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

Comparing deliantra/server/include/define.h (file contents):
Revision 1.79 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.133 by elmex, Thu Apr 28 12:11:04 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 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 */
36#include <autoconf.h> 37#include <autoconf.h>
37 38
38#define FONTDIR "" 39#define FONTDIR ""
39#define FONTNAME "" 40#define FONTNAME ""
40 41
41/* Decstations have trouble with fabs()... */
42#define FABS(x) fabs (x)
43
44#ifdef __NetBSD__ 42#ifdef __NetBSD__
45# include <sys/param.h> 43# include <sys/param.h>
46#endif 44#endif
47 45
46#define MAXNUMLEVELS 256 // maximum number of levels possible
47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
48
48// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
49#define NAME_LEN 127 50#define NAME_LEN 127
50 51
51#undef MIN
52#undef MAX
53
54#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
55#define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
54
55#define MAX_FOOD 999
56 56
57//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120 58#define MIN_WC -120
59#define MAX_WC 120 59#define MAX_WC 120
60#define MIN_AC -120 60#define MIN_AC -120
62#define MIN_DAM 0 62#define MIN_DAM 0
63#define MAX_DAM 200 63#define MAX_DAM 200
64#define MIN_DIGESTION -35 64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 65#define MAX_DIGESTION 70
66 66
67#define MAX_BUF 1024 67#define MAX_BUF 1024 /* Used for all kinds of things */
68 /* Used for all kinds of things */
69#define VERY_BIG_BUF 2048
70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
72
73#define FONTSIZE 3000 /* Max chars in font */
74
75#define MAX_ANIMATIONS 256
76 68
77#define MAX_NAME 48 69#define MAX_NAME 48
78#define MAX_EXT_TITLE 98
79 70
80//TODO: remove all calls to fatal and replace them by cleanup 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
81#define OUT_OF_MEMORY 0
82#define MAP_ERROR 1
83#define ARCHTABLE_TOO_SMALL 2 // unused
84#define TOO_MANY_ERRORS 3
85 72
86/* TYPE DEFINES */ 73/* TYPE DEFINES */
87 74
88/* Only add new values to this list if somewhere in the program code, 75/* Only add new values to this list if somewhere in the program code,
89 * it is actually needed. Just because you add a new monster does not 76 * it is actually needed. Just because you add a new monster does not
108#define POTION 5 95#define POTION 5
109#define FOOD 6 96#define FOOD 6
110#define POISON 7 97#define POISON 7
111#define BOOK 8 98#define BOOK 8
112#define CLOCK 9 99#define CLOCK 9
113//10 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
114//11 101#define RANGED 11 // deliantra: other range item (skill based)
115//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
116#define ARROW 13 103#define ARROW 13
117#define BOW 14 104#define BOW 14
118#define WEAPON 15 105#define WEAPON 15
119#define ARMOUR 16 106#define ARMOUR 16
120#define PEDESTAL 17 107#define PEDESTAL 17
121#define ALTAR 18 108#define ALTAR 18
122//19 109#define T_MATCH 19
123#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
124#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
125#define MAP 22 112#define MAP 22
126#define DOOR 23 113#define DOOR 23
127#define KEY 24 114#define KEY 24
142#define AMULET 39 129#define AMULET 39
143#define PLAYERMOVER 40 130#define PLAYERMOVER 40
144#define TELEPORTER 41 131#define TELEPORTER 41
145#define CREATOR 42 132#define CREATOR 42
146#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
147//44 134#define IDENTIFY_ALTAR 44
148#define EARTHWALL 45 135#define EARTHWALL 45
149#define GOLEM 46 136#define GOLEM 46
150//47 137#define DEEP_SWAMP 47
151#define THROWN_OBJ 48 138#define THROWN_OBJ 48
152#define BLINDNESS 49 139#define BLINDNESS 49
153#define GOD 50 140#define GOD 50
154#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
155 * which notices the presense of 142 * which notices the presense of
170 157
171#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
172 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
173 */ 160 */
174#define GEM 60 161#define GEM 60
175//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
176#define FIREWALL 62 163#define FIREWALL 62
177#define ANVIL 63 164#define ANVIL 63
178#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 165#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
179#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
180 * values of last_sp set how to change: 167 * values of last_sp set how to change:
189#define EXIT 66 176#define EXIT 66
190#define ENCOUNTER 67 177#define ENCOUNTER 67
191#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
192#define SHOP_MAT 69 179#define SHOP_MAT 69
193#define RING 70 180#define RING 70
194#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
195#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
196#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
197#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
198#define LIGHTER 75 185#define LIGHTER 75
199//76 186//76
203 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
204 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
205 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
206 chairs from here. */ 193 chairs from here. */
207//80 194//80
208//81 195#define TORCH 81 /* a torch */
209#define LAMP 82 /* a lamp */ 196#define LAMP 82 /* a lamp */
210#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
211//84 198//84
212#define SPELLBOOK 85 199#define SPELLBOOK 85
213//86 200//86
214#define CLOAK 87 201#define CLOAK 87
215//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
216//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
217#define SPINNER 90 205#define SPINNER 90
218#define GATE 91 206#define GATE 91
219#define BUTTON 92 207#define BUTTON 92
220#define CF_HANDLE 93 208#define T_HANDLE 93
221#define HOLE 94 209#define HOLE 94
222#define TRAPDOOR 95 210#define TRAPDOOR 95
223//96 211#define RUNE 96
224//97 212#define TRAP 97
225#define SIGN 98 213#define SIGN 98
226#define BOOTS 99 214#define BOOTS 99
227#define GLOVES 100 215#define GLOVES 100
228#define SPELL 101 216#define SPELL 101
229#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
230#define CONVERTER 103 218#define CONVERTER 103
231#define BRACERS 104 219#define BRACERS 104
232#define POISONING 105 220#define POISONING 105
233#define SAVEBED 106 221#define SAVEBED 106
234//107 222#define DISEASE 107
235//108 223#define SYMPTOM 108
236#define WAND 109 224#define WAND 109
237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
238#define SCROLL 111 226#define SCROLL 111
239#define DIRECTOR 112 227#define DIRECTOR 112
240#define GIRDLE 113 228#define GIRDLE 113
241#define FORCE 114 229#define FORCE 114
242#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 230#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
243#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 231#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
244//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
245//118 233#define POWER_CRYSTAL 118
246//119 234#define CORPSE 119
247//120 235//120
248#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 236#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
249#define CONTAINER 122 237#define CONTAINER 122
250#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
251#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
252//125
253//126
254//127
255//128
256//129
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258//131
259//132
260//133
261//134
262//135
263//136
264//137
265#define DEEP_SWAMP 138
266#define IDENTIFY_ALTAR 139
267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
278//151
279//152
280//153
281#define RUNE 154
282#define TRAP 155
283#define POWER_CRYSTAL 156
284#define CORPSE 157
285#define DISEASE 158
286#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
289//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291//164
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */
294 242
295#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
296 244
297/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
246
247typedef std::bitset<NUM_TYPES> typeset;
248
249/* These are the items that currently can change digestion, regeneration,
250 * spell point recovery and mana point recovery. Seems sort of an arbitary
251 * list, but other items store other info into stats array.
252 * As a special exception, bows use stats.sp for their own purposes.
253 */
254static const struct digest_types : typeset
255{
256 digest_types ()
257 {
258 set (WEAPON);
259 set (BOW);
260 set (ARMOUR);
261 set (HELMET);
262 set (SHIELD);
263 set (RING);
264 set (BOOTS);
265 set (GLOVES);
266 set (AMULET);
267 set (GIRDLE);
268 set (BRACERS);
269 set (CLOAK);
270 set (DISEASE);
271 set (FORCE);
272 set (SKILL);
273 }
274} digest_types;
298 275
299// maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50 277// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64 278#define NUM_SUBTYPES 64
302 279
341#define PU_NOTHING 0x00000000 318#define PU_NOTHING 0x00000000
342 319
343#define PU_DEBUG 0x10000000 320#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 321#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 322#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 323#define PU_ENABLE 0x80000000 // used to distinguish value density
347 324
348#define PU_RATIO 0x0000000F 325#define PU_RATIO 0x0000000F
349 326
350#define PU_FOOD 0x00000010 327#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 328#define PU_DRINK 0x00000020
381 * freearr, add these values. <= SIZEOFFREE1 will get you 358 * freearr, add these values. <= SIZEOFFREE1 will get you
382 * within 1 space. <= SIZEOFFREE2 wll get you withing 359 * within 1 space. <= SIZEOFFREE2 wll get you withing
383 * 2 spaces, and the entire array (< SIZEOFFREE) is 360 * 2 spaces, and the entire array (< SIZEOFFREE) is
384 * three spaces 361 * three spaces
385 */ 362 */
363#define SIZEOFFREE0 0
386#define SIZEOFFREE1 8 364#define SIZEOFFREE1 8
387#define SIZEOFFREE2 24 365#define SIZEOFFREE2 24
366#define SIZEOFFREE3 48
388#define SIZEOFFREE 49 367#define SIZEOFFREE 49
389 368
390#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 369#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
391 370
392/* 371/*
393 * If any FLAG's are added or changed, make sure the flag_names structure in 372 * If any FLAG's are added or changed, make sure the flag_names structure in
394 * common/loader.l is updated. 373 * common/loader.C is updated.
395 */ 374 */
396
397/* Basic routines to do above */
398#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
399#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
400#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
401 375
402/* the flags */ 376/* the flags */
403 377
404#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 378#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
405#define FLAG_WIZ 1 /* Object has special privilegies */ 379#define FLAG_WIZ 1 /* Object has special privilegies */
406#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 380#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
407#define FLAG_FREED 3 /* Object is in the list of free objects */ 381#define FLAG_FREED 3 /* Object is in the list of free objects */
408//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 382#define FLAG_WIZLOOK 4 /* disable los and lighting */
409#define FLAG_APPLIED 5 /* Object is ready for use by living */ 383#define FLAG_APPLIED 5 /* Object is ready for use by living */
410#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 384#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
411#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 385#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
412
413#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
414 387/*#define FLAG_WALK_ON 9*/
415/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
416/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
417
418#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 389#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
419
420/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 390/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
421/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 391/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
422 392#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
423#define FLAG_MONSTER 14 /* Will attack players */ 393#define FLAG_MONSTER 14 /* Will attack players */
424#define FLAG_FRIENDLY 15 /* Will help players */ 394#define FLAG_FRIENDLY 15 /* Will help players */
425#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 395#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
426#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 396#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
427#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 397#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
428#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 398#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
429#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 399#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
430#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 400#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
431#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 401#define FLAG_CAN_ROLL 22 /* Object can be rolled */
432#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 402#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
433#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 403#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
434
435/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 404/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
436/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 405/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
437/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 406/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
438
439#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 407#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
440#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 408#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
441#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 409#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
442#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 410#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
443#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 411#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
444#define FLAG_HITBACK 33 /* Object will hit back when hit */ 412#define FLAG_HITBACK 33 /* Object will hit back when hit */
445#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 413#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
446#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 414#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
447#define FLAG_UNDEAD 36 /* Monster is undead */ 415#define FLAG_UNDEAD 36 /* Monster is undead */
448#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 416#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
449#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 417#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
450#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 418#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
451#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 419#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
452
453#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 420#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
454#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 421//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
455#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 422#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
456#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 423#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
457#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 424#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
458 but can still attack at a distance */ 425 but can still attack at a distance */
459
460/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 426/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
461 thru this object as if it wasn't there */ 427 thru this object as if it wasn't there */
462/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 428/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
463
464#define FLAG_PICK_UP 48 /* Can pick up */ 429#define FLAG_PICK_UP 48 /* Can pick up */
465#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 430#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
466#define FLAG_NO_DROP 50 /* Object can't be dropped */ 431#define FLAG_NO_DROP 50 /* Object can't be dropped */
467#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 432#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
468
469#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 433#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
470#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 434#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
471#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 435#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
472#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 436#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
473#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 437#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
474#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 438#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
475#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 439#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
476#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 440#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
477#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 441#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
478
479#define FLAG_XRAYS 61 /* X-ray vision */ 442#define FLAG_XRAYS 61 /* X-ray vision */
480#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 443#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
481#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 444#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
482
483#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 445#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
484#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 446#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
485#define FLAG_SLEEP 66 /* NPC is sleeping */ 447#define FLAG_SLEEP 66 /* NPC is sleeping */
486#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 448#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
487#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 449#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
488#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 450#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
489#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 451#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
490#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 452#define FLAG_STEALTH 71 /* Will wake monsters with less range */
491
492#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 453#define FLAG_WIZPASS 72 /* The wizard can go through walls */
493#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 454#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
494#define FLAG_CURSED 74 /* The object is cursed */ 455#define FLAG_CURSED 74 /* The object is cursed */
495#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 456#define FLAG_DAMNED 75 /* The object is _very_ cursed */
496#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 457#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
497#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 458#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
498#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 459#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
499#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 460#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
500
501#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 461#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
502#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 462#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
503#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 463#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
504
505#define FLAG_PRECIOUS 83 // object is precious (pets) 464#define FLAG_PRECIOUS 83 // object is precious (pets)
506#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 465#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
507#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 466#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
508#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 467#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
509
510#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 468#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
511#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 469#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
512#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 470#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
513#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 471#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
514#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 472#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
515#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 473#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
516#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 474#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
517#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 475#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
518
519/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 476/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
520
521#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 477#define FLAG_NO_STEAL 96 /* Item can't be stolen */
522#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 478#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
523 * away (replaces ghosthit) 479 * away (replaces ghosthit)
524 */ 480 */
525#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 481#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
526 * detect cases were the server is trying
527 * to send an upditem when we have not
528 * actually sent the item.
529 */ 482
530
531#define FLAG_BERSERK 99 /* monster will attack closest living 483#define FLAG_BERSERK 99 /* monster will attack closest living
532 object */ 484 object */
533#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 485#define FLAG_NEUTRAL 100 /* monster is from type neutral */
534#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 486#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
535#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 487#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
536#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 488#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
537 * load_original_map() */ 489 * load_original_map() */
538//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 490#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
539// * the overlay, and is not subject to
540// * decay. */
541#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 491#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
542#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 492#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
543#define FLAG_IS_WATER 107 493#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
544#define FLAG_CONTENT_ON_GEN 108 494#define FLAG_CONTENT_ON_GEN 108
545#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 495#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
546#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 496#define FLAG_IS_BUILDABLE 110 /* Can build on item */
547#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 497#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
548#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 498#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
499#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
500 * (for the quads world for instance)
501 */
549 502
550#define NUM_FLAGS 113 /* Should always be equal to the last 503#define NUM_FLAGS 114 /* Should always be equal to the last
551 * defined flag + 1. If you change this, 504 * defined flag + 1. If you change this,
552 * make sure you update the flag_links 505 * make sure you update the flag_links
553 * in common/loader.l 506 * in common/loader.l
554 */ 507 */
555 508
556/* If you add new movement types, you may need to update 509/* If you add new movement types, you may need to update
557 * describe_item() so properly describe those types. 510 * describe_item() so properly describe those types.
558 * change_abil() probably should be updated also. 511 * change_abil() probably should be updated also.
559 */ 512 */
560#define MOVE_WALK 0x01 /* Object walks */ 513#define MOVE_WALK 0x01 /* Object walks */
561#define MOVE_FLY_LOW 0x02 /* Low flying object */ 514#define MOVE_FLY_LOW 0x02 /* Low flying object */
562#define MOVE_FLY_HIGH 0x04 /* High flying object */ 515#define MOVE_FLY_HIGH 0x04 /* High flying object */
563#define MOVE_FLYING 0x06
564 /* Combo of fly_low and fly_high */
565#define MOVE_SWIM 0x08 /* Swimming object */ 516#define MOVE_SWIM 0x08 /* Swimming object */
566#define MOVE_BOAT 0x10 /* Boats/sailing */ 517#define MOVE_BOAT 0x10 /* Boats/sailing */
567#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 518#define MOVE_SHIP 0x20 /* boats suitable for oceans */
568 519
520#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
569#define MOVE_ALL 0x3f /* Mask of all movement types */ 521#define MOVE_ALL 0x3f /* Mask of all movement types */
570 522
571/* typdef here to define type large enough to hold bitmask of 523/* typdef here to define type large enough to hold bitmask of
572 * all movement types. Make one declaration so easy to update. 524 * all movement types. Make one declaration so easy to update.
573 */ 525 */
586 * 538 *
587 */ 539 */
588#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 540#define OB_TYPE_MOVE_BLOCK(ob1, type) \
589 ((type) && (ob1->move_type & type) == ob1->move_type) 541 ((type) && (ob1->move_type & type) == ob1->move_type)
590 542
591#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
592#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
593#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 543#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
594 544
595#define EXIT_PATH(xyz) (xyz)->slaying 545#define EXIT_PATH(xyz) (xyz)->slaying
596#define EXIT_LEVEL(xyz) (xyz)->stats.food 546#define EXIT_LEVEL(xyz) (xyz)->stats.food
597#define EXIT_X(xyz) (xyz)->stats.hp 547#define EXIT_X(xyz) (xyz)->stats.hp
598#define EXIT_Y(xyz) (xyz)->stats.sp 548#define EXIT_Y(xyz) (xyz)->stats.sp
599#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 549#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 550#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601 551
602/* for use by the lighting code */ 552/* for use by the lighting code */
603#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 553#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
604 * large values allow objects that can 554 * large values allow objects that can
605 * slow down the game */ 555 * slow down the game */
606#define MAX_DARKNESS 5 /* maximum map darkness, there is no 556#define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * practical reason to exceed this */ 557 * practical reason to exceed this */
558#define LOS_MAX 4 /* max. los value for non-blocked spaces */
559#define LOS_BLOCKED 100 /* fully blocked spaces */
608#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 560#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
609 MAX_LIGHT_RADII:(xyz)->glow_radius; 561 MAX_LIGHT_RADII : (xyz)->glow_radius;
562// player position in blocked_los code
563#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
564#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
565
610 566
611#define F_BUY 0 567#define F_BUY 0
612#define F_SELL 1 568#define F_SELL 1
613#define F_TRUE 2 /* True value of item, unadjusted */ 569#define F_TRUE 2 /* True value of item, unadjusted */
614#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 570#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
650/* CIRCLE1 = 32 */ 606/* CIRCLE1 = 32 */
651/* + DISTATT = 1 */ 607/* + DISTATT = 1 */
652/* ------------------- */ 608/* ------------------- */
653/* attack_movement = 33 */ 609/* attack_movement = 33 */
654/******************************************************************************/ 610/******************************************************************************/
655#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 611#define DISTATT 1 /* move toward a player if far, but mantain some space, */
656 /* attack from a distance - good for missile users only */ 612 /* attack from a distance - good for missile users only */
657#define RUNATT 2 /* run but attack if player catches up to object */ 613#define RUNATT 2 /* run but attack if player catches up to object */
658#define HITRUN 3 /* run to then hit player then run away cyclicly */ 614#define HITRUN 3 /* run to then hit player then run away cyclicly */
659#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 615#define WAITATT 4 /* wait for player to approach then hit, move if hit */
660#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 616#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
661#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 617#define ALLRUN 6 /* always run never attack good for sim. of weak player */
662#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 618#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
663#define WAIT2 8 /* monster does not try to move towards player if far */ 619#define WAIT2 8 /* monster does not try to move towards player if far */
664 /* maintains comfortable distance */ 620 /* maintains comfortable distance */
621
665#define PETMOVE 16 /* if the upper four bits of attack_movement */ 622#define PETMOVE 16 /* if the upper four bits of attack_movement */
666 /* are set to this number, the monster follows a player */ 623 /* are set to this number, the monster follows a player */
667 /* until the owner calls it back or off */ 624 /* until the owner calls it back or off */
668 /* player followed denoted by 0b->owner */ 625 /* player followed denoted by 0b->owner */
669 /* the monster will try to attack whatever the player is */ 626 /* the monster will try to attack whatever the player is */
670 /* attacking, and will continue to do so until the owner */ 627 /* attacking, and will continue to do so until the owner */
671 /* calls off the monster - a key command will be */ 628 /* calls off the monster - a key command will be */
672 /* inserted to do so */ 629 /* inserted to do so */
673#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 630#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
674 /* are set to this number, the monster will move in a */ 631 /* are set to this number, the monster will move in a */
675 /* circle until it is attacked, or the enemy field is */ 632 /* circle until it is attacked, or the enemy field is */
676 /* set, this is good for non-aggressive monsters and NPC */ 633 /* set, this is good for non-aggressive monsters and NPC */
677#define CIRCLE2 48 /* same as above but a larger circle is used */ 634#define CIRCLE2 48 /* same as above but a larger circle is used */
678#define PACEH 64 /* The Monster will pace back and forth until attacked */ 635#define PACEH 64 /* The Monster will pace back and forth until attacked */
679 /* this is HORIZONTAL movement */ 636 /* this is HORIZONTAL movement */
680#define PACEH2 80 /* the monster will pace as above but the length of the */ 637#define PACEH2 80 /* the monster will pace as above but the length of the */
681 /* pace area is longer and the monster stops before */ 638 /* pace area is longer and the monster stops before */
682 /* changing directions */ 639 /* changing directions */
683 /* this is HORIZONTAL movement */ 640 /* this is HORIZONTAL movement */
684#define RANDO 96 /* the monster will go in a random direction until */ 641#define RANDO 96 /* the monster will go in a random direction until */
685 /* it is stopped by an obstacle, then it chooses another */ 642 /* it is stopped by an obstacle, then it chooses another */
686 /* direction. */ 643 /* direction. */
687#define RANDO2 112 /* constantly move in a different random direction */ 644#define RANDO2 112 /* constantly move in a different random direction */
688#define PACEV 128 /* The Monster will pace back and forth until attacked */ 645#define PACEV 128 /* The Monster will pace back and forth until attacked */
689 /* this is VERTICAL movement */ 646 /* this is VERTICAL movement */
690#define PACEV2 144 /* the monster will pace as above but the length of the */ 647#define PACEV2 144 /* the monster will pace as above but the length of the */
691 /* pace area is longer and the monster stops before */ 648 /* pace area is longer and the monster stops before */
692 /* changing directions */ 649 /* changing directions */
693 /* this is VERTICAL movement */ 650 /* this is VERTICAL movement */
694#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 651#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
695#define HI4 240 652#define HI4 240
696 653
697#define BLANK_FACE_NAME "blank.x11" 654#define BLANK_FACE_NAME "blank.x11"
698#define EMPTY_FACE_NAME "empty.x11" 655#define EMPTY_FACE_NAME "empty.x11"
656#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
699 657
700/* 658/*
701 * Defines for the luck/random functions to make things more readable 659 * Defines for the luck/random functions to make things more readable
702 */ 660 */
703 661
706 664
707/* Flags for apply_special() */ 665/* Flags for apply_special() */
708enum apply_flag 666enum apply_flag
709{ 667{
710 /* Basic flags/mode, always use one of these */ 668 /* Basic flags/mode, always use one of these */
711 AP_TOGGLE = 0, 669 AP_TOGGLE = 0,
712 AP_APPLY = 1, 670 AP_APPLY = 0x01,
713 AP_UNAPPLY = 2, 671 AP_UNAPPLY = 0x02,
714 672 AP_MODE = 0x03,
715 AP_BASIC_FLAGS = 0x0f,
716 673
717 /* Optional flags, for bitwise or with a basic flag */ 674 /* Optional flags, for bitwise or with a basic flag */
718 AP_NO_MERGE = 0x10, 675 AP_NO_MERGE = 0x10,
719 AP_IGNORE_CURSE = 0x20, 676 AP_IGNORE_CURSE = 0x20,
720 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 677 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
721 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 678 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
722}; 679};
723 680
724/* Bitmask values for 'can_apply_object()' return values. 681/* Bitmask values for 'can_apply_object()' return values.
725 * the CAN_APPLY_ prefix is to just note what function the 682 * the CAN_APPLY_ prefix is to just note what function the
726 * are returned from. 683 * are returned from.
745 * this one can be applied. Think of rings - human is wearing two 702 * this one can be applied. Think of rings - human is wearing two
746 * rings and tries to apply one - there are two possible rings he 703 * rings and tries to apply one - there are two possible rings he
747 * could remove. 704 * could remove.
748 * 705 *
749 */ 706 */
750#define CAN_APPLY_NEVER 0x1 707#define CAN_APPLY_NEVER 0x01
751#define CAN_APPLY_RESTRICTION 0x2 708#define CAN_APPLY_RESTRICTION 0x02
752#define CAN_APPLY_NOT_MASK 0xf 709#define CAN_APPLY_NOT_MASK 0x0f
710
753#define CAN_APPLY_UNAPPLY 0x10 711#define CAN_APPLY_UNAPPLY 0x10
754#define CAN_APPLY_UNAPPLY_MULT 0x20 712#define CAN_APPLY_UNAPPLY_MULT 0x20
755#define CAN_APPLY_UNAPPLY_CHOICE 0x40 713#define CAN_APPLY_UNAPPLY_CHOICE 0x40
756 714
757// Cut off point of when an object is put on the active list or not 715// Cut off point of when an object is put on the active list or not
758// we use 2**-n because that can be represented exactly 716// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant 717// also make sure that this is a float, not double, constant.
718// some areas in the server divide by this value, so
719// to avoid integer overflows it should not be much lower.
760#define MIN_ACTIVE_SPEED (1.f / 65536.f) 720#define MIN_ACTIVE_SPEED (1.f / 65536.f)
761 721
762#define RANDOM() (rndm.next () & 0xffffffU) 722/* have mercy on players and guarantee a somewhat higher speed */
763 723#define MIN_PLAYER_SPEED 0.04f
764/* Returns the weight of the given object. Note: it does not take the number of
765 * items (nrof) into account.
766 * (this looks rather bogus, schmorp)
767 */
768#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
769 724
770/* 725/*
771 * Warning! 726 * Warning!
772 * If you add message types here, don't forget 727 * If you add message types here, don't forget
773 * to keep the client up to date too! 728 * to keep the client up to date too!
860#define MSG_TYPE_ADMIN_RULES 1 815#define MSG_TYPE_ADMIN_RULES 1
861#define MSG_TYPE_ADMIN_NEWS 2 816#define MSG_TYPE_ADMIN_NEWS 2
862 817
863/** 818/**
864 * Maximum distance a player may hear a sound from. 819 * Maximum distance a player may hear a sound from.
865 * This is only used for new client/server sound. If the sound source 820 * This is only used for client/server sound and say. If the sound source
866 * on the map is farther away than this, we don't sent it to the client. 821 * on the map is farther away than this, we don't sent it to the client.
867 */ 822 */
868#define MAX_SOUND_DISTANCE 16 823#define MAX_SOUND_DISTANCE 16
869 824
870#define LOG_CHANNEL "log" // the plain and ugly standard server log 825#define LOG_CHANNEL "log" // the plain and ugly standard server log
871#define INFO_CHANNEL "info" // lower_left box 826#define INFO_CHANNEL "info" // lower_left box
872#define SAY_CHANNEL "channel-say" 827#define SAY_CHANNEL "say"
873#define CHAT_CHANNEL "channel-chat" 828#define CHAT_CHANNEL "chat"
874#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 829#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
875 830
876/* The following are the color flags passed to new_draw_info. 831/* The following are the color flags passed to new_draw_info.
877 * 832 *
878 * We also set up some control flags 833 * We also set up some control flags
910#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 865#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
911 866
912#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 867#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
913#define NDI_ALL 0x2000 /* Inform all players of this message */ 868#define NDI_ALL 0x2000 /* Inform all players of this message */
914#define NDI_DEF 0x4000 // ignore colour for channel protocol 869#define NDI_DEF 0x4000 // ignore colour for channel protocol
870#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
915 871
916#endif /* DEFINE_H */ 872#endif /* DEFINE_H */
917 873

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines