--- deliantra/server/include/define.h 2006/09/12 18:32:37 1.10 +++ deliantra/server/include/define.h 2008/09/29 06:32:08 1.89 @@ -1,25 +1,25 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ /* This file is best viewed with a window width of about 100 character */ @@ -31,77 +31,59 @@ */ #ifndef DEFINE_H -# define DEFINE_H +#define DEFINE_H -/* - * Crossfire requires ANSI-C, but some compilers "forget" to define it. - * Thus the prototypes made by cextract don't get included correctly. - */ -# if !defined(__STDC__) +#include -/* Removed # from start of following line. makedepend was picking it up. - * The following should still hopefully result in an error. - */ -error - Your ANSI C compiler should be defining __STDC__; -# endif +#define FONTDIR "" +#define FONTNAME "" -# ifndef WIN32 /* ---win32 exclude unix configuration part */ -# include -# endif +/* Decstations have trouble with fabs()... */ +#define FABS(x) fabs (x) -# define FONTDIR "" -# define FONTNAME "" +#ifdef __NetBSD__ +# include +#endif + +// maximum length of an object name in the protocol +#define NAME_LEN 127 + +#undef MIN +#undef MAX + +#define MAX_STAT 30 /* The maximum legal value of any stat */ +#define MIN_STAT 1 /* The minimum legal value of any stat */ + +//TODO: not only use more reasonable values, also enforce them +#define MIN_WC -120 +#define MAX_WC 120 +#define MIN_AC -120 +#define MAX_AC 120 +#define MIN_DAM 0 +#define MAX_DAM 200 +#define MIN_DIGESTION -35 +#define MAX_DIGESTION 70 -/* Decstations have trouble with fabs()... */ -# define FABS(x) ((x)<0?-(x):(x)) +#define MAX_BUF 1024 + /* Used for all kinds of things */ +#define VERY_BIG_BUF 2048 +#define HUGE_BUF 10240 /* Used for messages - some can be quite long */ +#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ -# ifdef __NetBSD__ -# include -# endif -# ifndef MIN -# define MIN(x,y) ((x)<(y)?(x):(y)) -# endif -# ifndef MAX -# define MAX(x,y) ((x)>(y)?(x):(y)) -# endif - -/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ -# ifndef NAME_MAX -# define NAME_MAX 255 -# endif - -/* MAX3 is basically like MAX, but instead does 3 values. */ -# ifndef MAX3 -# define MAX3(x,y, z) (MAX(x, MAX(y,z))) -# endif - -/* MIN3 is basically like MIN, but instead does 3 values. */ -# ifndef MIN3 -# define MIN3(x,y, z) (MIN(x, MIN(y,z))) -# endif +#define FONTSIZE 3000 /* Max chars in font */ -# define MAX_STAT 30 /* The maximum legal value of any stat */ -# define MIN_STAT 1 /* The minimum legal value of any stat */ +#define MAX_ANIMATIONS 256 -# define MAX_BUF 1024 - /* Used for all kinds of things */ -# define VERY_BIG_BUF 2048 -# define HUGE_BUF 4096 /* Used for messages - some can be quite long */ -# define SOCKET_BUFLEN 4096 /* Max length a packet could be */ - -# define FONTSIZE 3000 /* Max chars in font */ - -# define MAX_ANIMATIONS 256 - -# define MAX_NAME 48 -# define BIG_NAME 32 -# define MAX_EXT_TITLE 98 - -/* Fatal variables: */ -# define OUT_OF_MEMORY 0 -# define MAP_ERROR 1 -# define ARCHTABLE_TOO_SMALL 2 -# define TOO_MANY_ERRORS 3 +#define MAX_NAME 48 +#define MAX_EXT_TITLE 98 + +#define ATTUNE_REPELL 16 // levels diff for attune/repell + +//TODO: remove all calls to fatal and replace them by cleanup +#define OUT_OF_MEMORY 0 +#define MAP_ERROR 1 +#define ARCHTABLE_TOO_SMALL 2 // unused +#define TOO_MANY_ERRORS 3 /* TYPE DEFINES */ @@ -115,222 +97,231 @@ * Additionally, when you add a new entry, include it in the table in item.c */ -/* type 0 will be undefined and shows a non valid type information */ - -# define PLAYER 1 -# define TRANSPORT 2 /* see doc/Developers/objects */ -# define ROD 3 -# define TREASURE 4 -# define POTION 5 -# define FOOD 6 -# define POISON 7 -# define BOOK 8 -# define CLOCK 9 - -/*#define FBULLET 10 */ - -/*#define FBALL 11 */ -# define LIGHTNING 12 -# define ARROW 13 -# define BOW 14 -# define WEAPON 15 -# define ARMOUR 16 -# define PEDESTAL 17 -# define ALTAR 18 - -/*#define CONFUSION 19 */ -# define LOCKED_DOOR 20 -# define SPECIAL_KEY 21 -# define MAP 22 -# define DOOR 23 -# define KEY 24 - -/*#define MMISSILE 25 */ -# define TIMED_GATE 26 -# define TRIGGER 27 -# define GRIMREAPER 28 -# define MAGIC_EAR 29 -# define TRIGGER_BUTTON 30 -# define TRIGGER_ALTAR 31 -# define TRIGGER_PEDESTAL 32 -# define SHIELD 33 -# define HELMET 34 -# define HORN 35 -# define MONEY 36 -# define CLASS 37 /* object for applying character class modifications to someone */ -# define GRAVESTONE 38 -# define AMULET 39 -# define PLAYERMOVER 40 -# define TELEPORTER 41 -# define CREATOR 42 -# define SKILL 43 /* also see SKILL_TOOL (74) below */ -# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ - /* experience for broad skill categories. This value */ - /* is now automatically converteed at load time. */ -# define EARTHWALL 45 -# define GOLEM 46 - -/*#define BOMB 47 */ -# define THROWN_OBJ 48 -# define BLINDNESS 49 -# define GOD 50 - -# define DETECTOR 51 /* peterm: detector is an object */ - /* which notices the presense of */ - /* another object and is triggered */ - /* like buttons. */ -# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ - /* force into a player with a specified string WHEN TRIGGERED. */ -# define DEAD_OBJECT 53 -# define DRINK 54 -# define MARKER 55 /* inserts an invisible, weightless */ - /* force into a player with a specified string. */ -# define HOLY_ALTAR 56 -# define PLAYER_CHANGER 57 -# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ - -# define PEACEMAKER 59 /* Object owned by a player which can convert */ - /* a monster into a peaceful being incapable of attack. */ -# define GEM 60 - - /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ -# define FIREWALL 62 -# define ANVIL 63 -# define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -# define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu - * values of last_sp set how to change: - * 0 = furious, all monsters become aggressive - * 1 = angry, all but friendly become aggressive - * 2 = calm, all aggressive monsters calm down - * 3 = sleep, all monsters fall asleep - * 4 = charm, monsters become pets */ -# define EXIT 66 -# define ENCOUNTER 67 -# define SHOP_FLOOR 68 -# define SHOP_MAT 69 -# define RING 70 -# define FLOOR 71 /* this is a floor tile -> native layer 0 */ -# define FLESH 72 /* animal 'body parts' -b.t. */ -# define INORGANIC 73 /* metals and minerals */ -# define SKILL_TOOL 74 /* Allows the use of a skill */ -# define LIGHTER 75 - -/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator - * types are not used in any archetypes, and should perhaps be removed. +/* USED TYPES: (for dead types please look at the bottom of the type + * definitions) */ -# define TRAP_PART 76 /* Needed by set traps skill -b.t. */ -# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ -# define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -# define MISC_OBJECT 79 /* misc. objects are for objects without a function - in the engine. Like statues, clocks, chairs,... - If perhaps we create a function where we can sit - on chairs, we create a new type and remove all - chairs from here. */ -# define MONSTER 80 - /* yes, thats a real, living creature */ -# define SPAWN_GENERATOR 81 - /* a spawn point or monster generator object */ -# define LAMP 82 /* a lamp */ -# define DUPLICATOR 83 /* duplicator/multiplier object */ -# define TOOL 84 /* a tool for building objects */ -# define SPELLBOOK 85 -# define BUILDFAC 86 /* facilities for building objects */ -# define CLOAK 87 - -/*#define CONE 88 */ - - /*#define AURA 89 *//* aura spell object */ - -# define SPINNER 90 -# define GATE 91 -# define BUTTON 92 -# define CF_HANDLE 93 -# define HOLE 94 -# define TRAPDOOR 95 - -/*#define WORD_OF_RECALL 96 */ - -/*#define PARAIMAGE 97 */ -# define SIGN 98 -# define BOOTS 99 -# define GLOVES 100 -# define SPELL 101 -# define SPELL_EFFECT 102 -# define CONVERTER 103 -# define BRACERS 104 -# define POISONING 105 -# define SAVEBED 106 -# define POISONCLOUD 107 -# define FIREHOLES 108 -# define WAND 109 - -/*#define ABILITY 110*/ -# define SCROLL 111 -# define DIRECTOR 112 -# define GIRDLE 113 -# define FORCE 114 -# define POTION_EFFECT 115 /* a force, holding the effect of a potion */ -# define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ -# define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ -# define CONTAINER 122 -# define ARMOUR_IMPROVER 123 -# define WEAPON_IMPROVER 124 +/* type 0 objects have the default behaviour */ -/* unused: 125 - 129 - * type 125 was MONEY_CHANGER - */ -# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ -# define DEEP_SWAMP 138 -# define IDENTIFY_ALTAR 139 - - /*#define CANCELLATION 141*//* not used with new spell code */ -# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ - - /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ - -/*#define SWARM_SPELL 153*/ -# define RUNE 154 -# define TRAP 155 - -# define POWER_CRYSTAL 156 -# define CORPSE 157 - -# define DISEASE 158 -# define SYMPTOM 159 -# define BUILDER 160 /* Generic item builder, see subtypes */ -# define MATERIAL 161/* Material for building */ - -/* #define GPS 162 Ground positionning system, moved to Python plugin */ -# define ITEM_TRANSFORMER 163/* Transforming one item with another */ -# define QUEST 164/* See below for subtypes */ -# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, - potions, alchemy, or magic works here (elmex) */ +#define PLAYER 1 +#define TRANSPORT 2 /* see pod/objects.pod */ +#define ROD 3 +#define TREASURE 4 +#define POTION 5 +#define FOOD 6 +#define POISON 7 +#define BOOK 8 +#define CLOCK 9 +//10 +//11 +//12 +#define ARROW 13 +#define BOW 14 +#define WEAPON 15 +#define ARMOUR 16 +#define PEDESTAL 17 +#define ALTAR 18 +//19 +#define LOCKED_DOOR 20 +#define SPECIAL_KEY 21 +#define MAP 22 +#define DOOR 23 +#define KEY 24 +//25 +#define TIMED_GATE 26 +#define TRIGGER 27 +#define GRIMREAPER 28 +#define MAGIC_EAR 29 +#define TRIGGER_BUTTON 30 +#define TRIGGER_ALTAR 31 +#define TRIGGER_PEDESTAL 32 +#define SHIELD 33 +#define HELMET 34 +#define HORN 35 +#define MONEY 36 +#define CLASS 37 /* object for applying character class modifications to someone */ +#define GRAVESTONE 38 +#define AMULET 39 +#define PLAYERMOVER 40 +#define TELEPORTER 41 +#define CREATOR 42 +#define SKILL 43 /* also see SKILL_TOOL (74) below */ +//44 +#define EARTHWALL 45 +#define GOLEM 46 +//47 +#define THROWN_OBJ 48 +#define BLINDNESS 49 +#define GOD 50 +#define DETECTOR 51 /* peterm: detector is an object + * which notices the presense of + * another object and is triggered + * like buttons. + */ +#define TRIGGER_MARKER 52 /* inserts an invisible, weightless + * force into a player with a specified string WHEN TRIGGERED. + */ +#define DEAD_OBJECT 53 +#define DRINK 54 +#define MARKER 55 /* inserts an invisible, weightless + * force into a player with a specified string. + */ +#define HOLY_ALTAR 56 +#define PLAYER_CHANGER 57 +#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ + +#define PEACEMAKER 59 /* Object owned by a player which can convert + * a monster into a peaceful being incapable of attack. + */ +#define GEM 60 +//61 +#define FIREWALL 62 +#define ANVIL 63 +#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ +#define MOOD_FLOOR 65 /* + * values of last_sp set how to change: + * 0 = furious, all monsters become aggressive + * 1 = angry, all but friendly become aggressive + * 2 = calm, all aggressive monsters calm down + * 3 = sleep, all monsters fall asleep + * 4 = charm, monsters become pets + * 5 = destroy monsters + * 6 = destroy pets / friendlies + */ +#define EXIT 66 +#define ENCOUNTER 67 +#define SHOP_FLOOR 68 +#define SHOP_MAT 69 +#define RING 70 +#define FLOOR 71 /* this is a floor tile -> native layer 0 */ +#define FLESH 72 /* animal 'body parts' -b.t. */ +#define INORGANIC 73 /* metals and minerals */ +#define SKILL_TOOL 74 /* Allows the use of a skill */ +#define LIGHTER 75 +//76 +#define BUILDABLE_WALL 77 /* this is a buildable wall */ +//78 +#define MISC_OBJECT 79 /* misc. objects are for objects without a function + in the engine. Like statues, clocks, chairs,... + If perhaps we create a function where we can sit + on chairs, we create a new type and remove all + chairs from here. */ +//80 +//81 +#define LAMP 82 /* a lamp */ +#define DUPLICATOR 83 /* duplicator/multiplier object */ +//84 +#define SPELLBOOK 85 +//86 +#define CLOAK 87 +//88 +//89 +#define SPINNER 90 +#define GATE 91 +#define BUTTON 92 +#define CF_HANDLE 93 +#define HOLE 94 +#define TRAPDOOR 95 +//96 +//97 +#define SIGN 98 +#define BOOTS 99 +#define GLOVES 100 +#define SPELL 101 +#define SPELL_EFFECT 102 +#define CONVERTER 103 +#define BRACERS 104 +#define POISONING 105 +#define SAVEBED 106 +//107 +//108 +#define WAND 109 +#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell +#define SCROLL 111 +#define DIRECTOR 112 +#define GIRDLE 113 +#define FORCE 114 +#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ +#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ +//117 +//118 +//119 +//120 +#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ +#define CONTAINER 122 +#define ARMOUR_IMPROVER 123 +#define WEAPON_IMPROVER 124 +//125 +//126 +//127 +//128 +//129 +#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ +//131 +//132 +//133 +//134 +//135 +//136 +//137 +#define DEEP_SWAMP 138 +#define IDENTIFY_ALTAR 139 +//140 +//141 +//142 +//143 +//144 +//145 +//146 +//147 +//148 +//149 +#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ +//151 +//152 +//153 +#define RUNE 154 +#define TRAP 155 +#define POWER_CRYSTAL 156 +#define CORPSE 157 +#define DISEASE 158 +#define SYMPTOM 159 +#define BUILDER 160 /* Generic item builder, see subtypes */ +#define MATERIAL 161 /* Material for building */ +//162 +#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ +//164 +#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, + potions, alchemy, or magic works here (elmex) */ + +#define NUM_TYPES 166 // must be max(type) + 1 /* END TYPE DEFINE */ -# define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 +// maximum supported subtype number + 1, can be increased to 256 +// currently (2007-09) in use: 50 +#define NUM_SUBTYPES 64 /* Subtypes for BUILDER */ -# define ST_BD_BUILD 1 /* Builds an item */ -# define ST_BD_REMOVE 2 /* Removes an item */ +#define ST_BD_BUILD 1 /* Builds an item */ +#define ST_BD_REMOVE 2 /* Removes an item */ /* Subtypes for MATERIAL */ -# define ST_MAT_FLOOR 1 /* Floor */ -# define ST_MAT_WALL 2 /* Wall */ -# define ST_MAT_ITEM 3 /* All other items, including doors & such */ +#define ST_MAT_FLOOR 1 /* Floor */ +#define ST_MAT_WALL 2 /* Wall */ +#define ST_MAT_ITEM 3 /* All other items, including doors & such */ /* definitions for weapontypes */ -# define WEAP_HIT 0 /* the basic */ -# define WEAP_SLASH 1 /* slash */ -# define WEAP_PIERCE 2 /* arrows, stiletto */ -# define WEAP_CLEAVE 3 /* axe */ -# define WEAP_SLICE 4 /* katana */ -# define WEAP_STAB 5 /* knife, dagger */ -# define WEAP_WHIP 6 /* whips n chains */ -# define WEAP_CRUSH 7 /* big hammers, flails */ -# define WEAP_BLUD 8 /* bludgeoning, club, stick */ +#define WEAP_HIT 0 /* the basic */ +#define WEAP_SLASH 1 /* slash */ +#define WEAP_PIERCE 2 /* arrows, stiletto */ +#define WEAP_CLEAVE 3 /* axe */ +#define WEAP_SLICE 4 /* katana */ +#define WEAP_STAB 5 /* knife, dagger */ +#define WEAP_WHIP 6 /* whips n chains */ +#define WEAP_CRUSH 7 /* big hammers, flails */ +#define WEAP_BLUD 8 /* bludgeoning, club, stick */ typedef struct typedata { @@ -349,42 +340,43 @@ * user can pick up or leave as he likes. */ /* high bit as flag for new pickup options */ -# define PU_NOTHING 0x00000000 +#define PU_NOTHING 0x00000000 -# define PU_DEBUG 0x10000000 -# define PU_INHIBIT 0x20000000 -# define PU_STOP 0x40000000 -# define PU_NEWMODE 0x80000000 - -# define PU_RATIO 0x0000000F - -# define PU_FOOD 0x00000010 -# define PU_DRINK 0x00000020 -# define PU_VALUABLES 0x00000040 -# define PU_BOW 0x00000080 - -# define PU_ARROW 0x00000100 -# define PU_HELMET 0x00000200 -# define PU_SHIELD 0x00000400 -# define PU_ARMOUR 0x00000800 - -# define PU_BOOTS 0x00001000 -# define PU_GLOVES 0x00002000 -# define PU_CLOAK 0x00004000 -# define PU_KEY 0x00008000 - -# define PU_MISSILEWEAPON 0x00010000 -# define PU_ALLWEAPON 0x00020000 -# define PU_MAGICAL 0x00040000 -# define PU_POTION 0x00080000 - -# define PU_SPELLBOOK 0x00100000 -# define PU_SKILLSCROLL 0x00200000 -# define PU_READABLES 0x00400000 -# define PU_MAGIC_DEVICE 0x00800000 - -# define PU_NOT_CURSED 0x01000000 -# define PU_JEWELS 0x02000000 +#define PU_DEBUG 0x10000000 +#define PU_INHIBIT 0x20000000 +#define PU_STOP 0x40000000 +#define PU_NEWMODE 0x80000000 + +#define PU_RATIO 0x0000000F + +#define PU_FOOD 0x00000010 +#define PU_DRINK 0x00000020 +#define PU_VALUABLES 0x00000040 +#define PU_BOW 0x00000080 + +#define PU_ARROW 0x00000100 +#define PU_HELMET 0x00000200 +#define PU_SHIELD 0x00000400 +#define PU_ARMOUR 0x00000800 + +#define PU_BOOTS 0x00001000 +#define PU_GLOVES 0x00002000 +#define PU_CLOAK 0x00004000 +#define PU_KEY 0x00008000 + +#define PU_MISSILEWEAPON 0x00010000 +#define PU_ALLWEAPON 0x00020000 +#define PU_MAGICAL 0x00040000 +#define PU_POTION 0x00080000 + +#define PU_SPELLBOOK 0x00100000 +#define PU_SKILLSCROLL 0x00200000 +#define PU_READABLES 0x00400000 +#define PU_MAGIC_DEVICE 0x00800000 + +#define PU_NOT_CURSED 0x01000000 +#define PU_JEWELS 0x02000000 +#define PU_FLESH 0x04000000 /* Instead of using arbitrary constants for indexing the @@ -393,304 +385,198 @@ * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ -# define SIZEOFFREE1 8 -# define SIZEOFFREE2 24 -# define SIZEOFFREE 49 - -# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ - -/* Flag structure now changed. - * Each flag is now a bit offset, starting at zero. The macros - * will update/read the appropriate flag element in the object - * structure. - * - * Hopefully, since these offsets are integer constants set at run time, - * the compiler will reduce the macros something as simple as the - * old system was. - * - * Flags now have FLAG as the prefix. This to be clearer, and also - * to make sure F_ names are not still being used anyplace. - * - * The macros below assume that the flag size for each element is 32 - * bits. IF it is smaller, bad things will happen. See structs.h - * for more info. - * - * All functions should use the macros below. In process of converting - * to the new system, I find several files that did not use the previous - * macros. - * - * If any FLAG's are or changed, make sure the flag_names structure in +#define SIZEOFFREE0 0 +#define SIZEOFFREE1 8 +#define SIZEOFFREE2 24 +#define SIZEOFFREE3 48 +#define SIZEOFFREE 49 + +#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ + +/* + * If any FLAG's are added or changed, make sure the flag_names structure in * common/loader.l is updated. - * - * flags[0] is 0 to 31 - * flags[1] is 32 to 63 - * flags[2] is 64 to 95 - * flags[3] is 96 to 127 */ /* Basic routines to do above */ -# define SET_FLAG(xyz, p) \ - ((xyz)->flags[p/32] |= (1U << (p % 32))) -# define CLEAR_FLAG(xyz, p) \ - ((xyz)->flags[p/32] &= ~(1U << (p % 32))) -# define QUERY_FLAG(xyz, p) \ - ((xyz)->flags[p/32] & (1U << (p % 32))) -# define COMPARE_FLAGS(p,q) \ - ( \ - ((p)->flags[0] == (q)->flags[0]) && \ - ((p)->flags[1] == (q)->flags[1]) && \ - ((p)->flags[2] == (q)->flags[2]) && \ - ((p)->flags[3] == (q)->flags[3]) \ - ) - -/* convenience macros to determine what kind of things we are dealing with */ - -# define IS_WEAPON(op) \ - (op->type == ARROW || op->type == BOW || op->type == WEAPON) - -# define IS_ARMOR(op) \ - (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ - op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ - op->type == BRACERS || op->type == GIRDLE) - -# define IS_LIVE(op) \ - ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ - (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ - !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) - -# define IS_ARROW(op) \ - (op->type==ARROW || \ - (op->type==SPELL_EFFECT && \ - (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) - -/* This return TRUE if object has still randomitems which - * could be expanded. - */ -# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) +#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 +#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 +#define QUERY_FLAG(obj, flg) (obj)->flag [flg] /* the flags */ -# define FLAG_ALIVE 0 /* Object can fight (or be fought) */ -# define FLAG_WIZ 1 /* Object has special privilegies */ -# define FLAG_REMOVED 2 /* Object is not in any map or invenory */ -# define FLAG_FREED 3 /* Object is in the list of free objects */ -# define FLAG_WAS_WIZ 4 /* Player was once a wiz */ -# define FLAG_APPLIED 5 /* Object is ready for use by living */ -# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ -# define FLAG_USE_SHIELD 7 - /* Can this creature use a shield? */ - -# define FLAG_NO_PICK 8 /* Object can't be picked up */ - - /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ - - /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ -# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - - /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ - - /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ -# define FLAG_MONSTER 14 /* Will attack players */ -# define FLAG_FRIENDLY 15 /* Will help players */ - -# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ -# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ -# define FLAG_AUTO_APPLY 18 - /* Will be applied when created */ -# define FLAG_TREASURE 19 /* Will generate treasure when applied */ -# define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ -# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ -# define FLAG_CAN_ROLL 22 /* Object can be rolled */ -# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ -# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - - /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ - - /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ - - /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ -# define FLAG_IS_USED_UP 28 - /* When (--food<0) the object will exit */ -# define FLAG_IDENTIFIED 29 - /* Player knows full info about item */ -# define FLAG_REFLECTING 30 - /* Object reflects from walls (lightning) */ -# define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ - -/* Start of values in flags[1] */ -# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ -# define FLAG_HITBACK 33 /* Object will hit back when hit */ -# define FLAG_STARTEQUIP 34 - /* Object was given to player at start */ -# define FLAG_BLOCKSVIEW 35 - /* Object blocks view */ -# define FLAG_UNDEAD 36 /* Monster is undead */ -# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ -# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ -# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ - -# define FLAG_REFL_SPELL 40 - /* Spells (some) will reflect from object */ -# define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ -# define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ -# define FLAG_IS_LIGHTABLE 43 /* object can be lit */ -# define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ -# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ +#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ +#define FLAG_WIZ 1 /* Object has special privilegies */ +#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ +#define FLAG_FREED 3 /* Object is in the list of free objects */ +//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ +#define FLAG_APPLIED 5 /* Object is ready for use by living */ +#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ +#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ + +#define FLAG_NO_PICK 8 /* Object can't be picked up */ + +/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ +/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ + +#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ + +/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ + +#define FLAG_MONSTER 14 /* Will attack players */ +#define FLAG_FRIENDLY 15 /* Will help players */ +#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ +#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ +#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ +#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory +#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ +#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ +#define FLAG_CAN_ROLL 22 /* Object can be rolled */ +#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ +#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ + +/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ +/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ + +#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ +#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ +#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ +#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */ +#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ +#define FLAG_HITBACK 33 /* Object will hit back when hit */ +#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ +#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ +#define FLAG_UNDEAD 36 /* Monster is undead */ +#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ +#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ +#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ +#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ + +#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ +#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ +#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ +#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ +#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ - /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ +/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ +/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ + +#define FLAG_PICK_UP 48 /* Can pick up */ +#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ +#define FLAG_NO_DROP 50 /* Object can't be dropped */ +#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ + +#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ +#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ +#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ +#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ +#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ +#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ +#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ +#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ +#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ + +#define FLAG_XRAYS 61 /* X-ray vision */ +#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ +#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ + +#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ +#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ +#define FLAG_SLEEP 66 /* NPC is sleeping */ +#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ +#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ +#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ +#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ +#define FLAG_STEALTH 71 /* Will wake monsters with less range */ + +#define FLAG_WIZPASS 72 /* The wizard can go through walls */ +#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ +#define FLAG_CURSED 74 /* The object is cursed */ +#define FLAG_DAMNED 75 /* The object is _very_ cursed */ +#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ +#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ +#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ +#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ + +#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ +#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ +#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ + +#define FLAG_PRECIOUS 83 // object is precious (pets) +#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ +#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ +#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ + +#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ +#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ +#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ +#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ +#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ +#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ +#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ +#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ +/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ -# define FLAG_PICK_UP 48 /* Can pick up */ -# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ -# define FLAG_NO_DROP 50 /* Object can't be dropped */ -# define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ -# define FLAG_CAST_SPELL 52 - /* (Monster) can learn and cast spells */ -# define FLAG_USE_SCROLL 53 - /* (Monster) can read scroll */ -# define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ -# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ - -# define FLAG_USE_ARMOUR 56 - /* (Monster) can wear armour/shield/helmet */ -# define FLAG_USE_WEAPON 57 - /* (Monster) can wield weapons */ -# define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ -# define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ -# define FLAG_READY_BOW 60 /* not implemented yet */ -# define FLAG_XRAYS 61 /* X-ray vision */ -# define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ -# define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ - -/* Start of values in flags[2] */ -# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ -# define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ -# define FLAG_SLEEP 66 /* NPC is sleeping */ -# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ -# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ -# define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ -# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ -# define FLAG_STEALTH 71 /* Will wake monsters with less range */ - -# define FLAG_WIZPASS 72 /* The wizard can go through walls */ -# define FLAG_IS_LINKED 73 /* The object is linked with other objects */ -# define FLAG_CURSED 74 /* The object is cursed */ -# define FLAG_DAMNED 75 /* The object is _very_ cursed */ -# define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ -# define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ -# define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ -# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ - -# define FLAG_BEEN_APPLIED 80 /* The object has been applied */ -# define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ -# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ - -/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ -# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ -# define FLAG_MAKE_INVIS 85 - /* (Item) gives invisibility when applied */ -# define FLAG_INV_LOCKED 86 - /* Item will not be dropped from inventory */ -# define FLAG_IS_WOODED 87 /* Item is wooded terrain */ - -# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ -# define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ -# define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ -# define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ -# define FLAG_BLIND 92 /* If set, object cannot see (visually) */ -# define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ -# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - - /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ - -/* Start of values in flags[3] */ -# define FLAG_NO_STEAL 96 /* Item can't be stolen */ -# define FLAG_ONE_HIT 97 /* Monster can only hit once before going +#define FLAG_NO_STEAL 96 /* Item can't be stolen */ +#define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) */ -# define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to - * detect cases were the server is trying - * to send an upditem when we have not - * actually sent the item. - */ +#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging -# define FLAG_BERSERK 99 /* monster will attack closest living +#define FLAG_BERSERK 99 /* monster will attack closest living object */ -# define FLAG_NEUTRAL 100 /* monster is from type neutral */ -# define FLAG_NO_ATTACK 101 /* monster don't attack */ -# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ -# define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ -# define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ -# define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ -# define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ -# define FLAG_IS_WATER 107 -# define FLAG_CONTENT_ON_GEN 108 -# define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ -# define FLAG_IS_BUILDABLE 110 /* Can build on item */ -# define FLAG_AFK 111 /* Player is AFK */ -# define NUM_FLAGS 111 /* Should always be equal to the last - * defined flag. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ - -/* Values can go up to 127 before the size of the flags array in the - * object structure needs to be enlarged. - * So there are 18 available flags slots - */ - - -# define NROFNEWOBJS(xyz) ((xyz)->stats.food) - -# if 0 - -/* These should no longer be needed - access move_slow_penalty - * directly. - */ -# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 -# endif +#define FLAG_NEUTRAL 100 /* monster is from type neutral */ +#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ +#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ +#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by + * load_original_map() */ +//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on +// * the overlay, and is not subject to +// * decay. */ +#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ +#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ +#define FLAG_IS_WATER 107 +#define FLAG_CONTENT_ON_GEN 108 +#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ +#define FLAG_IS_BUILDABLE 110 /* Can build on item */ +#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map + +#define NUM_FLAGS 113 /* Should always be equal to the last + * defined flag + 1. If you change this, + * make sure you update the flag_links + * in common/loader.l + */ /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ -# define MOVE_WALK 0x1 /* Object walks */ -# define MOVE_FLY_LOW 0x2 /* Low flying object */ -# define MOVE_FLY_HIGH 0x4 /* High flying object */ -# define MOVE_FLYING 0x6 +#define MOVE_WALK 0x01 /* Object walks */ +#define MOVE_FLY_LOW 0x02 /* Low flying object */ +#define MOVE_FLY_HIGH 0x04 /* High flying object */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ -# define MOVE_SWIM 0x8 /* Swimming object */ -# define MOVE_BOAT 0x10 /* Boats/sailing */ -# define MOVE_ALL 0x1f /* Mask of all movement types */ - -/* the normal assumption is that objects are walking/flying. - * So often we don't want to block movement, but still don't want - * to allow all types (swimming is rather specialized) - I also - * expect as more movement types show up, this is likely to get - * updated. Basically, this is the default for spaces that allow - * movement - anything but swimming right now. If you really - * want nothing at all, then can always set move_block to 0 - */ -# define MOVE_BLOCK_DEFAULT MOVE_SWIM +#define MOVE_SWIM 0x08 /* Swimming object */ +#define MOVE_BOAT 0x10 /* Boats/sailing */ +#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ + +#define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. - * uint8 is defined yet, so just use what that would define it - * at anyways. */ typedef unsigned char MoveType; /* Basic macro to see if ob2 blocks ob1 from moving onto this space. * Basically, ob2 has to block all of ob1 movement types. */ -# define OB_MOVE_BLOCK(ob1, ob2) \ +#define OB_MOVE_BLOCK(ob1, ob2) \ ((ob1->move_type & ob2->move_block) == ob1->move_type) /* Basic macro to see if if ob1 can not move onto a space based @@ -699,128 +585,82 @@ * onto it. * */ -# define OB_TYPE_MOVE_BLOCK(ob1, type) \ - ( (type != 0) && (ob1->move_type & type) == ob1->move_type) +#define OB_TYPE_MOVE_BLOCK(ob1, type) \ + ((type) && (ob1->move_type & type) == ob1->move_type) +#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ -# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) -# define GENERATE_TYPE(xyz) ((xyz)->stats.sp) -# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ - -/* Note: These values are only a default value, resizing can change them */ -# define INV_SIZE 12 /* How many items can be viewed in inventory */ -# define LOOK_SIZE 6 /* ditto, but for the look-window */ -# define MAX_INV_SIZE 40 /* For initializing arrays */ -# define MAX_LOOK_SIZE 40 /* ditto for the look-window */ - -# define EDITABLE(xyz) ((xyz)->arch->editable) - -# define E_MONSTER 0x00000001 -# define E_EXIT 0x00000002 -# define E_TREASURE 0x00000004 -# define E_BACKGROUND 0x00000008 -# define E_DOOR 0x00000010 -# define E_SPECIAL 0x00000020 -# define E_SHOP 0x00000040 -# define E_NORMAL 0x00000080 -# define E_FALSE_WALL 0x00000100 -# define E_WALL 0x00000200 -# define E_EQUIPMENT 0x00000400 -# define E_OTHER 0x00000800 -# define E_ARTIFACT 0x00001000 - -# define EXIT_PATH(xyz) (xyz)->slaying -# define EXIT_LEVEL(xyz) (xyz)->stats.food -# define EXIT_X(xyz) (xyz)->stats.hp -# define EXIT_Y(xyz) (xyz)->stats.sp -# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp -# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp +#define EXIT_PATH(xyz) (xyz)->slaying +#define EXIT_LEVEL(xyz) (xyz)->stats.food +#define EXIT_X(xyz) (xyz)->stats.hp +#define EXIT_Y(xyz) (xyz)->stats.sp +#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp +#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -# define MAX_LIGHT_RADII 4 - /* max radii for 'light' object, really +#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really * large values allow objects that can * slow down the game */ -# define MAX_DARKNESS 5 /* maximum map darkness, there is no +#define MAX_DARKNESS 5 /* maximum map darkness, there is no * practical reason to exceed this */ -# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ +#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ MAX_LIGHT_RADII:(xyz)->glow_radius; -# define F_BUY 0 -# define F_SELL 1 -# define F_TRUE 2 /* True value of item, unadjusted */ -# define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ -# define F_IDENTIFIED 8 /* flag to calculate value of identified item */ -# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ -# define F_APPROX 32 /* flag to give a guess of item value */ -# define F_SHOP 64 /* consider the effect that the shop that the player is in has */ - -# define DIRX(xyz) freearr_x[(xyz)->direction] -# define DIRY(xyz) freearr_y[(xyz)->direction] - -# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; -# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; - -# define ARMOUR_SPEED(xyz) (xyz)->last_sp -# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour -# define WEAPON_SPEED(xyz) (xyz)->last_sp +#define F_BUY 0 +#define F_SELL 1 +#define F_TRUE 2 /* True value of item, unadjusted */ +#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ +#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ +#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ +#define F_APPROX 32 /* flag to give a guess of item value */ +#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ + +#define DIRX(xyz) freearr_x[(xyz)->direction] +#define DIRY(xyz) freearr_y[(xyz)->direction] + +#define ARMOUR_SPEED(xyz) (xyz)->last_sp +#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour +#define WEAPON_SPEED(xyz) (xyz)->last_sp /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y each of them signed char, concatenated in a int16 */ -# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) -# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) -# define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) -# define FIRE_DIRECTIONAL 0 -# define FIRE_POSITIONAL 1 +#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) +#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) +#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) -/******************************************************************************/ +#define FIRE_DIRECTIONAL 0 +#define FIRE_POSITIONAL 1 +/******************************************************************************/ /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ - /******************************************************************************/ - /* if your monsters start acting wierd, mail me */ - /******************************************************************************/ - /* the following definitions are for the attack_movement variable in monsters */ - /* if the attack_variable movement is left out of the monster archetype, or is*/ - /* set to zero */ - /* the standard mode of movement from previous versions of crossfire will be */ - /* used. the upper four bits of movement data are not in effect when the monst*/ - /* er has an enemy. these should only be used for non agressive monsters. */ - /* to program a monsters movement add the attack movement numbers to the movem*/ - /* ment numbers example a monster that moves in a circle until attacked and */ - /* then attacks from a distance: */ - /* CIRCLE1 = 32 */ - /* + DISTATT = 1 */ - /* ------------------- */ - /* attack_movement = 33 */ - /******************************************************************************/ -# define DISTATT 1 /* move toward a player if far, but mantain some space, */ +#define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ -# define RUNATT 2 /* run but attack if player catches up to object */ -# define HITRUN 3 /* run to then hit player then run away cyclicly */ -# define WAITATT 4 /* wait for player to approach then hit, move if hit */ -# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ -# define ALLRUN 6 /* always run never attack good for sim. of weak player */ -# define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ -# define WAIT2 8 /* monster does not try to move towards player if far */ +#define RUNATT 2 /* run but attack if player catches up to object */ +#define HITRUN 3 /* run to then hit player then run away cyclicly */ +#define WAITATT 4 /* wait for player to approach then hit, move if hit */ +#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ +#define ALLRUN 6 /* always run never attack good for sim. of weak player */ +#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ +#define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ -# define PETMOVE 16 /* if the upper four bits of attack_movement */ +#define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ /* player followed denoted by 0b->owner */ @@ -828,162 +668,55 @@ /* attacking, and will continue to do so until the owner */ /* calls off the monster - a key command will be */ /* inserted to do so */ -# define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ +#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ /* set, this is good for non-aggressive monsters and NPC */ -# define CIRCLE2 48 /* same as above but a larger circle is used */ -# define PACEH 64 /* The Monster will pace back and forth until attacked */ +#define CIRCLE2 48 /* same as above but a larger circle is used */ +#define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ -# define PACEH2 80 /* the monster will pace as above but the length of the */ +#define PACEH2 80 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is HORIZONTAL movement */ -# define RANDO 96 /* the monster will go in a random direction until */ +#define RANDO 96 /* the monster will go in a random direction until */ /* it is stopped by an obstacle, then it chooses another */ /* direction. */ -# define RANDO2 112 /* constantly move in a different random direction */ -# define PACEV 128 /* The Monster will pace back and forth until attacked */ +#define RANDO2 112 /* constantly move in a different random direction */ +#define PACEV 128 /* The Monster will pace back and forth until attacked */ /* this is VERTICAL movement */ -# define PACEV2 144 /* the monster will pace as above but the length of the */ +#define PACEV2 144 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is VERTICAL movement */ -# define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ -# define HI4 240 - -/* - * Use of the state-variable in player objects: - */ +#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ +#define HI4 240 -# define ST_PLAYING 0 -# define ST_PLAY_AGAIN 1 -# define ST_ROLL_STAT 2 -# define ST_CHANGE_CLASS 3 -# define ST_CONFIRM_QUIT 4 -# define ST_CONFIGURE 5 -# define ST_GET_NAME 6 -# define ST_GET_PASSWORD 7 -# define ST_CONFIRM_PASSWORD 8 -# define ST_GET_PARTY_PASSWORD 10 - -# define BLANK_FACE_NAME "blank.111" -# define EMPTY_FACE_NAME "empty.111" -# define DARK_FACE1_NAME "dark1.111" -# define DARK_FACE2_NAME "dark2.111" -# define DARK_FACE3_NAME "dark3.111" -# define SMOOTH_FACE_NAME "default_smoothed.111" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" /* * Defines for the luck/random functions to make things more readable */ -# define PREFER_HIGH 1 -# define PREFER_LOW 0 - -/* Simple function we use below to keep adding to the same string - * but also make sure we don't overwrite that string. - */ -static inline void -safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) -{ - if (*curlen == (maxlen - 1)) - return; - - strncpy (dest + *curlen, orig, maxlen - *curlen - 1); - dest[maxlen - 1] = 0; - *curlen += strlen (orig); - - if (*curlen > (maxlen - 1)) - *curlen = maxlen - 1; -} - - -/* The SAFE versions of these call the safe_strcat function above. - * Ideally, all functions should use the SAFE functions, but they - * require some extra support in the calling function to remain as - * efficient. - */ -# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ - if(variable) { \ - int i,j=0; \ - safe_strcat(retbuf,"(" name ": ", len, maxlen); \ - for(i=0; inrof?op->weight:op->weight+op->carrying) - - -/* Code fastening defines - * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by - * buf__ and increment buf__ position so it will point to the end of buf__. - * the '\0' caracter will not be put at end of buf__. - * use preparefastcat and finishfastcat on buf__ to prepare - * and clean up the string. (Lots faster than doing each time...) - * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, - * keep in mind FAST_STRNCAT is faster since length of second argument is - * kown in advance. - */ - -# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) -# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} -# define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} -# define FINISH_FASTCAT(buf__) buf__[0]='\0'; - - /* You may uncomment following define to check sanity of code. - * But use as debug only (loses all speed gained by those macros) - */ - -/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ - if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - +#define CAN_APPLY_NEVER 0x1 +#define CAN_APPLY_RESTRICTION 0x2 +#define CAN_APPLY_NOT_MASK 0xf +#define CAN_APPLY_UNAPPLY 0x10 +#define CAN_APPLY_UNAPPLY_MULT 0x20 +#define CAN_APPLY_UNAPPLY_CHOICE 0x40 + +// Cut off point of when an object is put on the active list or not +// we use 2**-n because that can be represented exactly +// also make sure that this is a float, not double, constant +#define MIN_ACTIVE_SPEED (1.f / 65536.f) +#define RANDOM() (rndm.next () & 0xffffffU) /* * Warning! @@ -1092,92 +765,146 @@ * to keep the client up to date too! */ - /* message types */ -# define MSG_TYPE_BOOK 1 -# define MSG_TYPE_CARD 2 -# define MSG_TYPE_PAPER 3 -# define MSG_TYPE_SIGN 4 -# define MSG_TYPE_MONUMENT 5 -# define MSG_TYPE_SCRIPTED_DIALOG 6 -# define MSG_TYPE_MOTD 7 -# define MSG_TYPE_ADMIN 8 -# define MSG_TYPE_LAST 9 +#define MSG_TYPE_BOOK 1 +#define MSG_TYPE_CARD 2 +#define MSG_TYPE_PAPER 3 +#define MSG_TYPE_SIGN 4 +#define MSG_TYPE_MONUMENT 5 +#define MSG_TYPE_SCRIPTED_DIALOG 6 +#define MSG_TYPE_MOTD 7 +#define MSG_TYPE_ADMIN 8 +#define MSG_TYPE_LAST 9 -# define MSG_SUBTYPE_NONE 0 +#define MSG_SUBTYPE_NONE 0 /* book messages subtypes */ -# define MSG_TYPE_BOOK_CLASP_1 1 -# define MSG_TYPE_BOOK_CLASP_2 2 -# define MSG_TYPE_BOOK_ELEGANT_1 3 -# define MSG_TYPE_BOOK_ELEGANT_2 4 -# define MSG_TYPE_BOOK_QUARTO_1 5 -# define MSG_TYPE_BOOK_QUARTO_2 6 -# define MSG_TYPE_BOOK_SPELL_EVOKER 7 -# define MSG_TYPE_BOOK_SPELL_PRAYER 8 -# define MSG_TYPE_BOOK_SPELL_PYRO 9 -# define MSG_TYPE_BOOK_SPELL_SORCERER 10 -# define MSG_TYPE_BOOK_SPELL_SUMMONER 11 +#define MSG_TYPE_BOOK_CLASP_1 1 +#define MSG_TYPE_BOOK_CLASP_2 2 +#define MSG_TYPE_BOOK_ELEGANT_1 3 +#define MSG_TYPE_BOOK_ELEGANT_2 4 +#define MSG_TYPE_BOOK_QUARTO_1 5 +#define MSG_TYPE_BOOK_QUARTO_2 6 +#define MSG_TYPE_BOOK_SPELL_EVOKER 7 +#define MSG_TYPE_BOOK_SPELL_PRAYER 8 +#define MSG_TYPE_BOOK_SPELL_PYRO 9 +#define MSG_TYPE_BOOK_SPELL_SORCERER 10 +#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 /* card messages subtypes*/ -# define MSG_TYPE_CARD_SIMPLE_1 1 -# define MSG_TYPE_CARD_SIMPLE_2 2 -# define MSG_TYPE_CARD_SIMPLE_3 3 -# define MSG_TYPE_CARD_ELEGANT_1 4 -# define MSG_TYPE_CARD_ELEGANT_2 5 -# define MSG_TYPE_CARD_ELEGANT_3 6 -# define MSG_TYPE_CARD_STRANGE_1 7 -# define MSG_TYPE_CARD_STRANGE_2 8 -# define MSG_TYPE_CARD_STRANGE_3 9 -# define MSG_TYPE_CARD_MONEY_1 10 -# define MSG_TYPE_CARD_MONEY_2 11 -# define MSG_TYPE_CARD_MONEY_3 12 +#define MSG_TYPE_CARD_SIMPLE_1 1 +#define MSG_TYPE_CARD_SIMPLE_2 2 +#define MSG_TYPE_CARD_SIMPLE_3 3 +#define MSG_TYPE_CARD_ELEGANT_1 4 +#define MSG_TYPE_CARD_ELEGANT_2 5 +#define MSG_TYPE_CARD_ELEGANT_3 6 +#define MSG_TYPE_CARD_STRANGE_1 7 +#define MSG_TYPE_CARD_STRANGE_2 8 +#define MSG_TYPE_CARD_STRANGE_3 9 +#define MSG_TYPE_CARD_MONEY_1 10 +#define MSG_TYPE_CARD_MONEY_2 11 +#define MSG_TYPE_CARD_MONEY_3 12 /* Paper messages subtypes */ -# define MSG_TYPE_PAPER_NOTE_1 1 -# define MSG_TYPE_PAPER_NOTE_2 2 -# define MSG_TYPE_PAPER_NOTE_3 3 -# define MSG_TYPE_PAPER_LETTER_OLD_1 4 -# define MSG_TYPE_PAPER_LETTER_OLD_2 5 -# define MSG_TYPE_PAPER_LETTER_NEW_1 6 -# define MSG_TYPE_PAPER_LETTER_NEW_2 7 -# define MSG_TYPE_PAPER_ENVELOPE_1 8 -# define MSG_TYPE_PAPER_ENVELOPE_2 9 -# define MSG_TYPE_PAPER_SCROLL_OLD_1 10 -# define MSG_TYPE_PAPER_SCROLL_OLD_2 11 -# define MSG_TYPE_PAPER_SCROLL_NEW_1 12 -# define MSG_TYPE_PAPER_SCROLL_NEW_2 13 -# define MSG_TYPE_PAPER_SCROLL_MAGIC 14 +#define MSG_TYPE_PAPER_NOTE_1 1 +#define MSG_TYPE_PAPER_NOTE_2 2 +#define MSG_TYPE_PAPER_NOTE_3 3 +#define MSG_TYPE_PAPER_LETTER_OLD_1 4 +#define MSG_TYPE_PAPER_LETTER_OLD_2 5 +#define MSG_TYPE_PAPER_LETTER_NEW_1 6 +#define MSG_TYPE_PAPER_LETTER_NEW_2 7 +#define MSG_TYPE_PAPER_ENVELOPE_1 8 +#define MSG_TYPE_PAPER_ENVELOPE_2 9 +#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 +#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 +#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 +#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 +#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 /* road signs messages subtypes */ -# define MSG_TYPE_SIGN_BASIC 1 -# define MSG_TYPE_SIGN_DIR_LEFT 2 -# define MSG_TYPE_SIGN_DIR_RIGHT 3 -# define MSG_TYPE_SIGN_DIR_BOTH 4 +#define MSG_TYPE_SIGN_BASIC 1 +#define MSG_TYPE_SIGN_DIR_LEFT 2 +#define MSG_TYPE_SIGN_DIR_RIGHT 3 +#define MSG_TYPE_SIGN_DIR_BOTH 4 /* stones and monument messages */ -# define MSG_TYPE_MONUMENT_STONE_1 1 -# define MSG_TYPE_MONUMENT_STONE_2 2 -# define MSG_TYPE_MONUMENT_STONE_3 3 -# define MSG_TYPE_MONUMENT_STATUE_1 4 -# define MSG_TYPE_MONUMENT_STATUE_2 5 -# define MSG_TYPE_MONUMENT_STATUE_3 6 -# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 -# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 -# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 -# define MSG_TYPE_MONUMENT_WALL_1 10 -# define MSG_TYPE_MONUMENT_WALL_2 11 -# define MSG_TYPE_MONUMENT_WALL_3 12 +#define MSG_TYPE_MONUMENT_STONE_1 1 +#define MSG_TYPE_MONUMENT_STONE_2 2 +#define MSG_TYPE_MONUMENT_STONE_3 3 +#define MSG_TYPE_MONUMENT_STATUE_1 4 +#define MSG_TYPE_MONUMENT_STATUE_2 5 +#define MSG_TYPE_MONUMENT_STATUE_3 6 +#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 +#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 +#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 +#define MSG_TYPE_MONUMENT_WALL_1 10 +#define MSG_TYPE_MONUMENT_WALL_2 11 +#define MSG_TYPE_MONUMENT_WALL_3 12 /*some readable flags*/ /* dialog messsage */ -# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ -# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ -# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ +#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ +#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ +#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ /* admin messages */ -# define MSG_TYPE_ADMIN_RULES 1 -# define MSG_TYPE_ADMIN_NEWS 2 +#define MSG_TYPE_ADMIN_RULES 1 +#define MSG_TYPE_ADMIN_NEWS 2 + +/** + * Maximum distance a player may hear a sound from. + * This is only used for new client/server sound. If the sound source + * on the map is farther away than this, we don't sent it to the client. + */ +#define MAX_SOUND_DISTANCE 16 + +#define LOG_CHANNEL "log" // the plain and ugly standard server log +#define INFO_CHANNEL "info" // lower_left box +#define SAY_CHANNEL "channel-say" +#define CHAT_CHANNEL "channel-chat" +#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL + +/* The following are the color flags passed to new_draw_info. + * + * We also set up some control flags + * + * NDI = New Draw Info + */ + +/* Color specifications - note these match the order in xutil.c */ +/* Note 2: Black, the default color, is 0. Thus, it does not need to + * be implicitly specified. + */ +#define NDI_BLACK 0 +#define NDI_WHITE 1 +#define NDI_NAVY 2 +#define NDI_RED 3 +#define NDI_ORANGE 4 +#define NDI_BLUE 5 /* Actually, it is Dodger Blue */ +#define NDI_DK_ORANGE 6 /* DarkOrange2 */ +#define NDI_GREEN 7 /* SeaGreen */ +#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ + /* Than seagreen - also background color */ +#define NDI_GREY 9 +#define NDI_BROWN 10 /* Sienna */ +#define NDI_GOLD 11 +#define NDI_TAN 12 /* Khaki */ + +#define NDI_MAX_COLOR 12 /* Last value in */ +#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ + /* using an int anyways, so we have the space */ + /* to still do all the flags */ + +#define NDI_REPLY 0x20 // is a direct reply to a user command +#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist +#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible +#define NDI_CLIENT_MASK 0xff // what the client is allowed to see + +#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ +#define NDI_ALL 0x2000 /* Inform all players of this message */ +#define NDI_DEF 0x4000 // ignore colour for channel protocol +#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim #endif /* DEFINE_H */ +