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 1.85 by root, Sun Aug 31 02:01:41 2008 UTC vs.
Revision 1.91 by root, Thu Dec 4 01:07:35 2008 UTC

74 74
75#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
76 76
77#define MAX_NAME 48 77#define MAX_NAME 48
78#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
79
80#define ATTUNE_REPELL 16 // levels diff for attune/repell
79 81
80//TODO: remove all calls to fatal and replace them by cleanup 82//TODO: remove all calls to fatal and replace them by cleanup
81#define OUT_OF_MEMORY 0 83#define OUT_OF_MEMORY 0
82#define MAP_ERROR 1 84#define MAP_ERROR 1
83#define ARCHTABLE_TOO_SMALL 2 // unused 85#define ARCHTABLE_TOO_SMALL 2 // unused
419 421
420#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
421 423
422/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 424/*#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) */ 425/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
426#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
424 427
425#define FLAG_MONSTER 14 /* Will attack players */ 428#define FLAG_MONSTER 14 /* Will attack players */
426#define FLAG_FRIENDLY 15 /* Will help players */ 429#define FLAG_FRIENDLY 15 /* Will help players */
427#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
428#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
522 525
523#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 526#define FLAG_NO_STEAL 96 /* Item can't be stolen */
524#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 527#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
525 * away (replaces ghosthit) 528 * away (replaces ghosthit)
526 */ 529 */
527//#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 530#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// */
532 531
533#define FLAG_BERSERK 99 /* monster will attack closest living 532#define FLAG_BERSERK 99 /* monster will attack closest living
534 object */ 533 object */
535#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 534#define FLAG_NEUTRAL 100 /* monster is from type neutral */
536#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
598#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
599#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601 600
602/* for use by the lighting code */ 601/* for use by the lighting code */
603#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
604 * large values allow objects that can 603 * large values allow objects that can
605 * slow down the game */ 604 * slow down the game */
606#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * practical reason to exceed this */ 606 * practical reason to exceed this */
608#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 607#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
904#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 903#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
905 904
906#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 905#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
907#define NDI_ALL 0x2000 /* Inform all players of this message */ 906#define NDI_ALL 0x2000 /* Inform all players of this message */
908#define NDI_DEF 0x4000 // ignore colour for channel protocol 907#define NDI_DEF 0x4000 // ignore colour for channel protocol
908#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
909 909
910#endif /* DEFINE_H */ 910#endif /* DEFINE_H */
911 911

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines