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Comparing deliantra/server/include/define.h (file contents):
Revision 1.85 by root, Sun Aug 31 02:01:41 2008 UTC vs.
Revision 1.106 by root, Wed Nov 4 00:02:48 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 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 */
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
48
49#define MAXLEVEL 115 // for treasure calculations only
47 50
48// maximum length of an object name in the protocol 51// maximum length of an object name in the protocol
49#define NAME_LEN 127 52#define NAME_LEN 127
50 53
51#undef MIN 54#undef MIN
62#define MIN_DAM 0 65#define MIN_DAM 0
63#define MAX_DAM 200 66#define MAX_DAM 200
64#define MIN_DIGESTION -35 67#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 68#define MAX_DIGESTION 70
66 69
67#define MAX_BUF 1024 70#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 71
77#define MAX_NAME 48 72#define MAX_NAME 48
78#define MAX_EXT_TITLE 98 73
74#define ATTUNE_REPELL 16 // levels diff for attune/repell
79 75
80//TODO: remove all calls to fatal and replace them by cleanup 76//TODO: remove all calls to fatal and replace them by cleanup
81#define OUT_OF_MEMORY 0 77#define OUT_OF_MEMORY 0
82#define MAP_ERROR 1 78#define MAP_ERROR 1
83#define ARCHTABLE_TOO_SMALL 2 // unused 79#define ARCHTABLE_TOO_SMALL 2 // unused
117#define BOW 14 113#define BOW 14
118#define WEAPON 15 114#define WEAPON 15
119#define ARMOUR 16 115#define ARMOUR 16
120#define PEDESTAL 17 116#define PEDESTAL 17
121#define ALTAR 18 117#define ALTAR 18
122//19 118#define T_MATCH 19
123#define LOCKED_DOOR 20 119#define LOCKED_DOOR 20
124#define SPECIAL_KEY 21 120#define SPECIAL_KEY 21
125#define MAP 22 121#define MAP 22
126#define DOOR 23 122#define DOOR 23
127#define KEY 24 123#define KEY 24
203 in the engine. Like statues, clocks, chairs,... 199 in the engine. Like statues, clocks, chairs,...
204 If perhaps we create a function where we can sit 200 If perhaps we create a function where we can sit
205 on chairs, we create a new type and remove all 201 on chairs, we create a new type and remove all
206 chairs from here. */ 202 chairs from here. */
207//80 203//80
208//81 204#define TORCH 81 /* a torch */
209#define LAMP 82 /* a lamp */ 205#define LAMP 82 /* a lamp */
210#define DUPLICATOR 83 /* duplicator/multiplier object */ 206#define DUPLICATOR 83 /* duplicator/multiplier object */
211//84 207//84
212#define SPELLBOOK 85 208#define SPELLBOOK 85
213//86 209//86
215//88 211//88
216//89 212//89
217#define SPINNER 90 213#define SPINNER 90
218#define GATE 91 214#define GATE 91
219#define BUTTON 92 215#define BUTTON 92
220#define CF_HANDLE 93 216#define T_HANDLE 93
221#define HOLE 94 217#define HOLE 94
222#define TRAPDOOR 95 218#define TRAPDOOR 95
223//96 219//96
224//97 220//97
225#define SIGN 98 221#define SIGN 98
286#define SYMPTOM 159 282#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 283#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 284#define MATERIAL 161 /* Material for building */
289//162 285//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 286#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291//164 287#define MAPSCRIPT 164 /* A perl-scripted connectable */
292#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,
293 potions, alchemy, or magic works here (elmex) */ 289 potions, alchemy, or magic works here (elmex) */
294 290
295#define NUM_TYPES 166 // must be max(type) + 1 291#define NUM_TYPES 166 // must be max(type) + 1
296 292
341#define PU_NOTHING 0x00000000 337#define PU_NOTHING 0x00000000
342 338
343#define PU_DEBUG 0x10000000 339#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 340#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 341#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 342#define PU_ENABLE 0x80000000 // used to distinguish value density
347 343
348#define PU_RATIO 0x0000000F 344#define PU_RATIO 0x0000000F
349 345
350#define PU_FOOD 0x00000010 346#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 347#define PU_DRINK 0x00000020
391 387
392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 388#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393 389
394/* 390/*
395 * 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
396 * common/loader.l is updated. 392 * common/loader.C is updated.
397 */ 393 */
398 394
399/* Basic routines to do above */ 395/* Basic routines to do above */
400#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 396#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
401#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 397#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
405 401
406#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 402#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
407#define FLAG_WIZ 1 /* Object has special privilegies */ 403#define FLAG_WIZ 1 /* Object has special privilegies */
408#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 */
409#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 */
410//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 406#define FLAG_WIZLOOK 4 /* disable los and lighting */
411#define FLAG_APPLIED 5 /* Object is ready for use by living */ 407#define FLAG_APPLIED 5 /* Object is ready for use by living */
412#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 408#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
413#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 409#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
414 410
415#define FLAG_NO_PICK 8 /* Object can't be picked up */ 411#define FLAG_NO_PICK 8 /* Object can't be picked up */
419 415
420#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 416#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
421 417
422/*#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 */
423/*#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? */
424 421
425#define FLAG_MONSTER 14 /* Will attack players */ 422#define FLAG_MONSTER 14 /* Will attack players */
426#define FLAG_FRIENDLY 15 /* Will help players */ 423#define FLAG_FRIENDLY 15 /* Will help players */
427#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 424#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
428#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 425#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
522 519
523#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 520#define FLAG_NO_STEAL 96 /* Item can't be stolen */
524#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
525 * away (replaces ghosthit) 522 * away (replaces ghosthit)
526 */ 523 */
527//#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
528// * detect cases were the server is trying
529// * to send an upditem when we have not
530// * actually sent the item.
531// */
532 525
533#define FLAG_BERSERK 99 /* monster will attack closest living 526#define FLAG_BERSERK 99 /* monster will attack closest living
534 object */ 527 object */
535#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 528#define FLAG_NEUTRAL 100 /* monster is from type neutral */
536#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 529#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
564#define MOVE_FLY_HIGH 0x04 /* High flying object */ 557#define MOVE_FLY_HIGH 0x04 /* High flying object */
565#define MOVE_FLYING 0x06 558#define MOVE_FLYING 0x06
566 /* Combo of fly_low and fly_high */ 559 /* Combo of fly_low and fly_high */
567#define MOVE_SWIM 0x08 /* Swimming object */ 560#define MOVE_SWIM 0x08 /* Swimming object */
568#define MOVE_BOAT 0x10 /* Boats/sailing */ 561#define MOVE_BOAT 0x10 /* Boats/sailing */
569#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 562#define MOVE_SHIP 0x20 /* boats suitable for oceans */
570 563
571#define MOVE_ALL 0x3f /* Mask of all movement types */ 564#define MOVE_ALL 0x3f /* Mask of all movement types */
572 565
573/* typdef here to define type large enough to hold bitmask of 566/* typdef here to define type large enough to hold bitmask of
574 * all movement types. Make one declaration so easy to update. 567 * all movement types. Make one declaration so easy to update.
598#define EXIT_Y(xyz) (xyz)->stats.sp 591#define EXIT_Y(xyz) (xyz)->stats.sp
599#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 592#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 593#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601 594
602/* for use by the lighting code */ 595/* for use by the lighting code */
603#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 596#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
604 * large values allow objects that can 597 * large values allow objects that can
605 * slow down the game */ 598 * slow down the game */
606#define MAX_DARKNESS 5 /* maximum map darkness, there is no 599#define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * 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 */
608#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 603#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
609 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
610 609
611#define F_BUY 0 610#define F_BUY 0
612#define F_SELL 1 611#define F_SELL 1
613#define F_TRUE 2 /* True value of item, unadjusted */ 612#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 */ 613#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
650/* CIRCLE1 = 32 */ 649/* CIRCLE1 = 32 */
651/* + DISTATT = 1 */ 650/* + DISTATT = 1 */
652/* ------------------- */ 651/* ------------------- */
653/* attack_movement = 33 */ 652/* attack_movement = 33 */
654/******************************************************************************/ 653/******************************************************************************/
655#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, */
656 /* attack from a distance - good for missile users only */ 655 /* attack from a distance - good for missile users only */
657#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 */
658#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 */
659#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 */
660#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 659#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 */ 660#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 */ 661#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 */ 662#define WAIT2 8 /* monster does not try to move towards player if far */
664 /* maintains comfortable distance */ 663 /* maintains comfortable distance */
664
665#define PETMOVE 16 /* if the upper four bits of attack_movement */ 665#define PETMOVE 16 /* if the upper four bits of attack_movement */
666 /* are set to this number, the monster follows a player */ 666 /* are set to this number, the monster follows a player */
667 /* until the owner calls it back or off */ 667 /* until the owner calls it back or off */
668 /* player followed denoted by 0b->owner */ 668 /* player followed denoted by 0b->owner */
669 /* the monster will try to attack whatever the player is */ 669 /* the monster will try to attack whatever the player is */
670 /* attacking, and will continue to do so until the owner */ 670 /* attacking, and will continue to do so until the owner */
671 /* calls off the monster - a key command will be */ 671 /* calls off the monster - a key command will be */
672 /* inserted to do so */ 672 /* inserted to do so */
673#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 */
674 /* are set to this number, the monster will move in a */ 674 /* are set to this number, the monster will move in a */
675 /* circle until it is attacked, or the enemy field is */ 675 /* circle until it is attacked, or the enemy field is */
676 /* set, this is good for non-aggressive monsters and NPC */ 676 /* set, this is good for non-aggressive monsters and NPC */
677#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 */
678#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 */
679 /* this is HORIZONTAL movement */ 679 /* this is HORIZONTAL movement */
680#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 */
681 /* pace area is longer and the monster stops before */ 681 /* pace area is longer and the monster stops before */
682 /* changing directions */ 682 /* changing directions */
683 /* this is HORIZONTAL movement */ 683 /* this is HORIZONTAL movement */
684#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 */
685 /* it is stopped by an obstacle, then it chooses another */ 685 /* it is stopped by an obstacle, then it chooses another */
686 /* direction. */ 686 /* direction. */
687#define RANDO2 112 /* constantly move in a different random direction */ 687#define RANDO2 112 /* constantly move in a different random direction */
688#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 */
689 /* this is VERTICAL movement */ 689 /* this is VERTICAL movement */
690#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 */
691 /* pace area is longer and the monster stops before */ 691 /* pace area is longer and the monster stops before */
692 /* changing directions */ 692 /* changing directions */
693 /* this is VERTICAL movement */ 693 /* this is VERTICAL movement */
694#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 */
695#define HI4 240 695#define HI4 240
696 696
697#define BLANK_FACE_NAME "blank.x11" 697#define BLANK_FACE_NAME "blank.x11"
698#define EMPTY_FACE_NAME "empty.x11" 698#define EMPTY_FACE_NAME "empty.x11"
699 699
757// 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
758// we use 2**-n because that can be represented exactly 758// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant 759// also make sure that this is a float, not double, constant
760#define MIN_ACTIVE_SPEED (1.f / 65536.f) 760#define MIN_ACTIVE_SPEED (1.f / 65536.f)
761 761
762#define RANDOM() (rndm.next () & 0xffffffU)
763
764/* 762/*
765 * Warning! 763 * Warning!
766 * If you add message types here, don't forget 764 * If you add message types here, don't forget
767 * to keep the client up to date too! 765 * to keep the client up to date too!
768 */ 766 */
854#define MSG_TYPE_ADMIN_RULES 1 852#define MSG_TYPE_ADMIN_RULES 1
855#define MSG_TYPE_ADMIN_NEWS 2 853#define MSG_TYPE_ADMIN_NEWS 2
856 854
857/** 855/**
858 * Maximum distance a player may hear a sound from. 856 * Maximum distance a player may hear a sound from.
859 * 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
860 * 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.
861 */ 859 */
862#define MAX_SOUND_DISTANCE 16 860#define MAX_SOUND_DISTANCE 16
863 861
864#define LOG_CHANNEL "log" // the plain and ugly standard server log 862#define LOG_CHANNEL "log" // the plain and ugly standard server log
865#define INFO_CHANNEL "info" // lower_left box 863#define INFO_CHANNEL "info" // lower_left box
866#define SAY_CHANNEL "channel-say" 864#define SAY_CHANNEL "say"
867#define CHAT_CHANNEL "channel-chat" 865#define CHAT_CHANNEL "chat"
868#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
869 867
870/* The following are the color flags passed to new_draw_info. 868/* The following are the color flags passed to new_draw_info.
871 * 869 *
872 * We also set up some control flags 870 * We also set up some control flags
904#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
905 903
906#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 904#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
907#define NDI_ALL 0x2000 /* Inform all players of this message */ 905#define NDI_ALL 0x2000 /* Inform all players of this message */
908#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
909 908
910#endif /* DEFINE_H */ 909#endif /* DEFINE_H */
911 910

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