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 | |
299 | /* END TYPE DEFINE */ |
283 | /* END TYPE DEFINE */ |
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284 | |
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285 | typedef std::bitset<NUM_TYPES> typeset; |
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286 | |
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287 | /* These are the items that currently can change digestion, regeneration, |
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288 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
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289 | * list, but other items store other info into stats array. |
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290 | * As a special exception, bows use stats.sp for their own purposes. |
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291 | */ |
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292 | static const struct digest_types : typeset |
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293 | { |
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294 | digest_types () |
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295 | { |
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296 | set (WEAPON); |
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297 | set (BOW); |
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298 | set (ARMOUR); |
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299 | set (HELMET); |
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300 | set (SHIELD); |
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301 | set (RING); |
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302 | set (BOOTS); |
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303 | set (GLOVES); |
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304 | set (AMULET); |
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305 | set (GIRDLE); |
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306 | set (BRACERS); |
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307 | set (CLOAK); |
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308 | set (DISEASE); |
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309 | set (FORCE); |
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310 | set (SKILL); |
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311 | } |
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312 | } digest_types; |
300 | |
313 | |
301 | // maximum supported subtype number + 1, can be increased to 256 |
314 | // maximum supported subtype number + 1, can be increased to 256 |
302 | // currently (2007-09) in use: 50 |
315 | // currently (2007-09) in use: 50 |
303 | #define NUM_SUBTYPES 64 |
316 | #define NUM_SUBTYPES 64 |
304 | |
317 | |
… | |
… | |
343 | #define PU_NOTHING 0x00000000 |
356 | #define PU_NOTHING 0x00000000 |
344 | |
357 | |
345 | #define PU_DEBUG 0x10000000 |
358 | #define PU_DEBUG 0x10000000 |
346 | #define PU_INHIBIT 0x20000000 |
359 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_STOP 0x40000000 |
360 | #define PU_STOP 0x40000000 |
348 | #define PU_NEWMODE 0x80000000 |
361 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
349 | |
362 | |
350 | #define PU_RATIO 0x0000000F |
363 | #define PU_RATIO 0x0000000F |
351 | |
364 | |
352 | #define PU_FOOD 0x00000010 |
365 | #define PU_FOOD 0x00000010 |
353 | #define PU_DRINK 0x00000020 |
366 | #define PU_DRINK 0x00000020 |
… | |
… | |
393 | |
406 | |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
407 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | |
408 | |
396 | /* |
409 | /* |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
410 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * common/loader.l is updated. |
411 | * common/loader.C is updated. |
399 | */ |
412 | */ |
400 | |
413 | |
401 | /* Basic routines to do above */ |
414 | /* Basic routines to do above */ |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
415 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
416 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
404 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
417 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
405 | |
418 | |
406 | /* the flags */ |
419 | /* the flags */ |
407 | |
420 | |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
421 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
422 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
423 | #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 */ |
424 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
425 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
426 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
427 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
428 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | |
429 | |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
430 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
418 | |
431 | /*#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) */ |
432 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
421 | |
433 | |
422 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
434 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
423 | |
435 | |
424 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
436 | /*#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) */ |
437 | /*#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? */ |
438 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
427 | |
439 | |
428 | #define FLAG_MONSTER 14 /* Will attack players */ |
440 | #define FLAG_MONSTER 14 /* Will attack players */ |
429 | #define FLAG_FRIENDLY 15 /* Will help players */ |
441 | #define FLAG_FRIENDLY 15 /* Will help players */ |
430 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
442 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
431 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
443 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
432 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
444 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
433 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
445 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
434 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
446 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
435 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
447 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
436 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
448 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
437 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
449 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
438 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
450 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
439 | |
451 | |
440 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
452 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
441 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
453 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
442 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
454 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
443 | |
455 | |
444 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
456 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
445 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
457 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
446 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
458 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
447 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
459 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
448 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
460 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
449 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
461 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
450 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
462 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
451 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
463 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
452 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
464 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
453 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
465 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
454 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
466 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
455 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
467 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
456 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
468 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
457 | |
469 | |
458 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
470 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
459 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
471 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
460 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
472 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
461 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
473 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
462 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
474 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
463 | but can still attack at a distance */ |
475 | but can still attack at a distance */ |
464 | |
476 | |
465 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
477 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
466 | thru this object as if it wasn't there */ |
478 | thru this object as if it wasn't there */ |
467 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
479 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
468 | |
480 | |
469 | #define FLAG_PICK_UP 48 /* Can pick up */ |
481 | #define FLAG_PICK_UP 48 /* Can pick up */ |
470 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
482 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
471 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
483 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
472 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
484 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
473 | |
485 | |
474 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
486 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
475 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
487 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
476 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
488 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
477 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
489 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
478 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
490 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
479 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
491 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
480 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
492 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
481 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
493 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
482 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
494 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
483 | |
495 | |
484 | #define FLAG_XRAYS 61 /* X-ray vision */ |
496 | #define FLAG_XRAYS 61 /* X-ray vision */ |
485 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
497 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
486 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
498 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
487 | |
499 | |
488 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
500 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
489 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
501 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
490 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
502 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
491 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
503 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
492 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
504 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
493 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
505 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
494 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
506 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
495 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
507 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
496 | |
508 | |
497 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
509 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
498 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
510 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
499 | #define FLAG_CURSED 74 /* The object is cursed */ |
511 | #define FLAG_CURSED 74 /* The object is cursed */ |
500 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
512 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
501 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
513 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
502 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
514 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
503 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
515 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
504 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
516 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
505 | |
517 | |
506 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
518 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
507 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
519 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
508 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
520 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
509 | |
521 | |
510 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
522 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
511 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
523 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
512 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
524 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
513 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
525 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
514 | |
526 | |
515 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
527 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
516 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
528 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
517 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
529 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
518 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
530 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
519 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
531 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
520 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
532 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
521 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
533 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
522 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
534 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
523 | |
535 | |
524 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
536 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
525 | |
537 | |
526 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
538 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
527 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
539 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
528 | * away (replaces ghosthit) |
540 | * away (replaces ghosthit) |
529 | */ |
541 | */ |
530 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
542 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
531 | |
543 | |
532 | #define FLAG_BERSERK 99 /* monster will attack closest living |
544 | #define FLAG_BERSERK 99 /* monster will attack closest living |
533 | object */ |
545 | object */ |
534 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
546 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
535 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
547 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
536 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
548 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
537 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
549 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
538 | * load_original_map() */ |
550 | * load_original_map() */ |
539 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
551 | #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
540 | // * the overlay, and is not subject to |
|
|
541 | // * decay. */ |
|
|
542 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
552 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
543 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
553 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
544 | #define FLAG_IS_WATER 107 |
554 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
545 | #define FLAG_CONTENT_ON_GEN 108 |
555 | #define FLAG_CONTENT_ON_GEN 108 |
546 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
556 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
547 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
557 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
548 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
558 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
549 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
559 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
550 | |
560 | |
551 | #define NUM_FLAGS 113 /* Should always be equal to the last |
561 | #define NUM_FLAGS 113 /* Should always be equal to the last |
552 | * defined flag + 1. If you change this, |
562 | * defined flag + 1. If you change this, |
553 | * make sure you update the flag_links |
563 | * make sure you update the flag_links |
554 | * in common/loader.l |
564 | * in common/loader.l |
555 | */ |
565 | */ |
556 | |
566 | |
557 | /* If you add new movement types, you may need to update |
567 | /* If you add new movement types, you may need to update |
558 | * describe_item() so properly describe those types. |
568 | * describe_item() so properly describe those types. |
559 | * change_abil() probably should be updated also. |
569 | * change_abil() probably should be updated also. |
560 | */ |
570 | */ |
… | |
… | |
563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
573 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
564 | #define MOVE_FLYING 0x06 |
574 | #define MOVE_FLYING 0x06 |
565 | /* Combo of fly_low and fly_high */ |
575 | /* Combo of fly_low and fly_high */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
576 | #define MOVE_SWIM 0x08 /* Swimming object */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
577 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
578 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
569 | |
579 | |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
580 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
571 | |
581 | |
572 | /* typdef here to define type large enough to hold bitmask of |
582 | /* typdef here to define type large enough to hold bitmask of |
573 | * all movement types. Make one declaration so easy to update. |
583 | * all movement types. Make one declaration so easy to update. |
… | |
… | |
604 | * slow down the game */ |
614 | * slow down the game */ |
605 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
615 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
606 | * practical reason to exceed this */ |
616 | * practical reason to exceed this */ |
607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
617 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
618 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
619 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
620 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
611 | // player position in blocked_los code |
621 | // player position in blocked_los code |
612 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
622 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
613 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
623 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
614 | |
624 | |
615 | |
625 | |
… | |
… | |
655 | /* CIRCLE1 = 32 */ |
665 | /* CIRCLE1 = 32 */ |
656 | /* + DISTATT = 1 */ |
666 | /* + DISTATT = 1 */ |
657 | /* ------------------- */ |
667 | /* ------------------- */ |
658 | /* attack_movement = 33 */ |
668 | /* attack_movement = 33 */ |
659 | /******************************************************************************/ |
669 | /******************************************************************************/ |
660 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
670 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
661 | /* attack from a distance - good for missile users only */ |
671 | /* attack from a distance - good for missile users only */ |
662 | #define RUNATT 2 /* run but attack if player catches up to object */ |
672 | #define RUNATT 2 /* run but attack if player catches up to object */ |
663 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
673 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
664 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
674 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
665 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
675 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
666 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
676 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
667 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
677 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
668 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
678 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
669 | /* maintains comfortable distance */ |
679 | /* maintains comfortable distance */ |
|
|
680 | |
670 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
681 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
671 | /* are set to this number, the monster follows a player */ |
682 | /* are set to this number, the monster follows a player */ |
672 | /* until the owner calls it back or off */ |
683 | /* until the owner calls it back or off */ |
673 | /* player followed denoted by 0b->owner */ |
684 | /* player followed denoted by 0b->owner */ |
674 | /* the monster will try to attack whatever the player is */ |
685 | /* the monster will try to attack whatever the player is */ |
675 | /* attacking, and will continue to do so until the owner */ |
686 | /* attacking, and will continue to do so until the owner */ |
676 | /* calls off the monster - a key command will be */ |
687 | /* calls off the monster - a key command will be */ |
677 | /* inserted to do so */ |
688 | /* inserted to do so */ |
678 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
689 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
679 | /* are set to this number, the monster will move in a */ |
690 | /* are set to this number, the monster will move in a */ |
680 | /* circle until it is attacked, or the enemy field is */ |
691 | /* circle until it is attacked, or the enemy field is */ |
681 | /* set, this is good for non-aggressive monsters and NPC */ |
692 | /* set, this is good for non-aggressive monsters and NPC */ |
682 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
693 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
683 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
694 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
684 | /* this is HORIZONTAL movement */ |
695 | /* this is HORIZONTAL movement */ |
685 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
696 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
686 | /* pace area is longer and the monster stops before */ |
697 | /* pace area is longer and the monster stops before */ |
687 | /* changing directions */ |
698 | /* changing directions */ |
688 | /* this is HORIZONTAL movement */ |
699 | /* this is HORIZONTAL movement */ |
689 | #define RANDO 96 /* the monster will go in a random direction until */ |
700 | #define RANDO 96 /* the monster will go in a random direction until */ |
690 | /* it is stopped by an obstacle, then it chooses another */ |
701 | /* it is stopped by an obstacle, then it chooses another */ |
691 | /* direction. */ |
702 | /* direction. */ |
692 | #define RANDO2 112 /* constantly move in a different random direction */ |
703 | #define RANDO2 112 /* constantly move in a different random direction */ |
693 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
704 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
694 | /* this is VERTICAL movement */ |
705 | /* this is VERTICAL movement */ |
695 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
706 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
696 | /* pace area is longer and the monster stops before */ |
707 | /* pace area is longer and the monster stops before */ |
697 | /* changing directions */ |
708 | /* changing directions */ |
698 | /* this is VERTICAL movement */ |
709 | /* this is VERTICAL movement */ |
699 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
710 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
700 | #define HI4 240 |
711 | #define HI4 240 |
701 | |
712 | |
702 | #define BLANK_FACE_NAME "blank.x11" |
713 | #define BLANK_FACE_NAME "blank.x11" |
703 | #define EMPTY_FACE_NAME "empty.x11" |
714 | #define EMPTY_FACE_NAME "empty.x11" |
704 | |
715 | |
… | |
… | |
711 | |
722 | |
712 | /* Flags for apply_special() */ |
723 | /* Flags for apply_special() */ |
713 | enum apply_flag |
724 | enum apply_flag |
714 | { |
725 | { |
715 | /* Basic flags/mode, always use one of these */ |
726 | /* Basic flags/mode, always use one of these */ |
716 | AP_TOGGLE = 0, |
727 | AP_TOGGLE = 0, |
717 | AP_APPLY = 1, |
728 | AP_APPLY = 0x01, |
718 | AP_UNAPPLY = 2, |
729 | AP_UNAPPLY = 0x02, |
719 | |
730 | AP_MODE = 0x03, |
720 | AP_BASIC_FLAGS = 0x0f, |
|
|
721 | |
731 | |
722 | /* Optional flags, for bitwise or with a basic flag */ |
732 | /* Optional flags, for bitwise or with a basic flag */ |
723 | AP_NO_MERGE = 0x10, |
733 | AP_NO_MERGE = 0x10, |
724 | AP_IGNORE_CURSE = 0x20, |
734 | AP_IGNORE_CURSE = 0x20, |
725 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
735 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
726 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
736 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
727 | }; |
737 | }; |
728 | |
738 | |
729 | /* Bitmask values for 'can_apply_object()' return values. |
739 | /* Bitmask values for 'can_apply_object()' return values. |
730 | * the CAN_APPLY_ prefix is to just note what function the |
740 | * the CAN_APPLY_ prefix is to just note what function the |
731 | * are returned from. |
741 | * are returned from. |
… | |
… | |
750 | * this one can be applied. Think of rings - human is wearing two |
760 | * this one can be applied. Think of rings - human is wearing two |
751 | * rings and tries to apply one - there are two possible rings he |
761 | * rings and tries to apply one - there are two possible rings he |
752 | * could remove. |
762 | * could remove. |
753 | * |
763 | * |
754 | */ |
764 | */ |
755 | #define CAN_APPLY_NEVER 0x1 |
765 | #define CAN_APPLY_NEVER 0x01 |
756 | #define CAN_APPLY_RESTRICTION 0x2 |
766 | #define CAN_APPLY_RESTRICTION 0x02 |
757 | #define CAN_APPLY_NOT_MASK 0xf |
767 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
768 | |
758 | #define CAN_APPLY_UNAPPLY 0x10 |
769 | #define CAN_APPLY_UNAPPLY 0x10 |
759 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
770 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
760 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
771 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
761 | |
772 | |
762 | // Cut off point of when an object is put on the active list or not |
773 | // Cut off point of when an object is put on the active list or not |
763 | // we use 2**-n because that can be represented exactly |
774 | // we use 2**-n because that can be represented exactly |
764 | // also make sure that this is a float, not double, constant |
775 | // also make sure that this is a float, not double, constant |
765 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
776 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
766 | |
777 | |
767 | #define RANDOM() (rndm.next () & 0xffffffU) |
778 | /* have mercy on players and guarantee a somewhat higher speed */ |
|
|
779 | #define MIN_PLAYER_SPEED 0.04f |
768 | |
780 | |
769 | /* |
781 | /* |
770 | * Warning! |
782 | * Warning! |
771 | * If you add message types here, don't forget |
783 | * If you add message types here, don't forget |
772 | * to keep the client up to date too! |
784 | * to keep the client up to date too! |
… | |
… | |
859 | #define MSG_TYPE_ADMIN_RULES 1 |
871 | #define MSG_TYPE_ADMIN_RULES 1 |
860 | #define MSG_TYPE_ADMIN_NEWS 2 |
872 | #define MSG_TYPE_ADMIN_NEWS 2 |
861 | |
873 | |
862 | /** |
874 | /** |
863 | * Maximum distance a player may hear a sound from. |
875 | * Maximum distance a player may hear a sound from. |
864 | * This is only used for new client/server sound. If the sound source |
876 | * This is only used for client/server sound and say. If the sound source |
865 | * on the map is farther away than this, we don't sent it to the client. |
877 | * on the map is farther away than this, we don't sent it to the client. |
866 | */ |
878 | */ |
867 | #define MAX_SOUND_DISTANCE 16 |
879 | #define MAX_SOUND_DISTANCE 16 |
868 | |
880 | |
869 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
881 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
870 | #define INFO_CHANNEL "info" // lower_left box |
882 | #define INFO_CHANNEL "info" // lower_left box |
871 | #define SAY_CHANNEL "channel-say" |
883 | #define SAY_CHANNEL "say" |
872 | #define CHAT_CHANNEL "channel-chat" |
884 | #define CHAT_CHANNEL "chat" |
873 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
885 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
874 | |
886 | |
875 | /* The following are the color flags passed to new_draw_info. |
887 | /* The following are the color flags passed to new_draw_info. |
876 | * |
888 | * |
877 | * We also set up some control flags |
889 | * We also set up some control flags |