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Comparing deliantra/server/include/define.h (file contents):
Revision 1.86 by root, Tue Sep 16 14:25:37 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. */
560#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
561#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
562 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
563#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
564#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
565#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
566 569
567#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
568 571
569/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
570 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
594#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
595#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
596#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
597 600
598/* for use by the lighting code */ 601/* for use by the lighting code */
599#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
600 * large values allow objects that can 603 * large values allow objects that can
601 * slow down the game */ 604 * slow down the game */
602#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
603 * 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 */
604#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
605 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
606 615
607#define F_BUY 0 616#define F_BUY 0
608#define F_SELL 1 617#define F_SELL 1
609#define F_TRUE 2 /* True value of item, unadjusted */ 618#define F_TRUE 2 /* True value of item, unadjusted */
610#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 */
646/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
647/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
648/* ------------------- */ 657/* ------------------- */
649/* attack_movement = 33 */ 658/* attack_movement = 33 */
650/******************************************************************************/ 659/******************************************************************************/
651#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, */
652 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
653#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 */
654#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 */
655#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 */
656#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
657#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 */
658#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 */
659#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 */
660 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
661#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
662 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
663 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
664 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
665 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
666 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
667 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
668 /* inserted to do so */ 678 /* inserted to do so */
669#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 */
670 /* are set to this number, the monster will move in a */ 680 /* are set to this number, the monster will move in a */
671 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
672 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
673#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 */
674#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 */
675 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
676#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 */
677 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
678 /* changing directions */ 688 /* changing directions */
679 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
680#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 */
681 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
682 /* direction. */ 692 /* direction. */
683#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
684#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 */
685 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
686#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 */
687 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
688 /* changing directions */ 698 /* changing directions */
689 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
690#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 */
691#define HI4 240 701#define HI4 240
692 702
693#define BLANK_FACE_NAME "blank.x11" 703#define BLANK_FACE_NAME "blank.x11"
694#define EMPTY_FACE_NAME "empty.x11" 704#define EMPTY_FACE_NAME "empty.x11"
695 705
753// 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
754// we use 2**-n because that can be represented exactly 764// we use 2**-n because that can be represented exactly
755// also make sure that this is a float, not double, constant 765// also make sure that this is a float, not double, constant
756#define MIN_ACTIVE_SPEED (1.f / 65536.f) 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
757 767
758#define RANDOM() (rndm.next () & 0xffffffU)
759
760/* 768/*
761 * Warning! 769 * Warning!
762 * If you add message types here, don't forget 770 * If you add message types here, don't forget
763 * to keep the client up to date too! 771 * to keep the client up to date too!
764 */ 772 */
857 */ 865 */
858#define MAX_SOUND_DISTANCE 16 866#define MAX_SOUND_DISTANCE 16
859 867
860#define LOG_CHANNEL "log" // the plain and ugly standard server log 868#define LOG_CHANNEL "log" // the plain and ugly standard server log
861#define INFO_CHANNEL "info" // lower_left box 869#define INFO_CHANNEL "info" // lower_left box
862#define SAY_CHANNEL "channel-say" 870#define SAY_CHANNEL "say"
863#define CHAT_CHANNEL "channel-chat" 871#define CHAT_CHANNEL "chat"
864#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
865 873
866/* The following are the color flags passed to new_draw_info. 874/* The following are the color flags passed to new_draw_info.
867 * 875 *
868 * We also set up some control flags 876 * We also set up some control flags
900#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
901 909
902#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 910#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
903#define NDI_ALL 0x2000 /* Inform all players of this message */ 911#define NDI_ALL 0x2000 /* Inform all players of this message */
904#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
905 914
906#endif /* DEFINE_H */ 915#endif /* DEFINE_H */
907 916

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