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Comparing deliantra/server/include/define.h (file contents):
Revision 1.41 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.53 by root, Thu May 3 09:26:45 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
32 */ 32 */
33 33
34#ifndef DEFINE_H 34#ifndef DEFINE_H
35#define DEFINE_H 35#define DEFINE_H
36 36
37/*
38 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
39 * Thus the prototypes made by cextract don't get included correctly.
40 */
41#if !defined(__STDC__)
42
43/* Removed # from start of following line. makedepend was picking it up.
44 * The following should still hopefully result in an error.
45 */
46error - Your ANSI C compiler should be defining __STDC__;
47#endif
48
49#include <autoconf.h> 37#include <autoconf.h>
50 38
51#define FONTDIR "" 39#define FONTDIR ""
52#define FONTNAME "" 40#define FONTNAME ""
53 41
54/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
55#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
56 44
57#ifdef __NetBSD__ 45#ifdef __NetBSD__
58# include <sys/param.h> 46# include <sys/param.h>
59#endif 47#endif
60#ifndef MIN 48#ifndef MIN
94 82
95#define MAX_NAME 48 83#define MAX_NAME 48
96#define MAX_EXT_TITLE 98 84#define MAX_EXT_TITLE 98
97 85
98/* Fatal variables: */ 86/* Fatal variables: */
87//TODO: remove all calls to fatal and replace them by cleanup
99#define OUT_OF_MEMORY 0 88#define OUT_OF_MEMORY 0
100#define MAP_ERROR 1 89#define MAP_ERROR 1
101#define ARCHTABLE_TOO_SMALL 2 90#define ARCHTABLE_TOO_SMALL 2 // unused
102#define TOO_MANY_ERRORS 3 91#define TOO_MANY_ERRORS 3
103 92
104/* TYPE DEFINES */ 93/* TYPE DEFINES */
105 94
106/* Only add new values to this list if somewhere in the program code, 95/* Only add new values to this list if somewhere in the program code,
296 * misc_object, monster, and spawn_generator 285 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes, 286 * types are not used in any archetypes,
298 * and should perhaps be removed. 287 * and should perhaps be removed.
299 * 288 *
300 * Wed Dec 20 13:35:24 CET 2006: 289 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 290 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL. 292 * renamed WALL to BUILDABLE_WALL.
304 */ 293 */
305 294
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
455 444
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
458#define FLAG_AUTO_APPLY 18 447#define FLAG_AUTO_APPLY 18
459 /* Will be applied when created */ 448 /* Will be applied when created */
460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 449#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
515 /* (Monster) can wear armour/shield/helmet */ 504 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_WEAPON 57 505#define FLAG_USE_WEAPON 57
517 /* (Monster) can wield weapons */ 506 /* (Monster) can wield weapons */
518#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
519#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
520#define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
521#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
524 513
525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
542 531
543#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
544#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
545#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546 535
547/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536#define FLAG_PRECIOUS 83 // object is precious (pets)
548#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
549#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85
550 /* (Item) gives invisibility when applied */ 539 /* (Item) gives invisibility when applied */
551#define FLAG_INV_LOCKED 86 540#define FLAG_INV_LOCKED 86
552 /* Item will not be dropped from inventory */ 541 /* Item will not be dropped from inventory */
587#define FLAG_IS_WATER 107 576#define FLAG_IS_WATER 107
588#define FLAG_CONTENT_ON_GEN 108 577#define FLAG_CONTENT_ON_GEN 108
589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
590#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 579#define FLAG_IS_BUILDABLE 110 /* Can build on item */
591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 580#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map 581#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
593 582
594#define NUM_FLAGS 113 /* Should always be equal to the last 583#define NUM_FLAGS 113 /* Should always be equal to the last
595 * defined flag + 1. If you change this, 584 * defined flag + 1. If you change this,
596 * make sure you update the flag_links 585 * make sure you update the flag_links
597 * in common/loader.l 586 * in common/loader.l
606 595
607/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
610 */ 599 */
611#define MOVE_WALK 0x1 /* Object walks */ 600#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_LOW 0x2 /* Low flying object */ 601#define MOVE_FLY_LOW 0x02 /* Low flying object */
613#define MOVE_FLY_HIGH 0x4 /* High flying object */ 602#define MOVE_FLY_HIGH 0x04 /* High flying object */
614#define MOVE_FLYING 0x6 603#define MOVE_FLYING 0x06
615 /* Combo of fly_low and fly_high */ 604 /* Combo of fly_low and fly_high */
616#define MOVE_SWIM 0x8 /* Swimming object */ 605#define MOVE_SWIM 0x08 /* Swimming object */
617#define MOVE_BOAT 0x10 /* Boats/sailing */ 606#define MOVE_BOAT 0x10 /* Boats/sailing */
607#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
608
618#define MOVE_ALL 0x1f /* Mask of all movement types */ 609#define MOVE_ALL 0x3f /* Mask of all movement types */
619
620/* the normal assumption is that objects are walking/flying.
621 * So often we don't want to block movement, but still don't want
622 * to allow all types (swimming is rather specialized) - I also
623 * expect as more movement types show up, this is likely to get
624 * updated. Basically, this is the default for spaces that allow
625 * movement - anything but swimming right now. If you really
626 * want nothing at all, then can always set move_block to 0
627 */
628#define MOVE_BLOCK_DEFAULT MOVE_SWIM
629 610
630/* typdef here to define type large enough to hold bitmask of 611/* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update. 612 * all movement types. Make one declaration so easy to update.
632 * uint8 is defined yet, so just use what that would define it 613 * uint8 is defined yet, so just use what that would define it
633 * at anyways. 614 * at anyways.
780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 761#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
781#define HI4 240 762#define HI4 240
782 763
783#define BLANK_FACE_NAME "blank.x11" 764#define BLANK_FACE_NAME "blank.x11"
784#define EMPTY_FACE_NAME "empty.x11" 765#define EMPTY_FACE_NAME "empty.x11"
785#define DARK_FACE1_NAME "dark1.x11"
786#define DARK_FACE2_NAME "dark2.x11"
787#define DARK_FACE3_NAME "dark3.x11"
788#define SMOOTH_FACE_NAME "default_smoothed.111"
789 766
790/* 767/*
791 * Defines for the luck/random functions to make things more readable 768 * Defines for the luck/random functions to make things more readable
792 */ 769 */
793 770
933#define CAN_APPLY_UNAPPLY_CHOICE 0x40 910#define CAN_APPLY_UNAPPLY_CHOICE 0x40
934 911
935/* Cut off point of when an object is put on the active list or not */ 912/* Cut off point of when an object is put on the active list or not */
936#define MIN_ACTIVE_SPEED 1e-5 913#define MIN_ACTIVE_SPEED 1e-5
937 914
938/* 915#define RANDOM() (rndm.next () & 0xffffffU)
939 * random() is much better than rand(). If you have random(), use it instead. 916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
940 * You shouldn't need to change any of this
941 *
942 * 0.93.3: It looks like linux has random (previously, it was set below
943 * to use rand). Perhaps old version of linux lack rand? IF you run into
944 * problems, add || defined(__linux__) the #if immediately below.
945 *
946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
947 * here.
948 */
949
950#define RANDOM() random()
951#define SRANDOM(xyz) srandom(xyz)
952 917
953/* Returns the weight of the given object. Note: it does not take the number of 918/* Returns the weight of the given object. Note: it does not take the number of
954 * items (nrof) into account. 919 * items (nrof) into account.
955 */ 920 */
956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)

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