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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 1.98 by root, Sun Dec 28 16:35:32 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
341#define PU_NOTHING 0x00000000 343#define PU_NOTHING 0x00000000
342 344
343#define PU_DEBUG 0x10000000 345#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 346#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 347#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 348#define PU_ENABLE 0x80000000 // used to distinguish value density
347 349
348#define PU_RATIO 0x0000000F 350#define PU_RATIO 0x0000000F
349 351
350#define PU_FOOD 0x00000010 352#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 353#define PU_DRINK 0x00000020
391 393
392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393 395
394/* 396/*
395 * If any FLAG's are added or changed, make sure the flag_names structure in 397 * If any FLAG's are added or changed, make sure the flag_names structure in
396 * common/loader.l is updated. 398 * common/loader.C is updated.
397 */ 399 */
398 400
399/* Basic routines to do above */ 401/* Basic routines to do above */
400#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
401#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
405 407
406#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
407#define FLAG_WIZ 1 /* Object has special privilegies */ 409#define FLAG_WIZ 1 /* Object has special privilegies */
408#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 410#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 */ 411#define FLAG_FREED 3 /* Object is in the list of free objects */
410//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 412#define FLAG_WIZLOOK 4 /* disable los and lighting */
411#define FLAG_APPLIED 5 /* Object is ready for use by living */ 413#define FLAG_APPLIED 5 /* Object is ready for use by living */
412#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
413#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
414 416
415#define FLAG_NO_PICK 8 /* Object can't be picked up */ 417#define FLAG_NO_PICK 8 /* Object can't be picked up */
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 */
564#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
565#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
566 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
567#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
568#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
569#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
570 569
571#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
572 571
573/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
574 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
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 */
607#define LOS_MAX 4 /* max. los value for non-blocked spaces */
608#define LOS_BLOCKED 100 /* fully blocked spaces */
608#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
609 MAX_LIGHT_RADII:(xyz)->glow_radius; 610 MAX_LIGHT_RADII:(xyz)->glow_radius;
611// player position in blocked_los code
612#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
613#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
614
610 615
611#define F_BUY 0 616#define F_BUY 0
612#define F_SELL 1 617#define F_SELL 1
613#define F_TRUE 2 /* True value of item, unadjusted */ 618#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 */ 619#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
650/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
651/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
652/* ------------------- */ 657/* ------------------- */
653/* attack_movement = 33 */ 658/* attack_movement = 33 */
654/******************************************************************************/ 659/******************************************************************************/
655#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 660#define DISTATT 1 /* move toward a player if far, but mantain some space, */
656 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
657#define RUNATT 2 /* run but attack if player catches up to object */ 662#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 */ 663#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 */ 664#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 */ 665#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 */ 666#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 */ 667#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 */ 668#define WAIT2 8 /* monster does not try to move towards player if far */
664 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
665#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
666 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
667 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
668 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
669 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
670 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
671 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
672 /* inserted to do so */ 678 /* inserted to do so */
673#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 679#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 */ 680 /* are set to this number, the monster will move in a */
675 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
676 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
677#define CIRCLE2 48 /* same as above but a larger circle is used */ 683#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 */ 684#define PACEH 64 /* The Monster will pace back and forth until attacked */
679 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
680#define PACEH2 80 /* the monster will pace as above but the length of the */ 686#define PACEH2 80 /* the monster will pace as above but the length of the */
681 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
682 /* changing directions */ 688 /* changing directions */
683 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
684#define RANDO 96 /* the monster will go in a random direction until */ 690#define RANDO 96 /* the monster will go in a random direction until */
685 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
686 /* direction. */ 692 /* direction. */
687#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
688#define PACEV 128 /* The Monster will pace back and forth until attacked */ 694#define PACEV 128 /* The Monster will pace back and forth until attacked */
689 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
690#define PACEV2 144 /* the monster will pace as above but the length of the */ 696#define PACEV2 144 /* the monster will pace as above but the length of the */
691 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
692 /* changing directions */ 698 /* changing directions */
693 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
694#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 700#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
695#define HI4 240 701#define HI4 240
696 702
697#define BLANK_FACE_NAME "blank.x11" 703#define BLANK_FACE_NAME "blank.x11"
698#define EMPTY_FACE_NAME "empty.x11" 704#define EMPTY_FACE_NAME "empty.x11"
699 705
757// Cut off point of when an object is put on the active list or not 763// 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 764// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant 765// also make sure that this is a float, not double, constant
760#define MIN_ACTIVE_SPEED (1.f / 65536.f) 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
761 767
762#define RANDOM() (rndm.next () & 0xffffffU)
763
764/* 768/*
765 * Warning! 769 * Warning!
766 * If you add message types here, don't forget 770 * If you add message types here, don't forget
767 * to keep the client up to date too! 771 * to keep the client up to date too!
768 */ 772 */
861 */ 865 */
862#define MAX_SOUND_DISTANCE 16 866#define MAX_SOUND_DISTANCE 16
863 867
864#define LOG_CHANNEL "log" // the plain and ugly standard server log 868#define LOG_CHANNEL "log" // the plain and ugly standard server log
865#define INFO_CHANNEL "info" // lower_left box 869#define INFO_CHANNEL "info" // lower_left box
866#define SAY_CHANNEL "channel-say" 870#define SAY_CHANNEL "say"
867#define CHAT_CHANNEL "channel-chat" 871#define CHAT_CHANNEL "chat"
868#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 872#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
869 873
870/* The following are the color flags passed to new_draw_info. 874/* The following are the color flags passed to new_draw_info.
871 * 875 *
872 * We also set up some control flags 876 * We also set up some control flags
904#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 908#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
905 909
906#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 910#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
907#define NDI_ALL 0x2000 /* Inform all players of this message */ 911#define NDI_ALL 0x2000 /* Inform all players of this message */
908#define NDI_DEF 0x4000 // ignore colour for channel protocol 912#define NDI_DEF 0x4000 // ignore colour for channel protocol
913#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
909 914
910#endif /* DEFINE_H */ 915#endif /* DEFINE_H */
911 916

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