--- deliantra/server/include/define.h 2007/01/15 00:40:49 1.39
+++ deliantra/server/include/define.h 2007/07/05 08:10:30 1.63
@@ -1,26 +1,25 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire@schmorp.de
-*/
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
+ */
/* This file is best viewed with a window width of about 100 character */
@@ -34,40 +33,26 @@
#ifndef DEFINE_H
#define DEFINE_H
-/*
- * Crossfire requires ANSI-C, but some compilers "forget" to define it.
- * Thus the prototypes made by cextract don't get included correctly.
- */
-#if !defined(__STDC__)
-
-/* Removed # from start of following line. makedepend was picking it up.
- * The following should still hopefully result in an error.
- */
-error - Your ANSI C compiler should be defining __STDC__;
-#endif
-
#include
#define FONTDIR ""
#define FONTNAME ""
/* Decstations have trouble with fabs()... */
-#define FABS(x) ((x)<0?-(x):(x))
+#define FABS(x) fabs (x)
#ifdef __NetBSD__
# include
#endif
#ifndef MIN
-# define MIN(x,y) ((x)<(y)?(x):(y))
+# define MIN(x,y) min (x, y)
#endif
#ifndef MAX
-# define MAX(x,y) ((x)>(y)?(x):(y))
+# define MAX(x,y) max (x, y)
#endif
-/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
-#ifndef NAME_MAX
-# define NAME_MAX 255
-#endif
+// maximum length of an object name in the protocol
+#define NAME_LEN 127
/* MAX3 is basically like MAX, but instead does 3 values. */
#ifndef MAX3
@@ -82,6 +67,14 @@
#define MAX_STAT 30 /* The maximum legal value of any stat */
#define MIN_STAT 1 /* The minimum legal value of any stat */
+//TODO: not only use more reasonable values, also enforce them
+#define MIN_WC -120
+#define MAX_WC 120
+#define MIN_AC -120
+#define MAX_AC 120
+#define MIN_DAM 0
+#define MAX_DAM 200
+
#define MAX_BUF 1024
/* Used for all kinds of things */
#define VERY_BIG_BUF 2048
@@ -96,9 +89,10 @@
#define MAX_EXT_TITLE 98
/* Fatal variables: */
+//TODO: remove all calls to fatal and replace them by cleanup
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
-#define ARCHTABLE_TOO_SMALL 2
+#define ARCHTABLE_TOO_SMALL 2 // unused
#define TOO_MANY_ERRORS 3
/* TYPE DEFINES */
@@ -279,6 +273,8 @@
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
potions, alchemy, or magic works here (elmex) */
+#define NUM_TYPES 166 // must be max(type) + 1
+
/* DEAD TYPES: */
//#define FBULLET 10
//#define FBALL 11
@@ -298,7 +294,7 @@
* and should perhaps be removed.
*
* Wed Dec 20 13:35:24 CET 2006:
- * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
+ * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
* monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
* renamed WALL to BUILDABLE_WALL.
*/
@@ -434,7 +430,7 @@
#define FLAG_WIZ 1 /* Object has special privilegies */
#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
#define FLAG_FREED 3 /* Object is in the list of free objects */
-#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
+//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
#define FLAG_APPLIED 5 /* Object is ready for use by living */
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
#define FLAG_USE_SHIELD 7
@@ -442,14 +438,14 @@
#define FLAG_NO_PICK 8 /* Object can't be picked up */
- /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
+/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
+/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
- /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
- /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
+/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
+/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
- /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
#define FLAG_MONSTER 14 /* Will attack players */
#define FLAG_FRIENDLY 15 /* Will help players */
@@ -457,18 +453,17 @@
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
#define FLAG_AUTO_APPLY 18
/* Will be applied when created */
- // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
+#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
#define FLAG_CAN_ROLL 22 /* Object can be rolled */
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
- /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
+/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
+/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
+/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
- /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
-
- /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
#define FLAG_IS_USED_UP 28
/* When (--food<0) the object will exit */
#define FLAG_IDENTIFIED 29
@@ -477,7 +472,6 @@
/* Object reflects from walls (lightning) */
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
-/* Start of values in flags[1] */
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
#define FLAG_HITBACK 33 /* Object will hit back when hit */
#define FLAG_STARTEQUIP 34
@@ -498,10 +492,9 @@
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
but can still attack at a distance */
- /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
- thru this object as if it wasn't there */
-
- /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
+/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
+ thru this object as if it wasn't there */
+/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
#define FLAG_PICK_UP 48 /* Can pick up */
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
@@ -520,12 +513,11 @@
/* (Monster) can wield weapons */
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
-#define FLAG_READY_BOW 60 /* not implemented yet */
+#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
#define FLAG_XRAYS 61 /* X-ray vision */
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
-/* Start of values in flags[2] */
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
#define FLAG_SLEEP 66 /* NPC is sleeping */
@@ -548,7 +540,7 @@
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
-/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
+#define FLAG_PRECIOUS 83 // object is precious (pets)
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
#define FLAG_MAKE_INVIS 85
/* (Item) gives invisibility when applied */
@@ -564,9 +556,8 @@
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
- /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
+/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
-/* Start of values in flags[3] */
#define FLAG_NO_STEAL 96 /* Item can't be stolen */
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
* away (replaces ghosthit)
@@ -594,7 +585,7 @@
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
#define FLAG_IS_BUILDABLE 110 /* Can build on item */
#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
-#define FLAG_NO_SAVE 112 // item doesn't get saved with map
+#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
#define NUM_FLAGS 113 /* Should always be equal to the last
* defined flag + 1. If you change this,
@@ -607,40 +598,22 @@
* So there are 18 available flags slots
*/
-
#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
-#if 0
-
-/* These should no longer be needed - access move_slow_penalty
- * directly.
- */
-# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
-# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
-#endif
-
/* If you add new movement types, you may need to update
* describe_item() so properly describe those types.
* change_abil() probably should be updated also.
*/
-#define MOVE_WALK 0x1 /* Object walks */
-#define MOVE_FLY_LOW 0x2 /* Low flying object */
-#define MOVE_FLY_HIGH 0x4 /* High flying object */
-#define MOVE_FLYING 0x6
+#define MOVE_WALK 0x01 /* Object walks */
+#define MOVE_FLY_LOW 0x02 /* Low flying object */
+#define MOVE_FLY_HIGH 0x04 /* High flying object */
+#define MOVE_FLYING 0x06
/* Combo of fly_low and fly_high */
-#define MOVE_SWIM 0x8 /* Swimming object */
+#define MOVE_SWIM 0x08 /* Swimming object */
#define MOVE_BOAT 0x10 /* Boats/sailing */
-#define MOVE_ALL 0x1f /* Mask of all movement types */
+#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
-/* the normal assumption is that objects are walking/flying.
- * So often we don't want to block movement, but still don't want
- * to allow all types (swimming is rather specialized) - I also
- * expect as more movement types show up, this is likely to get
- * updated. Basically, this is the default for spaces that allow
- * movement - anything but swimming right now. If you really
- * want nothing at all, then can always set move_block to 0
- */
-#define MOVE_BLOCK_DEFAULT MOVE_SWIM
+#define MOVE_ALL 0x3f /* Mask of all movement types */
/* typdef here to define type large enough to hold bitmask of
* all movement types. Make one declaration so easy to update.
@@ -699,8 +672,7 @@
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
/* for use by the lighting code */
-#define MAX_LIGHT_RADII 4
- /* max radii for 'light' object, really
+#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
* large values allow objects that can
* slow down the game */
#define MAX_DARKNESS 5 /* maximum map darkness, there is no
@@ -736,41 +708,23 @@
#define FIRE_POSITIONAL 1
/******************************************************************************/
-
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
-
/******************************************************************************/
-
/* if your monsters start acting wierd, mail me */
-
/******************************************************************************/
-
/* the following definitions are for the attack_movement variable in monsters */
-
/* if the attack_variable movement is left out of the monster archetype, or is*/
-
/* set to zero */
-
/* the standard mode of movement from previous versions of crossfire will be */
-
/* used. the upper four bits of movement data are not in effect when the monst*/
-
/* er has an enemy. these should only be used for non agressive monsters. */
-
/* to program a monsters movement add the attack movement numbers to the movem*/
-
/* ment numbers example a monster that moves in a circle until attacked and */
-
/* then attacks from a distance: */
-
/* CIRCLE1 = 32 */
-
/* + DISTATT = 1 */
-
/* ------------------- */
-
/* attack_movement = 33 */
-
/******************************************************************************/
#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
@@ -816,10 +770,6 @@
#define BLANK_FACE_NAME "blank.x11"
#define EMPTY_FACE_NAME "empty.x11"
-#define DARK_FACE1_NAME "dark1.x11"
-#define DARK_FACE2_NAME "dark2.x11"
-#define DARK_FACE3_NAME "dark3.x11"
-#define SMOOTH_FACE_NAME "default_smoothed.111"
/*
* Defines for the luck/random functions to make things more readable
@@ -919,18 +869,18 @@
/* Flags for apply_special() */
enum apply_flag
{
- /* Basic flags, always use one of these */
- AP_NULL = 0,
- AP_APPLY = 1,
+ /* Basic flags/mode, always use one of these */
+ AP_TOGGLE = 0,
+ AP_APPLY = 1,
AP_UNAPPLY = 2,
- AP_BASIC_FLAGS = 15,
+ AP_BASIC_FLAGS = 0x0f,
/* Optional flags, for bitwise or with a basic flag */
- AP_NO_MERGE = 16,
- AP_IGNORE_CURSE = 32,
- AP_PRINT = 64 /* Print what to do, don't actually do it */
- /* Note this is supported in all the functions */
+ AP_NO_MERGE = 0x10,
+ AP_IGNORE_CURSE = 0x20,
+ AP_PRINT = 0x40, /* Print what to do, don't actually do it */
+ AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
};
/* Bitmask values for 'can_apply_object()' return values.
@@ -966,23 +916,13 @@
#define CAN_APPLY_UNAPPLY_MULT 0x20
#define CAN_APPLY_UNAPPLY_CHOICE 0x40
-/* Cut off point of when an object is put on the active list or not */
-#define MIN_ACTIVE_SPEED 1e-5
+// Cut off point of when an object is put on the active list or not
+// we use 2**-n because that can be represented exactly
+// also make sure that this is a float, not double, constant
+#define MIN_ACTIVE_SPEED (1.f / 65536.f)
-/*
- * random() is much better than rand(). If you have random(), use it instead.
- * You shouldn't need to change any of this
- *
- * 0.93.3: It looks like linux has random (previously, it was set below
- * to use rand). Perhaps old version of linux lack rand? IF you run into
- * problems, add || defined(__linux__) the #if immediately below.
- *
- * 0.94.2 - you probably shouldn't need to change any of the rand stuff
- * here.
- */
-
-#define RANDOM() random()
-#define SRANDOM(xyz) srandom(xyz)
+#define RANDOM() (rndm.next () & 0xffffffU)
+#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
/* Returns the weight of the given object. Note: it does not take the number of
* items (nrof) into account.
@@ -1006,26 +946,12 @@
#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
#define FINISH_FASTCAT(buf__) buf__[0]='\0';
- /* You may uncomment following define to check sanity of code.
- * But use as debug only (loses all speed gained by those macros)
- */
-
-/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
- if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
-
-
-
-
-
-
-
/*
* Warning!
* If you add message types here, don't forget
* to keep the client up to date too!
*/
-
/* message types */
#define MSG_TYPE_BOOK 1
#define MSG_TYPE_CARD 2