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Comparing deliantra/server/include/define.h (file contents):
Revision 1.87 by root, Fri Sep 19 01:39:45 2008 UTC vs.
Revision 1.104 by root, Thu Oct 15 20:12:35 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 */
62#define MIN_DAM 0 63#define MIN_DAM 0
63#define MAX_DAM 200 64#define MAX_DAM 200
64#define MIN_DIGESTION -35 65#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 66#define MAX_DIGESTION 70
66 67
67#define MAX_BUF 1024 68#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 */ 69#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 70
77#define MAX_NAME 48 71#define MAX_NAME 48
78#define MAX_EXT_TITLE 98 72
73#define ATTUNE_REPELL 16 // levels diff for attune/repell
79 74
80//TODO: remove all calls to fatal and replace them by cleanup 75//TODO: remove all calls to fatal and replace them by cleanup
81#define OUT_OF_MEMORY 0 76#define OUT_OF_MEMORY 0
82#define MAP_ERROR 1 77#define MAP_ERROR 1
83#define ARCHTABLE_TOO_SMALL 2 // unused 78#define ARCHTABLE_TOO_SMALL 2 // unused
117#define BOW 14 112#define BOW 14
118#define WEAPON 15 113#define WEAPON 15
119#define ARMOUR 16 114#define ARMOUR 16
120#define PEDESTAL 17 115#define PEDESTAL 17
121#define ALTAR 18 116#define ALTAR 18
122//19 117#define T_MATCH 19
123#define LOCKED_DOOR 20 118#define LOCKED_DOOR 20
124#define SPECIAL_KEY 21 119#define SPECIAL_KEY 21
125#define MAP 22 120#define MAP 22
126#define DOOR 23 121#define DOOR 23
127#define KEY 24 122#define KEY 24
203 in the engine. Like statues, clocks, chairs,... 198 in the engine. Like statues, clocks, chairs,...
204 If perhaps we create a function where we can sit 199 If perhaps we create a function where we can sit
205 on chairs, we create a new type and remove all 200 on chairs, we create a new type and remove all
206 chairs from here. */ 201 chairs from here. */
207//80 202//80
208//81 203#define TORCH 81 /* a torch */
209#define LAMP 82 /* a lamp */ 204#define LAMP 82 /* a lamp */
210#define DUPLICATOR 83 /* duplicator/multiplier object */ 205#define DUPLICATOR 83 /* duplicator/multiplier object */
211//84 206//84
212#define SPELLBOOK 85 207#define SPELLBOOK 85
213//86 208//86
215//88 210//88
216//89 211//89
217#define SPINNER 90 212#define SPINNER 90
218#define GATE 91 213#define GATE 91
219#define BUTTON 92 214#define BUTTON 92
220#define CF_HANDLE 93 215#define T_HANDLE 93
221#define HOLE 94 216#define HOLE 94
222#define TRAPDOOR 95 217#define TRAPDOOR 95
223//96 218//96
224//97 219//97
225#define SIGN 98 220#define SIGN 98
286#define SYMPTOM 159 281#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 282#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 283#define MATERIAL 161 /* Material for building */
289//162 284//162
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 285#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291//164 286#define MAPSCRIPT 164 /* A perl-scripted connectable */
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 287#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */ 288 potions, alchemy, or magic works here (elmex) */
294 289
295#define NUM_TYPES 166 // must be max(type) + 1 290#define NUM_TYPES 166 // must be max(type) + 1
296 291
341#define PU_NOTHING 0x00000000 336#define PU_NOTHING 0x00000000
342 337
343#define PU_DEBUG 0x10000000 338#define PU_DEBUG 0x10000000
344#define PU_INHIBIT 0x20000000 339#define PU_INHIBIT 0x20000000
345#define PU_STOP 0x40000000 340#define PU_STOP 0x40000000
346#define PU_NEWMODE 0x80000000 341#define PU_ENABLE 0x80000000 // used to distinguish value density
347 342
348#define PU_RATIO 0x0000000F 343#define PU_RATIO 0x0000000F
349 344
350#define PU_FOOD 0x00000010 345#define PU_FOOD 0x00000010
351#define PU_DRINK 0x00000020 346#define PU_DRINK 0x00000020
391 386
392#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 387#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393 388
394/* 389/*
395 * If any FLAG's are added or changed, make sure the flag_names structure in 390 * If any FLAG's are added or changed, make sure the flag_names structure in
396 * common/loader.l is updated. 391 * common/loader.C is updated.
397 */ 392 */
398 393
399/* Basic routines to do above */ 394/* Basic routines to do above */
400#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 395#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
401#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 396#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
405 400
406#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 401#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
407#define FLAG_WIZ 1 /* Object has special privilegies */ 402#define FLAG_WIZ 1 /* Object has special privilegies */
408#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 403#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 */ 404#define FLAG_FREED 3 /* Object is in the list of free objects */
410//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 405#define FLAG_WIZLOOK 4 /* disable los and lighting */
411#define FLAG_APPLIED 5 /* Object is ready for use by living */ 406#define FLAG_APPLIED 5 /* Object is ready for use by living */
412#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 407#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
413#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 408#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
414 409
415#define FLAG_NO_PICK 8 /* Object can't be picked up */ 410#define FLAG_NO_PICK 8 /* Object can't be picked up */
419 414
420#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 415#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
421 416
422/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 417/*#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) */ 418/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
419#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
424 420
425#define FLAG_MONSTER 14 /* Will attack players */ 421#define FLAG_MONSTER 14 /* Will attack players */
426#define FLAG_FRIENDLY 15 /* Will help players */ 422#define FLAG_FRIENDLY 15 /* Will help players */
427#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 423#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
428#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 424#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
560#define MOVE_FLY_HIGH 0x04 /* High flying object */ 556#define MOVE_FLY_HIGH 0x04 /* High flying object */
561#define MOVE_FLYING 0x06 557#define MOVE_FLYING 0x06
562 /* Combo of fly_low and fly_high */ 558 /* Combo of fly_low and fly_high */
563#define MOVE_SWIM 0x08 /* Swimming object */ 559#define MOVE_SWIM 0x08 /* Swimming object */
564#define MOVE_BOAT 0x10 /* Boats/sailing */ 560#define MOVE_BOAT 0x10 /* Boats/sailing */
565#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 561#define MOVE_SHIP 0x20 /* boats suitable for oceans */
566 562
567#define MOVE_ALL 0x3f /* Mask of all movement types */ 563#define MOVE_ALL 0x3f /* Mask of all movement types */
568 564
569/* typdef here to define type large enough to hold bitmask of 565/* typdef here to define type large enough to hold bitmask of
570 * all movement types. Make one declaration so easy to update. 566 * all movement types. Make one declaration so easy to update.
594#define EXIT_Y(xyz) (xyz)->stats.sp 590#define EXIT_Y(xyz) (xyz)->stats.sp
595#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 591#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
596#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 592#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
597 593
598/* for use by the lighting code */ 594/* for use by the lighting code */
599#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 595#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
600 * large values allow objects that can 596 * large values allow objects that can
601 * slow down the game */ 597 * slow down the game */
602#define MAX_DARKNESS 5 /* maximum map darkness, there is no 598#define MAX_DARKNESS 5 /* maximum map darkness, there is no
603 * practical reason to exceed this */ 599 * practical reason to exceed this */
600#define LOS_MAX 4 /* max. los value for non-blocked spaces */
601#define LOS_BLOCKED 100 /* fully blocked spaces */
604#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 602#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
605 MAX_LIGHT_RADII:(xyz)->glow_radius; 603 MAX_LIGHT_RADII:(xyz)->glow_radius;
604// player position in blocked_los code
605#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
606#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
607
606 608
607#define F_BUY 0 609#define F_BUY 0
608#define F_SELL 1 610#define F_SELL 1
609#define F_TRUE 2 /* True value of item, unadjusted */ 611#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 */ 612#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
646/* CIRCLE1 = 32 */ 648/* CIRCLE1 = 32 */
647/* + DISTATT = 1 */ 649/* + DISTATT = 1 */
648/* ------------------- */ 650/* ------------------- */
649/* attack_movement = 33 */ 651/* attack_movement = 33 */
650/******************************************************************************/ 652/******************************************************************************/
651#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 653#define DISTATT 1 /* move toward a player if far, but mantain some space, */
652 /* attack from a distance - good for missile users only */ 654 /* attack from a distance - good for missile users only */
653#define RUNATT 2 /* run but attack if player catches up to object */ 655#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 */ 656#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 */ 657#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 */ 658#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 */ 659#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 */ 660#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 */ 661#define WAIT2 8 /* monster does not try to move towards player if far */
660 /* maintains comfortable distance */ 662 /* maintains comfortable distance */
663
661#define PETMOVE 16 /* if the upper four bits of attack_movement */ 664#define PETMOVE 16 /* if the upper four bits of attack_movement */
662 /* are set to this number, the monster follows a player */ 665 /* are set to this number, the monster follows a player */
663 /* until the owner calls it back or off */ 666 /* until the owner calls it back or off */
664 /* player followed denoted by 0b->owner */ 667 /* player followed denoted by 0b->owner */
665 /* the monster will try to attack whatever the player is */ 668 /* the monster will try to attack whatever the player is */
666 /* attacking, and will continue to do so until the owner */ 669 /* attacking, and will continue to do so until the owner */
667 /* calls off the monster - a key command will be */ 670 /* calls off the monster - a key command will be */
668 /* inserted to do so */ 671 /* inserted to do so */
669#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 672#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 */ 673 /* are set to this number, the monster will move in a */
671 /* circle until it is attacked, or the enemy field is */ 674 /* circle until it is attacked, or the enemy field is */
672 /* set, this is good for non-aggressive monsters and NPC */ 675 /* set, this is good for non-aggressive monsters and NPC */
673#define CIRCLE2 48 /* same as above but a larger circle is used */ 676#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 */ 677#define PACEH 64 /* The Monster will pace back and forth until attacked */
675 /* this is HORIZONTAL movement */ 678 /* this is HORIZONTAL movement */
676#define PACEH2 80 /* the monster will pace as above but the length of the */ 679#define PACEH2 80 /* the monster will pace as above but the length of the */
677 /* pace area is longer and the monster stops before */ 680 /* pace area is longer and the monster stops before */
678 /* changing directions */ 681 /* changing directions */
679 /* this is HORIZONTAL movement */ 682 /* this is HORIZONTAL movement */
680#define RANDO 96 /* the monster will go in a random direction until */ 683#define RANDO 96 /* the monster will go in a random direction until */
681 /* it is stopped by an obstacle, then it chooses another */ 684 /* it is stopped by an obstacle, then it chooses another */
682 /* direction. */ 685 /* direction. */
683#define RANDO2 112 /* constantly move in a different random direction */ 686#define RANDO2 112 /* constantly move in a different random direction */
684#define PACEV 128 /* The Monster will pace back and forth until attacked */ 687#define PACEV 128 /* The Monster will pace back and forth until attacked */
685 /* this is VERTICAL movement */ 688 /* this is VERTICAL movement */
686#define PACEV2 144 /* the monster will pace as above but the length of the */ 689#define PACEV2 144 /* the monster will pace as above but the length of the */
687 /* pace area is longer and the monster stops before */ 690 /* pace area is longer and the monster stops before */
688 /* changing directions */ 691 /* changing directions */
689 /* this is VERTICAL movement */ 692 /* this is VERTICAL movement */
690#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 693#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
691#define HI4 240 694#define HI4 240
692 695
693#define BLANK_FACE_NAME "blank.x11" 696#define BLANK_FACE_NAME "blank.x11"
694#define EMPTY_FACE_NAME "empty.x11" 697#define EMPTY_FACE_NAME "empty.x11"
695 698
753// Cut off point of when an object is put on the active list or not 756// 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 757// we use 2**-n because that can be represented exactly
755// also make sure that this is a float, not double, constant 758// also make sure that this is a float, not double, constant
756#define MIN_ACTIVE_SPEED (1.f / 65536.f) 759#define MIN_ACTIVE_SPEED (1.f / 65536.f)
757 760
758#define RANDOM() (rndm.next () & 0xffffffU)
759
760/* 761/*
761 * Warning! 762 * Warning!
762 * If you add message types here, don't forget 763 * If you add message types here, don't forget
763 * to keep the client up to date too! 764 * to keep the client up to date too!
764 */ 765 */
850#define MSG_TYPE_ADMIN_RULES 1 851#define MSG_TYPE_ADMIN_RULES 1
851#define MSG_TYPE_ADMIN_NEWS 2 852#define MSG_TYPE_ADMIN_NEWS 2
852 853
853/** 854/**
854 * Maximum distance a player may hear a sound from. 855 * Maximum distance a player may hear a sound from.
855 * This is only used for new client/server sound. If the sound source 856 * This is only used for client/server sound and say. If the sound source
856 * on the map is farther away than this, we don't sent it to the client. 857 * on the map is farther away than this, we don't sent it to the client.
857 */ 858 */
858#define MAX_SOUND_DISTANCE 16 859#define MAX_SOUND_DISTANCE 16
859 860
860#define LOG_CHANNEL "log" // the plain and ugly standard server log 861#define LOG_CHANNEL "log" // the plain and ugly standard server log
861#define INFO_CHANNEL "info" // lower_left box 862#define INFO_CHANNEL "info" // lower_left box
862#define SAY_CHANNEL "channel-say" 863#define SAY_CHANNEL "say"
863#define CHAT_CHANNEL "channel-chat" 864#define CHAT_CHANNEL "chat"
864#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 865#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
865 866
866/* The following are the color flags passed to new_draw_info. 867/* The following are the color flags passed to new_draw_info.
867 * 868 *
868 * We also set up some control flags 869 * We also set up some control flags

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