAG_WIZ 1 /* Object has special privilegies */
407#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 380#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
408#define FLAG_FREED 3 /* Object is in the list of free objects */ 381#define FLAG_FREED 3 /* Object is in the list of free objects */
409//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 382#define FLAG_WIZLOOK 4 /* disable los and lighting */
410#define FLAG_APPLIED 5 /* Object is ready for use by living */ 383#define FLAG_APPLIED 5 /* Object is ready for use by living */
411#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 384#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
412#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 385#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
413
414#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
415 387/*#define FLAG_WALK_ON 9*/
416/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
417/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
418
419#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 389#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
420
421/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 390/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
422/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 391/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
423 392#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
424#define FLAG_MONSTER 14 /* Will attack players */ 393#define FLAG_MONSTER 14 /* Will attack players */
425#define FLAG_FRIENDLY 15 /* Will help players */ 394#define FLAG_FRIENDLY 15 /* Will help players */
426#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 395#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
427#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 396#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
428#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 397#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
429#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 398#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
430#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 399#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
431#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 400#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
432#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 401#define FLAG_CAN_ROLL 22 /* Object can be rolled */
433#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 402#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
434#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 403#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
435
436/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 404/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
437/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 405/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
438/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 406/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
439
440#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 407#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
441#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 408#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
442#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 409#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
443#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 410#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
444#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 411#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
445#define FLAG_HITBACK 33 /* Object will hit back when hit */ 412#define FLAG_HITBACK 33 /* Object will hit back when hit */
446#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 413#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
447#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 414#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
448#define FLAG_UNDEAD 36 /* Monster is undead */ 415#define FLAG_UNDEAD 36 /* Monster is undead */
449#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 416#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
450#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 417#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
451#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 418#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
452#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 419#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
453
454#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 420#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
455#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 421//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
456#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 422#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
457#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 423#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
458#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 424#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
459 but can still attack at a distance */ 425 but can still attack at a distance */
460
461/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 426/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
462 thru this object as if it wasn't there */ 427 thru this object as if it wasn't there */
463/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 428/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
464
465#define FLAG_PICK_UP 48 /* Can pick up */ 429#define FLAG_PICK_UP 48 /* Can pick up */
466#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 430#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
467#define FLAG_NO_DROP 50 /* Object can't be dropped */ 431#define FLAG_NO_DROP 50 /* Object can't be dropped */
468#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 432#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
469
470#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 433#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
471#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 434#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
472#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 435#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
473#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 436#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
474#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 437#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
475#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 438#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
476#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 439#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
477#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 440#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
478#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 441#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
479
480#define FLAG_XRAYS 61 /* X-ray vision */ 442#define FLAG_XRAYS 61 /* X-ray vision */
481#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 443#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
482#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 444#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
483
484#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 445#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
485#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 446#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
486#define FLAG_SLEEP 66 /* NPC is sleeping */ 447#define FLAG_SLEEP 66 /* NPC is sleeping */
487#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 448#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
488#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 449#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
489#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 450#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
490#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 451#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
491#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 452#define FLAG_STEALTH 71 /* Will wake monsters with less range */
492
493#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 453#define FLAG_WIZPASS 72 /* The wizard can go through walls */
494#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 454#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
495#define FLAG_CURSED 74 /* The object is cursed */ 455#define FLAG_CURSED 74 /* The object is cursed */
496#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 456#define FLAG_DAMNED 75 /* The object is _very_ cursed */
497#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 457#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
498#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 458#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
499#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 459#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
500#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 460#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
501
502#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 461#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
503#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 462#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
504#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 463#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
505
506#define FLAG_PRECIOUS 83 // object is precious (pets) 464#define FLAG_PRECIOUS 83 // object is precious (pets)
507#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 465#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
508#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 466#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
509#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 467#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
510
511#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 468#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
512#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 469#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
513#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 470#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
514#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 471#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
515#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 472#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
516#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 473#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
517#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 474#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
518#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 475#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
519
520/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 476/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
521
522#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 477#define FLAG_NO_STEAL 96 /* Item can't be stolen */
523#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 478#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
524 * away (replaces ghosthit) 479 * away (replaces ghosthit)
525 */ 480 */
526#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 481#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
527 * detect cases were the server is trying
528 * to send an upditem when we have not
529 * actually sent the item.
530 */ 482
531
532#define FLAG_BERSERK 99 /* monster will attack closest living 483#define FLAG_BERSERK 99 /* monster will attack closest living
533 object */ 484 object */
534#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 485#define FLAG_NEUTRAL 100 /* monster is from type neutral */
535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 486#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
536#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 487#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
537#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 488#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
538 * load_original_map() */ 489 * load_original_map() */
539//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 490#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
540// * the overlay, and is not subject to
541// * decay. */
542#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 491#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
543#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 492#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
544#define FLAG_IS_WATER 107 493#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
545#define FLAG_CONTENT_ON_GEN 108 494#define FLAG_CONTENT_ON_GEN 108
546#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 495#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
547#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 496#define FLAG_IS_BUILDABLE 110 /* Can build on item */
548#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 497#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
549#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 498#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
499#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
500 * (for the quads world for instance)
501 */
550 502
503// temporary assignments
504#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
505
551#define NUM_FLAGS 113 /* Should always be equal to the last 506#define NUM_FLAGS 115 /* Should always be equal to the last
552 * defined flag + 1. If you change this, 507 * defined flag + 1.
553 * make sure you update the flag_links
554 * in common/loader.l
555 */ 508 */
556 509
557/* If you add new movement types, you may need to update 510/* If you add new movement types, you may need to update
558 * describe_item() so properly describe those types. 511 * describe_item() so properly describe those types.
559 * change_abil() probably should be updated also. 512 * change_abil() probably should be updated also.
560 */ 513 */
561#define MOVE_WALK 0x01 /* Object walks */ 514#define MOVE_WALK 0x01 /* Object walks */
562#define MOVE_FLY_LOW 0x02 /* Low flying object */ 515#define MOVE_FLY_LOW 0x02 /* Low flying object */
563#define MOVE_FLY_HIGH 0x04 /* High flying object */ 516#define MOVE_FLY_HIGH 0x04 /* High flying object */
564#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */
566#define MOVE_SWIM 0x08 /* Swimming object */ 517#define MOVE_SWIM 0x08 /* Swimming object */
567#define MOVE_BOAT 0x10 /* Boats/sailing */ 518#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 519#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569 520
521#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
570#define MOVE_ALL 0x3f /* Mask of all movement types */ 522#define MOVE_ALL 0x3f /* Mask of all movement types */
571 523
572/* typdef here to define type large enough to hold bitmask of 524/* typdef here to define type large enough to hold bitmask of
573 * all movement types. Make one declaration so easy to update. 525 * all movement types. Make one declaration so easy to update.
574 */ 526 */
597#define EXIT_Y(xyz) (xyz)->stats.sp 549#define EXIT_Y(xyz) (xyz)->stats.sp
598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 550#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 551#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
600 552
601/* for use by the lighting code */ 553/* for use by the lighting code */
602#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 554#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
603 * large values allow objects that can 555 * large values allow objects that can
604 * slow down the game */ 556 * slow down the game */
605#define MAX_DARKNESS 5 /* maximum map darkness, there is no 557#define MAX_DARKNESS 5 /* maximum map darkness, there is no
606 * practical reason to exceed this */ 558 * practical reason to exceed this */
559#define LOS_MAX 4 /* max. los value for non-blocked spaces */
560#define LOS_BLOCKED 100 /* fully blocked spaces */
607#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 561#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
608 MAX_LIGHT_RADII:(xyz)->glow_radius; 562 MAX_LIGHT_RADII : (xyz)->glow_radius;
563// player position in blocked_los code
564#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
565#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
566
609 567
610#define F_BUY 0 568#define F_BUY 0
611#define F_SELL 1 569#define F_SELL 1
612#define F_TRUE 2 /* True value of item, unadjusted */ 570#define F_TRUE 2 /* True value of item, unadjusted */
613#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 571#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
649/* CIRCLE1 = 32 */ 607/* CIRCLE1 = 32 */
650/* + DISTATT = 1 */ 608/* + DISTATT = 1 */
651/* ------------------- */ 609/* ------------------- */
652/* attack_movement = 33 */ 610/* attack_movement = 33 */
653/******************************************************************************/ 611/******************************************************************************/
654#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 612#define DISTATT 1 /* move toward a player if far, but mantain some space, */
655 /* attack from a distance - good for missile users only */ 613 /* attack from a distance - good for missile users only */
656#define RUNATT 2 /* run but attack if player catches up to object */ 614#define RUNATT 2 /* run but attack if player catches up to object */
657#define HITRUN 3 /* run to then hit player then run away cyclicly */ 615#define HITRUN 3 /* run to then hit player then run away cyclicly */
658#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 616#define WAITATT 4 /* wait for player to approach then hit, move if hit */
659#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 617#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
660#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 618#define ALLRUN 6 /* always run never attack good for sim. of weak player */
661#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 619#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
662#define WAIT2 8 /* monster does not try to move towards player if far */ 620#define WAIT2 8 /* monster does not try to move towards player if far */
663 /* maintains comfortable distance */ 621 /* maintains comfortable distance */
622
664#define PETMOVE 16 /* if the upper four bits of attack_movement */ 623#define PETMOVE 16 /* if the upper four bits of attack_movement */
665 /* are set to this number, the monster follows a player */ 624 /* are set to this number, the monster follows a player */
666 /* until the owner calls it back or off */ 625 /* until the owner calls it back or off */
667 /* player followed denoted by 0b->owner */ 626 /* player followed denoted by 0b->owner */
668 /* the monster will try to attack whatever the player is */ 627 /* the monster will try to attack whatever the player is */
669 /* attacking, and will continue to do so until the owner */ 628 /* attacking, and will continue to do so until the owner */
670 /* calls off the monster - a key command will be */ 629 /* calls off the monster - a key command will be */
671 /* inserted to do so */ 630 /* inserted to do so */
672#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 631#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
673 /* are set to this number, the monster will move in a */ 632 /* are set to this number, the monster will move in a */
674 /* circle until it is attacked, or the enemy field is */ 633 /* circle until it is attacked, or the enemy field is */
675 /* set, this is good for non-aggressive monsters and NPC */ 634 /* set, this is good for non-aggressive monsters and NPC */
676#define CIRCLE2 48 /* same as above but a larger circle is used */ 635#define CIRCLE2 48 /* same as above but a larger circle is used */
677#define PACEH 64 /* The Monster will pace back and forth until attacked */ 636#define PACEH 64 /* The Monster will pace back and forth until attacked */
678 /* this is HORIZONTAL movement */ 637 /* this is HORIZONTAL movement */
679#define PACEH2 80 /* the monster will pace as above but the length of the */ 638#define PACEH2 80 /* the monster will pace as above but the length of the */
680 /* pace area is longer and the monster stops before */ 639 /* pace area is longer and the monster stops before */
681 /* changing directions */ 640 /* changing directions */
682 /* this is HORIZONTAL movement */ 641 /* this is HORIZONTAL movement */
683#define RANDO 96 /* the monster will go in a random direction until */ 642#define RANDO 96 /* the monster will go in a random direction until */
684 /* it is stopped by an obstacle, then it chooses another */ 643 /* it is stopped by an obstacle, then it chooses another */
685 /* direction. */ 644 /* direction. */
686#define RANDO2 112 /* constantly move in a different random direction */ 645#define RANDO2 112 /* constantly move in a different random direction */
687#define PACEV 128 /* The Monster will pace back and forth until attacked */ 646#define PACEV 128 /* The Monster will pace back and forth until attacked */
688 /* this is VERTICAL movement */ 647 /* this is VERTICAL movement */
689#define PACEV2 144 /* the monster will pace as above but the length of the */ 648#define PACEV2 144 /* the monster will pace as above but the length of the */
690 /* pace area is longer and the monster stops before */ 649 /* pace area is longer and the monster stops before */
691 /* changing directions */ 650 /* changing directions */
692 /* this is VERTICAL movement */ 651 /* this is VERTICAL movement */
693#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 652#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
694#define HI4 240 653#define HI4 240
695 654
696#define BLANK_FACE_NAME "blank.x11" 655#define BLANK_FACE_NAME "blank.x11"
697#define EMPTY_FACE_NAME "empty.x11" 656#define EMPTY_FACE_NAME "empty.x11"
657#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
698 658
699/* 659/*
700 * Defines for the luck/random functions to make things more readable 660 * Defines for the luck/random functions to make things more readable
701 */ 661 */
702 662
705 665
706/* Flags for apply_special() */ 666/* Flags for apply_special() */
707enum apply_flag 667enum apply_flag
708{ 668{
709 /* Basic flags/mode, always use one of these */ 669 /* Basic flags/mode, always use one of these */
710 AP_TOGGLE = 0, 670 AP_TOGGLE = 0,
711 AP_APPLY = 1, 671 AP_APPLY = 0x01,
712 AP_UNAPPLY = 2, 672 AP_UNAPPLY = 0x02,
713 673 AP_MODE = 0x03,
714 AP_BASIC_FLAGS = 0x0f,
715 674
716 /* Optional flags, for bitwise or with a basic flag */ 675 /* Optional flags, for bitwise or with a basic flag */
717 AP_NO_MERGE = 0x10, 676 AP_NO_MERGE = 0x10,
718 AP_IGNORE_CURSE = 0x20, 677 AP_IGNORE_CURSE = 0x20,
719 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 678 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
720 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 679 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
721}; 680};
722 681
723/* Bitmask values for 'can_apply_object()' return values. 682/* Bitmask values for 'can_apply_object()' return values.
724 * the CAN_APPLY_ prefix is to just note what function the 683 * the CAN_APPLY_ prefix is to just note what function the
725 * are returned from. 684 * are returned from.
744 * this one can be applied. Think of rings - human is wearing two 703 * this one can be applied. Think of rings - human is wearing two
745 * rings and tries to apply one - there are two possible rings he 704 * rings and tries to apply one - there are two possible rings he
746 * could remove. 705 * could remove.
747 * 706 *
748 */ 707 */
749#define CAN_APPLY_NEVER 0x1 708#define CAN_APPLY_NEVER 0x01
750#define CAN_APPLY_RESTRICTION 0x2 709#define CAN_APPLY_RESTRICTION 0x02
751#define CAN_APPLY_NOT_MASK 0xf 710#define CAN_APPLY_NOT_MASK 0x0f
711
752#define CAN_APPLY_UNAPPLY 0x10 712#define CAN_APPLY_UNAPPLY 0x10
753#define CAN_APPLY_UNAPPLY_MULT 0x20 713#define CAN_APPLY_UNAPPLY_MULT 0x20
754#define CAN_APPLY_UNAPPLY_CHOICE 0x40 714#define CAN_APPLY_UNAPPLY_CHOICE 0x40
755 715
756// Cut off point of when an object is put on the active list or not 716// Cut off point of when an object is put on the active list or not
757// we use 2**-n because that can be represented exactly 717// we use 2**-n because that can be represented exactly
758// also make sure that this is a float, not double, constant 718// also make sure that this is a float, not double, constant.
719// some areas in the server divide by this value, so
720// to avoid integer overflows it should not be much lower.
759#define MIN_ACTIVE_SPEED (1.f / 65536.f) 721#define MIN_ACTIVE_SPEED (1.f / 65536.f)
760 722
761#define RANDOM() (rndm.next () & 0xffffffU) 723/* have mercy on players and guarantee a somewhat higher speed */
724#define MIN_PLAYER_SPEED 0.04f
762 725
763/* 726/*
764 * Warning! 727 * Warning!
765 * If you add message types here, don't forget 728 * If you add message types here, don't forget
766 * to keep the client up to date too! 729 * to keep the client up to date too!
853#define MSG_TYPE_ADMIN_RULES 1 816#define MSG_TYPE_ADMIN_RULES 1
854#define MSG_TYPE_ADMIN_NEWS 2 817#define MSG_TYPE_ADMIN_NEWS 2
855 818
856/** 819/**
857 * Maximum distance a player may hear a sound from. 820 * Maximum distance a player may hear a sound from.
858 * This is only used for new client/server sound. If the sound source 821 * This is only used for client/server sound and say. If the sound source
859 * on the map is farther away than this, we don't sent it to the client. 822 * on the map is farther away than this, we don't sent it to the client.
860 */ 823 */
861#define MAX_SOUND_DISTANCE 16 824#define MAX_SOUND_DISTANCE 16
862 825
863#define LOG_CHANNEL "log" // the plain and ugly standard server log 826#define LOG_CHANNEL "log" // the plain and ugly standard server log
864#define INFO_CHANNEL "info" // lower_left box 827#define INFO_CHANNEL "info" // lower_left box
865#define SAY_CHANNEL "channel-say" 828#define SAY_CHANNEL "say"
866#define CHAT_CHANNEL "channel-chat" 829#define CHAT_CHANNEL "chat"
867#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 830#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
868 831
869/* The following are the color flags passed to new_draw_info. 832/* The following are the color flags passed to new_draw_info.
870 * 833 *
871 * We also set up some control flags 834 * We also set up some control flags
903#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 866#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
904 867
905#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 868#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
906#define NDI_ALL 0x2000 /* Inform all players of this message */ 869#define NDI_ALL 0x2000 /* Inform all players of this message */
907#define NDI_DEF 0x4000 // ignore colour for channel protocol 870#define NDI_DEF 0x4000 // ignore colour for channel protocol
871#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
908 872
909#endif /* DEFINE_H */ 873#endif /* DEFINE_H */
910 874

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