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Comparing deliantra/server/include/define.h (file contents):
Revision 1.89 by root, Mon Sep 29 06:32:08 2008 UTC vs.
Revision 1.95 by root, Sat Dec 27 02:31:19 2008 UTC

393 393
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 395
396/* 396/*
397 * If any FLAG's are added or changed, make sure the flag_names structure in 397 * If any FLAG's are added or changed, make sure the flag_names structure in
398 * common/loader.l is updated. 398 * common/loader.C is updated.
399 */ 399 */
400 400
401/* Basic routines to do above */ 401/* Basic routines to do above */
402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
407 407
408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
409#define FLAG_WIZ 1 /* Object has special privilegies */ 409#define FLAG_WIZ 1 /* Object has special privilegies */
410#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 410#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
411#define FLAG_FREED 3 /* Object is in the list of free objects */ 411#define FLAG_FREED 3 /* Object is in the list of free objects */
412//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 412#define FLAG_WIZLOOK 4 /* disable los and lighting */
413#define FLAG_APPLIED 5 /* Object is ready for use by living */ 413#define FLAG_APPLIED 5 /* Object is ready for use by living */
414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
416 416
417#define FLAG_NO_PICK 8 /* Object can't be picked up */ 417#define FLAG_NO_PICK 8 /* Object can't be picked up */
421 421
422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
423 423
424/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 424/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
425/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 425/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
426#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
426 427
427#define FLAG_MONSTER 14 /* Will attack players */ 428#define FLAG_MONSTER 14 /* Will attack players */
428#define FLAG_FRIENDLY 15 /* Will help players */ 429#define FLAG_FRIENDLY 15 /* Will help players */
429#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
430#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
562#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
563#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
564 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
565#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
566#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
567#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
568 569
569#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
570 571
571/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
572 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
596#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
597#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
598#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
599 600
600/* for use by the lighting code */ 601/* for use by the lighting code */
601#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
602 * large values allow objects that can 603 * large values allow objects that can
603 * slow down the game */ 604 * slow down the game */
604#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
605 * practical reason to exceed this */ 606 * practical reason to exceed this */
607#define LOS_MAX 4 /* max. los value for non-blocked spaces */
608#define LOS_BLOCKED 100 /* fully blocked spaces */
606#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
607 MAX_LIGHT_RADII:(xyz)->glow_radius; 610 MAX_LIGHT_RADII:(xyz)->glow_radius;
611// player position in blocked_los code
612#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
613#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
614
608 615
609#define F_BUY 0 616#define F_BUY 0
610#define F_SELL 1 617#define F_SELL 1
611#define F_TRUE 2 /* True value of item, unadjusted */ 618#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 */ 619#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
755// Cut off point of when an object is put on the active list or not 762// 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 763// we use 2**-n because that can be represented exactly
757// also make sure that this is a float, not double, constant 764// also make sure that this is a float, not double, constant
758#define MIN_ACTIVE_SPEED (1.f / 65536.f) 765#define MIN_ACTIVE_SPEED (1.f / 65536.f)
759 766
760#define RANDOM() (rndm.next () & 0xffffffU)
761
762/* 767/*
763 * Warning! 768 * Warning!
764 * If you add message types here, don't forget 769 * If you add message types here, don't forget
765 * to keep the client up to date too! 770 * to keep the client up to date too!
766 */ 771 */
859 */ 864 */
860#define MAX_SOUND_DISTANCE 16 865#define MAX_SOUND_DISTANCE 16
861 866
862#define LOG_CHANNEL "log" // the plain and ugly standard server log 867#define LOG_CHANNEL "log" // the plain and ugly standard server log
863#define INFO_CHANNEL "info" // lower_left box 868#define INFO_CHANNEL "info" // lower_left box
864#define SAY_CHANNEL "channel-say" 869#define SAY_CHANNEL "say"
865#define CHAT_CHANNEL "channel-chat" 870#define CHAT_CHANNEL "chat"
866#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 871#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
867 872
868/* The following are the color flags passed to new_draw_info. 873/* The following are the color flags passed to new_draw_info.
869 * 874 *
870 * We also set up some control flags 875 * We also set up some control flags

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