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Comparing deliantra/server/include/define.h (file contents):
Revision 1.74 by root, Tue Sep 4 08:42:57 2007 UTC vs.
Revision 1.106 by root, Wed Nov 4 00:02:48 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
42#define FABS(x) fabs (x) 43#define FABS(x) fabs (x)
43 44
44#ifdef __NetBSD__ 45#ifdef __NetBSD__
45# include <sys/param.h> 46# include <sys/param.h>
46#endif 47#endif
47#ifndef MIN 48
48# define MIN(x,y) min (x, y) 49#define MAXLEVEL 115 // for treasure calculations only
49#endif
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 50
54// maximum length of an object name in the protocol 51// maximum length of an object name in the protocol
55#define NAME_LEN 127 52#define NAME_LEN 127
56 53
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3 54#undef MIN
64# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 55#undef MAX
65#endif
66 56
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 57#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 58#define MIN_STAT 1 /* The minimum legal value of any stat */
69 59
70//TODO: not only use more reasonable values, also enforce them 60//TODO: not only use more reasonable values, also enforce them
75#define MIN_DAM 0 65#define MIN_DAM 0
76#define MAX_DAM 200 66#define MAX_DAM 200
77#define MIN_DIGESTION -35 67#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70 68#define MAX_DIGESTION 70
79 69
80#define MAX_BUF 1024 70#define MAX_BUF 1024 /* Used for all kinds of things */
81 /* Used for all kinds of things */
82#define VERY_BIG_BUF 2048
83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85
86#define FONTSIZE 3000 /* Max chars in font */
87
88#define MAX_ANIMATIONS 256
89 71
90#define MAX_NAME 48 72#define MAX_NAME 48
91#define MAX_EXT_TITLE 98
92 73
93/* Fatal variables: */ 74#define ATTUNE_REPELL 16 // levels diff for attune/repell
75
94//TODO: remove all calls to fatal and replace them by cleanup 76//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0 77#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1 78#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused 79#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3 80#define TOO_MANY_ERRORS 3
122#define POTION 5 104#define POTION 5
123#define FOOD 6 105#define FOOD 6
124#define POISON 7 106#define POISON 7
125#define BOOK 8 107#define BOOK 8
126#define CLOCK 9 108#define CLOCK 9
127 109//10
110//11
111//12
128#define ARROW 13 112#define ARROW 13
129#define BOW 14 113#define BOW 14
130#define WEAPON 15 114#define WEAPON 15
131#define ARMOUR 16 115#define ARMOUR 16
132#define PEDESTAL 17 116#define PEDESTAL 17
133#define ALTAR 18 117#define ALTAR 18
134 118#define T_MATCH 19
135#define LOCKED_DOOR 20 119#define LOCKED_DOOR 20
136#define SPECIAL_KEY 21 120#define SPECIAL_KEY 21
137#define MAP 22 121#define MAP 22
138#define DOOR 23 122#define DOOR 23
139#define KEY 24 123#define KEY 24
140 124//25
141#define TIMED_GATE 26 125#define TIMED_GATE 26
142#define TRIGGER 27 126#define TRIGGER 27
143#define GRIMREAPER 28 127#define GRIMREAPER 28
144#define MAGIC_EAR 29 128#define MAGIC_EAR 29
145#define TRIGGER_BUTTON 30 129#define TRIGGER_BUTTON 30
154#define AMULET 39 138#define AMULET 39
155#define PLAYERMOVER 40 139#define PLAYERMOVER 40
156#define TELEPORTER 41 140#define TELEPORTER 41
157#define CREATOR 42 141#define CREATOR 42
158#define SKILL 43 /* also see SKILL_TOOL (74) below */ 142#define SKILL 43 /* also see SKILL_TOOL (74) below */
159 143//44
160#define EARTHWALL 45 144#define EARTHWALL 45
161#define GOLEM 46 145#define GOLEM 46
162 146//47
163#define THROWN_OBJ 48 147#define THROWN_OBJ 48
164#define BLINDNESS 49 148#define BLINDNESS 49
165#define GOD 50 149#define GOD 50
166#define DETECTOR 51 /* peterm: detector is an object 150#define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of 151 * which notices the presense of
182 166
183#define PEACEMAKER 59 /* Object owned by a player which can convert 167#define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack. 168 * a monster into a peaceful being incapable of attack.
185 */ 169 */
186#define GEM 60 170#define GEM 60
187 171//61
188#define FIREWALL 62 172#define FIREWALL 62
189#define ANVIL 63 173#define ANVIL 63
190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 174#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191#define MOOD_FLOOR 65 /* 175#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 176 * values of last_sp set how to change:
206#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 190#define FLOOR 71 /* this is a floor tile -> native layer 0 */
207#define FLESH 72 /* animal 'body parts' -b.t. */ 191#define FLESH 72 /* animal 'body parts' -b.t. */
208#define INORGANIC 73 /* metals and minerals */ 192#define INORGANIC 73 /* metals and minerals */
209#define SKILL_TOOL 74 /* Allows the use of a skill */ 193#define SKILL_TOOL 74 /* Allows the use of a skill */
210#define LIGHTER 75 194#define LIGHTER 75
211 195//76
212#define BUILDABLE_WALL 77 /* this is a buildable wall */ 196#define BUILDABLE_WALL 77 /* this is a buildable wall */
213 197//78
214
215#define MISC_OBJECT 79 /* misc. objects are for objects without a function 198#define MISC_OBJECT 79 /* misc. objects are for objects without a function
216 in the engine. Like statues, clocks, chairs,... 199 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 200 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 201 on chairs, we create a new type and remove all
219 chairs from here. */ 202 chairs from here. */
220 203//80
204#define TORCH 81 /* a torch */
221#define LAMP 82 /* a lamp */ 205#define LAMP 82 /* a lamp */
222#define DUPLICATOR 83 /* duplicator/multiplier object */ 206#define DUPLICATOR 83 /* duplicator/multiplier object */
223 207//84
224#define SPELLBOOK 85 208#define SPELLBOOK 85
225 209//86
226#define CLOAK 87 210#define CLOAK 87
227 211//88
212//89
228#define SPINNER 90 213#define SPINNER 90
229#define GATE 91 214#define GATE 91
230#define BUTTON 92 215#define BUTTON 92
231#define CF_HANDLE 93 216#define T_HANDLE 93
232#define HOLE 94 217#define HOLE 94
233#define TRAPDOOR 95 218#define TRAPDOOR 95
234 219//96
220//97
235#define SIGN 98 221#define SIGN 98
236#define BOOTS 99 222#define BOOTS 99
237#define GLOVES 100 223#define GLOVES 100
238#define SPELL 101 224#define SPELL 101
239#define SPELL_EFFECT 102 225#define SPELL_EFFECT 102
240#define CONVERTER 103 226#define CONVERTER 103
241#define BRACERS 104 227#define BRACERS 104
242#define POISONING 105 228#define POISONING 105
243#define SAVEBED 106 229#define SAVEBED 106
244 230//107
231//108
245#define WAND 109 232#define WAND 109
246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 233#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248#define SCROLL 111 234#define SCROLL 111
249#define DIRECTOR 112 235#define DIRECTOR 112
250#define GIRDLE 113 236#define GIRDLE 113
251#define FORCE 114 237#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 238#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 239#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254 240//117
241//118
242//119
243//120
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122 245#define CONTAINER 122
257#define ARMOUR_IMPROVER 123 246#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124 247#define WEAPON_IMPROVER 124
259 248//125
249//126
250//127
251//128
252//129
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 253#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
254//131
255//132
256//133
257//134
258//135
259//136
260//137
261#define DEEP_SWAMP 138 261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139 262#define IDENTIFY_ALTAR 139
263 263//140
264//141
265//142
266//143
267//144
268//145
269//146
270//147
271//148
272//149
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 273#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265 274//151
275//152
276//153
266#define RUNE 154 277#define RUNE 154
267#define TRAP 155 278#define TRAP 155
268
269#define POWER_CRYSTAL 156 279#define POWER_CRYSTAL 156
270#define CORPSE 157 280#define CORPSE 157
271
272#define DISEASE 158 281#define DISEASE 158
273#define SYMPTOM 159 282#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */ 283#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */ 284#define MATERIAL 161 /* Material for building */
276 285//162
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 286#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 287#define MAPSCRIPT 164 /* A perl-scripted connectable */
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 288#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */ 289 potions, alchemy, or magic works here (elmex) */
281 290
282#define NUM_TYPES 166 // must be max(type) + 1 291#define NUM_TYPES 166 // must be max(type) + 1
283 292
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
321/* unused: 125 - 129
322 * type 125 was MONEY_CHANGER
323 */
324//#define CANCELLATION 141 /* not used with new spell code */
325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326//#define SWARM_SPELL 153
327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
328//#define QUEST 164 /* See below for subtypes */
329
330/* END TYPE DEFINE */ 293/* END TYPE DEFINE */
331 294
332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 295// maximum supported subtype number + 1, can be increased to 256
296// currently (2007-09) in use: 50
297#define NUM_SUBTYPES 64
333 298
334/* Subtypes for BUILDER */ 299/* Subtypes for BUILDER */
335#define ST_BD_BUILD 1 /* Builds an item */ 300#define ST_BD_BUILD 1 /* Builds an item */
336#define ST_BD_REMOVE 2 /* Removes an item */ 301#define ST_BD_REMOVE 2 /* Removes an item */
337 302
338/* Subtypes for MATERIAL */ 303/* Subtypes for MATERIAL */
339#define ST_MAT_FLOOR 1 /* Floor */ 304#define ST_MAT_FLOOR 1 /* Floor */
340#define ST_MAT_WALL 2 /* Wall */ 305#define ST_MAT_WALL 2 /* Wall */
341#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 306#define ST_MAT_ITEM 3 /* All other items, including doors & such */
372#define PU_NOTHING 0x00000000 337#define PU_NOTHING 0x00000000
373 338
374#define PU_DEBUG 0x10000000 339#define PU_DEBUG 0x10000000
375#define PU_INHIBIT 0x20000000 340#define PU_INHIBIT 0x20000000
376#define PU_STOP 0x40000000 341#define PU_STOP 0x40000000
377#define PU_NEWMODE 0x80000000 342#define PU_ENABLE 0x80000000 // used to distinguish value density
378 343
379#define PU_RATIO 0x0000000F 344#define PU_RATIO 0x0000000F
380 345
381#define PU_FOOD 0x00000010 346#define PU_FOOD 0x00000010
382#define PU_DRINK 0x00000020 347#define PU_DRINK 0x00000020
412 * freearr, add these values. <= SIZEOFFREE1 will get you 377 * freearr, add these values. <= SIZEOFFREE1 will get you
413 * within 1 space. <= SIZEOFFREE2 wll get you withing 378 * within 1 space. <= SIZEOFFREE2 wll get you withing
414 * 2 spaces, and the entire array (< SIZEOFFREE) is 379 * 2 spaces, and the entire array (< SIZEOFFREE) is
415 * three spaces 380 * three spaces
416 */ 381 */
382#define SIZEOFFREE0 0
417#define SIZEOFFREE1 8 383#define SIZEOFFREE1 8
418#define SIZEOFFREE2 24 384#define SIZEOFFREE2 24
385#define SIZEOFFREE3 48
419#define SIZEOFFREE 49 386#define SIZEOFFREE 49
420 387
421#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 388#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
422 389
423/* 390/*
424 * If any FLAG's are added or changed, make sure the flag_names structure in 391 * If any FLAG's are added or changed, make sure the flag_names structure in
425 * common/loader.l is updated. 392 * common/loader.C is updated.
426 */ 393 */
427 394
428/* Basic routines to do above */ 395/* Basic routines to do above */
429#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 396#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
430#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 397#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
434 401
435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 402#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
436#define FLAG_WIZ 1 /* Object has special privilegies */ 403#define FLAG_WIZ 1 /* Object has special privilegies */
437#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 404#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
438#define FLAG_FREED 3 /* Object is in the list of free objects */ 405#define FLAG_FREED 3 /* Object is in the list of free objects */
439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 406#define FLAG_WIZLOOK 4 /* disable los and lighting */
440#define FLAG_APPLIED 5 /* Object is ready for use by living */ 407#define FLAG_APPLIED 5 /* Object is ready for use by living */
441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 408#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 409#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
443 410
444#define FLAG_NO_PICK 8 /* Object can't be picked up */ 411#define FLAG_NO_PICK 8 /* Object can't be picked up */
448 415
449#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 416#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
450 417
451/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 418/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
452/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 419/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
420#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
453 421
454#define FLAG_MONSTER 14 /* Will attack players */ 422#define FLAG_MONSTER 14 /* Will attack players */
455#define FLAG_FRIENDLY 15 /* Will help players */ 423#define FLAG_FRIENDLY 15 /* Will help players */
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 424#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 425#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
551 519
552#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 520#define FLAG_NO_STEAL 96 /* Item can't be stolen */
553#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 521#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
554 * away (replaces ghosthit) 522 * away (replaces ghosthit)
555 */ 523 */
556#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 524#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
557 * detect cases were the server is trying
558 * to send an upditem when we have not
559 * actually sent the item.
560 */
561 525
562#define FLAG_BERSERK 99 /* monster will attack closest living 526#define FLAG_BERSERK 99 /* monster will attack closest living
563 object */ 527 object */
564#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 528#define FLAG_NEUTRAL 100 /* monster is from type neutral */
565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 529#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
593#define MOVE_FLY_HIGH 0x04 /* High flying object */ 557#define MOVE_FLY_HIGH 0x04 /* High flying object */
594#define MOVE_FLYING 0x06 558#define MOVE_FLYING 0x06
595 /* Combo of fly_low and fly_high */ 559 /* Combo of fly_low and fly_high */
596#define MOVE_SWIM 0x08 /* Swimming object */ 560#define MOVE_SWIM 0x08 /* Swimming object */
597#define MOVE_BOAT 0x10 /* Boats/sailing */ 561#define MOVE_BOAT 0x10 /* Boats/sailing */
598#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 562#define MOVE_SHIP 0x20 /* boats suitable for oceans */
599 563
600#define MOVE_ALL 0x3f /* Mask of all movement types */ 564#define MOVE_ALL 0x3f /* Mask of all movement types */
601 565
602/* typdef here to define type large enough to hold bitmask of 566/* typdef here to define type large enough to hold bitmask of
603 * all movement types. Make one declaration so easy to update. 567 * all movement types. Make one declaration so easy to update.
617 * 581 *
618 */ 582 */
619#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 583#define OB_TYPE_MOVE_BLOCK(ob1, type) \
620 ((type) && (ob1->move_type & type) == ob1->move_type) 584 ((type) && (ob1->move_type & type) == ob1->move_type)
621 585
622#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
623#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
624#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 586#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
625 587
626#define EXIT_PATH(xyz) (xyz)->slaying 588#define EXIT_PATH(xyz) (xyz)->slaying
627#define EXIT_LEVEL(xyz) (xyz)->stats.food 589#define EXIT_LEVEL(xyz) (xyz)->stats.food
628#define EXIT_X(xyz) (xyz)->stats.hp 590#define EXIT_X(xyz) (xyz)->stats.hp
629#define EXIT_Y(xyz) (xyz)->stats.sp 591#define EXIT_Y(xyz) (xyz)->stats.sp
630#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 592#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
631#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 593#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
632 594
633/* for use by the lighting code */ 595/* for use by the lighting code */
634#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 596#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
635 * large values allow objects that can 597 * large values allow objects that can
636 * slow down the game */ 598 * slow down the game */
637#define MAX_DARKNESS 5 /* maximum map darkness, there is no 599#define MAX_DARKNESS 5 /* maximum map darkness, there is no
638 * practical reason to exceed this */ 600 * practical reason to exceed this */
601#define LOS_MAX 4 /* max. los value for non-blocked spaces */
602#define LOS_BLOCKED 100 /* fully blocked spaces */
639#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 603#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
640 MAX_LIGHT_RADII:(xyz)->glow_radius; 604 MAX_LIGHT_RADII:(xyz)->glow_radius;
605// player position in blocked_los code
606#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
607#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
608
641 609
642#define F_BUY 0 610#define F_BUY 0
643#define F_SELL 1 611#define F_SELL 1
644#define F_TRUE 2 /* True value of item, unadjusted */ 612#define F_TRUE 2 /* True value of item, unadjusted */
645#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 613#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
681/* CIRCLE1 = 32 */ 649/* CIRCLE1 = 32 */
682/* + DISTATT = 1 */ 650/* + DISTATT = 1 */
683/* ------------------- */ 651/* ------------------- */
684/* attack_movement = 33 */ 652/* attack_movement = 33 */
685/******************************************************************************/ 653/******************************************************************************/
686#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 654#define DISTATT 1 /* move toward a player if far, but mantain some space, */
687 /* attack from a distance - good for missile users only */ 655 /* attack from a distance - good for missile users only */
688#define RUNATT 2 /* run but attack if player catches up to object */ 656#define RUNATT 2 /* run but attack if player catches up to object */
689#define HITRUN 3 /* run to then hit player then run away cyclicly */ 657#define HITRUN 3 /* run to then hit player then run away cyclicly */
690#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 658#define WAITATT 4 /* wait for player to approach then hit, move if hit */
691#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 659#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
692#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 660#define ALLRUN 6 /* always run never attack good for sim. of weak player */
693#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 661#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
694#define WAIT2 8 /* monster does not try to move towards player if far */ 662#define WAIT2 8 /* monster does not try to move towards player if far */
695 /* maintains comfortable distance */ 663 /* maintains comfortable distance */
664
696#define PETMOVE 16 /* if the upper four bits of attack_movement */ 665#define PETMOVE 16 /* if the upper four bits of attack_movement */
697 /* are set to this number, the monster follows a player */ 666 /* are set to this number, the monster follows a player */
698 /* until the owner calls it back or off */ 667 /* until the owner calls it back or off */
699 /* player followed denoted by 0b->owner */ 668 /* player followed denoted by 0b->owner */
700 /* the monster will try to attack whatever the player is */ 669 /* the monster will try to attack whatever the player is */
701 /* attacking, and will continue to do so until the owner */ 670 /* attacking, and will continue to do so until the owner */
702 /* calls off the monster - a key command will be */ 671 /* calls off the monster - a key command will be */
703 /* inserted to do so */ 672 /* inserted to do so */
704#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 673#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
705 /* are set to this number, the monster will move in a */ 674 /* are set to this number, the monster will move in a */
706 /* circle until it is attacked, or the enemy field is */ 675 /* circle until it is attacked, or the enemy field is */
707 /* set, this is good for non-aggressive monsters and NPC */ 676 /* set, this is good for non-aggressive monsters and NPC */
708#define CIRCLE2 48 /* same as above but a larger circle is used */ 677#define CIRCLE2 48 /* same as above but a larger circle is used */
709#define PACEH 64 /* The Monster will pace back and forth until attacked */ 678#define PACEH 64 /* The Monster will pace back and forth until attacked */
710 /* this is HORIZONTAL movement */ 679 /* this is HORIZONTAL movement */
711#define PACEH2 80 /* the monster will pace as above but the length of the */ 680#define PACEH2 80 /* the monster will pace as above but the length of the */
712 /* pace area is longer and the monster stops before */ 681 /* pace area is longer and the monster stops before */
713 /* changing directions */ 682 /* changing directions */
714 /* this is HORIZONTAL movement */ 683 /* this is HORIZONTAL movement */
715#define RANDO 96 /* the monster will go in a random direction until */ 684#define RANDO 96 /* the monster will go in a random direction until */
716 /* it is stopped by an obstacle, then it chooses another */ 685 /* it is stopped by an obstacle, then it chooses another */
717 /* direction. */ 686 /* direction. */
718#define RANDO2 112 /* constantly move in a different random direction */ 687#define RANDO2 112 /* constantly move in a different random direction */
719#define PACEV 128 /* The Monster will pace back and forth until attacked */ 688#define PACEV 128 /* The Monster will pace back and forth until attacked */
720 /* this is VERTICAL movement */ 689 /* this is VERTICAL movement */
721#define PACEV2 144 /* the monster will pace as above but the length of the */ 690#define PACEV2 144 /* the monster will pace as above but the length of the */
722 /* pace area is longer and the monster stops before */ 691 /* pace area is longer and the monster stops before */
723 /* changing directions */ 692 /* changing directions */
724 /* this is VERTICAL movement */ 693 /* this is VERTICAL movement */
725#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 694#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
726#define HI4 240 695#define HI4 240
727 696
728#define BLANK_FACE_NAME "blank.x11" 697#define BLANK_FACE_NAME "blank.x11"
729#define EMPTY_FACE_NAME "empty.x11" 698#define EMPTY_FACE_NAME "empty.x11"
730 699
788// Cut off point of when an object is put on the active list or not 757// Cut off point of when an object is put on the active list or not
789// we use 2**-n because that can be represented exactly 758// we use 2**-n because that can be represented exactly
790// also make sure that this is a float, not double, constant 759// also make sure that this is a float, not double, constant
791#define MIN_ACTIVE_SPEED (1.f / 65536.f) 760#define MIN_ACTIVE_SPEED (1.f / 65536.f)
792 761
793#define RANDOM() (rndm.next () & 0xffffffU)
794
795/* Returns the weight of the given object. Note: it does not take the number of
796 * items (nrof) into account.
797 * (this looks rather bogus, schmorp)
798 */
799#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
800
801/* 762/*
802 * Warning! 763 * Warning!
803 * If you add message types here, don't forget 764 * If you add message types here, don't forget
804 * to keep the client up to date too! 765 * to keep the client up to date too!
805 */ 766 */
891#define MSG_TYPE_ADMIN_RULES 1 852#define MSG_TYPE_ADMIN_RULES 1
892#define MSG_TYPE_ADMIN_NEWS 2 853#define MSG_TYPE_ADMIN_NEWS 2
893 854
894/** 855/**
895 * Maximum distance a player may hear a sound from. 856 * Maximum distance a player may hear a sound from.
896 * This is only used for new client/server sound. If the sound source 857 * This is only used for client/server sound and say. If the sound source
897 * on the map is farther away than this, we don't sent it to the client. 858 * on the map is farther away than this, we don't sent it to the client.
898 */ 859 */
899#define MAX_SOUND_DISTANCE 16 860#define MAX_SOUND_DISTANCE 16
900 861
901#define LOG_CHANNEL "log" // the plain and ugly standard server log 862#define LOG_CHANNEL "log" // the plain and ugly standard server log
902#define INFO_CHANNEL "info" // lower_left box 863#define INFO_CHANNEL "info" // lower_left box
903#define SAY_CHANNEL "channel-say" 864#define SAY_CHANNEL "say"
904#define CHAT_CHANNEL "channel-chat" 865#define CHAT_CHANNEL "chat"
905#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 866#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
906 867
907/* The following are the color flags passed to new_draw_info. 868/* The following are the color flags passed to new_draw_info.
908 * 869 *
909 * We also set up some control flags 870 * We also set up some control flags
941#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 902#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
942 903
943#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 904#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
944#define NDI_ALL 0x2000 /* Inform all players of this message */ 905#define NDI_ALL 0x2000 /* Inform all players of this message */
945#define NDI_DEF 0x4000 // ignore colour for channel protocol 906#define NDI_DEF 0x4000 // ignore colour for channel protocol
907#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
946 908
947#endif /* DEFINE_H */ 909#endif /* DEFINE_H */
948 910

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