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 1.81 by root, Sun May 4 20:40:53 2008 UTC vs.
Revision 1.107 by root, Sat Nov 7 18:30:05 2009 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 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 * 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 MAXLEVEL 115 // for treasure calculations only
47
48// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
49#define NAME_LEN 127 49#define NAME_LEN 127
50
51#undef MIN
52#undef MAX
53 50
54#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
55#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
56 53
57//TODO: not only use more reasonable values, also enforce them 54//TODO: not only use more reasonable values, also enforce them
62#define MIN_DAM 0 59#define MIN_DAM 0
63#define MAX_DAM 200 60#define MAX_DAM 200
64#define MIN_DIGESTION -35 61#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 62#define MAX_DIGESTION 70
66 63
67#define MAX_BUF 1024 64#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 65
77#define MAX_NAME 48 66#define MAX_NAME 48
78#define MAX_EXT_TITLE 98 67
68#define ATTUNE_REPELL 16 // levels diff for attune/repell
79 69
80//TODO: remove all calls to fatal and replace them by cleanup 70//TODO: remove all calls to fatal and replace them by cleanup
81#define OUT_OF_MEMORY 0 71#define OUT_OF_MEMORY 0
82#define MAP_ERROR 1 72#define MAP_ERROR 1
83#define ARCHTABLE_TOO_SMALL 2 // unused 73#define ARCHTABLE_TOO_SMALL 2 // unused
117#define BOW 14 107#define BOW 14
118#define WEAPON 15 108#define WEAPON 15
119#define ARMOUR 16 109#define ARMOUR 16
120#define PEDESTAL 17 110#define PEDESTAL 17
121#define ALTAR 18 111#define ALTAR 18
122//19 112#define T_MATCH 19
123#define LOCKED_DOOR 20 113#define LOCKED_DOOR 20
124#define SPECIAL_KEY 21 114#define SPECIAL_KEY 21
125#define MAP 22 115#define MAP 22
126#define DOOR 23 116#define DOOR 23
127#define KEY 24 117#define KEY 24
203 in the engine. Like statues, clocks, chairs,... 193 in the engine. Like statues, clocks, chairs,...
204 If perhaps we create a function where we can sit 194 If perhaps we create a function where we can sit
205 on chairs, we create a new type and remove all 195 on chairs, we create a new type and remove all
206 chairs from here. */ 196 chairs from here. */
207//80 197//80
208//81 198#define TORCH 81 /* a torch */
209#define LAMP 82 /* a lamp */ 199#define LAMP 82 /* a lamp */
210#define DUPLICATOR 83 /* duplicator/multiplier object */ 200#define DUPLICATOR 83 /* duplicator/multiplier object */
211//84 201//84
212#define SPELLBOOK 85 202#define SPELLBOOK 85
213//86 203//86
215//88 205//88
216//89 206//89
217#define SPINNER 90 207#define SPINNER 90
218#define GATE 91 208#define GATE 91
219#define BUTTON 92 209#define BUTTON 92
220#define CF_HANDLE 93 210#define T_HANDLE 93
221#define HOLE 94 211#define HOLE 94
222#define TRAPDOOR 95 212#define TRAPDOOR 95
223//96 213//96
224//97 214//97
225#define SIGN 98 215#define SIGN 98
286#define SYMPTOM 159 276#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 277#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 278#define MATERIAL 161 /* Material for building */
289//162 279//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 280#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291//164 281#define MAPSCRIPT 164 /* A perl-scripted connectable */
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 282#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */ 283 potions, alchemy, or magic works here (elmex) */
294 284
295#define NUM_TYPES 166 // must be max(type) + 1 285#define NUM_TYPES 166 // must be max(type) + 1
296 286
341#define PU_NOTHING 0x00000000 331#define PU_NOTHING 0x00000000
342 332
343#define PU_DEBUG 0x10000000 333#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 334#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 335#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 336#define PU_ENABLE 0x80000000 // used to distinguish value density
347 337
348#define PU_RATIO 0x0000000F 338#define PU_RATIO 0x0000000F
349 339
350#define PU_FOOD 0x00000010 340#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 341#define PU_DRINK 0x00000020
381 * freearr, add these values. <= SIZEOFFREE1 will get you 371 * freearr, add these values. <= SIZEOFFREE1 will get you
382 * within 1 space. <= SIZEOFFREE2 wll get you withing 372 * within 1 space. <= SIZEOFFREE2 wll get you withing
383 * 2 spaces, and the entire array (< SIZEOFFREE) is 373 * 2 spaces, and the entire array (< SIZEOFFREE) is
384 * three spaces 374 * three spaces
385 */ 375 */
376#define SIZEOFFREE0 0
386#define SIZEOFFREE1 8 377#define SIZEOFFREE1 8
387#define SIZEOFFREE2 24 378#define SIZEOFFREE2 24
379#define SIZEOFFREE3 48
388#define SIZEOFFREE 49 380#define SIZEOFFREE 49
389 381
390#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 382#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
391 383
392/* 384/*
393 * If any FLAG's are added or changed, make sure the flag_names structure in 385 * If any FLAG's are added or changed, make sure the flag_names structure in
394 * common/loader.l is updated. 386 * common/loader.C is updated.
395 */ 387 */
396 388
397/* Basic routines to do above */ 389/* Basic routines to do above */
398#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 390#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
399#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
403 395
404#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
405#define FLAG_WIZ 1 /* Object has special privilegies */ 397#define FLAG_WIZ 1 /* Object has special privilegies */
406#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 398#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
407#define FLAG_FREED 3 /* Object is in the list of free objects */ 399#define FLAG_FREED 3 /* Object is in the list of free objects */
408//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 400#define FLAG_WIZLOOK 4 /* disable los and lighting */
409#define FLAG_APPLIED 5 /* Object is ready for use by living */ 401#define FLAG_APPLIED 5 /* Object is ready for use by living */
410#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
411#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
412 404
413#define FLAG_NO_PICK 8 /* Object can't be picked up */ 405#define FLAG_NO_PICK 8 /* Object can't be picked up */
417 409
418#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
419 411
420/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 412/*#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) */ 413/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
414#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
422 415
423#define FLAG_MONSTER 14 /* Will attack players */ 416#define FLAG_MONSTER 14 /* Will attack players */
424#define FLAG_FRIENDLY 15 /* Will help players */ 417#define FLAG_FRIENDLY 15 /* Will help players */
425#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 418#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
426#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 419#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
520 513
521#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 514#define FLAG_NO_STEAL 96 /* Item can't be stolen */
522#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 515#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
523 * away (replaces ghosthit) 516 * away (replaces ghosthit)
524 */ 517 */
525#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 518#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 */
530 519
531#define FLAG_BERSERK 99 /* monster will attack closest living 520#define FLAG_BERSERK 99 /* monster will attack closest living
532 object */ 521 object */
533#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 522#define FLAG_NEUTRAL 100 /* monster is from type neutral */
534#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 523#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
562#define MOVE_FLY_HIGH 0x04 /* High flying object */ 551#define MOVE_FLY_HIGH 0x04 /* High flying object */
563#define MOVE_FLYING 0x06 552#define MOVE_FLYING 0x06
564 /* Combo of fly_low and fly_high */ 553 /* Combo of fly_low and fly_high */
565#define MOVE_SWIM 0x08 /* Swimming object */ 554#define MOVE_SWIM 0x08 /* Swimming object */
566#define MOVE_BOAT 0x10 /* Boats/sailing */ 555#define MOVE_BOAT 0x10 /* Boats/sailing */
567#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 556#define MOVE_SHIP 0x20 /* boats suitable for oceans */
568 557
569#define MOVE_ALL 0x3f /* Mask of all movement types */ 558#define MOVE_ALL 0x3f /* Mask of all movement types */
570 559
571/* typdef here to define type large enough to hold bitmask of 560/* typdef here to define type large enough to hold bitmask of
572 * all movement types. Make one declaration so easy to update. 561 * all movement types. Make one declaration so easy to update.
596#define EXIT_Y(xyz) (xyz)->stats.sp 585#define EXIT_Y(xyz) (xyz)->stats.sp
597#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 586#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
598#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 587#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
599 588
600/* for use by the lighting code */ 589/* for use by the lighting code */
601#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 590#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
602 * large values allow objects that can 591 * large values allow objects that can
603 * slow down the game */ 592 * slow down the game */
604#define MAX_DARKNESS 5 /* maximum map darkness, there is no 593#define MAX_DARKNESS 5 /* maximum map darkness, there is no
605 * practical reason to exceed this */ 594 * practical reason to exceed this */
595#define LOS_MAX 4 /* max. los value for non-blocked spaces */
596#define LOS_BLOCKED 100 /* fully blocked spaces */
606#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
607 MAX_LIGHT_RADII:(xyz)->glow_radius; 598 MAX_LIGHT_RADII:(xyz)->glow_radius;
599// player position in blocked_los code
600#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602
608 603
609#define F_BUY 0 604#define F_BUY 0
610#define F_SELL 1 605#define F_SELL 1
611#define F_TRUE 2 /* True value of item, unadjusted */ 606#define F_TRUE 2 /* True value of item, unadjusted */
612#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 607#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
648/* CIRCLE1 = 32 */ 643/* CIRCLE1 = 32 */
649/* + DISTATT = 1 */ 644/* + DISTATT = 1 */
650/* ------------------- */ 645/* ------------------- */
651/* attack_movement = 33 */ 646/* attack_movement = 33 */
652/******************************************************************************/ 647/******************************************************************************/
653#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 648#define DISTATT 1 /* move toward a player if far, but mantain some space, */
654 /* attack from a distance - good for missile users only */ 649 /* attack from a distance - good for missile users only */
655#define RUNATT 2 /* run but attack if player catches up to object */ 650#define RUNATT 2 /* run but attack if player catches up to object */
656#define HITRUN 3 /* run to then hit player then run away cyclicly */ 651#define HITRUN 3 /* run to then hit player then run away cyclicly */
657#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 652#define WAITATT 4 /* wait for player to approach then hit, move if hit */
658#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 653#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
659#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 654#define ALLRUN 6 /* always run never attack good for sim. of weak player */
660#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 655#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
661#define WAIT2 8 /* monster does not try to move towards player if far */ 656#define WAIT2 8 /* monster does not try to move towards player if far */
662 /* maintains comfortable distance */ 657 /* maintains comfortable distance */
658
663#define PETMOVE 16 /* if the upper four bits of attack_movement */ 659#define PETMOVE 16 /* if the upper four bits of attack_movement */
664 /* are set to this number, the monster follows a player */ 660 /* are set to this number, the monster follows a player */
665 /* until the owner calls it back or off */ 661 /* until the owner calls it back or off */
666 /* player followed denoted by 0b->owner */ 662 /* player followed denoted by 0b->owner */
667 /* the monster will try to attack whatever the player is */ 663 /* the monster will try to attack whatever the player is */
668 /* attacking, and will continue to do so until the owner */ 664 /* attacking, and will continue to do so until the owner */
669 /* calls off the monster - a key command will be */ 665 /* calls off the monster - a key command will be */
670 /* inserted to do so */ 666 /* inserted to do so */
671#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 667#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
672 /* are set to this number, the monster will move in a */ 668 /* are set to this number, the monster will move in a */
673 /* circle until it is attacked, or the enemy field is */ 669 /* circle until it is attacked, or the enemy field is */
674 /* set, this is good for non-aggressive monsters and NPC */ 670 /* set, this is good for non-aggressive monsters and NPC */
675#define CIRCLE2 48 /* same as above but a larger circle is used */ 671#define CIRCLE2 48 /* same as above but a larger circle is used */
676#define PACEH 64 /* The Monster will pace back and forth until attacked */ 672#define PACEH 64 /* The Monster will pace back and forth until attacked */
677 /* this is HORIZONTAL movement */ 673 /* this is HORIZONTAL movement */
678#define PACEH2 80 /* the monster will pace as above but the length of the */ 674#define PACEH2 80 /* the monster will pace as above but the length of the */
679 /* pace area is longer and the monster stops before */ 675 /* pace area is longer and the monster stops before */
680 /* changing directions */ 676 /* changing directions */
681 /* this is HORIZONTAL movement */ 677 /* this is HORIZONTAL movement */
682#define RANDO 96 /* the monster will go in a random direction until */ 678#define RANDO 96 /* the monster will go in a random direction until */
683 /* it is stopped by an obstacle, then it chooses another */ 679 /* it is stopped by an obstacle, then it chooses another */
684 /* direction. */ 680 /* direction. */
685#define RANDO2 112 /* constantly move in a different random direction */ 681#define RANDO2 112 /* constantly move in a different random direction */
686#define PACEV 128 /* The Monster will pace back and forth until attacked */ 682#define PACEV 128 /* The Monster will pace back and forth until attacked */
687 /* this is VERTICAL movement */ 683 /* this is VERTICAL movement */
688#define PACEV2 144 /* the monster will pace as above but the length of the */ 684#define PACEV2 144 /* the monster will pace as above but the length of the */
689 /* pace area is longer and the monster stops before */ 685 /* pace area is longer and the monster stops before */
690 /* changing directions */ 686 /* changing directions */
691 /* this is VERTICAL movement */ 687 /* this is VERTICAL movement */
692#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 688#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
693#define HI4 240 689#define HI4 240
694 690
695#define BLANK_FACE_NAME "blank.x11" 691#define BLANK_FACE_NAME "blank.x11"
696#define EMPTY_FACE_NAME "empty.x11" 692#define EMPTY_FACE_NAME "empty.x11"
697 693
755// Cut off point of when an object is put on the active list or not 751// Cut off point of when an object is put on the active list or not
756// we use 2**-n because that can be represented exactly 752// we use 2**-n because that can be represented exactly
757// also make sure that this is a float, not double, constant 753// also make sure that this is a float, not double, constant
758#define MIN_ACTIVE_SPEED (1.f / 65536.f) 754#define MIN_ACTIVE_SPEED (1.f / 65536.f)
759 755
760#define RANDOM() (rndm.next () & 0xffffffU)
761
762/* 756/*
763 * Warning! 757 * Warning!
764 * If you add message types here, don't forget 758 * If you add message types here, don't forget
765 * to keep the client up to date too! 759 * to keep the client up to date too!
766 */ 760 */
852#define MSG_TYPE_ADMIN_RULES 1 846#define MSG_TYPE_ADMIN_RULES 1
853#define MSG_TYPE_ADMIN_NEWS 2 847#define MSG_TYPE_ADMIN_NEWS 2
854 848
855/** 849/**
856 * Maximum distance a player may hear a sound from. 850 * Maximum distance a player may hear a sound from.
857 * This is only used for new client/server sound. If the sound source 851 * This is only used for client/server sound and say. If the sound source
858 * on the map is farther away than this, we don't sent it to the client. 852 * on the map is farther away than this, we don't sent it to the client.
859 */ 853 */
860#define MAX_SOUND_DISTANCE 16 854#define MAX_SOUND_DISTANCE 16
861 855
862#define LOG_CHANNEL "log" // the plain and ugly standard server log 856#define LOG_CHANNEL "log" // the plain and ugly standard server log
863#define INFO_CHANNEL "info" // lower_left box 857#define INFO_CHANNEL "info" // lower_left box
864#define SAY_CHANNEL "channel-say" 858#define SAY_CHANNEL "say"
865#define CHAT_CHANNEL "channel-chat" 859#define CHAT_CHANNEL "chat"
866#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 860#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
867 861
868/* The following are the color flags passed to new_draw_info. 862/* The following are the color flags passed to new_draw_info.
869 * 863 *
870 * We also set up some control flags 864 * We also set up some control flags
902#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 896#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
903 897
904#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 898#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
905#define NDI_ALL 0x2000 /* Inform all players of this message */ 899#define NDI_ALL 0x2000 /* Inform all players of this message */
906#define NDI_DEF 0x4000 // ignore colour for channel protocol 900#define NDI_DEF 0x4000 // ignore colour for channel protocol
901#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
907 902
908#endif /* DEFINE_H */ 903#endif /* DEFINE_H */
909 904

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines