ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.42 by root, Thu Jan 18 19:32:37 2007 UTC vs.
Revision 1.59 by root, Sat May 19 00:08:11 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
32 */ 32 */
33 33
34#ifndef DEFINE_H 34#ifndef DEFINE_H
35#define DEFINE_H 35#define DEFINE_H
36 36
37/*
38 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
39 * Thus the prototypes made by cextract don't get included correctly.
40 */
41#if !defined(__STDC__)
42
43/* Removed # from start of following line. makedepend was picking it up.
44 * The following should still hopefully result in an error.
45 */
46error - Your ANSI C compiler should be defining __STDC__;
47#endif
48
49#include <autoconf.h> 37#include <autoconf.h>
50 38
51#define FONTDIR "" 39#define FONTDIR ""
52#define FONTNAME "" 40#define FONTNAME ""
53 41
54/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
55#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
56 44
57#ifdef __NetBSD__ 45#ifdef __NetBSD__
58# include <sys/param.h> 46# include <sys/param.h>
59#endif 47#endif
60#ifndef MIN 48#ifndef MIN
80#endif 68#endif
81 69
82#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
83#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
84 72
73//TODO: not only use more reasonable values, also enforce them
74#define MIN_WC -120
75#define MAX_WC 120
76#define MIN_AC -120
77#define MAX_AC 120
78#define MIN_DAM 0
79#define MAX_DAM 200
80
85#define MAX_BUF 1024 81#define MAX_BUF 1024
86 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
87#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
88#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
89#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 85#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 90
95#define MAX_NAME 48 91#define MAX_NAME 48
96#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
97 93
98/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
99#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
100#define MAP_ERROR 1 97#define MAP_ERROR 1
101#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
102#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
103 100
104/* TYPE DEFINES */ 101/* TYPE DEFINES */
105 102
106/* Only add new values to this list if somewhere in the program code, 103/* Only add new values to this list if somewhere in the program code,
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 275
279#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,
280 potions, alchemy, or magic works here (elmex) */ 277 potions, alchemy, or magic works here (elmex) */
281 278
279#define NUM_TYPES 166 // must be max(type) + 1
280
282/* DEAD TYPES: */ 281/* DEAD TYPES: */
283//#define FBULLET 10 282//#define FBULLET 10
284//#define FBALL 11 283//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19 285//#define CONFUSION 19
296 * misc_object, monster, and spawn_generator 295 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes, 296 * types are not used in any archetypes,
298 * and should perhaps be removed. 297 * and should perhaps be removed.
299 * 298 *
300 * Wed Dec 20 13:35:24 CET 2006: 299 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL. 302 * renamed WALL to BUILDABLE_WALL.
304 */ 303 */
305 304
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
432 431
433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
434#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
435#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 */
436#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 */
437#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
438#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
439#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
440#define FLAG_USE_SHIELD 7 439#define FLAG_USE_SHIELD 7
441 /* Can this creature use a shield? */ 440 /* Can this creature use a shield? */
442 441
455 454
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
458#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
459 /* Will be applied when created */ 458 /* Will be applied when created */
460 // 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
461#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. */
462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
515 /* (Monster) can wear armour/shield/helmet */ 514 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_WEAPON 57 515#define FLAG_USE_WEAPON 57
517 /* (Monster) can wield weapons */ 516 /* (Monster) can wield weapons */
518#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 */
519#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) */
520#define FLAG_READY_BOW 60 /* not implemented yet */ 519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
521#define FLAG_XRAYS 61 /* X-ray vision */ 520#define FLAG_XRAYS 61 /* X-ray vision */
522#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 */
523#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 */
524 523
525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
542 541
543#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 542#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
544#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
545#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546 545
547/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 546#define FLAG_PRECIOUS 83 // object is precious (pets)
548#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
549#define FLAG_MAKE_INVIS 85 548#define FLAG_MAKE_INVIS 85
550 /* (Item) gives invisibility when applied */ 549 /* (Item) gives invisibility when applied */
551#define FLAG_INV_LOCKED 86 550#define FLAG_INV_LOCKED 86
552 /* Item will not be dropped from inventory */ 551 /* Item will not be dropped from inventory */
587#define FLAG_IS_WATER 107 586#define FLAG_IS_WATER 107
588#define FLAG_CONTENT_ON_GEN 108 587#define FLAG_CONTENT_ON_GEN 108
589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
590#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 589#define FLAG_IS_BUILDABLE 110 /* Can build on item */
591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 590#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map 591#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
593 592
594#define NUM_FLAGS 113 /* Should always be equal to the last 593#define NUM_FLAGS 113 /* Should always be equal to the last
595 * defined flag + 1. If you change this, 594 * defined flag + 1. If you change this,
596 * make sure you update the flag_links 595 * make sure you update the flag_links
597 * in common/loader.l 596 * in common/loader.l
606 605
607/* If you add new movement types, you may need to update 606/* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types. 607 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also. 608 * change_abil() probably should be updated also.
610 */ 609 */
611#define MOVE_WALK 0x1 /* Object walks */ 610#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_LOW 0x2 /* Low flying object */ 611#define MOVE_FLY_LOW 0x02 /* Low flying object */
613#define MOVE_FLY_HIGH 0x4 /* High flying object */ 612#define MOVE_FLY_HIGH 0x04 /* High flying object */
614#define MOVE_FLYING 0x6 613#define MOVE_FLYING 0x06
615 /* Combo of fly_low and fly_high */ 614 /* Combo of fly_low and fly_high */
616#define MOVE_SWIM 0x8 /* Swimming object */ 615#define MOVE_SWIM 0x08 /* Swimming object */
617#define MOVE_BOAT 0x10 /* Boats/sailing */ 616#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
618
618#define MOVE_ALL 0x1f /* Mask of all movement types */ 619#define MOVE_ALL 0x3f /* Mask of all movement types */
619
620/* the normal assumption is that objects are walking/flying.
621 * So often we don't want to block movement, but still don't want
622 * to allow all types (swimming is rather specialized) - I also
623 * expect as more movement types show up, this is likely to get
624 * updated. Basically, this is the default for spaces that allow
625 * movement - anything but swimming right now. If you really
626 * want nothing at all, then can always set move_block to 0
627 */
628#define MOVE_BLOCK_DEFAULT MOVE_SWIM
629 620
630/* typdef here to define type large enough to hold bitmask of 621/* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update. 622 * all movement types. Make one declaration so easy to update.
632 * 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
633 * at anyways. 624 * at anyways.
780#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 */
781#define HI4 240 772#define HI4 240
782 773
783#define BLANK_FACE_NAME "blank.x11" 774#define BLANK_FACE_NAME "blank.x11"
784#define EMPTY_FACE_NAME "empty.x11" 775#define EMPTY_FACE_NAME "empty.x11"
785#define DARK_FACE1_NAME "dark1.x11"
786#define DARK_FACE2_NAME "dark2.x11"
787#define DARK_FACE3_NAME "dark3.x11"
788#define SMOOTH_FACE_NAME "default_smoothed.111"
789 776
790/* 777/*
791 * Defines for the luck/random functions to make things more readable 778 * Defines for the luck/random functions to make things more readable
792 */ 779 */
793 780
883 } 870 }
884 871
885/* Flags for apply_special() */ 872/* Flags for apply_special() */
886enum apply_flag 873enum apply_flag
887{ 874{
888 /* Basic flags, always use one of these */ 875 /* Basic flags/mode, always use one of these */
889 AP_NULL = 0, 876 AP_TOGGLE = 0,
890 AP_APPLY = 1, 877 AP_APPLY = 1,
891 AP_UNAPPLY = 2, 878 AP_UNAPPLY = 2,
892 879
893 AP_BASIC_FLAGS = 15, 880 AP_BASIC_FLAGS = 0x0f,
894 881
895 /* Optional flags, for bitwise or with a basic flag */ 882 /* Optional flags, for bitwise or with a basic flag */
896 AP_NO_MERGE = 16, 883 AP_NO_MERGE = 0x10,
897 AP_IGNORE_CURSE = 32, 884 AP_IGNORE_CURSE = 0x20,
898 AP_PRINT = 64 /* Print what to do, don't actually do it */ 885 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
899 /* Note this is supported in all the functions */ 886 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
900}; 887};
901 888
902/* Bitmask values for 'can_apply_object()' return values. 889/* Bitmask values for 'can_apply_object()' return values.
903 * the CAN_APPLY_ prefix is to just note what function the 890 * the CAN_APPLY_ prefix is to just note what function the
904 * are returned from. 891 * are returned from.
933#define CAN_APPLY_UNAPPLY_CHOICE 0x40 920#define CAN_APPLY_UNAPPLY_CHOICE 0x40
934 921
935/* Cut off point of when an object is put on the active list or not */ 922/* Cut off point of when an object is put on the active list or not */
936#define MIN_ACTIVE_SPEED 1e-5 923#define MIN_ACTIVE_SPEED 1e-5
937 924
938/*
939 * random() is much better than rand(). If you have random(), use it instead.
940 * You shouldn't need to change any of this
941 *
942 * 0.93.3: It looks like linux has random (previously, it was set below
943 * to use rand). Perhaps old version of linux lack rand? IF you run into
944 * problems, add || defined(__linux__) the #if immediately below.
945 *
946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
947 * here.
948 */
949
950#define RANDOM() rndm.next () 925#define RANDOM() (rndm.next () & 0xffffffU)
951#define SRANDOM(xyz) //TODO, get rid of 926#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
952 927
953/* Returns the weight of the given object. Note: it does not take the number of 928/* Returns the weight of the given object. Note: it does not take the number of
954 * items (nrof) into account. 929 * items (nrof) into account.
955 */ 930 */
956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 931#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines