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Comparing deliantra/server/include/define.h (file contents):
Revision 1.15 by root, Thu Dec 14 22:45:40 2006 UTC vs.
Revision 1.127 by root, Sat Apr 10 04:42:44 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52
53/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x))
55 41
56#ifdef __NetBSD__ 42#ifdef __NetBSD__
57# include <sys/param.h> 43# include <sys/param.h>
58#endif 44#endif
59#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y))
61#endif
62#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y))
64#endif
65 45
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXLEVEL 115 // for treasure calculations only
67#ifndef NAME_MAX
68# define NAME_MAX 255
69#endif
70 47
71/* MAX3 is basically like MAX, but instead does 3 values. */ 48// maximum length of an object name in the protocol
72#ifndef MAX3 49#define NAME_LEN 127
73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif
75
76/* MIN3 is basically like MIN, but instead does 3 values. */
77#ifndef MIN3
78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif
80 50
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
83 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
84#define MAX_BUF 1024 60#define MAX_AC 120
85 /* Used for all kinds of things */ 61#define MIN_DAM 0
86#define VERY_BIG_BUF 2048 62#define MAX_DAM 200
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 63#define MIN_DIGESTION -35
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 64#define MAX_DIGESTION 70
89 65
90#define FONTSIZE 3000 /* Max chars in font */ 66#define MAX_BUF 1024 /* Used for all kinds of things */
91
92#define MAX_ANIMATIONS 256
93 67
94#define MAX_NAME 48 68#define MAX_NAME 48
95#define MAX_EXT_TITLE 98
96 69
97/* Fatal variables: */ 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
98#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2
101#define TOO_MANY_ERRORS 3
102 71
103/* TYPE DEFINES */ 72/* TYPE DEFINES */
104 73
105/* 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,
106 * 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
110 * flags 79 * flags
111 * 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.
112 * 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
113 */ 82 */
114 83
115/* 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 */
116 87
117#define PLAYER 1 88/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 89
119#define ROD 3 90#define PLAYER 1
91#define TRANSPORT 2 /* see pod/objects.pod */
92#define ROD 3
120#define TREASURE 4 93#define TREASURE 4
121#define POTION 5 94#define POTION 5
122#define FOOD 6 95#define FOOD 6
123#define POISON 7 96#define POISON 7
124#define BOOK 8 97#define BOOK 8
125#define CLOCK 9 98#define CLOCK 9
126 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
127/*#define FBULLET 10 */ 100#define RANGED 11 // deliantra: other range item (skill based)
128 101#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
129/*#define FBALL 11 */ 102#define ARROW 13
130#define LIGHTNING 12 103#define BOW 14
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 104#define WEAPON 15
134#define ARMOUR 16 105#define ARMOUR 16
135#define PEDESTAL 17 106#define PEDESTAL 17
136#define ALTAR 18 107#define ALTAR 18
137 108#define T_MATCH 19
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 109#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 110#define SPECIAL_KEY 21
141#define MAP 22 111#define MAP 22
142#define DOOR 23 112#define DOOR 23
143#define KEY 24 113#define KEY 24
144 114//25
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 115#define TIMED_GATE 26
147#define TRIGGER 27 116#define TRIGGER 27
148#define GRIMREAPER 28 117#define GRIMREAPER 28
149#define MAGIC_EAR 29 118#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 119#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 120#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 121#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 122#define SHIELD 33
154#define HELMET 34 123#define HELMET 34
155#define HORN 35 124#define HORN 35
156#define MONEY 36 125#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 126#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 127#define GRAVESTONE 38
159#define AMULET 39 128#define AMULET 39
160#define PLAYERMOVER 40 129#define PLAYERMOVER 40
161#define TELEPORTER 41 130#define TELEPORTER 41
162#define CREATOR 42 131#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 133#define IDENTIFY_ALTAR 44
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 134#define EARTHWALL 45
168#define GOLEM 46 135#define GOLEM 46
169 136#define DEEP_SWAMP 47
170/*#define BOMB 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 */
192 160#define GEM 60
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
194#define FIREWALL 62 162#define FIREWALL 62
195#define ANVIL 63 163#define ANVIL 63
196#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 */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 165#define MOOD_FLOOR 65 /*
198 * values of last_sp set how to change: 166 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 167 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 168 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 169 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 170 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 171 * 4 = charm, monsters become pets
204#define EXIT 66 172 * 5 = destroy monsters
173 * 6 = destroy pets / friendlies
174 */
175#define EXIT 66
205#define ENCOUNTER 67 176#define ENCOUNTER 67
206#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
207#define SHOP_MAT 69 178#define SHOP_MAT 69
208#define RING 70 179#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
210#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 184#define LIGHTER 75
214 185//76
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 186#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed. 187//78
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#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
223 in the engine. Like statues, clocks, chairs,... 189 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 190 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 191 on chairs, we create a new type and remove all
226 chairs from here. */ 192 chairs from here. */
227#define MONSTER 80 193//80
228 /* yes, thats a real, living creature */ 194#define TORCH 81 /* a torch */
229#define SPAWN_GENERATOR 81 195#define LAMP 82 /* a lamp */
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 197//84
234#define SPELLBOOK 85 198#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */ 199//86
236#define CLOAK 87 200#define CLOAK 87
237 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
238/*#define CONE 88 */ 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
239 203 potions, alchemy, or magic works here (elmex) */
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 204#define SPINNER 90
243#define GATE 91 205#define GATE 91
244#define BUTTON 92 206#define BUTTON 92
245#define CF_HANDLE 93 207#define T_HANDLE 93
246#define HOLE 94 208#define HOLE 94
247#define TRAPDOOR 95 209#define TRAPDOOR 95
248 210#define RUNE 96
249/*#define WORD_OF_RECALL 96 */ 211#define TRAP 97
250 212#define SIGN 98
251/*#define PARAIMAGE 97 */ 213#define BOOTS 99
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 214#define GLOVES 100
255#define SPELL 101 215#define SPELL 101
256#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
257#define CONVERTER 103 217#define CONVERTER 103
258#define BRACERS 104 218#define BRACERS 104
259#define POISONING 105 219#define POISONING 105
260#define SAVEBED 106 220#define SAVEBED 106
261#define POISONCLOUD 107 221#define DISEASE 107
262#define FIREHOLES 108 222#define SYMPTOM 108
263#define WAND 109 223#define WAND 109
264 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
265/*#define ABILITY 110*/
266#define SCROLL 111 225#define SCROLL 111
267#define DIRECTOR 112 226#define DIRECTOR 112
268#define GIRDLE 113 227#define GIRDLE 113
269#define FORCE 114 228#define FORCE 114
270#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 */
271#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
272#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. */
273#define CONTAINER 122 236#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
276
277/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER
279 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
281#define DEEP_SWAMP 138
282#define IDENTIFY_ALTAR 139
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */ 240#define MATERIAL 126 /* Material for building */
300 241
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 242#define NUM_TYPES 127 // must be max(type) + 1
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 243
307/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
308 245
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
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 275// maximum supported subtype number + 1, can be increased to 256
276// currently (2007-09) in use: 50
277#define NUM_SUBTYPES 64
310 278
311/* Subtypes for BUILDER */ 279/* Subtypes for BUILDER */
312#define ST_BD_BUILD 1 /* Builds an item */ 280#define ST_BD_BUILD 1 /* Builds an item */
313#define ST_BD_REMOVE 2 /* Removes an item */ 281#define ST_BD_REMOVE 2 /* Removes an item */
314 282
315/* Subtypes for MATERIAL */ 283/* Subtypes for MATERIAL */
316#define ST_MAT_FLOOR 1 /* Floor */ 284#define ST_MAT_FLOOR 1 /* Floor */
317#define ST_MAT_WALL 2 /* Wall */ 285#define ST_MAT_WALL 2 /* Wall */
318#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 286#define ST_MAT_ITEM 3 /* All other items, including doors & such */
349#define PU_NOTHING 0x00000000 317#define PU_NOTHING 0x00000000
350 318
351#define PU_DEBUG 0x10000000 319#define PU_DEBUG 0x10000000
352#define PU_INHIBIT 0x20000000 320#define PU_INHIBIT 0x20000000
353#define PU_STOP 0x40000000 321#define PU_STOP 0x40000000
354#define PU_NEWMODE 0x80000000 322#define PU_ENABLE 0x80000000 // used to distinguish value density
355 323
356#define PU_RATIO 0x0000000F 324#define PU_RATIO 0x0000000F
357 325
358#define PU_FOOD 0x00000010 326#define PU_FOOD 0x00000010
359#define PU_DRINK 0x00000020 327#define PU_DRINK 0x00000020
389 * freearr, add these values. <= SIZEOFFREE1 will get you 357 * freearr, add these values. <= SIZEOFFREE1 will get you
390 * within 1 space. <= SIZEOFFREE2 wll get you withing 358 * within 1 space. <= SIZEOFFREE2 wll get you withing
391 * 2 spaces, and the entire array (< SIZEOFFREE) is 359 * 2 spaces, and the entire array (< SIZEOFFREE) is
392 * three spaces 360 * three spaces
393 */ 361 */
362#define SIZEOFFREE0 0
394#define SIZEOFFREE1 8 363#define SIZEOFFREE1 8
395#define SIZEOFFREE2 24 364#define SIZEOFFREE2 24
365#define SIZEOFFREE3 48
396#define SIZEOFFREE 49 366#define SIZEOFFREE 49
397 367
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 368#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 369
400/* Flag structure now changed. 370/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * 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
421 * common/loader.l is updated. 372 * common/loader.C is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 373 */
428 374
429/* Basic routines to do above */ 375/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 376#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 377#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define CLEAR_FLAG(xyz, p) \ 378#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 379
469/* the flags */ 380/* the flags */
470 381
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 382#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 383#define FLAG_WIZ 1 /* Object has special privilegies */
473#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 384#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
474#define FLAG_FREED 3 /* Object is in the list of free objects */ 385#define FLAG_FREED 3 /* Object is in the list of free objects */
475#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 386#define FLAG_WIZLOOK 4 /* disable los and lighting */
476#define FLAG_APPLIED 5 /* Object is ready for use by living */ 387#define FLAG_APPLIED 5 /* Object is ready for use by living */
477#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 388#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
478#define FLAG_USE_SHIELD 7 389#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
479 /* Can this creature use a shield? */ 390
480
481#define FLAG_NO_PICK 8 /* Object can't be picked up */ 391#define FLAG_NO_PICK 8 /* Object can't be picked up */
482 392/*#define FLAG_WALK_ON 9*/
483 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 393/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
484 394
485 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
486#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 395#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
487 396
488 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 397/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
489 398/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
490 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 399#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
400
491#define FLAG_MONSTER 14 /* Will attack players */ 401#define FLAG_MONSTER 14 /* Will attack players */
492#define FLAG_FRIENDLY 15 /* Will help players */ 402#define FLAG_FRIENDLY 15 /* Will help players */
493
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 403#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 404#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 405#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
497 /* Will be applied when created */ 406#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */
499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 407#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 408#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 409#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 410#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 411#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 412
505 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 413/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
506 414/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
507 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508
509 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 415/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
510#define FLAG_IS_USED_UP 28 416
511 /* When (--food<0) the object will exit */ 417#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
512#define FLAG_IDENTIFIED 29 418#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
513 /* Player knows full info about item */ 419#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
514#define FLAG_REFLECTING 30 420#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
515 /* Object reflects from walls (lightning) */
516#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
517
518/* Start of values in flags[1] */
519#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 421#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
520#define FLAG_HITBACK 33 /* Object will hit back when hit */ 422#define FLAG_HITBACK 33 /* Object will hit back when hit */
521#define FLAG_STARTEQUIP 34 423#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
522 /* Object was given to player at start */ 424#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
523#define FLAG_BLOCKSVIEW 35
524 /* Object blocks view */
525#define FLAG_UNDEAD 36 /* Monster is undead */ 425#define FLAG_UNDEAD 36 /* Monster is undead */
526#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 426#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
527#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 427#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
528#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 428#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
529 429#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
530#define FLAG_REFL_SPELL 40 430
531 /* Spells (some) will reflect from object */
532#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 431#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
533#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 432//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
534#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 433#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
535#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 434#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
536#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 435#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
537 but can still attack at a distance */ 436 but can still attack at a distance */
538 437
539 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 438/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
540 thru this object as if it wasn't there */ 439 thru this object as if it wasn't there */
541 440/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
542 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 441
543
544#define FLAG_PICK_UP 48 /* Can pick up */ 442#define FLAG_PICK_UP 48 /* Can pick up */
545#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 443#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
546#define FLAG_NO_DROP 50 /* Object can't be dropped */ 444#define FLAG_NO_DROP 50 /* Object can't be dropped */
547#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 445#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
548#define FLAG_CAST_SPELL 52 446
549 /* (Monster) can learn and cast spells */ 447#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
550#define FLAG_USE_SCROLL 53 448#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
551 /* (Monster) can read scroll */
552#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 449#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
553#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 450#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
554 451#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
555#define FLAG_USE_ARMOUR 56 452#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
556 /* (Monster) can wear armour/shield/helmet */
557#define FLAG_USE_WEAPON 57
558 /* (Monster) can wield weapons */
559#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 453#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
560#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 454#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
561#define FLAG_READY_BOW 60 /* not implemented yet */ 455#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
456
562#define FLAG_XRAYS 61 /* X-ray vision */ 457#define FLAG_XRAYS 61 /* X-ray vision */
563#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 458#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
564#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 459#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
565 460
566/* Start of values in flags[2] */
567#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 461#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
568#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 462#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
569#define FLAG_SLEEP 66 /* NPC is sleeping */ 463#define FLAG_SLEEP 66 /* NPC is sleeping */
570#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 464#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
571#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 465#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
572#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 466#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
573#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 467#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
574#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 468#define FLAG_STEALTH 71 /* Will wake monsters with less range */
575 469
576#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 470#define FLAG_WIZPASS 72 /* The wizard can go through walls */
577#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 471#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
578#define FLAG_CURSED 74 /* The object is cursed */ 472#define FLAG_CURSED 74 /* The object is cursed */
579#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 473#define FLAG_DAMNED 75 /* The object is _very_ cursed */
580#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 474#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
581#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 475#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
582#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 476#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
583#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 477#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
584 478
585#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 479#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
586#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 480#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
587#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 481#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
588 482
589/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 483#define FLAG_PRECIOUS 83 // object is precious (pets)
590#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 484#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
591#define FLAG_MAKE_INVIS 85 485#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
592 /* (Item) gives invisibility when applied */ 486#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
593#define FLAG_INV_LOCKED 86 487
594 /* Item will not be dropped from inventory */
595#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 488#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
596
597#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 489#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
598#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 490#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
599#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 491#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
600#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 492#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
601#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 493#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
602#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 494#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
603#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 495#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
604 496
605 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 497/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
606 498
607/* Start of values in flags[3] */
608#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 499#define FLAG_NO_STEAL 96 /* Item can't be stolen */
609#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 500#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
610 * away (replaces ghosthit) 501 * away (replaces ghosthit)
611 */ 502 */
612#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 503#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
613 * detect cases were the server is trying
614 * to send an upditem when we have not
615 * actually sent the item.
616 */ 504
617
618#define FLAG_BERSERK 99 /* monster will attack closest living 505#define FLAG_BERSERK 99 /* monster will attack closest living
619 object */ 506 object */
620#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 507#define FLAG_NEUTRAL 100 /* monster is from type neutral */
621#define FLAG_NO_ATTACK 101 /* monster don't attack */ 508#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 509#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 510#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
624 * load_original_map() */ 511 * load_original_map() */
625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 512#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
626 * the overlay, and is not subject to
627 * decay. */
628#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 513#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 514#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
630#define FLAG_IS_WATER 107 515#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
631#define FLAG_CONTENT_ON_GEN 108 516#define FLAG_CONTENT_ON_GEN 108
632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 517#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
633#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 518#define FLAG_IS_BUILDABLE 110 /* Can build on item */
634#define FLAG_AFK 111 /* Player is AFK */ 519#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
520#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
521
635#define NUM_FLAGS 111 /* Should always be equal to the last 522#define NUM_FLAGS 113 /* Should always be equal to the last
636 * defined flag. If you change this, 523 * defined flag + 1. If you change this,
637 * make sure you update the flag_links 524 * make sure you update the flag_links
638 * in common/loader.l 525 * in common/loader.l
639 */ 526 */
640
641/* Values can go up to 127 before the size of the flags array in the
642 * object structure needs to be enlarged.
643 * So there are 18 available flags slots
644 */
645
646
647#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
648
649#if 0
650
651/* These should no longer be needed - access move_slow_penalty
652 * directly.
653 */
654# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
655# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
656#endif
657 527
658/* If you add new movement types, you may need to update 528/* If you add new movement types, you may need to update
659 * describe_item() so properly describe those types. 529 * describe_item() so properly describe those types.
660 * change_abil() probably should be updated also. 530 * change_abil() probably should be updated also.
661 */ 531 */
662#define MOVE_WALK 0x1 /* Object walks */ 532#define MOVE_WALK 0x01 /* Object walks */
663#define MOVE_FLY_LOW 0x2 /* Low flying object */ 533#define MOVE_FLY_LOW 0x02 /* Low flying object */
664#define MOVE_FLY_HIGH 0x4 /* High flying object */ 534#define MOVE_FLY_HIGH 0x04 /* High flying object */
665#define MOVE_FLYING 0x6 535#define MOVE_FLYING 0x06
666 /* Combo of fly_low and fly_high */ 536 /* Combo of fly_low and fly_high */
667#define MOVE_SWIM 0x8 /* Swimming object */ 537#define MOVE_SWIM 0x08 /* Swimming object */
668#define MOVE_BOAT 0x10 /* Boats/sailing */ 538#define MOVE_BOAT 0x10 /* Boats/sailing */
539#define MOVE_SHIP 0x20 /* boats suitable for oceans */
540
669#define MOVE_ALL 0x1f /* Mask of all movement types */ 541#define MOVE_ALL 0x3f /* Mask of all movement types */
670
671/* the normal assumption is that objects are walking/flying.
672 * So often we don't want to block movement, but still don't want
673 * to allow all types (swimming is rather specialized) - I also
674 * expect as more movement types show up, this is likely to get
675 * updated. Basically, this is the default for spaces that allow
676 * movement - anything but swimming right now. If you really
677 * want nothing at all, then can always set move_block to 0
678 */
679#define MOVE_BLOCK_DEFAULT MOVE_SWIM
680 542
681/* typdef here to define type large enough to hold bitmask of 543/* typdef here to define type large enough to hold bitmask of
682 * all movement types. Make one declaration so easy to update. 544 * all movement types. Make one declaration so easy to update.
683 * uint8 is defined yet, so just use what that would define it
684 * at anyways.
685 */ 545 */
686typedef unsigned char MoveType; 546typedef unsigned char MoveType;
687 547
688/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 548/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
689 * Basically, ob2 has to block all of ob1 movement types. 549 * Basically, ob2 has to block all of ob1 movement types.
696 * Add check - if type is 0, don't stop anything from moving 556 * Add check - if type is 0, don't stop anything from moving
697 * onto it. 557 * onto it.
698 * 558 *
699 */ 559 */
700#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 560#define OB_TYPE_MOVE_BLOCK(ob1, type) \
701 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 561 ((type) && (ob1->move_type & type) == ob1->move_type)
702 562
703
704#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
705#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
706#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 563#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
707
708/* Note: These values are only a default value, resizing can change them */
709#define INV_SIZE 12 /* How many items can be viewed in inventory */
710#define LOOK_SIZE 6 /* ditto, but for the look-window */
711#define MAX_INV_SIZE 40 /* For initializing arrays */
712#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
713
714#define EDITABLE(xyz) ((xyz)->arch->editable)
715
716#define E_MONSTER 0x00000001
717#define E_EXIT 0x00000002
718#define E_TREASURE 0x00000004
719#define E_BACKGROUND 0x00000008
720#define E_DOOR 0x00000010
721#define E_SPECIAL 0x00000020
722#define E_SHOP 0x00000040
723#define E_NORMAL 0x00000080
724#define E_FALSE_WALL 0x00000100
725#define E_WALL 0x00000200
726#define E_EQUIPMENT 0x00000400
727#define E_OTHER 0x00000800
728#define E_ARTIFACT 0x00001000
729 564
730#define EXIT_PATH(xyz) (xyz)->slaying 565#define EXIT_PATH(xyz) (xyz)->slaying
731#define EXIT_LEVEL(xyz) (xyz)->stats.food 566#define EXIT_LEVEL(xyz) (xyz)->stats.food
732#define EXIT_X(xyz) (xyz)->stats.hp 567#define EXIT_X(xyz) (xyz)->stats.hp
733#define EXIT_Y(xyz) (xyz)->stats.sp 568#define EXIT_Y(xyz) (xyz)->stats.sp
734#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 569#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
735#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 570#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
736 571
737/* for use by the lighting code */ 572/* for use by the lighting code */
738#define MAX_LIGHT_RADII 4 573#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
739 /* max radii for 'light' object, really
740 * large values allow objects that can 574 * large values allow objects that can
741 * slow down the game */ 575 * slow down the game */
742#define MAX_DARKNESS 5 /* maximum map darkness, there is no 576#define MAX_DARKNESS 5 /* maximum map darkness, there is no
743 * practical reason to exceed this */ 577 * practical reason to exceed this */
578#define LOS_MAX 4 /* max. los value for non-blocked spaces */
579#define LOS_BLOCKED 100 /* fully blocked spaces */
744#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 580#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
745 MAX_LIGHT_RADII:(xyz)->glow_radius; 581 MAX_LIGHT_RADII : (xyz)->glow_radius;
582// player position in blocked_los code
583#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
584#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
585
746 586
747#define F_BUY 0 587#define F_BUY 0
748#define F_SELL 1 588#define F_SELL 1
749#define F_TRUE 2 /* True value of item, unadjusted */ 589#define F_TRUE 2 /* True value of item, unadjusted */
750#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 590#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
754#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 594#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
755 595
756#define DIRX(xyz) freearr_x[(xyz)->direction] 596#define DIRX(xyz) freearr_x[(xyz)->direction]
757#define DIRY(xyz) freearr_y[(xyz)->direction] 597#define DIRY(xyz) freearr_y[(xyz)->direction]
758 598
759#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
760#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
761
762#define ARMOUR_SPEED(xyz) (xyz)->last_sp 599#define ARMOUR_SPEED(xyz) (xyz)->last_sp
763#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 600#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
764#define WEAPON_SPEED(xyz) (xyz)->last_sp 601#define WEAPON_SPEED(xyz) (xyz)->last_sp
765 602
766/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 603/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
767 each of them signed char, concatenated in a int16 */ 604 each of them signed char, concatenated in a int16 */
768#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 605#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
769#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 606#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
770#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 607#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
608
771#define FIRE_DIRECTIONAL 0 609#define FIRE_DIRECTIONAL 0
772#define FIRE_POSITIONAL 1 610#define FIRE_POSITIONAL 1
773 611
774/******************************************************************************/ 612/******************************************************************************/
775
776/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 613/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777
778/******************************************************************************/ 614/******************************************************************************/
779
780/* if your monsters start acting wierd, mail me */ 615/* if your monsters start acting wierd, mail me */
781
782/******************************************************************************/ 616/******************************************************************************/
783
784/* the following definitions are for the attack_movement variable in monsters */ 617/* the following definitions are for the attack_movement variable in monsters */
785
786/* if the attack_variable movement is left out of the monster archetype, or is*/ 618/* if the attack_variable movement is left out of the monster archetype, or is*/
787
788/* set to zero */ 619/* set to zero */
789
790/* the standard mode of movement from previous versions of crossfire will be */ 620/* the standard mode of movement from previous versions of crossfire will be */
791
792/* used. the upper four bits of movement data are not in effect when the monst*/ 621/* used. the upper four bits of movement data are not in effect when the monst*/
793
794/* er has an enemy. these should only be used for non agressive monsters. */ 622/* er has an enemy. these should only be used for non agressive monsters. */
795
796/* to program a monsters movement add the attack movement numbers to the movem*/ 623/* to program a monsters movement add the attack movement numbers to the movem*/
797
798/* ment numbers example a monster that moves in a circle until attacked and */ 624/* ment numbers example a monster that moves in a circle until attacked and */
799
800/* then attacks from a distance: */ 625/* then attacks from a distance: */
801
802/* CIRCLE1 = 32 */ 626/* CIRCLE1 = 32 */
803
804/* + DISTATT = 1 */ 627/* + DISTATT = 1 */
805
806/* ------------------- */ 628/* ------------------- */
807
808/* attack_movement = 33 */ 629/* attack_movement = 33 */
809
810/******************************************************************************/ 630/******************************************************************************/
811#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 631#define DISTATT 1 /* move toward a player if far, but mantain some space, */
812 /* attack from a distance - good for missile users only */ 632 /* attack from a distance - good for missile users only */
813#define RUNATT 2 /* run but attack if player catches up to object */ 633#define RUNATT 2 /* run but attack if player catches up to object */
814#define HITRUN 3 /* run to then hit player then run away cyclicly */ 634#define HITRUN 3 /* run to then hit player then run away cyclicly */
815#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 635#define WAITATT 4 /* wait for player to approach then hit, move if hit */
816#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 636#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
817#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 637#define ALLRUN 6 /* always run never attack good for sim. of weak player */
818#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 638#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
819#define WAIT2 8 /* monster does not try to move towards player if far */ 639#define WAIT2 8 /* monster does not try to move towards player if far */
820 /* maintains comfortable distance */ 640 /* maintains comfortable distance */
641
821#define PETMOVE 16 /* if the upper four bits of attack_movement */ 642#define PETMOVE 16 /* if the upper four bits of attack_movement */
822 /* are set to this number, the monster follows a player */ 643 /* are set to this number, the monster follows a player */
823 /* until the owner calls it back or off */ 644 /* until the owner calls it back or off */
824 /* player followed denoted by 0b->owner */ 645 /* player followed denoted by 0b->owner */
825 /* the monster will try to attack whatever the player is */ 646 /* the monster will try to attack whatever the player is */
826 /* attacking, and will continue to do so until the owner */ 647 /* attacking, and will continue to do so until the owner */
827 /* calls off the monster - a key command will be */ 648 /* calls off the monster - a key command will be */
828 /* inserted to do so */ 649 /* inserted to do so */
829#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 650#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
830 /* are set to this number, the monster will move in a */ 651 /* are set to this number, the monster will move in a */
831 /* circle until it is attacked, or the enemy field is */ 652 /* circle until it is attacked, or the enemy field is */
832 /* set, this is good for non-aggressive monsters and NPC */ 653 /* set, this is good for non-aggressive monsters and NPC */
833#define CIRCLE2 48 /* same as above but a larger circle is used */ 654#define CIRCLE2 48 /* same as above but a larger circle is used */
834#define PACEH 64 /* The Monster will pace back and forth until attacked */ 655#define PACEH 64 /* The Monster will pace back and forth until attacked */
835 /* this is HORIZONTAL movement */ 656 /* this is HORIZONTAL movement */
836#define PACEH2 80 /* the monster will pace as above but the length of the */ 657#define PACEH2 80 /* the monster will pace as above but the length of the */
837 /* pace area is longer and the monster stops before */ 658 /* pace area is longer and the monster stops before */
838 /* changing directions */ 659 /* changing directions */
839 /* this is HORIZONTAL movement */ 660 /* this is HORIZONTAL movement */
840#define RANDO 96 /* the monster will go in a random direction until */ 661#define RANDO 96 /* the monster will go in a random direction until */
841 /* it is stopped by an obstacle, then it chooses another */ 662 /* it is stopped by an obstacle, then it chooses another */
842 /* direction. */ 663 /* direction. */
843#define RANDO2 112 /* constantly move in a different random direction */ 664#define RANDO2 112 /* constantly move in a different random direction */
844#define PACEV 128 /* The Monster will pace back and forth until attacked */ 665#define PACEV 128 /* The Monster will pace back and forth until attacked */
845 /* this is VERTICAL movement */ 666 /* this is VERTICAL movement */
846#define PACEV2 144 /* the monster will pace as above but the length of the */ 667#define PACEV2 144 /* the monster will pace as above but the length of the */
847 /* pace area is longer and the monster stops before */ 668 /* pace area is longer and the monster stops before */
848 /* changing directions */ 669 /* changing directions */
849 /* this is VERTICAL movement */ 670 /* this is VERTICAL movement */
850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 671#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
851#define HI4 240 672#define HI4 240
852 673
853/*
854 * Use of the state-variable in player objects:
855 */
856
857#define ST_PLAYING 0
858#define ST_PLAY_AGAIN 1
859#define ST_ROLL_STAT 2
860#define ST_CHANGE_CLASS 3
861#define ST_CONFIRM_QUIT 4
862#define ST_CONFIGURE 5
863#define ST_GET_NAME 6
864#define ST_GET_PASSWORD 7
865#define ST_CONFIRM_PASSWORD 8
866#define ST_GET_PARTY_PASSWORD 10
867
868#define BLANK_FACE_NAME "blank.111" 674#define BLANK_FACE_NAME "blank.x11"
869#define EMPTY_FACE_NAME "empty.111" 675#define EMPTY_FACE_NAME "empty.x11"
870#define DARK_FACE1_NAME "dark1.111"
871#define DARK_FACE2_NAME "dark2.111"
872#define DARK_FACE3_NAME "dark3.111"
873#define SMOOTH_FACE_NAME "default_smoothed.111"
874 676
875/* 677/*
876 * Defines for the luck/random functions to make things more readable 678 * Defines for the luck/random functions to make things more readable
877 */ 679 */
878 680
879#define PREFER_HIGH 1 681#define PREFER_HIGH 1
880#define PREFER_LOW 0 682#define PREFER_LOW 0
881
882/* Simple function we use below to keep adding to the same string
883 * but also make sure we don't overwrite that string.
884 */
885static inline void
886safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
887{
888 if (*curlen == (maxlen - 1))
889 return;
890
891 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
892 dest[maxlen - 1] = 0;
893 *curlen += strlen (orig);
894
895 if (*curlen > (maxlen - 1))
896 *curlen = maxlen - 1;
897}
898
899
900/* The SAFE versions of these call the safe_strcat function above.
901 * Ideally, all functions should use the SAFE functions, but they
902 * require some extra support in the calling function to remain as
903 * efficient.
904 */
905#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
906 if(variable) { \
907 int i,j=0; \
908 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
909 for(i=0; i<NROFATTACKS; i++) \
910 if(variable & (1<<i)) { \
911 if (j) \
912 safe_strcat(retbuf,", ", len, maxlen); \
913 else \
914 j = 1; \
915 safe_strcat(retbuf, attacks[i], len, maxlen); \
916 } \
917 safe_strcat(retbuf,")",len,maxlen); \
918 }
919
920
921/* separated this from the common/item.c file. b.t. Dec 1995 */
922
923#define DESCRIBE_ABILITY(retbuf, variable, name) \
924 if(variable) { \
925 int i,j=0; \
926 strcat(retbuf,"(" name ": "); \
927 for(i=0; i<NROFATTACKS; i++) \
928 if(variable & (1<<i)) { \
929 if (j) \
930 strcat(retbuf,", "); \
931 else \
932 j = 1; \
933 strcat(retbuf, attacks[i]); \
934 } \
935 strcat(retbuf,")"); \
936 }
937
938
939#define DESCRIBE_PATH(retbuf, variable, name) \
940 if(variable) { \
941 int i,j=0; \
942 strcat(retbuf,"(" name ": "); \
943 for(i=0; i<NRSPELLPATHS; i++) \
944 if(variable & (1<<i)) { \
945 if (j) \
946 strcat(retbuf,", "); \
947 else \
948 j = 1; \
949 strcat(retbuf, spellpathnames[i]); \
950 } \
951 strcat(retbuf,")"); \
952 }
953
954
955#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
956 if(variable) { \
957 int i,j=0; \
958 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
959 for(i=0; i<NRSPELLPATHS; i++) \
960 if(variable & (1<<i)) { \
961 if (j) \
962 safe_strcat(retbuf,", ", len, maxlen); \
963 else \
964 j = 1; \
965 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
966 } \
967 safe_strcat(retbuf,")", len, maxlen); \
968 }
969 683
970/* Flags for apply_special() */ 684/* Flags for apply_special() */
971enum apply_flag 685enum apply_flag
972{ 686{
973 /* Basic flags, always use one of these */ 687 /* Basic flags/mode, always use one of these */
974 AP_NULL = 0, 688 AP_TOGGLE = 0,
975 AP_APPLY = 1, 689 AP_APPLY = 0x01,
976 AP_UNAPPLY = 2, 690 AP_UNAPPLY = 0x02,
977 691 AP_MODE = 0x03,
978 AP_BASIC_FLAGS = 15,
979 692
980 /* Optional flags, for bitwise or with a basic flag */ 693 /* Optional flags, for bitwise or with a basic flag */
981 AP_NO_MERGE = 16, 694 AP_NO_MERGE = 0x10,
982 AP_IGNORE_CURSE = 32, 695 AP_IGNORE_CURSE = 0x20,
983 AP_PRINT = 64 /* Print what to do, don't actually do it */ 696 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
984 /* Note this is supported in all the functions */ 697 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
985}; 698};
986 699
987/* Bitmask values for 'can_apply_object()' return values. 700/* Bitmask values for 'can_apply_object()' return values.
988 * the CAN_APPLY_ prefix is to just note what function the 701 * the CAN_APPLY_ prefix is to just note what function the
989 * are returned from. 702 * are returned from.
1008 * this one can be applied. Think of rings - human is wearing two 721 * this one can be applied. Think of rings - human is wearing two
1009 * rings and tries to apply one - there are two possible rings he 722 * rings and tries to apply one - there are two possible rings he
1010 * could remove. 723 * could remove.
1011 * 724 *
1012 */ 725 */
1013#define CAN_APPLY_NEVER 0x1 726#define CAN_APPLY_NEVER 0x01
1014#define CAN_APPLY_RESTRICTION 0x2 727#define CAN_APPLY_RESTRICTION 0x02
1015#define CAN_APPLY_NOT_MASK 0xf 728#define CAN_APPLY_NOT_MASK 0x0f
729
1016#define CAN_APPLY_UNAPPLY 0x10 730#define CAN_APPLY_UNAPPLY 0x10
1017#define CAN_APPLY_UNAPPLY_MULT 0x20 731#define CAN_APPLY_UNAPPLY_MULT 0x20
1018#define CAN_APPLY_UNAPPLY_CHOICE 0x40 732#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1019 733
1020/* Cut off point of when an object is put on the active list or not */ 734// Cut off point of when an object is put on the active list or not
735// we use 2**-n because that can be represented exactly
736// also make sure that this is a float, not double, constant.
737// some areas in the server divide by this value, so
738// to avoid integer overflows it should not be much lower.
739#define MIN_ACTIVE_SPEED (1.f / 65536.f)
740
741/* have mercy on players and guarantee a somewhat higher speed */
1021#define MIN_ACTIVE_SPEED 0.00001 742#define MIN_PLAYER_SPEED 0.04f
1022
1023/*
1024 * random() is much better than rand(). If you have random(), use it instead.
1025 * You shouldn't need to change any of this
1026 *
1027 * 0.93.3: It looks like linux has random (previously, it was set below
1028 * to use rand). Perhaps old version of linux lack rand? IF you run into
1029 * problems, add || defined(__linux__) the #if immediately below.
1030 *
1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1032 * here.
1033 */
1034
1035#define RANDOM() random()
1036#define SRANDOM(xyz) srandom(xyz)
1037
1038/* Returns the weight of the given object. Note: it does not take the number of
1039 * items (nrof) into account.
1040 */
1041#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1042
1043
1044/* Code fastening defines
1045 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1046 * buf__ and increment buf__ position so it will point to the end of buf__.
1047 * the '\0' caracter will not be put at end of buf__.
1048 * use preparefastcat and finishfastcat on buf__ to prepare
1049 * and clean up the string. (Lots faster than doing each time...)
1050 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1051 * keep in mind FAST_STRNCAT is faster since length of second argument is
1052 * kown in advance.
1053 */
1054
1055#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1056#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1057#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1058#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1059
1060 /* You may uncomment following define to check sanity of code.
1061 * But use as debug only (loses all speed gained by those macros)
1062 */
1063
1064/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1065 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1066
1067
1068
1069
1070
1071
1072 743
1073/* 744/*
1074 * Warning! 745 * Warning!
1075 * If you add message types here, don't forget 746 * If you add message types here, don't forget
1076 * to keep the client up to date too! 747 * to keep the client up to date too!
1077 */ 748 */
1078
1079 749
1080/* message types */ 750/* message types */
1081#define MSG_TYPE_BOOK 1 751#define MSG_TYPE_BOOK 1
1082#define MSG_TYPE_CARD 2 752#define MSG_TYPE_CARD 2
1083#define MSG_TYPE_PAPER 3 753#define MSG_TYPE_PAPER 3
1162 832
1163/* admin messages */ 833/* admin messages */
1164#define MSG_TYPE_ADMIN_RULES 1 834#define MSG_TYPE_ADMIN_RULES 1
1165#define MSG_TYPE_ADMIN_NEWS 2 835#define MSG_TYPE_ADMIN_NEWS 2
1166 836
837/**
838 * Maximum distance a player may hear a sound from.
839 * This is only used for client/server sound and say. If the sound source
840 * on the map is farther away than this, we don't sent it to the client.
841 */
842#define MAX_SOUND_DISTANCE 16
843
844#define LOG_CHANNEL "log" // the plain and ugly standard server log
845#define INFO_CHANNEL "info" // lower_left box
846#define SAY_CHANNEL "say"
847#define CHAT_CHANNEL "chat"
848#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
849
850/* The following are the color flags passed to new_draw_info.
851 *
852 * We also set up some control flags
853 *
854 * NDI = New Draw Info
855 */
856
857/* Color specifications - note these match the order in xutil.c */
858/* Note 2: Black, the default color, is 0. Thus, it does not need to
859 * be implicitly specified.
860 */
861#define NDI_BLACK 0
862#define NDI_WHITE 1
863#define NDI_NAVY 2
864#define NDI_RED 3
865#define NDI_ORANGE 4
866#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
867#define NDI_DK_ORANGE 6 /* DarkOrange2 */
868#define NDI_GREEN 7 /* SeaGreen */
869#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
870 /* Than seagreen - also background color */
871#define NDI_GREY 9
872#define NDI_BROWN 10 /* Sienna */
873#define NDI_GOLD 11
874#define NDI_TAN 12 /* Khaki */
875
876#define NDI_MAX_COLOR 12 /* Last value in */
877#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
878 /* using an int anyways, so we have the space */
879 /* to still do all the flags */
880
881#define NDI_REPLY 0x20 // is a direct reply to a user command
882#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
883#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
884#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
885
886#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
887#define NDI_ALL 0x2000 /* Inform all players of this message */
888#define NDI_DEF 0x4000 // ignore colour for channel protocol
889#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
890
1167#endif /* DEFINE_H */ 891#endif /* DEFINE_H */
1168 892

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