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Comparing deliantra/server/include/define.h (file contents):
Revision 1.63 by root, Thu Jul 5 08:10:30 2007 UTC vs.
Revision 1.73 by root, Sat Sep 1 08:03:44 2007 UTC

72#define MAX_WC 120 72#define MAX_WC 120
73#define MIN_AC -120 73#define MIN_AC -120
74#define MAX_AC 120 74#define MAX_AC 120
75#define MIN_DAM 0 75#define MIN_DAM 0
76#define MAX_DAM 200 76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
77 79
78#define MAX_BUF 1024 80#define MAX_BUF 1024
79 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
80#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
81#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 */
82#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
83 85
84#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
85 87
86#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
184#define GEM 60 186#define GEM 60
185 187
186#define FIREWALL 62 188#define FIREWALL 62
187#define ANVIL 63 189#define ANVIL 63
188#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 */
189#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 191#define MOOD_FLOOR 65 /*
190 * values of last_sp set how to change: 192 * values of last_sp set how to change:
191 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
192 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
193 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
194 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
195 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets
198 * 5 = destroy monsters
199 * 6 = destroy pets / friendlies
200 */
196#define EXIT 66 201#define EXIT 66
197#define ENCOUNTER 67 202#define ENCOUNTER 67
198#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
199#define SHOP_MAT 69 204#define SHOP_MAT 69
200#define RING 70 205#define RING 70
237#define POISONING 105 242#define POISONING 105
238#define SAVEBED 106 243#define SAVEBED 106
239 244
240#define WAND 109 245#define WAND 109
241 246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
242#define SCROLL 111 248#define SCROLL 111
243#define DIRECTOR 112 249#define DIRECTOR 112
244#define GIRDLE 113 250#define GIRDLE 113
245#define FORCE 114 251#define FORCE 114
246#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 */
431#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 */
432#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 */
433//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
434#define FLAG_APPLIED 5 /* Object is ready for use by living */ 440#define FLAG_APPLIED 5 /* Object is ready for use by living */
435#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
436#define FLAG_USE_SHIELD 7 442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
437 /* Can this creature use a shield? */
438 443
439#define FLAG_NO_PICK 8 /* Object can't be picked up */ 444#define FLAG_NO_PICK 8 /* Object can't be picked up */
440 445
441/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 446/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
442/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 447/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446/*#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 */
447/*#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) */
448 453
449#define FLAG_MONSTER 14 /* Will attack players */ 454#define FLAG_MONSTER 14 /* Will attack players */
450#define FLAG_FRIENDLY 15 /* Will help players */ 455#define FLAG_FRIENDLY 15 /* Will help players */
451
452#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
453#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
454#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
455 /* Will be applied when created */
456#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
457#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. */
458#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
459#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
460#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
462 465
463/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
464/*#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 */
465/*#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 */
466 469
467#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
468 /* When (--food<0) the object will exit */ 471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
469#define FLAG_IDENTIFIED 29 472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
470 /* Player knows full info about item */
471#define FLAG_REFLECTING 30
472 /* Object reflects from walls (lightning) */
473#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 */
474
475#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
476#define FLAG_HITBACK 33 /* Object will hit back when hit */ 475#define FLAG_HITBACK 33 /* Object will hit back when hit */
477#define FLAG_STARTEQUIP 34 476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
478 /* Object was given to player at start */ 477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
479#define FLAG_BLOCKSVIEW 35
480 /* Object blocks view */
481#define FLAG_UNDEAD 36 /* Monster is undead */ 478#define FLAG_UNDEAD 36 /* Monster is undead */
482#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
483#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
484#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 */
485 483
486#define FLAG_REFL_SPELL 40
487 /* Spells (some) will reflect from object */
488#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 */
489#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 */
490#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 486#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
491#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 */
492#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 488#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 494
499#define FLAG_PICK_UP 48 /* Can pick up */ 495#define FLAG_PICK_UP 48 /* Can pick up */
500#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
501#define FLAG_NO_DROP 50 /* Object can't be dropped */ 497#define FLAG_NO_DROP 50 /* Object can't be dropped */
502#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 */
503#define FLAG_CAST_SPELL 52 499
504 /* (Monster) can learn and cast spells */ 500#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
505#define FLAG_USE_SCROLL 53 501#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
506 /* (Monster) can read scroll */
507#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 */
508#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 503#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
509 504#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
510#define FLAG_USE_ARMOUR 56 505#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
511 /* (Monster) can wear armour/shield/helmet */
512#define FLAG_USE_WEAPON 57
513 /* (Monster) can wield weapons */
514#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 */
515#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) */
516#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 508#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509
517#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
518#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 */
519#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 */
520 513
521#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
540#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 */
541#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
542 535
543#define FLAG_PRECIOUS 83 // object is precious (pets) 536#define FLAG_PRECIOUS 83 // object is precious (pets)
544#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
545#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
546 /* (Item) gives invisibility when applied */ 539#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
547#define FLAG_INV_LOCKED 86 540
548 /* Item will not be dropped from inventory */
549#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
550
551#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 542#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
552#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 */
553#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 */
554#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 */
555#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 546#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569 */ 560 */
570 561
571#define FLAG_BERSERK 99 /* monster will attack closest living 562#define FLAG_BERSERK 99 /* monster will attack closest living
572 object */ 563 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 564#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 566#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576#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
577 * load_original_map() */ 568 * load_original_map() */
578#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
579 * the overlay, and is not subject to 570// * the overlay, and is not subject to
580 * decay. */ 571// * decay. */
581#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' */
582#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' */
583#define FLAG_IS_WATER 107 574#define FLAG_IS_WATER 107
584#define FLAG_CONTENT_ON_GEN 108 575#define FLAG_CONTENT_ON_GEN 108
585#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 */
591 * defined flag + 1. If you change this, 582 * defined flag + 1. If you change this,
592 * make sure you update the flag_links 583 * make sure you update the flag_links
593 * in common/loader.l 584 * in common/loader.l
594 */ 585 */
595 586
596/* Values can go up to 127 before the size of the flags array in the
597 * object structure needs to be enlarged.
598 * So there are 18 available flags slots
599 */
600
601#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
602 588
603/* If you add new movement types, you may need to update 589/* If you add new movement types, you may need to update
604 * describe_item() so properly describe those types. 590 * describe_item() so properly describe those types.
605 * change_abil() probably should be updated also. 591 * change_abil() probably should be updated also.
615 601
616#define MOVE_ALL 0x3f /* Mask of all movement types */ 602#define MOVE_ALL 0x3f /* Mask of all movement types */
617 603
618/* typdef here to define type large enough to hold bitmask of 604/* typdef here to define type large enough to hold bitmask of
619 * all movement types. Make one declaration so easy to update. 605 * all movement types. Make one declaration so easy to update.
620 * uint8 is defined yet, so just use what that would define it
621 * at anyways.
622 */ 606 */
623typedef unsigned char MoveType; 607typedef unsigned char MoveType;
624 608
625/* 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.
626 * Basically, ob2 has to block all of ob1 movement types. 610 * Basically, ob2 has to block all of ob1 movement types.
635 * 619 *
636 */ 620 */
637#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 621#define OB_TYPE_MOVE_BLOCK(ob1, type) \
638 ((type) && (ob1->move_type & type) == ob1->move_type) 622 ((type) && (ob1->move_type & type) == ob1->move_type)
639 623
640
641#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 624#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
642#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 625#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
643#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 626#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
644
645/* Note: These values are only a default value, resizing can change them */
646#define INV_SIZE 12 /* How many items can be viewed in inventory */
647#define LOOK_SIZE 6 /* ditto, but for the look-window */
648#define MAX_INV_SIZE 40 /* For initializing arrays */
649#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
650
651#define EDITABLE(xyz) ((xyz)->arch->editable)
652
653#define E_MONSTER 0x00000001
654#define E_EXIT 0x00000002
655#define E_TREASURE 0x00000004
656#define E_BACKGROUND 0x00000008
657#define E_DOOR 0x00000010
658#define E_SPECIAL 0x00000020
659#define E_SHOP 0x00000040
660#define E_NORMAL 0x00000080
661#define E_FALSE_WALL 0x00000100
662#define E_WALL 0x00000200
663#define E_EQUIPMENT 0x00000400
664#define E_OTHER 0x00000800
665#define E_ARTIFACT 0x00001000
666 627
667#define EXIT_PATH(xyz) (xyz)->slaying 628#define EXIT_PATH(xyz) (xyz)->slaying
668#define EXIT_LEVEL(xyz) (xyz)->stats.food 629#define EXIT_LEVEL(xyz) (xyz)->stats.food
669#define EXIT_X(xyz) (xyz)->stats.hp 630#define EXIT_X(xyz) (xyz)->stats.hp
670#define EXIT_Y(xyz) (xyz)->stats.sp 631#define EXIT_Y(xyz) (xyz)->stats.sp
690#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 */
691 652
692#define DIRX(xyz) freearr_x[(xyz)->direction] 653#define DIRX(xyz) freearr_x[(xyz)->direction]
693#define DIRY(xyz) freearr_y[(xyz)->direction] 654#define DIRY(xyz) freearr_y[(xyz)->direction]
694 655
695#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
696#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
697
698#define ARMOUR_SPEED(xyz) (xyz)->last_sp 656#define ARMOUR_SPEED(xyz) (xyz)->last_sp
699#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 657#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
700#define WEAPON_SPEED(xyz) (xyz)->last_sp 658#define WEAPON_SPEED(xyz) (xyz)->last_sp
701 659
702/* 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
703 each of them signed char, concatenated in a int16 */ 661 each of them signed char, concatenated in a int16 */
704#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 662#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
705#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 663#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
706#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
707#define FIRE_DIRECTIONAL 0 666#define FIRE_DIRECTIONAL 0
708#define FIRE_POSITIONAL 1 667#define FIRE_POSITIONAL 1
709 668
710/******************************************************************************/ 669/******************************************************************************/
711/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 670/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
776 */ 735 */
777 736
778#define PREFER_HIGH 1 737#define PREFER_HIGH 1
779#define PREFER_LOW 0 738#define PREFER_LOW 0
780 739
781/* Simple function we use below to keep adding to the same string
782 * but also make sure we don't overwrite that string.
783 */
784static inline void
785safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
786{
787 if (*curlen == (maxlen - 1))
788 return;
789
790 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
791 dest[maxlen - 1] = 0;
792 *curlen += strlen (orig);
793
794 if (*curlen > (maxlen - 1))
795 *curlen = maxlen - 1;
796}
797
798
799/* The SAFE versions of these call the safe_strcat function above.
800 * Ideally, all functions should use the SAFE functions, but they
801 * require some extra support in the calling function to remain as
802 * efficient.
803 */
804#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
805 if(variable) { \
806 int i,j=0; \
807 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
808 for(i=0; i<NROFATTACKS; i++) \
809 if(variable & (1<<i)) { \
810 if (j) \
811 safe_strcat(retbuf,", ", len, maxlen); \
812 else \
813 j = 1; \
814 safe_strcat(retbuf, attacks[i], len, maxlen); \
815 } \
816 safe_strcat(retbuf,")",len,maxlen); \
817 }
818
819
820/* separated this from the common/item.c file. b.t. Dec 1995 */
821
822#define DESCRIBE_ABILITY(retbuf, variable, name) \
823 if(variable) { \
824 int i,j=0; \
825 strcat(retbuf,"(" name ": "); \
826 for(i=0; i<NROFATTACKS; i++) \
827 if(variable & (1<<i)) { \
828 if (j) \
829 strcat(retbuf,", "); \
830 else \
831 j = 1; \
832 strcat(retbuf, attacks[i]); \
833 } \
834 strcat(retbuf,")"); \
835 }
836
837
838#define DESCRIBE_PATH(retbuf, variable, name) \
839 if(variable) { \
840 int i,j=0; \
841 strcat(retbuf,"(" name ": "); \
842 for(i=0; i<NRSPELLPATHS; i++) \
843 if(variable & (1<<i)) { \
844 if (j) \
845 strcat(retbuf,", "); \
846 else \
847 j = 1; \
848 strcat(retbuf, spellpathnames[i]); \
849 } \
850 strcat(retbuf,")"); \
851 }
852
853
854#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
855 if(variable) { \
856 int i,j=0; \
857 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
858 for(i=0; i<NRSPELLPATHS; i++) \
859 if(variable & (1<<i)) { \
860 if (j) \
861 safe_strcat(retbuf,", ", len, maxlen); \
862 else \
863 j = 1; \
864 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
865 } \
866 safe_strcat(retbuf,")", len, maxlen); \
867 }
868
869/* Flags for apply_special() */ 740/* Flags for apply_special() */
870enum apply_flag 741enum apply_flag
871{ 742{
872 /* Basic flags/mode, always use one of these */ 743 /* Basic flags/mode, always use one of these */
873 AP_TOGGLE = 0, 744 AP_TOGGLE = 0,
920// we use 2**-n because that can be represented exactly 791// we use 2**-n because that can be represented exactly
921// also make sure that this is a float, not double, constant 792// also make sure that this is a float, not double, constant
922#define MIN_ACTIVE_SPEED (1.f / 65536.f) 793#define MIN_ACTIVE_SPEED (1.f / 65536.f)
923 794
924#define RANDOM() (rndm.next () & 0xffffffU) 795#define RANDOM() (rndm.next () & 0xffffffU)
925#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
926 796
927/* 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
928 * items (nrof) into account. 798 * items (nrof) into account.
799 * (this looks rather bogus, schmorp)
929 */ 800 */
930#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 801#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
931
932
933/* Code fastening defines
934 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
935 * buf__ and increment buf__ position so it will point to the end of buf__.
936 * the '\0' caracter will not be put at end of buf__.
937 * use preparefastcat and finishfastcat on buf__ to prepare
938 * and clean up the string. (Lots faster than doing each time...)
939 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
940 * keep in mind FAST_STRNCAT is faster since length of second argument is
941 * kown in advance.
942 */
943
944#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
945#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
946#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
947#define FINISH_FASTCAT(buf__) buf__[0]='\0';
948 802
949/* 803/*
950 * Warning! 804 * Warning!
951 * If you add message types here, don't forget 805 * If you add message types here, don't forget
952 * to keep the client up to date too! 806 * to keep the client up to date too!
1037 891
1038/* admin messages */ 892/* admin messages */
1039#define MSG_TYPE_ADMIN_RULES 1 893#define MSG_TYPE_ADMIN_RULES 1
1040#define MSG_TYPE_ADMIN_NEWS 2 894#define MSG_TYPE_ADMIN_NEWS 2
1041 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
1042#endif /* DEFINE_H */ 949#endif /* DEFINE_H */
1043 950

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