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Comparing deliantra/server/include/define.h (file contents):
Revision 1.48 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.67 by root, Wed Aug 1 01:53:13 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
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 273#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267 274
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 275#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */ 276 potions, alchemy, or magic works here (elmex) */
270 277
278#define NUM_TYPES 166 // must be max(type) + 1
279
271/* DEAD TYPES: */ 280/* DEAD TYPES: */
272//#define FBULLET 10 281//#define FBULLET 10
273//#define FBALL 11 282//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 283//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19 284//#define CONFUSION 19
285 * misc_object, monster, and spawn_generator 294 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes, 295 * types are not used in any archetypes,
287 * and should perhaps be removed. 296 * and should perhaps be removed.
288 * 297 *
289 * Wed Dec 20 13:35:24 CET 2006: 298 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 299 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 300 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL. 301 * renamed WALL to BUILDABLE_WALL.
293 */ 302 */
294 303
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 304//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
421 430
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 431#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 432#define FLAG_WIZ 1 /* Object has special privilegies */
424#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 433#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
425#define FLAG_FREED 3 /* Object is in the list of free objects */ 434#define FLAG_FREED 3 /* Object is in the list of free objects */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 435//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 436#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 437#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 438#define FLAG_USE_SHIELD 7
430 /* Can this creature use a shield? */ 439 /* Can this creature use a shield? */
431 440
444 453
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 454#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 455#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 456#define FLAG_AUTO_APPLY 18
448 /* Will be applied when created */ 457 /* Will be applied when created */
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 458#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 459#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 460#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 461#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 462#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 463#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 /* (Monster) can wear armour/shield/helmet */ 513 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57 514#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */ 515 /* (Monster) can wield weapons */
507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 516#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 517#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 518#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
510#define FLAG_XRAYS 61 /* X-ray vision */ 519#define FLAG_XRAYS 61 /* X-ray vision */
511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 520#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 521#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
513 522
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 523#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531 540
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 541#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 542#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 543#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 544
536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 545#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 546#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 547#define FLAG_MAKE_INVIS 85
539 /* (Item) gives invisibility when applied */ 548 /* (Item) gives invisibility when applied */
540#define FLAG_INV_LOCKED 86 549#define FLAG_INV_LOCKED 86
541 /* Item will not be dropped from inventory */ 550 /* Item will not be dropped from inventory */
595 604
596/* If you add new movement types, you may need to update 605/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 606 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 607 * change_abil() probably should be updated also.
599 */ 608 */
600#define MOVE_WALK 0x1 /* Object walks */ 609#define MOVE_WALK 0x01 /* Object walks */
601#define MOVE_FLY_LOW 0x2 /* Low flying object */ 610#define MOVE_FLY_LOW 0x02 /* Low flying object */
602#define MOVE_FLY_HIGH 0x4 /* High flying object */ 611#define MOVE_FLY_HIGH 0x04 /* High flying object */
603#define MOVE_FLYING 0x6 612#define MOVE_FLYING 0x06
604 /* Combo of fly_low and fly_high */ 613 /* Combo of fly_low and fly_high */
605#define MOVE_SWIM 0x8 /* Swimming object */ 614#define MOVE_SWIM 0x08 /* Swimming object */
606#define MOVE_BOAT 0x10 /* Boats/sailing */ 615#define MOVE_BOAT 0x10 /* Boats/sailing */
616#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
617
607#define MOVE_ALL 0x1f /* Mask of all movement types */ 618#define MOVE_ALL 0x3f /* Mask of all movement types */
608
609/* the normal assumption is that objects are walking/flying.
610 * So often we don't want to block movement, but still don't want
611 * to allow all types (swimming is rather specialized) - I also
612 * expect as more movement types show up, this is likely to get
613 * updated. Basically, this is the default for spaces that allow
614 * movement - anything but swimming right now. If you really
615 * want nothing at all, then can always set move_block to 0
616 */
617#define MOVE_BLOCK_DEFAULT MOVE_SWIM
618 619
619/* typdef here to define type large enough to hold bitmask of 620/* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update. 621 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it 622 * uint8 is defined yet, so just use what that would define it
622 * at anyways. 623 * at anyways.
777 */ 778 */
778 779
779#define PREFER_HIGH 1 780#define PREFER_HIGH 1
780#define PREFER_LOW 0 781#define PREFER_LOW 0
781 782
782/* Simple function we use below to keep adding to the same string
783 * but also make sure we don't overwrite that string.
784 */
785static inline void
786safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
787{
788 if (*curlen == (maxlen - 1))
789 return;
790
791 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
792 dest[maxlen - 1] = 0;
793 *curlen += strlen (orig);
794
795 if (*curlen > (maxlen - 1))
796 *curlen = maxlen - 1;
797}
798
799
800/* The SAFE versions of these call the safe_strcat function above.
801 * Ideally, all functions should use the SAFE functions, but they
802 * require some extra support in the calling function to remain as
803 * efficient.
804 */
805#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
806 if(variable) { \
807 int i,j=0; \
808 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
809 for(i=0; i<NROFATTACKS; i++) \
810 if(variable & (1<<i)) { \
811 if (j) \
812 safe_strcat(retbuf,", ", len, maxlen); \
813 else \
814 j = 1; \
815 safe_strcat(retbuf, attacks[i], len, maxlen); \
816 } \
817 safe_strcat(retbuf,")",len,maxlen); \
818 }
819
820
821/* separated this from the common/item.c file. b.t. Dec 1995 */
822
823#define DESCRIBE_ABILITY(retbuf, variable, name) \
824 if(variable) { \
825 int i,j=0; \
826 strcat(retbuf,"(" name ": "); \
827 for(i=0; i<NROFATTACKS; i++) \
828 if(variable & (1<<i)) { \
829 if (j) \
830 strcat(retbuf,", "); \
831 else \
832 j = 1; \
833 strcat(retbuf, attacks[i]); \
834 } \
835 strcat(retbuf,")"); \
836 }
837
838
839#define DESCRIBE_PATH(retbuf, variable, name) \
840 if(variable) { \
841 int i,j=0; \
842 strcat(retbuf,"(" name ": "); \
843 for(i=0; i<NRSPELLPATHS; i++) \
844 if(variable & (1<<i)) { \
845 if (j) \
846 strcat(retbuf,", "); \
847 else \
848 j = 1; \
849 strcat(retbuf, spellpathnames[i]); \
850 } \
851 strcat(retbuf,")"); \
852 }
853
854
855#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
856 if(variable) { \
857 int i,j=0; \
858 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
859 for(i=0; i<NRSPELLPATHS; i++) \
860 if(variable & (1<<i)) { \
861 if (j) \
862 safe_strcat(retbuf,", ", len, maxlen); \
863 else \
864 j = 1; \
865 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
866 } \
867 safe_strcat(retbuf,")", len, maxlen); \
868 }
869
870/* Flags for apply_special() */ 783/* Flags for apply_special() */
871enum apply_flag 784enum apply_flag
872{ 785{
873 /* Basic flags, always use one of these */ 786 /* Basic flags/mode, always use one of these */
874 AP_NULL = 0, 787 AP_TOGGLE = 0,
875 AP_APPLY = 1, 788 AP_APPLY = 1,
876 AP_UNAPPLY = 2, 789 AP_UNAPPLY = 2,
877 790
878 AP_BASIC_FLAGS = 15, 791 AP_BASIC_FLAGS = 0x0f,
879 792
880 /* Optional flags, for bitwise or with a basic flag */ 793 /* Optional flags, for bitwise or with a basic flag */
881 AP_NO_MERGE = 16, 794 AP_NO_MERGE = 0x10,
882 AP_IGNORE_CURSE = 32, 795 AP_IGNORE_CURSE = 0x20,
883 AP_PRINT = 64 /* Print what to do, don't actually do it */ 796 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
884 /* Note this is supported in all the functions */ 797 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
885}; 798};
886 799
887/* Bitmask values for 'can_apply_object()' return values. 800/* Bitmask values for 'can_apply_object()' return values.
888 * the CAN_APPLY_ prefix is to just note what function the 801 * the CAN_APPLY_ prefix is to just note what function the
889 * are returned from. 802 * are returned from.
915#define CAN_APPLY_NOT_MASK 0xf 828#define CAN_APPLY_NOT_MASK 0xf
916#define CAN_APPLY_UNAPPLY 0x10 829#define CAN_APPLY_UNAPPLY 0x10
917#define CAN_APPLY_UNAPPLY_MULT 0x20 830#define CAN_APPLY_UNAPPLY_MULT 0x20
918#define CAN_APPLY_UNAPPLY_CHOICE 0x40 831#define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 832
920/* Cut off point of when an object is put on the active list or not */ 833// Cut off point of when an object is put on the active list or not
834// we use 2**-n because that can be represented exactly
835// also make sure that this is a float, not double, constant
921#define MIN_ACTIVE_SPEED 1e-5 836#define MIN_ACTIVE_SPEED (1.f / 65536.f)
922 837
923#define RANDOM() (rndm.next () & 0xffffffU) 838#define RANDOM() (rndm.next () & 0xffffffU)
924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 839#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925 840
926/* Returns the weight of the given object. Note: it does not take the number of 841/* Returns the weight of the given object. Note: it does not take the number of
1036 951
1037/* admin messages */ 952/* admin messages */
1038#define MSG_TYPE_ADMIN_RULES 1 953#define MSG_TYPE_ADMIN_RULES 1
1039#define MSG_TYPE_ADMIN_NEWS 2 954#define MSG_TYPE_ADMIN_NEWS 2
1040 955
956/**
957 * Maximum distance a player may hear a sound from.
958 * This is only used for new client/server sound. If the sound source
959 * on the map is farther away than this, we don't sent it to the client.
960 */
961#define MAX_SOUND_DISTANCE 16
962
1041#endif /* DEFINE_H */ 963#endif /* DEFINE_H */
1042 964

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