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Comparing deliantra/server/include/define.h (file contents):
Revision 1.45 by root, Sat Jan 27 02:19:37 2007 UTC vs.
Revision 1.69 by root, Thu Aug 16 06:36:56 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
50#endif 49#endif
51#ifndef MAX 50#ifndef MAX
52# define MAX(x,y) max (x, y) 51# define MAX(x,y) max (x, y)
53#endif 52#endif
54 53
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
56#ifndef NAME_MAX 55#define NAME_LEN 127
57# define NAME_MAX 255
58#endif
59 56
60/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
61#ifndef MAX3 58#ifndef MAX3
62# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif 60#endif
68#endif 65#endif
69 66
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
72 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
73#define MAX_BUF 1024 80#define MAX_BUF 1024
74 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
75#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
78 85
79#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
80 87
81#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
82 89
83#define MAX_NAME 48 90#define MAX_NAME 48
84#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
85 92
86/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
87#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
88#define MAP_ERROR 1 96#define MAP_ERROR 1
89#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
90#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
91 99
92/* TYPE DEFINES */ 100/* TYPE DEFINES */
93 101
94/* Only add new values to this list if somewhere in the program code, 102/* Only add new values to this list if somewhere in the program code,
231#define POISONING 105 239#define POISONING 105
232#define SAVEBED 106 240#define SAVEBED 106
233 241
234#define WAND 109 242#define WAND 109
235 243
244#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
236#define SCROLL 111 245#define SCROLL 111
237#define DIRECTOR 112 246#define DIRECTOR 112
238#define GIRDLE 113 247#define GIRDLE 113
239#define FORCE 114 248#define FORCE 114
240#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
264 273
265#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
266 275
267#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
268 potions, alchemy, or magic works here (elmex) */ 277 potions, alchemy, or magic works here (elmex) */
278
279#define NUM_TYPES 166 // must be max(type) + 1
269 280
270/* DEAD TYPES: */ 281/* DEAD TYPES: */
271//#define FBULLET 10 282//#define FBULLET 10
272//#define FBALL 11 283//#define FBALL 11
273//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
284 * misc_object, monster, and spawn_generator 295 * misc_object, monster, and spawn_generator
285 * types are not used in any archetypes, 296 * types are not used in any archetypes,
286 * and should perhaps be removed. 297 * and should perhaps be removed.
287 * 298 *
288 * Wed Dec 20 13:35:24 CET 2006: 299 * Wed Dec 20 13:35:24 CET 2006:
289 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
290 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
291 * renamed WALL to BUILDABLE_WALL. 302 * renamed WALL to BUILDABLE_WALL.
292 */ 303 */
293 304
294//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
420 431
421#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
422#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
423#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
424#define FLAG_FREED 3 /* Object is in the list of free objects */ 435#define FLAG_FREED 3 /* Object is in the list of free objects */
425#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
426#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
427#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
428#define FLAG_USE_SHIELD 7 439#define FLAG_USE_SHIELD 7
429 /* Can this creature use a shield? */ 440 /* Can this creature use a shield? */
430 441
443 454
444#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
445#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
446#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
447 /* Will be applied when created */ 458 /* Will be applied when created */
448 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
449#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
450#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
451#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
452#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
453#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
503 /* (Monster) can wear armour/shield/helmet */ 514 /* (Monster) can wear armour/shield/helmet */
504#define FLAG_USE_WEAPON 57 515#define FLAG_USE_WEAPON 57
505 /* (Monster) can wield weapons */ 516 /* (Monster) can wield weapons */
506#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
507#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
508#define FLAG_READY_BOW 60 /* not implemented yet */ 519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509#define FLAG_XRAYS 61 /* X-ray vision */ 520#define FLAG_XRAYS 61 /* X-ray vision */
510#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
511#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
512 523
513#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530 541
531#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 542#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
532#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
533#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
534 545
535/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 546#define FLAG_PRECIOUS 83 // object is precious (pets)
536#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
537#define FLAG_MAKE_INVIS 85 548#define FLAG_MAKE_INVIS 85
538 /* (Item) gives invisibility when applied */ 549 /* (Item) gives invisibility when applied */
539#define FLAG_INV_LOCKED 86 550#define FLAG_INV_LOCKED 86
540 /* Item will not be dropped from inventory */ 551 /* Item will not be dropped from inventory */
594 605
595/* If you add new movement types, you may need to update 606/* If you add new movement types, you may need to update
596 * describe_item() so properly describe those types. 607 * describe_item() so properly describe those types.
597 * change_abil() probably should be updated also. 608 * change_abil() probably should be updated also.
598 */ 609 */
599#define MOVE_WALK 0x1 /* Object walks */ 610#define MOVE_WALK 0x01 /* Object walks */
600#define MOVE_FLY_LOW 0x2 /* Low flying object */ 611#define MOVE_FLY_LOW 0x02 /* Low flying object */
601#define MOVE_FLY_HIGH 0x4 /* High flying object */ 612#define MOVE_FLY_HIGH 0x04 /* High flying object */
602#define MOVE_FLYING 0x6 613#define MOVE_FLYING 0x06
603 /* Combo of fly_low and fly_high */ 614 /* Combo of fly_low and fly_high */
604#define MOVE_SWIM 0x8 /* Swimming object */ 615#define MOVE_SWIM 0x08 /* Swimming object */
605#define MOVE_BOAT 0x10 /* Boats/sailing */ 616#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
618
606#define MOVE_ALL 0x1f /* Mask of all movement types */ 619#define MOVE_ALL 0x3f /* Mask of all movement types */
607
608/* the normal assumption is that objects are walking/flying.
609 * So often we don't want to block movement, but still don't want
610 * to allow all types (swimming is rather specialized) - I also
611 * expect as more movement types show up, this is likely to get
612 * updated. Basically, this is the default for spaces that allow
613 * movement - anything but swimming right now. If you really
614 * want nothing at all, then can always set move_block to 0
615 */
616#define MOVE_BLOCK_DEFAULT MOVE_SWIM
617 620
618/* typdef here to define type large enough to hold bitmask of 621/* typdef here to define type large enough to hold bitmask of
619 * all movement types. Make one declaration so easy to update. 622 * all movement types. Make one declaration so easy to update.
620 * uint8 is defined yet, so just use what that would define it 623 * uint8 is defined yet, so just use what that would define it
621 * at anyways. 624 * at anyways.
768#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 771#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
769#define HI4 240 772#define HI4 240
770 773
771#define BLANK_FACE_NAME "blank.x11" 774#define BLANK_FACE_NAME "blank.x11"
772#define EMPTY_FACE_NAME "empty.x11" 775#define EMPTY_FACE_NAME "empty.x11"
773#define DARK_FACE1_NAME "dark1.x11"
774#define DARK_FACE2_NAME "dark2.x11"
775#define DARK_FACE3_NAME "dark3.x11"
776#define SMOOTH_FACE_NAME "default_smoothed.111"
777 776
778/* 777/*
779 * Defines for the luck/random functions to make things more readable 778 * Defines for the luck/random functions to make things more readable
780 */ 779 */
781 780
782#define PREFER_HIGH 1 781#define PREFER_HIGH 1
783#define PREFER_LOW 0 782#define PREFER_LOW 0
784
785/* Simple function we use below to keep adding to the same string
786 * but also make sure we don't overwrite that string.
787 */
788static inline void
789safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
790{
791 if (*curlen == (maxlen - 1))
792 return;
793
794 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
795 dest[maxlen - 1] = 0;
796 *curlen += strlen (orig);
797
798 if (*curlen > (maxlen - 1))
799 *curlen = maxlen - 1;
800}
801
802
803/* The SAFE versions of these call the safe_strcat function above.
804 * Ideally, all functions should use the SAFE functions, but they
805 * require some extra support in the calling function to remain as
806 * efficient.
807 */
808#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
809 if(variable) { \
810 int i,j=0; \
811 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
812 for(i=0; i<NROFATTACKS; i++) \
813 if(variable & (1<<i)) { \
814 if (j) \
815 safe_strcat(retbuf,", ", len, maxlen); \
816 else \
817 j = 1; \
818 safe_strcat(retbuf, attacks[i], len, maxlen); \
819 } \
820 safe_strcat(retbuf,")",len,maxlen); \
821 }
822
823
824/* separated this from the common/item.c file. b.t. Dec 1995 */
825
826#define DESCRIBE_ABILITY(retbuf, variable, name) \
827 if(variable) { \
828 int i,j=0; \
829 strcat(retbuf,"(" name ": "); \
830 for(i=0; i<NROFATTACKS; i++) \
831 if(variable & (1<<i)) { \
832 if (j) \
833 strcat(retbuf,", "); \
834 else \
835 j = 1; \
836 strcat(retbuf, attacks[i]); \
837 } \
838 strcat(retbuf,")"); \
839 }
840
841
842#define DESCRIBE_PATH(retbuf, variable, name) \
843 if(variable) { \
844 int i,j=0; \
845 strcat(retbuf,"(" name ": "); \
846 for(i=0; i<NRSPELLPATHS; i++) \
847 if(variable & (1<<i)) { \
848 if (j) \
849 strcat(retbuf,", "); \
850 else \
851 j = 1; \
852 strcat(retbuf, spellpathnames[i]); \
853 } \
854 strcat(retbuf,")"); \
855 }
856
857
858#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
859 if(variable) { \
860 int i,j=0; \
861 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
862 for(i=0; i<NRSPELLPATHS; i++) \
863 if(variable & (1<<i)) { \
864 if (j) \
865 safe_strcat(retbuf,", ", len, maxlen); \
866 else \
867 j = 1; \
868 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
869 } \
870 safe_strcat(retbuf,")", len, maxlen); \
871 }
872 783
873/* Flags for apply_special() */ 784/* Flags for apply_special() */
874enum apply_flag 785enum apply_flag
875{ 786{
876 /* Basic flags, always use one of these */ 787 /* Basic flags/mode, always use one of these */
877 AP_NULL = 0, 788 AP_TOGGLE = 0,
878 AP_APPLY = 1, 789 AP_APPLY = 1,
879 AP_UNAPPLY = 2, 790 AP_UNAPPLY = 2,
880 791
881 AP_BASIC_FLAGS = 15, 792 AP_BASIC_FLAGS = 0x0f,
882 793
883 /* Optional flags, for bitwise or with a basic flag */ 794 /* Optional flags, for bitwise or with a basic flag */
884 AP_NO_MERGE = 16, 795 AP_NO_MERGE = 0x10,
885 AP_IGNORE_CURSE = 32, 796 AP_IGNORE_CURSE = 0x20,
886 AP_PRINT = 64 /* Print what to do, don't actually do it */ 797 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
887 /* Note this is supported in all the functions */ 798 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
888}; 799};
889 800
890/* Bitmask values for 'can_apply_object()' return values. 801/* Bitmask values for 'can_apply_object()' return values.
891 * the CAN_APPLY_ prefix is to just note what function the 802 * the CAN_APPLY_ prefix is to just note what function the
892 * are returned from. 803 * are returned from.
918#define CAN_APPLY_NOT_MASK 0xf 829#define CAN_APPLY_NOT_MASK 0xf
919#define CAN_APPLY_UNAPPLY 0x10 830#define CAN_APPLY_UNAPPLY 0x10
920#define CAN_APPLY_UNAPPLY_MULT 0x20 831#define CAN_APPLY_UNAPPLY_MULT 0x20
921#define CAN_APPLY_UNAPPLY_CHOICE 0x40 832#define CAN_APPLY_UNAPPLY_CHOICE 0x40
922 833
923/* Cut off point of when an object is put on the active list or not */ 834// Cut off point of when an object is put on the active list or not
835// we use 2**-n because that can be represented exactly
836// also make sure that this is a float, not double, constant
924#define MIN_ACTIVE_SPEED 1e-5 837#define MIN_ACTIVE_SPEED (1.f / 65536.f)
925 838
926#define RANDOM() (rndm.next () & 0xffffffU) 839#define RANDOM() (rndm.next () & 0xffffffU)
927#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 840#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
928 841
929/* Returns the weight of the given object. Note: it does not take the number of 842/* Returns the weight of the given object. Note: it does not take the number of
1039 952
1040/* admin messages */ 953/* admin messages */
1041#define MSG_TYPE_ADMIN_RULES 1 954#define MSG_TYPE_ADMIN_RULES 1
1042#define MSG_TYPE_ADMIN_NEWS 2 955#define MSG_TYPE_ADMIN_NEWS 2
1043 956
957/**
958 * Maximum distance a player may hear a sound from.
959 * This is only used for new client/server sound. If the sound source
960 * on the map is farther away than this, we don't sent it to the client.
961 */
962#define MAX_SOUND_DISTANCE 16
963
964#define LOG_CHANNEL "log" // the plain and ugly standard server log
965#define INFO_CHANNEL "info" // lower_left box
966#define SAY_CHANNEL "channel-say"
967#define CHAT_CHANNEL "channel-chat"
968
969/* The following are the color flags passed to new_draw_info.
970 *
971 * We also set up some control flags
972 *
973 * NDI = New Draw Info
974 */
975
976/* Color specifications - note these match the order in xutil.c */
977/* Note 2: Black, the default color, is 0. Thus, it does not need to
978 * be implicitly specified.
979 */
980#define NDI_BLACK 0
981#define NDI_WHITE 1
982#define NDI_NAVY 2
983#define NDI_RED 3
984#define NDI_ORANGE 4
985#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
986#define NDI_DK_ORANGE 6 /* DarkOrange2 */
987#define NDI_GREEN 7 /* SeaGreen */
988#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
989 /* Than seagreen - also background color */
990#define NDI_GREY 9
991#define NDI_BROWN 10 /* Sienna */
992#define NDI_GOLD 11
993#define NDI_TAN 12 /* Khaki */
994
995#define NDI_MAX_COLOR 12 /* Last value in */
996#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
997 /* using an int anyways, so we have the space */
998 /* to still do all the flags */
999
1000#define NDI_REPLY 0x20 // is a direct reply to a user command
1001#define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
1002#define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
1003
1004#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1005#define NDI_ALL 0x2000 /* Inform all players of this message */
1006#define NDI_DEF 0x4000 // ignore colour for channel protocol
1007
1044#endif /* DEFINE_H */ 1008#endif /* DEFINE_H */
1045 1009

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