1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 |
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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 */ |
… | |
… | |
36 | #include <autoconf.h> |
37 | #include <autoconf.h> |
37 | |
38 | |
38 | #define FONTDIR "" |
39 | #define FONTDIR "" |
39 | #define FONTNAME "" |
40 | #define FONTNAME "" |
40 | |
41 | |
41 | /* Decstations have trouble with fabs()... */ |
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42 | #define FABS(x) fabs (x) |
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43 | |
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44 | #ifdef __NetBSD__ |
42 | #ifdef __NetBSD__ |
45 | # include <sys/param.h> |
43 | # include <sys/param.h> |
46 | #endif |
44 | #endif |
47 | |
45 | |
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46 | #define MAXLEVEL 115 // for treasure calculations only |
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47 | |
48 | // maximum length of an object name in the protocol |
48 | // maximum length of an object name in the protocol |
49 | #define NAME_LEN 127 |
49 | #define NAME_LEN 127 |
50 | |
50 | |
51 | #undef MIN |
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52 | #undef MAX |
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53 | |
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54 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
51 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
55 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
52 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
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53 | |
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54 | #define MAX_FOOD 999 |
56 | |
55 | |
57 | //TODO: not only use more reasonable values, also enforce them |
56 | //TODO: not only use more reasonable values, also enforce them |
58 | #define MIN_WC -120 |
57 | #define MIN_WC -120 |
59 | #define MAX_WC 120 |
58 | #define MAX_WC 120 |
60 | #define MIN_AC -120 |
59 | #define MIN_AC -120 |
… | |
… | |
62 | #define MIN_DAM 0 |
61 | #define MIN_DAM 0 |
63 | #define MAX_DAM 200 |
62 | #define MAX_DAM 200 |
64 | #define MIN_DIGESTION -35 |
63 | #define MIN_DIGESTION -35 |
65 | #define MAX_DIGESTION 70 |
64 | #define MAX_DIGESTION 70 |
66 | |
65 | |
67 | #define MAX_BUF 1024 |
66 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
68 | /* Used for all kinds of things */ |
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69 | #define VERY_BIG_BUF 2048 |
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70 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
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71 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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72 | |
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73 | #define FONTSIZE 3000 /* Max chars in font */ |
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74 | |
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75 | #define MAX_ANIMATIONS 256 |
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76 | |
67 | |
77 | #define MAX_NAME 48 |
68 | #define MAX_NAME 48 |
78 | #define MAX_EXT_TITLE 98 |
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79 | |
69 | |
80 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
70 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
81 | |
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82 | //TODO: remove all calls to fatal and replace them by cleanup |
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83 | #define OUT_OF_MEMORY 0 |
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84 | #define MAP_ERROR 1 |
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85 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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86 | #define TOO_MANY_ERRORS 3 |
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87 | |
71 | |
88 | /* TYPE DEFINES */ |
72 | /* TYPE DEFINES */ |
89 | |
73 | |
90 | /* Only add new values to this list if somewhere in the program code, |
74 | /* Only add new values to this list if somewhere in the program code, |
91 | * it is actually needed. Just because you add a new monster does not |
75 | * it is actually needed. Just because you add a new monster does not |
… | |
… | |
110 | #define POTION 5 |
94 | #define POTION 5 |
111 | #define FOOD 6 |
95 | #define FOOD 6 |
112 | #define POISON 7 |
96 | #define POISON 7 |
113 | #define BOOK 8 |
97 | #define BOOK 8 |
114 | #define CLOCK 9 |
98 | #define CLOCK 9 |
115 | //10 |
99 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
116 | //11 |
100 | #define RANGED 11 // deliantra: other range item (skill based) |
117 | //12 |
101 | //12 |
118 | #define ARROW 13 |
102 | #define ARROW 13 |
119 | #define BOW 14 |
103 | #define BOW 14 |
120 | #define WEAPON 15 |
104 | #define WEAPON 15 |
121 | #define ARMOUR 16 |
105 | #define ARMOUR 16 |
122 | #define PEDESTAL 17 |
106 | #define PEDESTAL 17 |
123 | #define ALTAR 18 |
107 | #define ALTAR 18 |
124 | //19 |
108 | #define T_MATCH 19 |
125 | #define LOCKED_DOOR 20 |
109 | #define LOCKED_DOOR 20 |
126 | #define SPECIAL_KEY 21 |
110 | #define SPECIAL_KEY 21 |
127 | #define MAP 22 |
111 | #define MAP 22 |
128 | #define DOOR 23 |
112 | #define DOOR 23 |
129 | #define KEY 24 |
113 | #define KEY 24 |
… | |
… | |
191 | #define EXIT 66 |
175 | #define EXIT 66 |
192 | #define ENCOUNTER 67 |
176 | #define ENCOUNTER 67 |
193 | #define SHOP_FLOOR 68 |
177 | #define SHOP_FLOOR 68 |
194 | #define SHOP_MAT 69 |
178 | #define SHOP_MAT 69 |
195 | #define RING 70 |
179 | #define RING 70 |
196 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
180 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? |
197 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
181 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
198 | #define INORGANIC 73 /* metals and minerals */ |
182 | #define INORGANIC 73 /* metals and minerals */ |
199 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
183 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
200 | #define LIGHTER 75 |
184 | #define LIGHTER 75 |
201 | //76 |
185 | //76 |
… | |
… | |
205 | in the engine. Like statues, clocks, chairs,... |
189 | in the engine. Like statues, clocks, chairs,... |
206 | If perhaps we create a function where we can sit |
190 | If perhaps we create a function where we can sit |
207 | on chairs, we create a new type and remove all |
191 | on chairs, we create a new type and remove all |
208 | chairs from here. */ |
192 | chairs from here. */ |
209 | //80 |
193 | //80 |
210 | //81 |
194 | #define TORCH 81 /* a torch */ |
211 | #define LAMP 82 /* a lamp */ |
195 | #define LAMP 82 /* a lamp */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
196 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
213 | //84 |
197 | //84 |
214 | #define SPELLBOOK 85 |
198 | #define SPELLBOOK 85 |
215 | //86 |
199 | //86 |
… | |
… | |
217 | //88 |
201 | //88 |
218 | //89 |
202 | //89 |
219 | #define SPINNER 90 |
203 | #define SPINNER 90 |
220 | #define GATE 91 |
204 | #define GATE 91 |
221 | #define BUTTON 92 |
205 | #define BUTTON 92 |
222 | #define CF_HANDLE 93 |
206 | #define T_HANDLE 93 |
223 | #define HOLE 94 |
207 | #define HOLE 94 |
224 | #define TRAPDOOR 95 |
208 | #define TRAPDOOR 95 |
225 | //96 |
209 | //96 |
226 | //97 |
210 | //97 |
227 | #define SIGN 98 |
211 | #define SIGN 98 |
… | |
… | |
288 | #define SYMPTOM 159 |
272 | #define SYMPTOM 159 |
289 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
273 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
290 | #define MATERIAL 161 /* Material for building */ |
274 | #define MATERIAL 161 /* Material for building */ |
291 | //162 |
275 | //162 |
292 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
276 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
293 | //164 |
277 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
294 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
278 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
295 | potions, alchemy, or magic works here (elmex) */ |
279 | potions, alchemy, or magic works here (elmex) */ |
296 | |
280 | |
297 | #define NUM_TYPES 166 // must be max(type) + 1 |
281 | #define NUM_TYPES 166 // must be max(type) + 1 |
298 | |
282 | |
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343 | #define PU_NOTHING 0x00000000 |
327 | #define PU_NOTHING 0x00000000 |
344 | |
328 | |
345 | #define PU_DEBUG 0x10000000 |
329 | #define PU_DEBUG 0x10000000 |
346 | #define PU_INHIBIT 0x20000000 |
330 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_STOP 0x40000000 |
331 | #define PU_STOP 0x40000000 |
348 | #define PU_NEWMODE 0x80000000 |
332 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
349 | |
333 | |
350 | #define PU_RATIO 0x0000000F |
334 | #define PU_RATIO 0x0000000F |
351 | |
335 | |
352 | #define PU_FOOD 0x00000010 |
336 | #define PU_FOOD 0x00000010 |
353 | #define PU_DRINK 0x00000020 |
337 | #define PU_DRINK 0x00000020 |
… | |
… | |
393 | |
377 | |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
378 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | |
379 | |
396 | /* |
380 | /* |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
381 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * common/loader.l is updated. |
382 | * common/loader.C is updated. |
399 | */ |
383 | */ |
400 | |
384 | |
401 | /* Basic routines to do above */ |
385 | /* Basic routines to do above */ |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
386 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
387 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
404 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
388 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
405 | |
389 | |
406 | /* the flags */ |
390 | /* the flags */ |
407 | |
391 | |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
392 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
393 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
394 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
395 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
396 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
397 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
398 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
399 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | |
400 | |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
401 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
418 | |
402 | /*#define FLAG_WALK_ON 9*/ |
419 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
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420 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
403 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
421 | |
404 | |
422 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
405 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
423 | |
406 | |
424 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
407 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
425 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
408 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
426 | |
409 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
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410 | |
427 | #define FLAG_MONSTER 14 /* Will attack players */ |
411 | #define FLAG_MONSTER 14 /* Will attack players */ |
428 | #define FLAG_FRIENDLY 15 /* Will help players */ |
412 | #define FLAG_FRIENDLY 15 /* Will help players */ |
429 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
413 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
430 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
414 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
431 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
415 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
432 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
416 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
433 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
417 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
434 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
418 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
435 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
419 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
436 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
420 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
437 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
421 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
438 | |
422 | |
439 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
423 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
440 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
424 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
441 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
425 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
442 | |
426 | |
443 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
427 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
444 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
428 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
445 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
429 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
446 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
430 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
447 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
431 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
448 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
432 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
449 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
433 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
450 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
434 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
451 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
435 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
452 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
436 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
453 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
437 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
454 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
438 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
455 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
439 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
456 | |
440 | |
457 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
441 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
458 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
442 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
459 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
443 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
460 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
444 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
461 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
445 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
462 | but can still attack at a distance */ |
446 | but can still attack at a distance */ |
463 | |
447 | |
464 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
448 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
465 | thru this object as if it wasn't there */ |
449 | thru this object as if it wasn't there */ |
466 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
450 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
467 | |
451 | |
468 | #define FLAG_PICK_UP 48 /* Can pick up */ |
452 | #define FLAG_PICK_UP 48 /* Can pick up */ |
469 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
453 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
470 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
454 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
471 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
455 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
472 | |
456 | |
473 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
457 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
474 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
458 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
475 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
459 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
476 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
460 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
477 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
461 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
478 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
462 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
479 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
463 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
480 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
464 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
481 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
465 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
482 | |
466 | |
483 | #define FLAG_XRAYS 61 /* X-ray vision */ |
467 | #define FLAG_XRAYS 61 /* X-ray vision */ |
484 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
468 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
485 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
469 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
486 | |
470 | |
487 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
471 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
488 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
472 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
489 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
473 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
490 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
474 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
491 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
475 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
492 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
476 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
493 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
477 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
494 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
478 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
495 | |
479 | |
496 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
480 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
497 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
481 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
498 | #define FLAG_CURSED 74 /* The object is cursed */ |
482 | #define FLAG_CURSED 74 /* The object is cursed */ |
499 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
483 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
500 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
484 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
501 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
485 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
502 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
486 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
503 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
487 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
504 | |
488 | |
505 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
489 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
506 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
490 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
507 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
491 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
508 | |
492 | |
509 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
493 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
510 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
494 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
511 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
495 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
512 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
496 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
513 | |
497 | |
514 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
498 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
515 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
499 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
516 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
500 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
517 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
501 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
518 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
502 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
519 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
503 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
520 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
504 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
521 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
505 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
522 | |
506 | |
523 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
507 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
524 | |
508 | |
525 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
509 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
526 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
510 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
527 | * away (replaces ghosthit) |
511 | * away (replaces ghosthit) |
528 | */ |
512 | */ |
529 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
513 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
530 | |
514 | |
531 | #define FLAG_BERSERK 99 /* monster will attack closest living |
515 | #define FLAG_BERSERK 99 /* monster will attack closest living |
532 | object */ |
516 | object */ |
533 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
517 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
534 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
518 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
535 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
519 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
536 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
520 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
537 | * load_original_map() */ |
521 | * load_original_map() */ |
538 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
522 | #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
539 | // * the overlay, and is not subject to |
|
|
540 | // * decay. */ |
|
|
541 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
523 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
542 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
524 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
543 | #define FLAG_IS_WATER 107 |
525 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
544 | #define FLAG_CONTENT_ON_GEN 108 |
526 | #define FLAG_CONTENT_ON_GEN 108 |
545 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
527 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
546 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
528 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
547 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
529 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
548 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
530 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
549 | |
531 | |
550 | #define NUM_FLAGS 113 /* Should always be equal to the last |
532 | #define NUM_FLAGS 113 /* Should always be equal to the last |
551 | * defined flag + 1. If you change this, |
533 | * defined flag + 1. If you change this, |
552 | * make sure you update the flag_links |
534 | * make sure you update the flag_links |
553 | * in common/loader.l |
535 | * in common/loader.l |
554 | */ |
536 | */ |
555 | |
537 | |
556 | /* If you add new movement types, you may need to update |
538 | /* If you add new movement types, you may need to update |
557 | * describe_item() so properly describe those types. |
539 | * describe_item() so properly describe those types. |
558 | * change_abil() probably should be updated also. |
540 | * change_abil() probably should be updated also. |
559 | */ |
541 | */ |
… | |
… | |
562 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
544 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
563 | #define MOVE_FLYING 0x06 |
545 | #define MOVE_FLYING 0x06 |
564 | /* Combo of fly_low and fly_high */ |
546 | /* Combo of fly_low and fly_high */ |
565 | #define MOVE_SWIM 0x08 /* Swimming object */ |
547 | #define MOVE_SWIM 0x08 /* Swimming object */ |
566 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
548 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
549 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
568 | |
550 | |
569 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
551 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
570 | |
552 | |
571 | /* typdef here to define type large enough to hold bitmask of |
553 | /* typdef here to define type large enough to hold bitmask of |
572 | * all movement types. Make one declaration so easy to update. |
554 | * all movement types. Make one declaration so easy to update. |
… | |
… | |
596 | #define EXIT_Y(xyz) (xyz)->stats.sp |
578 | #define EXIT_Y(xyz) (xyz)->stats.sp |
597 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
579 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
598 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
580 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
599 | |
581 | |
600 | /* for use by the lighting code */ |
582 | /* for use by the lighting code */ |
601 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
583 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
602 | * large values allow objects that can |
584 | * large values allow objects that can |
603 | * slow down the game */ |
585 | * slow down the game */ |
604 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
586 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
605 | * practical reason to exceed this */ |
587 | * practical reason to exceed this */ |
|
|
588 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
|
|
589 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
606 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
590 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
607 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
591 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
|
|
592 | // player position in blocked_los code |
|
|
593 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
|
|
594 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
|
|
595 | |
608 | |
596 | |
609 | #define F_BUY 0 |
597 | #define F_BUY 0 |
610 | #define F_SELL 1 |
598 | #define F_SELL 1 |
611 | #define F_TRUE 2 /* True value of item, unadjusted */ |
599 | #define F_TRUE 2 /* True value of item, unadjusted */ |
612 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
600 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
… | |
… | |
648 | /* CIRCLE1 = 32 */ |
636 | /* CIRCLE1 = 32 */ |
649 | /* + DISTATT = 1 */ |
637 | /* + DISTATT = 1 */ |
650 | /* ------------------- */ |
638 | /* ------------------- */ |
651 | /* attack_movement = 33 */ |
639 | /* attack_movement = 33 */ |
652 | /******************************************************************************/ |
640 | /******************************************************************************/ |
653 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
641 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
654 | /* attack from a distance - good for missile users only */ |
642 | /* attack from a distance - good for missile users only */ |
655 | #define RUNATT 2 /* run but attack if player catches up to object */ |
643 | #define RUNATT 2 /* run but attack if player catches up to object */ |
656 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
644 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
657 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
645 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
658 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
646 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
659 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
647 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
660 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
648 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
661 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
649 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
662 | /* maintains comfortable distance */ |
650 | /* maintains comfortable distance */ |
|
|
651 | |
663 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
652 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
664 | /* are set to this number, the monster follows a player */ |
653 | /* are set to this number, the monster follows a player */ |
665 | /* until the owner calls it back or off */ |
654 | /* until the owner calls it back or off */ |
666 | /* player followed denoted by 0b->owner */ |
655 | /* player followed denoted by 0b->owner */ |
667 | /* the monster will try to attack whatever the player is */ |
656 | /* the monster will try to attack whatever the player is */ |
668 | /* attacking, and will continue to do so until the owner */ |
657 | /* attacking, and will continue to do so until the owner */ |
669 | /* calls off the monster - a key command will be */ |
658 | /* calls off the monster - a key command will be */ |
670 | /* inserted to do so */ |
659 | /* inserted to do so */ |
671 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
660 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
672 | /* are set to this number, the monster will move in a */ |
661 | /* are set to this number, the monster will move in a */ |
673 | /* circle until it is attacked, or the enemy field is */ |
662 | /* circle until it is attacked, or the enemy field is */ |
674 | /* set, this is good for non-aggressive monsters and NPC */ |
663 | /* set, this is good for non-aggressive monsters and NPC */ |
675 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
664 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
676 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
665 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
677 | /* this is HORIZONTAL movement */ |
666 | /* this is HORIZONTAL movement */ |
678 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
667 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
679 | /* pace area is longer and the monster stops before */ |
668 | /* pace area is longer and the monster stops before */ |
680 | /* changing directions */ |
669 | /* changing directions */ |
681 | /* this is HORIZONTAL movement */ |
670 | /* this is HORIZONTAL movement */ |
682 | #define RANDO 96 /* the monster will go in a random direction until */ |
671 | #define RANDO 96 /* the monster will go in a random direction until */ |
683 | /* it is stopped by an obstacle, then it chooses another */ |
672 | /* it is stopped by an obstacle, then it chooses another */ |
684 | /* direction. */ |
673 | /* direction. */ |
685 | #define RANDO2 112 /* constantly move in a different random direction */ |
674 | #define RANDO2 112 /* constantly move in a different random direction */ |
686 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
675 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
687 | /* this is VERTICAL movement */ |
676 | /* this is VERTICAL movement */ |
688 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
677 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
689 | /* pace area is longer and the monster stops before */ |
678 | /* pace area is longer and the monster stops before */ |
690 | /* changing directions */ |
679 | /* changing directions */ |
691 | /* this is VERTICAL movement */ |
680 | /* this is VERTICAL movement */ |
692 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
681 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
693 | #define HI4 240 |
682 | #define HI4 240 |
694 | |
683 | |
695 | #define BLANK_FACE_NAME "blank.x11" |
684 | #define BLANK_FACE_NAME "blank.x11" |
696 | #define EMPTY_FACE_NAME "empty.x11" |
685 | #define EMPTY_FACE_NAME "empty.x11" |
697 | |
686 | |
… | |
… | |
704 | |
693 | |
705 | /* Flags for apply_special() */ |
694 | /* Flags for apply_special() */ |
706 | enum apply_flag |
695 | enum apply_flag |
707 | { |
696 | { |
708 | /* Basic flags/mode, always use one of these */ |
697 | /* Basic flags/mode, always use one of these */ |
709 | AP_TOGGLE = 0, |
698 | AP_TOGGLE = 0, |
710 | AP_APPLY = 1, |
699 | AP_APPLY = 0x01, |
711 | AP_UNAPPLY = 2, |
700 | AP_UNAPPLY = 0x02, |
712 | |
701 | AP_MODE = 0x03, |
713 | AP_BASIC_FLAGS = 0x0f, |
|
|
714 | |
702 | |
715 | /* Optional flags, for bitwise or with a basic flag */ |
703 | /* Optional flags, for bitwise or with a basic flag */ |
716 | AP_NO_MERGE = 0x10, |
704 | AP_NO_MERGE = 0x10, |
717 | AP_IGNORE_CURSE = 0x20, |
705 | AP_IGNORE_CURSE = 0x20, |
718 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
706 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
719 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
707 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
720 | }; |
708 | }; |
721 | |
709 | |
722 | /* Bitmask values for 'can_apply_object()' return values. |
710 | /* Bitmask values for 'can_apply_object()' return values. |
723 | * the CAN_APPLY_ prefix is to just note what function the |
711 | * the CAN_APPLY_ prefix is to just note what function the |
724 | * are returned from. |
712 | * are returned from. |
… | |
… | |
743 | * this one can be applied. Think of rings - human is wearing two |
731 | * this one can be applied. Think of rings - human is wearing two |
744 | * rings and tries to apply one - there are two possible rings he |
732 | * rings and tries to apply one - there are two possible rings he |
745 | * could remove. |
733 | * could remove. |
746 | * |
734 | * |
747 | */ |
735 | */ |
748 | #define CAN_APPLY_NEVER 0x1 |
736 | #define CAN_APPLY_NEVER 0x01 |
749 | #define CAN_APPLY_RESTRICTION 0x2 |
737 | #define CAN_APPLY_RESTRICTION 0x02 |
750 | #define CAN_APPLY_NOT_MASK 0xf |
738 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
739 | |
751 | #define CAN_APPLY_UNAPPLY 0x10 |
740 | #define CAN_APPLY_UNAPPLY 0x10 |
752 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
741 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
753 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
742 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
754 | |
743 | |
755 | // Cut off point of when an object is put on the active list or not |
744 | // Cut off point of when an object is put on the active list or not |
756 | // we use 2**-n because that can be represented exactly |
745 | // we use 2**-n because that can be represented exactly |
757 | // also make sure that this is a float, not double, constant |
746 | // also make sure that this is a float, not double, constant |
758 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
747 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
759 | |
748 | |
760 | #define RANDOM() (rndm.next () & 0xffffffU) |
749 | /* have mercy on players and guarantee a somewhat higher speed */ |
|
|
750 | #define MIN_PLAYER_SPEED 0.04f |
761 | |
751 | |
762 | /* |
752 | /* |
763 | * Warning! |
753 | * Warning! |
764 | * If you add message types here, don't forget |
754 | * If you add message types here, don't forget |
765 | * to keep the client up to date too! |
755 | * to keep the client up to date too! |
… | |
… | |
852 | #define MSG_TYPE_ADMIN_RULES 1 |
842 | #define MSG_TYPE_ADMIN_RULES 1 |
853 | #define MSG_TYPE_ADMIN_NEWS 2 |
843 | #define MSG_TYPE_ADMIN_NEWS 2 |
854 | |
844 | |
855 | /** |
845 | /** |
856 | * Maximum distance a player may hear a sound from. |
846 | * Maximum distance a player may hear a sound from. |
857 | * This is only used for new client/server sound. If the sound source |
847 | * This is only used for client/server sound and say. If the sound source |
858 | * on the map is farther away than this, we don't sent it to the client. |
848 | * on the map is farther away than this, we don't sent it to the client. |
859 | */ |
849 | */ |
860 | #define MAX_SOUND_DISTANCE 16 |
850 | #define MAX_SOUND_DISTANCE 16 |
861 | |
851 | |
862 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
852 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
863 | #define INFO_CHANNEL "info" // lower_left box |
853 | #define INFO_CHANNEL "info" // lower_left box |
864 | #define SAY_CHANNEL "channel-say" |
854 | #define SAY_CHANNEL "say" |
865 | #define CHAT_CHANNEL "channel-chat" |
855 | #define CHAT_CHANNEL "chat" |
866 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
856 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
867 | |
857 | |
868 | /* The following are the color flags passed to new_draw_info. |
858 | /* The following are the color flags passed to new_draw_info. |
869 | * |
859 | * |
870 | * We also set up some control flags |
860 | * We also set up some control flags |