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Comparing deliantra/server/include/define.h (file contents):
Revision 1.50 by root, Sat Apr 21 12:28:32 2007 UTC vs.
Revision 1.86 by root, Tue Sep 16 14:25:37 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
43#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
44 43
45#ifdef __NetBSD__ 44#ifdef __NetBSD__
46# include <sys/param.h> 45# include <sys/param.h>
47#endif 46#endif
47
48// maximum length of an object name in the protocol
49#define NAME_LEN 127
50
48#ifndef MIN 51#undef MIN
49# define MIN(x,y) min (x, y)
50#endif
51#ifndef MAX 52#undef MAX
52# define MAX(x,y) max (x, y)
53#endif
54
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
56#ifndef NAME_MAX
57# define NAME_MAX 255
58#endif
59
60/* MAX3 is basically like MAX, but instead does 3 values. */
61#ifndef MAX3
62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif
64
65/* MIN3 is basically like MIN, but instead does 3 values. */
66#ifndef MIN3
67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
68#endif
69 53
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
56
57//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120
59#define MAX_WC 120
60#define MIN_AC -120
61#define MAX_AC 120
62#define MIN_DAM 0
63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
72 66
73#define MAX_BUF 1024 67#define MAX_BUF 1024
74 /* Used for all kinds of things */ 68 /* Used for all kinds of things */
75#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
78 72
79#define FONTSIZE 3000 /* Max chars in font */ 73#define FONTSIZE 3000 /* Max chars in font */
80 74
81#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
82 76
83#define MAX_NAME 48 77#define MAX_NAME 48
84#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
85 79
86/* Fatal variables: */
87//TODO: remove all calls to fatal and replace them by cleanup 80//TODO: remove all calls to fatal and replace them by cleanup
88#define OUT_OF_MEMORY 0 81#define OUT_OF_MEMORY 0
89#define MAP_ERROR 1 82#define MAP_ERROR 1
90#define ARCHTABLE_TOO_SMALL 2 // unused 83#define ARCHTABLE_TOO_SMALL 2 // unused
91#define TOO_MANY_ERRORS 3 84#define TOO_MANY_ERRORS 3
115#define POTION 5 108#define POTION 5
116#define FOOD 6 109#define FOOD 6
117#define POISON 7 110#define POISON 7
118#define BOOK 8 111#define BOOK 8
119#define CLOCK 9 112#define CLOCK 9
120 113//10
114//11
115//12
121#define ARROW 13 116#define ARROW 13
122#define BOW 14 117#define BOW 14
123#define WEAPON 15 118#define WEAPON 15
124#define ARMOUR 16 119#define ARMOUR 16
125#define PEDESTAL 17 120#define PEDESTAL 17
126#define ALTAR 18 121#define ALTAR 18
127 122//19
128#define LOCKED_DOOR 20 123#define LOCKED_DOOR 20
129#define SPECIAL_KEY 21 124#define SPECIAL_KEY 21
130#define MAP 22 125#define MAP 22
131#define DOOR 23 126#define DOOR 23
132#define KEY 24 127#define KEY 24
133 128//25
134#define TIMED_GATE 26 129#define TIMED_GATE 26
135#define TRIGGER 27 130#define TRIGGER 27
136#define GRIMREAPER 28 131#define GRIMREAPER 28
137#define MAGIC_EAR 29 132#define MAGIC_EAR 29
138#define TRIGGER_BUTTON 30 133#define TRIGGER_BUTTON 30
147#define AMULET 39 142#define AMULET 39
148#define PLAYERMOVER 40 143#define PLAYERMOVER 40
149#define TELEPORTER 41 144#define TELEPORTER 41
150#define CREATOR 42 145#define CREATOR 42
151#define SKILL 43 /* also see SKILL_TOOL (74) below */ 146#define SKILL 43 /* also see SKILL_TOOL (74) below */
152 147//44
153#define EARTHWALL 45 148#define EARTHWALL 45
154#define GOLEM 46 149#define GOLEM 46
155 150//47
156#define THROWN_OBJ 48 151#define THROWN_OBJ 48
157#define BLINDNESS 49 152#define BLINDNESS 49
158#define GOD 50 153#define GOD 50
159#define DETECTOR 51 /* peterm: detector is an object 154#define DETECTOR 51 /* peterm: detector is an object
160 * which notices the presense of 155 * which notices the presense of
175 170
176#define PEACEMAKER 59 /* Object owned by a player which can convert 171#define PEACEMAKER 59 /* Object owned by a player which can convert
177 * a monster into a peaceful being incapable of attack. 172 * a monster into a peaceful being incapable of attack.
178 */ 173 */
179#define GEM 60 174#define GEM 60
180 175//61
181#define FIREWALL 62 176#define FIREWALL 62
182#define ANVIL 63 177#define ANVIL 63
183#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 178#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 179#define MOOD_FLOOR 65 /*
185 * values of last_sp set how to change: 180 * values of last_sp set how to change:
186 * 0 = furious, all monsters become aggressive 181 * 0 = furious, all monsters become aggressive
187 * 1 = angry, all but friendly become aggressive 182 * 1 = angry, all but friendly become aggressive
188 * 2 = calm, all aggressive monsters calm down 183 * 2 = calm, all aggressive monsters calm down
189 * 3 = sleep, all monsters fall asleep 184 * 3 = sleep, all monsters fall asleep
190 * 4 = charm, monsters become pets */ 185 * 4 = charm, monsters become pets
186 * 5 = destroy monsters
187 * 6 = destroy pets / friendlies
188 */
191#define EXIT 66 189#define EXIT 66
192#define ENCOUNTER 67 190#define ENCOUNTER 67
193#define SHOP_FLOOR 68 191#define SHOP_FLOOR 68
194#define SHOP_MAT 69 192#define SHOP_MAT 69
195#define RING 70 193#define RING 70
196#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 194#define FLOOR 71 /* this is a floor tile -> native layer 0 */
197#define FLESH 72 /* animal 'body parts' -b.t. */ 195#define FLESH 72 /* animal 'body parts' -b.t. */
198#define INORGANIC 73 /* metals and minerals */ 196#define INORGANIC 73 /* metals and minerals */
199#define SKILL_TOOL 74 /* Allows the use of a skill */ 197#define SKILL_TOOL 74 /* Allows the use of a skill */
200#define LIGHTER 75 198#define LIGHTER 75
201 199//76
202#define BUILDABLE_WALL 77 /* this is a buildable wall */ 200#define BUILDABLE_WALL 77 /* this is a buildable wall */
203 201//78
204
205#define MISC_OBJECT 79 /* misc. objects are for objects without a function 202#define MISC_OBJECT 79 /* misc. objects are for objects without a function
206 in the engine. Like statues, clocks, chairs,... 203 in the engine. Like statues, clocks, chairs,...
207 If perhaps we create a function where we can sit 204 If perhaps we create a function where we can sit
208 on chairs, we create a new type and remove all 205 on chairs, we create a new type and remove all
209 chairs from here. */ 206 chairs from here. */
210 207//80
208//81
211#define LAMP 82 /* a lamp */ 209#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 210#define DUPLICATOR 83 /* duplicator/multiplier object */
213 211//84
214#define SPELLBOOK 85 212#define SPELLBOOK 85
215 213//86
216#define CLOAK 87 214#define CLOAK 87
217 215//88
216//89
218#define SPINNER 90 217#define SPINNER 90
219#define GATE 91 218#define GATE 91
220#define BUTTON 92 219#define BUTTON 92
221#define CF_HANDLE 93 220#define CF_HANDLE 93
222#define HOLE 94 221#define HOLE 94
223#define TRAPDOOR 95 222#define TRAPDOOR 95
224 223//96
224//97
225#define SIGN 98 225#define SIGN 98
226#define BOOTS 99 226#define BOOTS 99
227#define GLOVES 100 227#define GLOVES 100
228#define SPELL 101 228#define SPELL 101
229#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
230#define CONVERTER 103 230#define CONVERTER 103
231#define BRACERS 104 231#define BRACERS 104
232#define POISONING 105 232#define POISONING 105
233#define SAVEBED 106 233#define SAVEBED 106
234 234//107
235//108
235#define WAND 109 236#define WAND 109
236 237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
237#define SCROLL 111 238#define SCROLL 111
238#define DIRECTOR 112 239#define DIRECTOR 112
239#define GIRDLE 113 240#define GIRDLE 113
240#define FORCE 114 241#define FORCE 114
241#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 242#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
242#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 243#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
243 244//117
245//118
246//119
247//120
244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 248#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
245#define CONTAINER 122 249#define CONTAINER 122
246#define ARMOUR_IMPROVER 123 250#define ARMOUR_IMPROVER 123
247#define WEAPON_IMPROVER 124 251#define WEAPON_IMPROVER 124
248 252//125
253//126
254//127
255//128
256//129
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258//131
259//132
260//133
261//134
262//135
263//136
264//137
250#define DEEP_SWAMP 138 265#define DEEP_SWAMP 138
251#define IDENTIFY_ALTAR 139 266#define IDENTIFY_ALTAR 139
252 267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254 278//151
279//152
280//153
255#define RUNE 154 281#define RUNE 154
256#define TRAP 155 282#define TRAP 155
257
258#define POWER_CRYSTAL 156 283#define POWER_CRYSTAL 156
259#define CORPSE 157 284#define CORPSE 157
260
261#define DISEASE 158 285#define DISEASE 158
262#define SYMPTOM 159 286#define SYMPTOM 159
263#define BUILDER 160 /* Generic item builder, see subtypes */ 287#define BUILDER 160 /* Generic item builder, see subtypes */
264#define MATERIAL 161 /* Material for building */ 288#define MATERIAL 161 /* Material for building */
265 289//162
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267 291//164
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */ 293 potions, alchemy, or magic works here (elmex) */
270 294
271/* DEAD TYPES: */ 295#define NUM_TYPES 166 // must be max(type) + 1
272//#define FBULLET 10
273//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19
276//#define MMISSILE 25
277/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
278 * experience for broad skill categories. This value
279 * is now automatically converteed at load time.
280 */
281//#define BOMB 47
282//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
283
284/* random crossfire developer: The trap_part, wall, light_source,
285 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes,
287 * and should perhaps be removed.
288 *
289 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL.
293 */
294
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
296//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
297//#define MONSTER 80 /* yes, thats a real, living creature */
298//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
299//#define TOOL 84 /* a tool for building objects */
300//#define BUILDFAC 86 /* facilities for building objects */
301//#define CONE 88
302//#define AURA 89 /* aura spell object */
303//#define WORD_OF_RECALL 96
304//#define PARAIMAGE 97
305//#define POISONCLOUD 107
306//#define FIREHOLES 108
307//#define ABILITY 110
308/* unused: 125 - 129
309 * type 125 was MONEY_CHANGER
310 */
311//#define CANCELLATION 141 /* not used with new spell code */
312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
313//#define SWARM_SPELL 153
314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
315//#define QUEST 164 /* See below for subtypes */
316 296
317/* END TYPE DEFINE */ 297/* END TYPE DEFINE */
318 298
319#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 299// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64
320 302
321/* Subtypes for BUILDER */ 303/* Subtypes for BUILDER */
322#define ST_BD_BUILD 1 /* Builds an item */ 304#define ST_BD_BUILD 1 /* Builds an item */
323#define ST_BD_REMOVE 2 /* Removes an item */ 305#define ST_BD_REMOVE 2 /* Removes an item */
324 306
325/* Subtypes for MATERIAL */ 307/* Subtypes for MATERIAL */
326#define ST_MAT_FLOOR 1 /* Floor */ 308#define ST_MAT_FLOOR 1 /* Floor */
327#define ST_MAT_WALL 2 /* Wall */ 309#define ST_MAT_WALL 2 /* Wall */
328#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 310#define ST_MAT_ITEM 3 /* All other items, including doors & such */
399 * freearr, add these values. <= SIZEOFFREE1 will get you 381 * freearr, add these values. <= SIZEOFFREE1 will get you
400 * within 1 space. <= SIZEOFFREE2 wll get you withing 382 * within 1 space. <= SIZEOFFREE2 wll get you withing
401 * 2 spaces, and the entire array (< SIZEOFFREE) is 383 * 2 spaces, and the entire array (< SIZEOFFREE) is
402 * three spaces 384 * three spaces
403 */ 385 */
386#define SIZEOFFREE0 0
404#define SIZEOFFREE1 8 387#define SIZEOFFREE1 8
405#define SIZEOFFREE2 24 388#define SIZEOFFREE2 24
389#define SIZEOFFREE3 48
406#define SIZEOFFREE 49 390#define SIZEOFFREE 49
407 391
408#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
409 393
410/* 394/*
411 * If any FLAG's are added or changed, make sure the flag_names structure in 395 * If any FLAG's are added or changed, make sure the flag_names structure in
421 405
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 406#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 407#define FLAG_WIZ 1 /* Object has special privilegies */
424#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 408#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 */ 409#define FLAG_FREED 3 /* Object is in the list of free objects */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 410//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 411#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 412#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 413#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
430 /* Can this creature use a shield? */
431 414
432#define FLAG_NO_PICK 8 /* Object can't be picked up */ 415#define FLAG_NO_PICK 8 /* Object can't be picked up */
433 416
434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 417/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 418/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
439/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 422/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
440/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 423/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441 424
442#define FLAG_MONSTER 14 /* Will attack players */ 425#define FLAG_MONSTER 14 /* Will attack players */
443#define FLAG_FRIENDLY 15 /* Will help players */ 426#define FLAG_FRIENDLY 15 /* Will help players */
444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 427#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 428#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 429#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
448 /* Will be applied when created */ 430#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 431#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 432#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 433#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 434#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 435#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455 436
456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 437/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 438/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
458/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 439/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
459 440
460#define FLAG_IS_USED_UP 28 441#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
461 /* When (--food<0) the object will exit */ 442#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
462#define FLAG_IDENTIFIED 29 443#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
463 /* Player knows full info about item */
464#define FLAG_REFLECTING 30
465 /* Object reflects from walls (lightning) */
466#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 444#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
467
468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 445#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469#define FLAG_HITBACK 33 /* Object will hit back when hit */ 446#define FLAG_HITBACK 33 /* Object will hit back when hit */
470#define FLAG_STARTEQUIP 34 447#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
471 /* Object was given to player at start */ 448#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
472#define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
474#define FLAG_UNDEAD 36 /* Monster is undead */ 449#define FLAG_UNDEAD 36 /* Monster is undead */
475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 450#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 451#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
477#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 452#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
453#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
478 454
479#define FLAG_REFL_SPELL 40
480 /* Spells (some) will reflect from object */
481#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 455#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
482#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 456#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 457#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 458#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 459#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
491 465
492#define FLAG_PICK_UP 48 /* Can pick up */ 466#define FLAG_PICK_UP 48 /* Can pick up */
493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 467#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
494#define FLAG_NO_DROP 50 /* Object can't be dropped */ 468#define FLAG_NO_DROP 50 /* Object can't be dropped */
495#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 469#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
496#define FLAG_CAST_SPELL 52 470
497 /* (Monster) can learn and cast spells */ 471#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
498#define FLAG_USE_SCROLL 53 472#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
499 /* (Monster) can read scroll */
500#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 473#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
501#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 474#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
502 475#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
503#define FLAG_USE_ARMOUR 56 476#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
504 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */
507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 477#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) */ 478#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 479#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
480
510#define FLAG_XRAYS 61 /* X-ray vision */ 481#define FLAG_XRAYS 61 /* X-ray vision */
511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 482#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 */ 483#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
513 484
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 485#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531 502
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 503#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 */ 504#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 */ 505#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 506
536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 507#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 508#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 509#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
539 /* (Item) gives invisibility when applied */ 510#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
540#define FLAG_INV_LOCKED 86 511
541 /* Item will not be dropped from inventory */
542#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 512#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
543
544#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 513#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
545#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 514#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
546#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 515#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
547#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 516#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 517#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
553 522
554#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 523#define FLAG_NO_STEAL 96 /* Item can't be stolen */
555#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 524#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
556 * away (replaces ghosthit) 525 * away (replaces ghosthit)
557 */ 526 */
558#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 527#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
559 * detect cases were the server is trying
560 * to send an upditem when we have not
561 * actually sent the item.
562 */
563 528
564#define FLAG_BERSERK 99 /* monster will attack closest living 529#define FLAG_BERSERK 99 /* monster will attack closest living
565 object */ 530 object */
566#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 531#define FLAG_NEUTRAL 100 /* monster is from type neutral */
567#define FLAG_NO_ATTACK 101 /* monster don't attack */ 532#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 533#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
569#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 534#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
570 * load_original_map() */ 535 * load_original_map() */
571#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 536//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
572 * the overlay, and is not subject to 537// * the overlay, and is not subject to
573 * decay. */ 538// * decay. */
574#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 539#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
575#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 540#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
576#define FLAG_IS_WATER 107 541#define FLAG_IS_WATER 107
577#define FLAG_CONTENT_ON_GEN 108 542#define FLAG_CONTENT_ON_GEN 108
578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 543#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
584 * defined flag + 1. If you change this, 549 * defined flag + 1. If you change this,
585 * make sure you update the flag_links 550 * make sure you update the flag_links
586 * in common/loader.l 551 * in common/loader.l
587 */ 552 */
588 553
589/* Values can go up to 127 before the size of the flags array in the
590 * object structure needs to be enlarged.
591 * So there are 18 available flags slots
592 */
593
594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
595
596/* If you add new movement types, you may need to update 554/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 555 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 556 * change_abil() probably should be updated also.
599 */ 557 */
600#define MOVE_WALK 0x01 /* Object walks */ 558#define MOVE_WALK 0x01 /* Object walks */
608 566
609#define MOVE_ALL 0x3f /* Mask of all movement types */ 567#define MOVE_ALL 0x3f /* Mask of all movement types */
610 568
611/* typdef here to define type large enough to hold bitmask of 569/* typdef here to define type large enough to hold bitmask of
612 * all movement types. Make one declaration so easy to update. 570 * all movement types. Make one declaration so easy to update.
613 * uint8 is defined yet, so just use what that would define it
614 * at anyways.
615 */ 571 */
616typedef unsigned char MoveType; 572typedef unsigned char MoveType;
617 573
618/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 574/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
619 * Basically, ob2 has to block all of ob1 movement types. 575 * Basically, ob2 has to block all of ob1 movement types.
628 * 584 *
629 */ 585 */
630#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 586#define OB_TYPE_MOVE_BLOCK(ob1, type) \
631 ((type) && (ob1->move_type & type) == ob1->move_type) 587 ((type) && (ob1->move_type & type) == ob1->move_type)
632 588
633
634#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
635#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
636#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 589#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
637
638/* Note: These values are only a default value, resizing can change them */
639#define INV_SIZE 12 /* How many items can be viewed in inventory */
640#define LOOK_SIZE 6 /* ditto, but for the look-window */
641#define MAX_INV_SIZE 40 /* For initializing arrays */
642#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
643
644#define EDITABLE(xyz) ((xyz)->arch->editable)
645
646#define E_MONSTER 0x00000001
647#define E_EXIT 0x00000002
648#define E_TREASURE 0x00000004
649#define E_BACKGROUND 0x00000008
650#define E_DOOR 0x00000010
651#define E_SPECIAL 0x00000020
652#define E_SHOP 0x00000040
653#define E_NORMAL 0x00000080
654#define E_FALSE_WALL 0x00000100
655#define E_WALL 0x00000200
656#define E_EQUIPMENT 0x00000400
657#define E_OTHER 0x00000800
658#define E_ARTIFACT 0x00001000
659 590
660#define EXIT_PATH(xyz) (xyz)->slaying 591#define EXIT_PATH(xyz) (xyz)->slaying
661#define EXIT_LEVEL(xyz) (xyz)->stats.food 592#define EXIT_LEVEL(xyz) (xyz)->stats.food
662#define EXIT_X(xyz) (xyz)->stats.hp 593#define EXIT_X(xyz) (xyz)->stats.hp
663#define EXIT_Y(xyz) (xyz)->stats.sp 594#define EXIT_Y(xyz) (xyz)->stats.sp
683#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 614#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
684 615
685#define DIRX(xyz) freearr_x[(xyz)->direction] 616#define DIRX(xyz) freearr_x[(xyz)->direction]
686#define DIRY(xyz) freearr_y[(xyz)->direction] 617#define DIRY(xyz) freearr_y[(xyz)->direction]
687 618
688#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
689#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
690
691#define ARMOUR_SPEED(xyz) (xyz)->last_sp 619#define ARMOUR_SPEED(xyz) (xyz)->last_sp
692#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 620#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
693#define WEAPON_SPEED(xyz) (xyz)->last_sp 621#define WEAPON_SPEED(xyz) (xyz)->last_sp
694 622
695/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 623/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
696 each of them signed char, concatenated in a int16 */ 624 each of them signed char, concatenated in a int16 */
697#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 625#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
698#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 626#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
699#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 627#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
628
700#define FIRE_DIRECTIONAL 0 629#define FIRE_DIRECTIONAL 0
701#define FIRE_POSITIONAL 1 630#define FIRE_POSITIONAL 1
702 631
703/******************************************************************************/ 632/******************************************************************************/
704/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 633/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
769 */ 698 */
770 699
771#define PREFER_HIGH 1 700#define PREFER_HIGH 1
772#define PREFER_LOW 0 701#define PREFER_LOW 0
773 702
774/* Simple function we use below to keep adding to the same string
775 * but also make sure we don't overwrite that string.
776 */
777static inline void
778safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
779{
780 if (*curlen == (maxlen - 1))
781 return;
782
783 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
784 dest[maxlen - 1] = 0;
785 *curlen += strlen (orig);
786
787 if (*curlen > (maxlen - 1))
788 *curlen = maxlen - 1;
789}
790
791
792/* The SAFE versions of these call the safe_strcat function above.
793 * Ideally, all functions should use the SAFE functions, but they
794 * require some extra support in the calling function to remain as
795 * efficient.
796 */
797#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
798 if(variable) { \
799 int i,j=0; \
800 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
801 for(i=0; i<NROFATTACKS; i++) \
802 if(variable & (1<<i)) { \
803 if (j) \
804 safe_strcat(retbuf,", ", len, maxlen); \
805 else \
806 j = 1; \
807 safe_strcat(retbuf, attacks[i], len, maxlen); \
808 } \
809 safe_strcat(retbuf,")",len,maxlen); \
810 }
811
812
813/* separated this from the common/item.c file. b.t. Dec 1995 */
814
815#define DESCRIBE_ABILITY(retbuf, variable, name) \
816 if(variable) { \
817 int i,j=0; \
818 strcat(retbuf,"(" name ": "); \
819 for(i=0; i<NROFATTACKS; i++) \
820 if(variable & (1<<i)) { \
821 if (j) \
822 strcat(retbuf,", "); \
823 else \
824 j = 1; \
825 strcat(retbuf, attacks[i]); \
826 } \
827 strcat(retbuf,")"); \
828 }
829
830
831#define DESCRIBE_PATH(retbuf, variable, name) \
832 if(variable) { \
833 int i,j=0; \
834 strcat(retbuf,"(" name ": "); \
835 for(i=0; i<NRSPELLPATHS; i++) \
836 if(variable & (1<<i)) { \
837 if (j) \
838 strcat(retbuf,", "); \
839 else \
840 j = 1; \
841 strcat(retbuf, spellpathnames[i]); \
842 } \
843 strcat(retbuf,")"); \
844 }
845
846
847#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
848 if(variable) { \
849 int i,j=0; \
850 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
851 for(i=0; i<NRSPELLPATHS; i++) \
852 if(variable & (1<<i)) { \
853 if (j) \
854 safe_strcat(retbuf,", ", len, maxlen); \
855 else \
856 j = 1; \
857 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
858 } \
859 safe_strcat(retbuf,")", len, maxlen); \
860 }
861
862/* Flags for apply_special() */ 703/* Flags for apply_special() */
863enum apply_flag 704enum apply_flag
864{ 705{
865 /* Basic flags, always use one of these */ 706 /* Basic flags/mode, always use one of these */
866 AP_NULL = 0, 707 AP_TOGGLE = 0,
867 AP_APPLY = 1, 708 AP_APPLY = 1,
868 AP_UNAPPLY = 2, 709 AP_UNAPPLY = 2,
869 710
870 AP_BASIC_FLAGS = 15, 711 AP_BASIC_FLAGS = 0x0f,
871 712
872 /* Optional flags, for bitwise or with a basic flag */ 713 /* Optional flags, for bitwise or with a basic flag */
873 AP_NO_MERGE = 16, 714 AP_NO_MERGE = 0x10,
874 AP_IGNORE_CURSE = 32, 715 AP_IGNORE_CURSE = 0x20,
875 AP_PRINT = 64 /* Print what to do, don't actually do it */ 716 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
876 /* Note this is supported in all the functions */ 717 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
877}; 718};
878 719
879/* Bitmask values for 'can_apply_object()' return values. 720/* Bitmask values for 'can_apply_object()' return values.
880 * the CAN_APPLY_ prefix is to just note what function the 721 * the CAN_APPLY_ prefix is to just note what function the
881 * are returned from. 722 * are returned from.
907#define CAN_APPLY_NOT_MASK 0xf 748#define CAN_APPLY_NOT_MASK 0xf
908#define CAN_APPLY_UNAPPLY 0x10 749#define CAN_APPLY_UNAPPLY 0x10
909#define CAN_APPLY_UNAPPLY_MULT 0x20 750#define CAN_APPLY_UNAPPLY_MULT 0x20
910#define CAN_APPLY_UNAPPLY_CHOICE 0x40 751#define CAN_APPLY_UNAPPLY_CHOICE 0x40
911 752
912/* Cut off point of when an object is put on the active list or not */ 753// Cut off point of when an object is put on the active list or not
754// we use 2**-n because that can be represented exactly
755// also make sure that this is a float, not double, constant
913#define MIN_ACTIVE_SPEED 1e-5 756#define MIN_ACTIVE_SPEED (1.f / 65536.f)
914 757
915#define RANDOM() (rndm.next () & 0xffffffU) 758#define RANDOM() (rndm.next () & 0xffffffU)
916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
917
918/* Returns the weight of the given object. Note: it does not take the number of
919 * items (nrof) into account.
920 */
921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
922
923
924/* Code fastening defines
925 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
926 * buf__ and increment buf__ position so it will point to the end of buf__.
927 * the '\0' caracter will not be put at end of buf__.
928 * use preparefastcat and finishfastcat on buf__ to prepare
929 * and clean up the string. (Lots faster than doing each time...)
930 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
931 * keep in mind FAST_STRNCAT is faster since length of second argument is
932 * kown in advance.
933 */
934
935#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
936#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
937#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
938#define FINISH_FASTCAT(buf__) buf__[0]='\0';
939 759
940/* 760/*
941 * Warning! 761 * Warning!
942 * If you add message types here, don't forget 762 * If you add message types here, don't forget
943 * to keep the client up to date too! 763 * to keep the client up to date too!
1028 848
1029/* admin messages */ 849/* admin messages */
1030#define MSG_TYPE_ADMIN_RULES 1 850#define MSG_TYPE_ADMIN_RULES 1
1031#define MSG_TYPE_ADMIN_NEWS 2 851#define MSG_TYPE_ADMIN_NEWS 2
1032 852
853/**
854 * Maximum distance a player may hear a sound from.
855 * This is only used for new client/server sound. If the sound source
856 * on the map is farther away than this, we don't sent it to the client.
857 */
858#define MAX_SOUND_DISTANCE 16
859
860#define LOG_CHANNEL "log" // the plain and ugly standard server log
861#define INFO_CHANNEL "info" // lower_left box
862#define SAY_CHANNEL "channel-say"
863#define CHAT_CHANNEL "channel-chat"
864#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
865
866/* The following are the color flags passed to new_draw_info.
867 *
868 * We also set up some control flags
869 *
870 * NDI = New Draw Info
871 */
872
873/* Color specifications - note these match the order in xutil.c */
874/* Note 2: Black, the default color, is 0. Thus, it does not need to
875 * be implicitly specified.
876 */
877#define NDI_BLACK 0
878#define NDI_WHITE 1
879#define NDI_NAVY 2
880#define NDI_RED 3
881#define NDI_ORANGE 4
882#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
883#define NDI_DK_ORANGE 6 /* DarkOrange2 */
884#define NDI_GREEN 7 /* SeaGreen */
885#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
886 /* Than seagreen - also background color */
887#define NDI_GREY 9
888#define NDI_BROWN 10 /* Sienna */
889#define NDI_GOLD 11
890#define NDI_TAN 12 /* Khaki */
891
892#define NDI_MAX_COLOR 12 /* Last value in */
893#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
894 /* using an int anyways, so we have the space */
895 /* to still do all the flags */
896
897#define NDI_REPLY 0x20 // is a direct reply to a user command
898#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
899#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
900#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
901
902#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
903#define NDI_ALL 0x2000 /* Inform all players of this message */
904#define NDI_DEF 0x4000 // ignore colour for channel protocol
905
1033#endif /* DEFINE_H */ 906#endif /* DEFINE_H */
1034 907

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