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Comparing deliantra/server/include/define.h (file contents):
Revision 1.91 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.104 by root, Thu Oct 15 20:12:35 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
62#define MIN_DAM 0 63#define MIN_DAM 0
63#define MAX_DAM 200 64#define MAX_DAM 200
64#define MIN_DIGESTION -35 65#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 66#define MAX_DIGESTION 70
66 67
67#define MAX_BUF 1024 68#define MAX_BUF 1024 /* Used for all kinds of things */
68 /* Used for all kinds of things */
69#define VERY_BIG_BUF 2048
70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */ 69#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
72
73#define FONTSIZE 3000 /* Max chars in font */
74
75#define MAX_ANIMATIONS 256
76 70
77#define MAX_NAME 48 71#define MAX_NAME 48
78#define MAX_EXT_TITLE 98
79 72
80#define ATTUNE_REPELL 16 // levels diff for attune/repell 73#define ATTUNE_REPELL 16 // levels diff for attune/repell
81 74
82//TODO: remove all calls to fatal and replace them by cleanup 75//TODO: remove all calls to fatal and replace them by cleanup
83#define OUT_OF_MEMORY 0 76#define OUT_OF_MEMORY 0
119#define BOW 14 112#define BOW 14
120#define WEAPON 15 113#define WEAPON 15
121#define ARMOUR 16 114#define ARMOUR 16
122#define PEDESTAL 17 115#define PEDESTAL 17
123#define ALTAR 18 116#define ALTAR 18
124//19 117#define T_MATCH 19
125#define LOCKED_DOOR 20 118#define LOCKED_DOOR 20
126#define SPECIAL_KEY 21 119#define SPECIAL_KEY 21
127#define MAP 22 120#define MAP 22
128#define DOOR 23 121#define DOOR 23
129#define KEY 24 122#define KEY 24
205 in the engine. Like statues, clocks, chairs,... 198 in the engine. Like statues, clocks, chairs,...
206 If perhaps we create a function where we can sit 199 If perhaps we create a function where we can sit
207 on chairs, we create a new type and remove all 200 on chairs, we create a new type and remove all
208 chairs from here. */ 201 chairs from here. */
209//80 202//80
210//81 203#define TORCH 81 /* a torch */
211#define LAMP 82 /* a lamp */ 204#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 205#define DUPLICATOR 83 /* duplicator/multiplier object */
213//84 206//84
214#define SPELLBOOK 85 207#define SPELLBOOK 85
215//86 208//86
217//88 210//88
218//89 211//89
219#define SPINNER 90 212#define SPINNER 90
220#define GATE 91 213#define GATE 91
221#define BUTTON 92 214#define BUTTON 92
222#define CF_HANDLE 93 215#define T_HANDLE 93
223#define HOLE 94 216#define HOLE 94
224#define TRAPDOOR 95 217#define TRAPDOOR 95
225//96 218//96
226//97 219//97
227#define SIGN 98 220#define SIGN 98
288#define SYMPTOM 159 281#define SYMPTOM 159
289#define BUILDER 160 /* Generic item builder, see subtypes */ 282#define BUILDER 160 /* Generic item builder, see subtypes */
290#define MATERIAL 161 /* Material for building */ 283#define MATERIAL 161 /* Material for building */
291//162 284//162
292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 285#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293//164 286#define MAPSCRIPT 164 /* A perl-scripted connectable */
294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 287#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
295 potions, alchemy, or magic works here (elmex) */ 288 potions, alchemy, or magic works here (elmex) */
296 289
297#define NUM_TYPES 166 // must be max(type) + 1 290#define NUM_TYPES 166 // must be max(type) + 1
298 291
343#define PU_NOTHING 0x00000000 336#define PU_NOTHING 0x00000000
344 337
345#define PU_DEBUG 0x10000000 338#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 339#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 340#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 341#define PU_ENABLE 0x80000000 // used to distinguish value density
349 342
350#define PU_RATIO 0x0000000F 343#define PU_RATIO 0x0000000F
351 344
352#define PU_FOOD 0x00000010 345#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 346#define PU_DRINK 0x00000020
393 386
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 387#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 388
396/* 389/*
397 * If any FLAG's are added or changed, make sure the flag_names structure in 390 * If any FLAG's are added or changed, make sure the flag_names structure in
398 * common/loader.l is updated. 391 * common/loader.C is updated.
399 */ 392 */
400 393
401/* Basic routines to do above */ 394/* Basic routines to do above */
402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 395#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 396#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
407 400
408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 401#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
409#define FLAG_WIZ 1 /* Object has special privilegies */ 402#define FLAG_WIZ 1 /* Object has special privilegies */
410#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 403#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
411#define FLAG_FREED 3 /* Object is in the list of free objects */ 404#define FLAG_FREED 3 /* Object is in the list of free objects */
412//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 405#define FLAG_WIZLOOK 4 /* disable los and lighting */
413#define FLAG_APPLIED 5 /* Object is ready for use by living */ 406#define FLAG_APPLIED 5 /* Object is ready for use by living */
414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 407#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 408#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
416 409
417#define FLAG_NO_PICK 8 /* Object can't be picked up */ 410#define FLAG_NO_PICK 8 /* Object can't be picked up */
563#define MOVE_FLY_HIGH 0x04 /* High flying object */ 556#define MOVE_FLY_HIGH 0x04 /* High flying object */
564#define MOVE_FLYING 0x06 557#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */ 558 /* Combo of fly_low and fly_high */
566#define MOVE_SWIM 0x08 /* Swimming object */ 559#define MOVE_SWIM 0x08 /* Swimming object */
567#define MOVE_BOAT 0x10 /* Boats/sailing */ 560#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 561#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569 562
570#define MOVE_ALL 0x3f /* Mask of all movement types */ 563#define MOVE_ALL 0x3f /* Mask of all movement types */
571 564
572/* typdef here to define type large enough to hold bitmask of 565/* typdef here to define type large enough to hold bitmask of
573 * all movement types. Make one declaration so easy to update. 566 * all movement types. Make one declaration so easy to update.
602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really 595#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
603 * large values allow objects that can 596 * large values allow objects that can
604 * slow down the game */ 597 * slow down the game */
605#define MAX_DARKNESS 5 /* maximum map darkness, there is no 598#define MAX_DARKNESS 5 /* maximum map darkness, there is no
606 * practical reason to exceed this */ 599 * practical reason to exceed this */
600#define LOS_MAX 4 /* max. los value for non-blocked spaces */
601#define LOS_BLOCKED 100 /* fully blocked spaces */
607#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 602#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
608 MAX_LIGHT_RADII:(xyz)->glow_radius; 603 MAX_LIGHT_RADII:(xyz)->glow_radius;
604// player position in blocked_los code
605#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
606#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
607
609 608
610#define F_BUY 0 609#define F_BUY 0
611#define F_SELL 1 610#define F_SELL 1
612#define F_TRUE 2 /* True value of item, unadjusted */ 611#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 */ 612#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
649/* CIRCLE1 = 32 */ 648/* CIRCLE1 = 32 */
650/* + DISTATT = 1 */ 649/* + DISTATT = 1 */
651/* ------------------- */ 650/* ------------------- */
652/* attack_movement = 33 */ 651/* attack_movement = 33 */
653/******************************************************************************/ 652/******************************************************************************/
654#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 653#define DISTATT 1 /* move toward a player if far, but mantain some space, */
655 /* attack from a distance - good for missile users only */ 654 /* attack from a distance - good for missile users only */
656#define RUNATT 2 /* run but attack if player catches up to object */ 655#define RUNATT 2 /* run but attack if player catches up to object */
657#define HITRUN 3 /* run to then hit player then run away cyclicly */ 656#define HITRUN 3 /* run to then hit player then run away cyclicly */
658#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 657#define WAITATT 4 /* wait for player to approach then hit, move if hit */
659#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 658#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 */ 659#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 */ 660#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 */ 661#define WAIT2 8 /* monster does not try to move towards player if far */
663 /* maintains comfortable distance */ 662 /* maintains comfortable distance */
663
664#define PETMOVE 16 /* if the upper four bits of attack_movement */ 664#define PETMOVE 16 /* if the upper four bits of attack_movement */
665 /* are set to this number, the monster follows a player */ 665 /* are set to this number, the monster follows a player */
666 /* until the owner calls it back or off */ 666 /* until the owner calls it back or off */
667 /* player followed denoted by 0b->owner */ 667 /* player followed denoted by 0b->owner */
668 /* the monster will try to attack whatever the player is */ 668 /* the monster will try to attack whatever the player is */
669 /* attacking, and will continue to do so until the owner */ 669 /* attacking, and will continue to do so until the owner */
670 /* calls off the monster - a key command will be */ 670 /* calls off the monster - a key command will be */
671 /* inserted to do so */ 671 /* inserted to do so */
672#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 672#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
673 /* are set to this number, the monster will move in a */ 673 /* are set to this number, the monster will move in a */
674 /* circle until it is attacked, or the enemy field is */ 674 /* circle until it is attacked, or the enemy field is */
675 /* set, this is good for non-aggressive monsters and NPC */ 675 /* set, this is good for non-aggressive monsters and NPC */
676#define CIRCLE2 48 /* same as above but a larger circle is used */ 676#define CIRCLE2 48 /* same as above but a larger circle is used */
677#define PACEH 64 /* The Monster will pace back and forth until attacked */ 677#define PACEH 64 /* The Monster will pace back and forth until attacked */
678 /* this is HORIZONTAL movement */ 678 /* this is HORIZONTAL movement */
679#define PACEH2 80 /* the monster will pace as above but the length of the */ 679#define PACEH2 80 /* the monster will pace as above but the length of the */
680 /* pace area is longer and the monster stops before */ 680 /* pace area is longer and the monster stops before */
681 /* changing directions */ 681 /* changing directions */
682 /* this is HORIZONTAL movement */ 682 /* this is HORIZONTAL movement */
683#define RANDO 96 /* the monster will go in a random direction until */ 683#define RANDO 96 /* the monster will go in a random direction until */
684 /* it is stopped by an obstacle, then it chooses another */ 684 /* it is stopped by an obstacle, then it chooses another */
685 /* direction. */ 685 /* direction. */
686#define RANDO2 112 /* constantly move in a different random direction */ 686#define RANDO2 112 /* constantly move in a different random direction */
687#define PACEV 128 /* The Monster will pace back and forth until attacked */ 687#define PACEV 128 /* The Monster will pace back and forth until attacked */
688 /* this is VERTICAL movement */ 688 /* this is VERTICAL movement */
689#define PACEV2 144 /* the monster will pace as above but the length of the */ 689#define PACEV2 144 /* the monster will pace as above but the length of the */
690 /* pace area is longer and the monster stops before */ 690 /* pace area is longer and the monster stops before */
691 /* changing directions */ 691 /* changing directions */
692 /* this is VERTICAL movement */ 692 /* this is VERTICAL movement */
693#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 693#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
694#define HI4 240 694#define HI4 240
695 695
696#define BLANK_FACE_NAME "blank.x11" 696#define BLANK_FACE_NAME "blank.x11"
697#define EMPTY_FACE_NAME "empty.x11" 697#define EMPTY_FACE_NAME "empty.x11"
698 698
756// Cut off point of when an object is put on the active list or not 756// Cut off point of when an object is put on the active list or not
757// we use 2**-n because that can be represented exactly 757// we use 2**-n because that can be represented exactly
758// also make sure that this is a float, not double, constant 758// also make sure that this is a float, not double, constant
759#define MIN_ACTIVE_SPEED (1.f / 65536.f) 759#define MIN_ACTIVE_SPEED (1.f / 65536.f)
760 760
761#define RANDOM() (rndm.next () & 0xffffffU)
762
763/* 761/*
764 * Warning! 762 * Warning!
765 * If you add message types here, don't forget 763 * If you add message types here, don't forget
766 * to keep the client up to date too! 764 * to keep the client up to date too!
767 */ 765 */
853#define MSG_TYPE_ADMIN_RULES 1 851#define MSG_TYPE_ADMIN_RULES 1
854#define MSG_TYPE_ADMIN_NEWS 2 852#define MSG_TYPE_ADMIN_NEWS 2
855 853
856/** 854/**
857 * Maximum distance a player may hear a sound from. 855 * Maximum distance a player may hear a sound from.
858 * This is only used for new client/server sound. If the sound source 856 * This is only used for client/server sound and say. If the sound source
859 * on the map is farther away than this, we don't sent it to the client. 857 * on the map is farther away than this, we don't sent it to the client.
860 */ 858 */
861#define MAX_SOUND_DISTANCE 16 859#define MAX_SOUND_DISTANCE 16
862 860
863#define LOG_CHANNEL "log" // the plain and ugly standard server log 861#define LOG_CHANNEL "log" // the plain and ugly standard server log
864#define INFO_CHANNEL "info" // lower_left box 862#define INFO_CHANNEL "info" // lower_left box
865#define SAY_CHANNEL "channel-say" 863#define SAY_CHANNEL "say"
866#define CHAT_CHANNEL "channel-chat" 864#define CHAT_CHANNEL "chat"
867#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 865#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
868 866
869/* The following are the color flags passed to new_draw_info. 867/* The following are the color flags passed to new_draw_info.
870 * 868 *
871 * We also set up some control flags 869 * We also set up some control flags

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