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Comparing deliantra/server/include/define.h (file contents):
Revision 1.61 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.73 by root, Sat Sep 1 08:03:44 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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 */
73#define MAX_WC 120 72#define MAX_WC 120
74#define MIN_AC -120 73#define MIN_AC -120
75#define MAX_AC 120 74#define MAX_AC 120
76#define MIN_DAM 0 75#define MIN_DAM 0
77#define MAX_DAM 200 76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
78 79
79#define MAX_BUF 1024 80#define MAX_BUF 1024
80 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
81#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
82#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 */
83#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
84 85
85#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
86 87
87#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
185#define GEM 60 186#define GEM 60
186 187
187#define FIREWALL 62 188#define FIREWALL 62
188#define ANVIL 63 189#define ANVIL 63
189#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 */
190#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
191 * values of last_sp set how to change: 192 * values of last_sp set how to change:
192 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
193 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
194 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
195 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
196 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
197#define EXIT 66 201#define EXIT 66
198#define ENCOUNTER 67 202#define ENCOUNTER 67
199#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
200#define SHOP_MAT 69 204#define SHOP_MAT 69
201#define RING 70 205#define RING 70
238#define POISONING 105 242#define POISONING 105
239#define SAVEBED 106 243#define SAVEBED 106
240 244
241#define WAND 109 245#define WAND 109
242 246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
243#define SCROLL 111 248#define SCROLL 111
244#define DIRECTOR 112 249#define DIRECTOR 112
245#define GIRDLE 113 250#define GIRDLE 113
246#define FORCE 114 251#define FORCE 114
247#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 */
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 /* Can this creature use a shield? */
438 /* Can this creature use a shield? */
439 443
440#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
441 445
442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 451/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 452/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449 453
450#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
451#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
452
453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
455#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
456 /* Will be applied when created */
457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
458#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. */
459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
460#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
463 465
464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467 469
468#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
469 /* When (--food<0) the object will exit */ 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
470#define FLAG_IDENTIFIED 29 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
471 /* Player knows full info about item */
472#define FLAG_REFLECTING 30
473 /* Object reflects from walls (lightning) */
474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
475
476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
477#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
478#define FLAG_STARTEQUIP 34 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
479 /* Object was given to player at start */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
480#define FLAG_BLOCKSVIEW 35
481 /* Object blocks view */
482#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
483#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
484#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
485#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 481#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
482#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
486 483
487#define FLAG_REFL_SPELL 40
488 /* Spells (some) will reflect from object */
489#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 484#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
490#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 485#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 487#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 494
500#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
502#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 498#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
504#define FLAG_CAST_SPELL 52 499
505 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
506#define FLAG_USE_SCROLL 53 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
507 /* (Monster) can read scroll */
508#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 502#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
509#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
510 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
511#define FLAG_USE_ARMOUR 56 505#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
512 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_WEAPON 57
514 /* (Monster) can wield weapons */
515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 506#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 507#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
518#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
521 513
522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
543 535
544#define FLAG_PRECIOUS 83 // object is precious (pets) 536#define FLAG_PRECIOUS 83 // object is precious (pets)
545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
546#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
547 /* (Item) gives invisibility when applied */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
548#define FLAG_INV_LOCKED 86 540
549 /* Item will not be dropped from inventory */
550#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
551
552#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
553#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 543#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
554#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 544#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 545#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
570 */ 560 */
571 561
572#define FLAG_BERSERK 99 /* monster will attack closest living 562#define FLAG_BERSERK 99 /* monster will attack closest living
573 object */ 563 object */
574#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 564#define FLAG_NEUTRAL 100 /* monster is from type neutral */
575#define FLAG_NO_ATTACK 101 /* monster don't attack */ 565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 566#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 567#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
578 * load_original_map() */ 568 * load_original_map() */
579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 569//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
580 * the overlay, and is not subject to 570// * the overlay, and is not subject to
581 * decay. */ 571// * decay. */
582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 572#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 573#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
584#define FLAG_IS_WATER 107 574#define FLAG_IS_WATER 107
585#define FLAG_CONTENT_ON_GEN 108 575#define FLAG_CONTENT_ON_GEN 108
586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 576#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
592 * defined flag + 1. If you change this, 582 * defined flag + 1. If you change this,
593 * make sure you update the flag_links 583 * make sure you update the flag_links
594 * in common/loader.l 584 * in common/loader.l
595 */ 585 */
596 586
597/* Values can go up to 127 before the size of the flags array in the
598 * object structure needs to be enlarged.
599 * So there are 18 available flags slots
600 */
601
602#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
603 588
604/* If you add new movement types, you may need to update 589/* If you add new movement types, you may need to update
605 * describe_item() so properly describe those types. 590 * describe_item() so properly describe those types.
606 * change_abil() probably should be updated also. 591 * change_abil() probably should be updated also.
616 601
617#define MOVE_ALL 0x3f /* Mask of all movement types */ 602#define MOVE_ALL 0x3f /* Mask of all movement types */
618 603
619/* typdef here to define type large enough to hold bitmask of 604/* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update. 605 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it
622 * at anyways.
623 */ 606 */
624typedef unsigned char MoveType; 607typedef unsigned char MoveType;
625 608
626/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 609/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
627 * Basically, ob2 has to block all of ob1 movement types. 610 * Basically, ob2 has to block all of ob1 movement types.
636 * 619 *
637 */ 620 */
638#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 621#define OB_TYPE_MOVE_BLOCK(ob1, type) \
639 ((type) && (ob1->move_type & type) == ob1->move_type) 622 ((type) && (ob1->move_type & type) == ob1->move_type)
640 623
641
642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 624#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 625#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 626#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
645
646/* Note: These values are only a default value, resizing can change them */
647#define INV_SIZE 12 /* How many items can be viewed in inventory */
648#define LOOK_SIZE 6 /* ditto, but for the look-window */
649#define MAX_INV_SIZE 40 /* For initializing arrays */
650#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
651
652#define EDITABLE(xyz) ((xyz)->arch->editable)
653
654#define E_MONSTER 0x00000001
655#define E_EXIT 0x00000002
656#define E_TREASURE 0x00000004
657#define E_BACKGROUND 0x00000008
658#define E_DOOR 0x00000010
659#define E_SPECIAL 0x00000020
660#define E_SHOP 0x00000040
661#define E_NORMAL 0x00000080
662#define E_FALSE_WALL 0x00000100
663#define E_WALL 0x00000200
664#define E_EQUIPMENT 0x00000400
665#define E_OTHER 0x00000800
666#define E_ARTIFACT 0x00001000
667 627
668#define EXIT_PATH(xyz) (xyz)->slaying 628#define EXIT_PATH(xyz) (xyz)->slaying
669#define EXIT_LEVEL(xyz) (xyz)->stats.food 629#define EXIT_LEVEL(xyz) (xyz)->stats.food
670#define EXIT_X(xyz) (xyz)->stats.hp 630#define EXIT_X(xyz) (xyz)->stats.hp
671#define EXIT_Y(xyz) (xyz)->stats.sp 631#define EXIT_Y(xyz) (xyz)->stats.sp
691#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 651#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
692 652
693#define DIRX(xyz) freearr_x[(xyz)->direction] 653#define DIRX(xyz) freearr_x[(xyz)->direction]
694#define DIRY(xyz) freearr_y[(xyz)->direction] 654#define DIRY(xyz) freearr_y[(xyz)->direction]
695 655
696#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
697#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
698
699#define ARMOUR_SPEED(xyz) (xyz)->last_sp 656#define ARMOUR_SPEED(xyz) (xyz)->last_sp
700#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 657#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
701#define WEAPON_SPEED(xyz) (xyz)->last_sp 658#define WEAPON_SPEED(xyz) (xyz)->last_sp
702 659
703/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 660/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
704 each of them signed char, concatenated in a int16 */ 661 each of them signed char, concatenated in a int16 */
705#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 662#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
706#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 663#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 664#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
665
708#define FIRE_DIRECTIONAL 0 666#define FIRE_DIRECTIONAL 0
709#define FIRE_POSITIONAL 1 667#define FIRE_POSITIONAL 1
710 668
711/******************************************************************************/ 669/******************************************************************************/
712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 670/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777 */ 735 */
778 736
779#define PREFER_HIGH 1 737#define PREFER_HIGH 1
780#define PREFER_LOW 0 738#define PREFER_LOW 0
781 739
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() */ 740/* Flags for apply_special() */
871enum apply_flag 741enum apply_flag
872{ 742{
873 /* Basic flags/mode, always use one of these */ 743 /* Basic flags/mode, always use one of these */
874 AP_TOGGLE = 0, 744 AP_TOGGLE = 0,
915#define CAN_APPLY_NOT_MASK 0xf 785#define CAN_APPLY_NOT_MASK 0xf
916#define CAN_APPLY_UNAPPLY 0x10 786#define CAN_APPLY_UNAPPLY 0x10
917#define CAN_APPLY_UNAPPLY_MULT 0x20 787#define CAN_APPLY_UNAPPLY_MULT 0x20
918#define CAN_APPLY_UNAPPLY_CHOICE 0x40 788#define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 789
920/* Cut off point of when an object is put on the active list or not */ 790// Cut off point of when an object is put on the active list or not
791// we use 2**-n because that can be represented exactly
792// also make sure that this is a float, not double, constant
921#define MIN_ACTIVE_SPEED 1e-5 793#define MIN_ACTIVE_SPEED (1.f / 65536.f)
922 794
923#define RANDOM() (rndm.next () & 0xffffffU) 795#define RANDOM() (rndm.next () & 0xffffffU)
924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925 796
926/* Returns the weight of the given object. Note: it does not take the number of 797/* Returns the weight of the given object. Note: it does not take the number of
927 * items (nrof) into account. 798 * items (nrof) into account.
799 * (this looks rather bogus, schmorp)
928 */ 800 */
929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 801#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
930
931
932/* Code fastening defines
933 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
934 * buf__ and increment buf__ position so it will point to the end of buf__.
935 * the '\0' caracter will not be put at end of buf__.
936 * use preparefastcat and finishfastcat on buf__ to prepare
937 * and clean up the string. (Lots faster than doing each time...)
938 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
939 * keep in mind FAST_STRNCAT is faster since length of second argument is
940 * kown in advance.
941 */
942
943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
947 802
948/* 803/*
949 * Warning! 804 * Warning!
950 * If you add message types here, don't forget 805 * If you add message types here, don't forget
951 * to keep the client up to date too! 806 * to keep the client up to date too!
1036 891
1037/* admin messages */ 892/* admin messages */
1038#define MSG_TYPE_ADMIN_RULES 1 893#define MSG_TYPE_ADMIN_RULES 1
1039#define MSG_TYPE_ADMIN_NEWS 2 894#define MSG_TYPE_ADMIN_NEWS 2
1040 895
896/**
897 * Maximum distance a player may hear a sound from.
898 * This is only used for new client/server sound. If the sound source
899 * on the map is farther away than this, we don't sent it to the client.
900 */
901#define MAX_SOUND_DISTANCE 16
902
903#define LOG_CHANNEL "log" // the plain and ugly standard server log
904#define INFO_CHANNEL "info" // lower_left box
905#define SAY_CHANNEL "channel-say"
906#define CHAT_CHANNEL "channel-chat"
907#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
908
909/* The following are the color flags passed to new_draw_info.
910 *
911 * We also set up some control flags
912 *
913 * NDI = New Draw Info
914 */
915
916/* Color specifications - note these match the order in xutil.c */
917/* Note 2: Black, the default color, is 0. Thus, it does not need to
918 * be implicitly specified.
919 */
920#define NDI_BLACK 0
921#define NDI_WHITE 1
922#define NDI_NAVY 2
923#define NDI_RED 3
924#define NDI_ORANGE 4
925#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
926#define NDI_DK_ORANGE 6 /* DarkOrange2 */
927#define NDI_GREEN 7 /* SeaGreen */
928#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
929 /* Than seagreen - also background color */
930#define NDI_GREY 9
931#define NDI_BROWN 10 /* Sienna */
932#define NDI_GOLD 11
933#define NDI_TAN 12 /* Khaki */
934
935#define NDI_MAX_COLOR 12 /* Last value in */
936#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
937 /* using an int anyways, so we have the space */
938 /* to still do all the flags */
939
940#define NDI_REPLY 0x20 // is a direct reply to a user command
941#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
942#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
943#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
944
945#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
946#define NDI_ALL 0x2000 /* Inform all players of this message */
947#define NDI_DEF 0x4000 // ignore colour for channel protocol
948
1041#endif /* DEFINE_H */ 949#endif /* DEFINE_H */
1042 950

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