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Comparing deliantra/server/include/define.h (file contents):
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC vs.
Revision 1.70 by root, Tue Aug 28 02:37:15 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
75#define MAX_WC 120 72#define MAX_WC 120
76#define MIN_AC -120 73#define MIN_AC -120
77#define MAX_AC 120 74#define MAX_AC 120
78#define MIN_DAM 0 75#define MIN_DAM 0
79#define MAX_DAM 200 76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
80 79
81#define MAX_BUF 1024 80#define MAX_BUF 1024
82 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
83#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
84#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 */
85#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
86 85
87#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
88 87
89#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
187#define GEM 60 186#define GEM 60
188 187
189#define FIREWALL 62 188#define FIREWALL 62
190#define ANVIL 63 189#define ANVIL 63
191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
193 * values of last_sp set how to change: 192 * values of last_sp set how to change:
194 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
195 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
196 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
197 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
198 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
199#define EXIT 66 201#define EXIT 66
200#define ENCOUNTER 67 202#define ENCOUNTER 67
201#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
202#define SHOP_MAT 69 204#define SHOP_MAT 69
203#define RING 70 205#define RING 70
240#define POISONING 105 242#define POISONING 105
241#define SAVEBED 106 243#define SAVEBED 106
242 244
243#define WAND 109 245#define WAND 109
244 246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
245#define SCROLL 111 248#define SCROLL 111
246#define DIRECTOR 112 249#define DIRECTOR 112
247#define GIRDLE 113 250#define GIRDLE 113
248#define FORCE 114 251#define FORCE 114
249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
273 276
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275 278
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */ 280 potions, alchemy, or magic works here (elmex) */
281
282#define NUM_TYPES 166 // must be max(type) + 1
278 283
279/* DEAD TYPES: */ 284/* DEAD TYPES: */
280//#define FBULLET 10 285//#define FBULLET 10
281//#define FBALL 11 286//#define FBALL 11
282//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
429 434
430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
431#define FLAG_WIZ 1 /* Object has special privilegies */ 436#define FLAG_WIZ 1 /* Object has special privilegies */
432#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 437#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
433#define FLAG_FREED 3 /* Object is in the list of free objects */ 438#define FLAG_FREED 3 /* Object is in the list of free objects */
434#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
435#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
437#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7
438 /* Can this creature use a shield? */ 443 /* Can this creature use a shield? */
439 444
777 */ 782 */
778 783
779#define PREFER_HIGH 1 784#define PREFER_HIGH 1
780#define PREFER_LOW 0 785#define PREFER_LOW 0
781 786
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() */ 787/* Flags for apply_special() */
871enum apply_flag 788enum apply_flag
872{ 789{
873 /* Basic flags, always use one of these */ 790 /* Basic flags/mode, always use one of these */
874 AP_NULL = 0, 791 AP_TOGGLE = 0,
875 AP_APPLY = 1, 792 AP_APPLY = 1,
876 AP_UNAPPLY = 2, 793 AP_UNAPPLY = 2,
877 794
878 AP_BASIC_FLAGS = 15, 795 AP_BASIC_FLAGS = 0x0f,
879 796
880 /* Optional flags, for bitwise or with a basic flag */ 797 /* Optional flags, for bitwise or with a basic flag */
881 AP_NO_MERGE = 16, 798 AP_NO_MERGE = 0x10,
882 AP_IGNORE_CURSE = 32, 799 AP_IGNORE_CURSE = 0x20,
883 AP_PRINT = 64 /* Print what to do, don't actually do it */ 800 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
884 /* Note this is supported in all the functions */ 801 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
885}; 802};
886 803
887/* Bitmask values for 'can_apply_object()' return values. 804/* Bitmask values for 'can_apply_object()' return values.
888 * the CAN_APPLY_ prefix is to just note what function the 805 * the CAN_APPLY_ prefix is to just note what function the
889 * are returned from. 806 * are returned from.
915#define CAN_APPLY_NOT_MASK 0xf 832#define CAN_APPLY_NOT_MASK 0xf
916#define CAN_APPLY_UNAPPLY 0x10 833#define CAN_APPLY_UNAPPLY 0x10
917#define CAN_APPLY_UNAPPLY_MULT 0x20 834#define CAN_APPLY_UNAPPLY_MULT 0x20
918#define CAN_APPLY_UNAPPLY_CHOICE 0x40 835#define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 836
920/* Cut off point of when an object is put on the active list or not */ 837// Cut off point of when an object is put on the active list or not
838// we use 2**-n because that can be represented exactly
839// also make sure that this is a float, not double, constant
921#define MIN_ACTIVE_SPEED 1e-5 840#define MIN_ACTIVE_SPEED (1.f / 65536.f)
922 841
923#define RANDOM() (rndm.next () & 0xffffffU) 842#define RANDOM() (rndm.next () & 0xffffffU)
924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 843#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925 844
926/* Returns the weight of the given object. Note: it does not take the number of 845/* Returns the weight of the given object. Note: it does not take the number of
1036 955
1037/* admin messages */ 956/* admin messages */
1038#define MSG_TYPE_ADMIN_RULES 1 957#define MSG_TYPE_ADMIN_RULES 1
1039#define MSG_TYPE_ADMIN_NEWS 2 958#define MSG_TYPE_ADMIN_NEWS 2
1040 959
960/**
961 * Maximum distance a player may hear a sound from.
962 * This is only used for new client/server sound. If the sound source
963 * on the map is farther away than this, we don't sent it to the client.
964 */
965#define MAX_SOUND_DISTANCE 16
966
967#define LOG_CHANNEL "log" // the plain and ugly standard server log
968#define INFO_CHANNEL "info" // lower_left box
969#define SAY_CHANNEL "channel-say"
970#define CHAT_CHANNEL "channel-chat"
971
972/* The following are the color flags passed to new_draw_info.
973 *
974 * We also set up some control flags
975 *
976 * NDI = New Draw Info
977 */
978
979/* Color specifications - note these match the order in xutil.c */
980/* Note 2: Black, the default color, is 0. Thus, it does not need to
981 * be implicitly specified.
982 */
983#define NDI_BLACK 0
984#define NDI_WHITE 1
985#define NDI_NAVY 2
986#define NDI_RED 3
987#define NDI_ORANGE 4
988#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
989#define NDI_DK_ORANGE 6 /* DarkOrange2 */
990#define NDI_GREEN 7 /* SeaGreen */
991#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
992 /* Than seagreen - also background color */
993#define NDI_GREY 9
994#define NDI_BROWN 10 /* Sienna */
995#define NDI_GOLD 11
996#define NDI_TAN 12 /* Khaki */
997
998#define NDI_MAX_COLOR 12 /* Last value in */
999#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
1000 /* using an int anyways, so we have the space */
1001 /* to still do all the flags */
1002
1003#define NDI_REPLY 0x20 // is a direct reply to a user command
1004#define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
1005#define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
1006
1007#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1008#define NDI_ALL 0x2000 /* Inform all players of this message */
1009#define NDI_DEF 0x4000 // ignore colour for channel protocol
1010
1041#endif /* DEFINE_H */ 1011#endif /* DEFINE_H */
1042 1012

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