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Comparing deliantra/server/include/define.h (file contents):
Revision 1.90 by root, Sun Nov 16 03:52:12 2008 UTC vs.
Revision 1.99 by root, Thu Jan 8 03:03:24 2009 UTC

288#define SYMPTOM 159 288#define SYMPTOM 159
289#define BUILDER 160 /* Generic item builder, see subtypes */ 289#define BUILDER 160 /* Generic item builder, see subtypes */
290#define MATERIAL 161 /* Material for building */ 290#define MATERIAL 161 /* Material for building */
291//162 291//162
292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293//164 293#define MAPSCRIPT 164 /* A perl-scripted connectable */
294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
295 potions, alchemy, or magic works here (elmex) */ 295 potions, alchemy, or magic works here (elmex) */
296 296
297#define NUM_TYPES 166 // must be max(type) + 1 297#define NUM_TYPES 166 // must be max(type) + 1
298 298
343#define PU_NOTHING 0x00000000 343#define PU_NOTHING 0x00000000
344 344
345#define PU_DEBUG 0x10000000 345#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 346#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 347#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 348#define PU_ENABLE 0x80000000 // used to distinguish value density
349 349
350#define PU_RATIO 0x0000000F 350#define PU_RATIO 0x0000000F
351 351
352#define PU_FOOD 0x00000010 352#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 353#define PU_DRINK 0x00000020
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 */
563#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
564#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
566#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
567#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569 569
570#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
571 571
572/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
573 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
597#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
600 600
601/* for use by the lighting code */ 601/* for use by the lighting code */
602#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
603 * large values allow objects that can 603 * large values allow objects that can
604 * slow down the game */ 604 * slow down the game */
605#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
606 * 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 */
607#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
608 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
609 615
610#define F_BUY 0 616#define F_BUY 0
611#define F_SELL 1 617#define F_SELL 1
612#define F_TRUE 2 /* True value of item, unadjusted */ 618#define F_TRUE 2 /* True value of item, unadjusted */
613#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 */
649/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
650/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
651/* ------------------- */ 657/* ------------------- */
652/* attack_movement = 33 */ 658/* attack_movement = 33 */
653/******************************************************************************/ 659/******************************************************************************/
654#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 660#define DISTATT 1 /* move toward a player if far, but mantain some space, */
655 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
656#define RUNATT 2 /* run but attack if player catches up to object */ 662#define RUNATT 2 /* run but attack if player catches up to object */
657#define HITRUN 3 /* run to then hit player then run away cyclicly */ 663#define HITRUN 3 /* run to then hit player then run away cyclicly */
658#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 664#define WAITATT 4 /* wait for player to approach then hit, move if hit */
659#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
660#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 666#define ALLRUN 6 /* always run never attack good for sim. of weak player */
661#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 667#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
662#define WAIT2 8 /* monster does not try to move towards player if far */ 668#define WAIT2 8 /* monster does not try to move towards player if far */
663 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
664#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
665 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
666 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
667 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
668 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
669 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
670 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
671 /* inserted to do so */ 678 /* inserted to do so */
672#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 679#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
673 /* are set to this number, the monster will move in a */ 680 /* are set to this number, the monster will move in a */
674 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
675 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
676#define CIRCLE2 48 /* same as above but a larger circle is used */ 683#define CIRCLE2 48 /* same as above but a larger circle is used */
677#define PACEH 64 /* The Monster will pace back and forth until attacked */ 684#define PACEH 64 /* The Monster will pace back and forth until attacked */
678 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
679#define PACEH2 80 /* the monster will pace as above but the length of the */ 686#define PACEH2 80 /* the monster will pace as above but the length of the */
680 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
681 /* changing directions */ 688 /* changing directions */
682 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
683#define RANDO 96 /* the monster will go in a random direction until */ 690#define RANDO 96 /* the monster will go in a random direction until */
684 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
685 /* direction. */ 692 /* direction. */
686#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
687#define PACEV 128 /* The Monster will pace back and forth until attacked */ 694#define PACEV 128 /* The Monster will pace back and forth until attacked */
688 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
689#define PACEV2 144 /* the monster will pace as above but the length of the */ 696#define PACEV2 144 /* the monster will pace as above but the length of the */
690 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
691 /* changing directions */ 698 /* changing directions */
692 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
693#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 700#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
694#define HI4 240 701#define HI4 240
695 702
696#define BLANK_FACE_NAME "blank.x11" 703#define BLANK_FACE_NAME "blank.x11"
697#define EMPTY_FACE_NAME "empty.x11" 704#define EMPTY_FACE_NAME "empty.x11"
698 705
756// Cut off point of when an object is put on the active list or not 763// Cut off point of when an object is put on the active list or not
757// we use 2**-n because that can be represented exactly 764// we use 2**-n because that can be represented exactly
758// also make sure that this is a float, not double, constant 765// also make sure that this is a float, not double, constant
759#define MIN_ACTIVE_SPEED (1.f / 65536.f) 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
760 767
761#define RANDOM() (rndm.next () & 0xffffffU)
762
763/* 768/*
764 * Warning! 769 * Warning!
765 * If you add message types here, don't forget 770 * If you add message types here, don't forget
766 * to keep the client up to date too! 771 * to keep the client up to date too!
767 */ 772 */
860 */ 865 */
861#define MAX_SOUND_DISTANCE 16 866#define MAX_SOUND_DISTANCE 16
862 867
863#define LOG_CHANNEL "log" // the plain and ugly standard server log 868#define LOG_CHANNEL "log" // the plain and ugly standard server log
864#define INFO_CHANNEL "info" // lower_left box 869#define INFO_CHANNEL "info" // lower_left box
865#define SAY_CHANNEL "channel-say" 870#define SAY_CHANNEL "say"
866#define CHAT_CHANNEL "channel-chat" 871#define CHAT_CHANNEL "chat"
867#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 872#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
868 873
869/* The following are the color flags passed to new_draw_info. 874/* The following are the color flags passed to new_draw_info.
870 * 875 *
871 * We also set up some control flags 876 * We also set up some control flags

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