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Comparing deliantra/server/include/define.h (file contents):
Revision 1.66 by elmex, Sat Jul 21 14:37:25 2007 UTC vs.
Revision 1.74 by root, Tue Sep 4 08:42:57 2007 UTC

186#define GEM 60 186#define GEM 60
187 187
188#define FIREWALL 62 188#define FIREWALL 62
189#define ANVIL 63 189#define ANVIL 63
190#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 */
191#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 192 * values of last_sp set how to change:
193 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
194 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
195 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
196 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
197 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
198#define EXIT 66 201#define EXIT 66
199#define ENCOUNTER 67 202#define ENCOUNTER 67
200#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
201#define SHOP_MAT 69 204#define SHOP_MAT 69
202#define RING 70 205#define RING 70
239#define POISONING 105 242#define POISONING 105
240#define SAVEBED 106 243#define SAVEBED 106
241 244
242#define WAND 109 245#define WAND 109
243 246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
244#define SCROLL 111 248#define SCROLL 111
245#define DIRECTOR 112 249#define DIRECTOR 112
246#define GIRDLE 113 250#define GIRDLE 113
247#define FORCE 114 251#define FORCE 114
248#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 */
433#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 */
434#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 */
435//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
436#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
437#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
438#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
439 /* Can this creature use a shield? */
440 443
441#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
442 445
443/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
444/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
448/*#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 */
449/*#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) */
450 453
451#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
452#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
453
454#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
455#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
456#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
457 /* Will be applied when created */
458#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
459#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. */
460#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
461#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
462#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
464 465
465/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
466/*#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 */
467/*#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 */
468 469
469#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
470 /* When (--food<0) the object will exit */ 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
471#define FLAG_IDENTIFIED 29 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
472 /* Player knows full info about item */
473#define FLAG_REFLECTING 30
474 /* Object reflects from walls (lightning) */
475#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, creates <food> new <other_archs> when !alive */
476
477#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
478#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
479#define FLAG_STARTEQUIP 34 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
480 /* Object was given to player at start */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
481#define FLAG_BLOCKSVIEW 35
482 /* Object blocks view */
483#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
484#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
485#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
486#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 */
487 483
488#define FLAG_REFL_SPELL 40
489 /* Spells (some) will reflect from object */
490#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 */
491#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 */
492#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
493#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 */
494#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
500 494
501#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
502#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
503#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
504#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 */
505#define FLAG_CAST_SPELL 52 499
506 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
507#define FLAG_USE_SCROLL 53 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
508 /* (Monster) can read scroll */
509#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 */
510#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
511 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
512#define FLAG_USE_ARMOUR 56 505#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
513 /* (Monster) can wear armour/shield/helmet */
514#define FLAG_USE_WEAPON 57
515 /* (Monster) can wield weapons */
516#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 */
517#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) */
518#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
519#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
520#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 */
521#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 */
522 513
523#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
542#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 */
543#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
544 535
545#define FLAG_PRECIOUS 83 // object is precious (pets) 536#define FLAG_PRECIOUS 83 // object is precious (pets)
546#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
547#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
548 /* (Item) gives invisibility when applied */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
549#define FLAG_INV_LOCKED 86 540
550 /* Item will not be dropped from inventory */
551#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
552
553#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
554#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 */
555#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 */
556#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 */
557#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
571 */ 560 */
572 561
573#define FLAG_BERSERK 99 /* monster will attack closest living 562#define FLAG_BERSERK 99 /* monster will attack closest living
574 object */ 563 object */
575#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 564#define FLAG_NEUTRAL 100 /* monster is from type neutral */
576#define FLAG_NO_ATTACK 101 /* monster don't attack */ 565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
577#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 566#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
578#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
579 * load_original_map() */ 568 * load_original_map() */
580#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
581 * the overlay, and is not subject to 570// * the overlay, and is not subject to
582 * decay. */ 571// * decay. */
583#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' */
584#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' */
585#define FLAG_IS_WATER 107 574#define FLAG_IS_WATER 107
586#define FLAG_CONTENT_ON_GEN 108 575#define FLAG_CONTENT_ON_GEN 108
587#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 */
593 * defined flag + 1. If you change this, 582 * defined flag + 1. If you change this,
594 * make sure you update the flag_links 583 * make sure you update the flag_links
595 * in common/loader.l 584 * in common/loader.l
596 */ 585 */
597 586
598/* Values can go up to 127 before the size of the flags array in the
599 * object structure needs to be enlarged.
600 * So there are 18 available flags slots
601 */
602
603#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
604
605/* If you add new movement types, you may need to update 587/* If you add new movement types, you may need to update
606 * describe_item() so properly describe those types. 588 * describe_item() so properly describe those types.
607 * change_abil() probably should be updated also. 589 * change_abil() probably should be updated also.
608 */ 590 */
609#define MOVE_WALK 0x01 /* Object walks */ 591#define MOVE_WALK 0x01 /* Object walks */
617 599
618#define MOVE_ALL 0x3f /* Mask of all movement types */ 600#define MOVE_ALL 0x3f /* Mask of all movement types */
619 601
620/* typdef here to define type large enough to hold bitmask of 602/* typdef here to define type large enough to hold bitmask of
621 * all movement types. Make one declaration so easy to update. 603 * all movement types. Make one declaration so easy to update.
622 * uint8 is defined yet, so just use what that would define it
623 * at anyways.
624 */ 604 */
625typedef unsigned char MoveType; 605typedef unsigned char MoveType;
626 606
627/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 607/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
628 * Basically, ob2 has to block all of ob1 movement types. 608 * Basically, ob2 has to block all of ob1 movement types.
637 * 617 *
638 */ 618 */
639#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 619#define OB_TYPE_MOVE_BLOCK(ob1, type) \
640 ((type) && (ob1->move_type & type) == ob1->move_type) 620 ((type) && (ob1->move_type & type) == ob1->move_type)
641 621
642
643#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 622#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
644#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 623#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
645#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 624#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
646
647/* Note: These values are only a default value, resizing can change them */
648#define INV_SIZE 12 /* How many items can be viewed in inventory */
649#define LOOK_SIZE 6 /* ditto, but for the look-window */
650#define MAX_INV_SIZE 40 /* For initializing arrays */
651#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
652
653#define EDITABLE(xyz) ((xyz)->arch->editable)
654
655#define E_MONSTER 0x00000001
656#define E_EXIT 0x00000002
657#define E_TREASURE 0x00000004
658#define E_BACKGROUND 0x00000008
659#define E_DOOR 0x00000010
660#define E_SPECIAL 0x00000020
661#define E_SHOP 0x00000040
662#define E_NORMAL 0x00000080
663#define E_FALSE_WALL 0x00000100
664#define E_WALL 0x00000200
665#define E_EQUIPMENT 0x00000400
666#define E_OTHER 0x00000800
667#define E_ARTIFACT 0x00001000
668 625
669#define EXIT_PATH(xyz) (xyz)->slaying 626#define EXIT_PATH(xyz) (xyz)->slaying
670#define EXIT_LEVEL(xyz) (xyz)->stats.food 627#define EXIT_LEVEL(xyz) (xyz)->stats.food
671#define EXIT_X(xyz) (xyz)->stats.hp 628#define EXIT_X(xyz) (xyz)->stats.hp
672#define EXIT_Y(xyz) (xyz)->stats.sp 629#define EXIT_Y(xyz) (xyz)->stats.sp
692#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 649#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
693 650
694#define DIRX(xyz) freearr_x[(xyz)->direction] 651#define DIRX(xyz) freearr_x[(xyz)->direction]
695#define DIRY(xyz) freearr_y[(xyz)->direction] 652#define DIRY(xyz) freearr_y[(xyz)->direction]
696 653
697#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
698#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
699
700#define ARMOUR_SPEED(xyz) (xyz)->last_sp 654#define ARMOUR_SPEED(xyz) (xyz)->last_sp
701#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 655#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
702#define WEAPON_SPEED(xyz) (xyz)->last_sp 656#define WEAPON_SPEED(xyz) (xyz)->last_sp
703 657
704/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 658/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
705 each of them signed char, concatenated in a int16 */ 659 each of them signed char, concatenated in a int16 */
706#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 660#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
707#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 661#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
708#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 662#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
663
709#define FIRE_DIRECTIONAL 0 664#define FIRE_DIRECTIONAL 0
710#define FIRE_POSITIONAL 1 665#define FIRE_POSITIONAL 1
711 666
712/******************************************************************************/ 667/******************************************************************************/
713/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 668/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
834// we use 2**-n because that can be represented exactly 789// we use 2**-n because that can be represented exactly
835// also make sure that this is a float, not double, constant 790// also make sure that this is a float, not double, constant
836#define MIN_ACTIVE_SPEED (1.f / 65536.f) 791#define MIN_ACTIVE_SPEED (1.f / 65536.f)
837 792
838#define RANDOM() (rndm.next () & 0xffffffU) 793#define RANDOM() (rndm.next () & 0xffffffU)
839#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
840 794
841/* Returns the weight of the given object. Note: it does not take the number of 795/* Returns the weight of the given object. Note: it does not take the number of
842 * items (nrof) into account. 796 * items (nrof) into account.
797 * (this looks rather bogus, schmorp)
843 */ 798 */
844#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 799#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
845
846
847/* Code fastening defines
848 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
849 * buf__ and increment buf__ position so it will point to the end of buf__.
850 * the '\0' caracter will not be put at end of buf__.
851 * use preparefastcat and finishfastcat on buf__ to prepare
852 * and clean up the string. (Lots faster than doing each time...)
853 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
854 * keep in mind FAST_STRNCAT is faster since length of second argument is
855 * kown in advance.
856 */
857
858#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
859#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
860#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
861#define FINISH_FASTCAT(buf__) buf__[0]='\0';
862 800
863/* 801/*
864 * Warning! 802 * Warning!
865 * If you add message types here, don't forget 803 * If you add message types here, don't forget
866 * to keep the client up to date too! 804 * to keep the client up to date too!
951 889
952/* admin messages */ 890/* admin messages */
953#define MSG_TYPE_ADMIN_RULES 1 891#define MSG_TYPE_ADMIN_RULES 1
954#define MSG_TYPE_ADMIN_NEWS 2 892#define MSG_TYPE_ADMIN_NEWS 2
955 893
894/**
895 * Maximum distance a player may hear a sound from.
896 * This is only used for new client/server sound. If the sound source
897 * on the map is farther away than this, we don't sent it to the client.
898 */
899#define MAX_SOUND_DISTANCE 16
900
901#define LOG_CHANNEL "log" // the plain and ugly standard server log
902#define INFO_CHANNEL "info" // lower_left box
903#define SAY_CHANNEL "channel-say"
904#define CHAT_CHANNEL "channel-chat"
905#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
906
907/* The following are the color flags passed to new_draw_info.
908 *
909 * We also set up some control flags
910 *
911 * NDI = New Draw Info
912 */
913
914/* Color specifications - note these match the order in xutil.c */
915/* Note 2: Black, the default color, is 0. Thus, it does not need to
916 * be implicitly specified.
917 */
918#define NDI_BLACK 0
919#define NDI_WHITE 1
920#define NDI_NAVY 2
921#define NDI_RED 3
922#define NDI_ORANGE 4
923#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
924#define NDI_DK_ORANGE 6 /* DarkOrange2 */
925#define NDI_GREEN 7 /* SeaGreen */
926#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
927 /* Than seagreen - also background color */
928#define NDI_GREY 9
929#define NDI_BROWN 10 /* Sienna */
930#define NDI_GOLD 11
931#define NDI_TAN 12 /* Khaki */
932
933#define NDI_MAX_COLOR 12 /* Last value in */
934#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
935 /* using an int anyways, so we have the space */
936 /* to still do all the flags */
937
938#define NDI_REPLY 0x20 // is a direct reply to a user command
939#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
940#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
941#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
942
943#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
944#define NDI_ALL 0x2000 /* Inform all players of this message */
945#define NDI_DEF 0x4000 // ignore colour for channel protocol
946
956#endif /* DEFINE_H */ 947#endif /* DEFINE_H */
957 948

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