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Revision 1.72 by root, Thu Aug 30 05:37:58 2007 UTC vs.
Revision 1.96 by root, Sun Dec 28 06:59:26 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
42#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
43 43
44#ifdef __NetBSD__ 44#ifdef __NetBSD__
45# include <sys/param.h> 45# include <sys/param.h>
46#endif 46#endif
47#ifndef MIN
48# define MIN(x,y) min (x, y)
49#endif
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 47
54// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
55#define NAME_LEN 127 49#define NAME_LEN 127
56 50
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3 51#undef MIN
64# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 52#undef MAX
65#endif
66 53
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
69 56
70//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
88#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
89 76
90#define MAX_NAME 48 77#define MAX_NAME 48
91#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
92 79
93/* Fatal variables: */ 80#define ATTUNE_REPELL 16 // levels diff for attune/repell
81
94//TODO: remove all calls to fatal and replace them by cleanup 82//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0 83#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1 84#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused 85#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3 86#define TOO_MANY_ERRORS 3
122#define POTION 5 110#define POTION 5
123#define FOOD 6 111#define FOOD 6
124#define POISON 7 112#define POISON 7
125#define BOOK 8 113#define BOOK 8
126#define CLOCK 9 114#define CLOCK 9
127 115//10
116//11
117//12
128#define ARROW 13 118#define ARROW 13
129#define BOW 14 119#define BOW 14
130#define WEAPON 15 120#define WEAPON 15
131#define ARMOUR 16 121#define ARMOUR 16
132#define PEDESTAL 17 122#define PEDESTAL 17
133#define ALTAR 18 123#define ALTAR 18
134 124//19
135#define LOCKED_DOOR 20 125#define LOCKED_DOOR 20
136#define SPECIAL_KEY 21 126#define SPECIAL_KEY 21
137#define MAP 22 127#define MAP 22
138#define DOOR 23 128#define DOOR 23
139#define KEY 24 129#define KEY 24
140 130//25
141#define TIMED_GATE 26 131#define TIMED_GATE 26
142#define TRIGGER 27 132#define TRIGGER 27
143#define GRIMREAPER 28 133#define GRIMREAPER 28
144#define MAGIC_EAR 29 134#define MAGIC_EAR 29
145#define TRIGGER_BUTTON 30 135#define TRIGGER_BUTTON 30
154#define AMULET 39 144#define AMULET 39
155#define PLAYERMOVER 40 145#define PLAYERMOVER 40
156#define TELEPORTER 41 146#define TELEPORTER 41
157#define CREATOR 42 147#define CREATOR 42
158#define SKILL 43 /* also see SKILL_TOOL (74) below */ 148#define SKILL 43 /* also see SKILL_TOOL (74) below */
159 149//44
160#define EARTHWALL 45 150#define EARTHWALL 45
161#define GOLEM 46 151#define GOLEM 46
162 152//47
163#define THROWN_OBJ 48 153#define THROWN_OBJ 48
164#define BLINDNESS 49 154#define BLINDNESS 49
165#define GOD 50 155#define GOD 50
166#define DETECTOR 51 /* peterm: detector is an object 156#define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of 157 * which notices the presense of
182 172
183#define PEACEMAKER 59 /* Object owned by a player which can convert 173#define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack. 174 * a monster into a peaceful being incapable of attack.
185 */ 175 */
186#define GEM 60 176#define GEM 60
187 177//61
188#define FIREWALL 62 178#define FIREWALL 62
189#define ANVIL 63 179#define ANVIL 63
190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 180#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191#define MOOD_FLOOR 65 /* 181#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 182 * values of last_sp set how to change:
206#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
207#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
208#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
209#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
210#define LIGHTER 75 200#define LIGHTER 75
211 201//76
212#define BUILDABLE_WALL 77 /* this is a buildable wall */ 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
213 203//78
214
215#define MISC_OBJECT 79 /* misc. objects are for objects without a function 204#define MISC_OBJECT 79 /* misc. objects are for objects without a function
216 in the engine. Like statues, clocks, chairs,... 205 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 206 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 207 on chairs, we create a new type and remove all
219 chairs from here. */ 208 chairs from here. */
220 209//80
210//81
221#define LAMP 82 /* a lamp */ 211#define LAMP 82 /* a lamp */
222#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
223 213//84
224#define SPELLBOOK 85 214#define SPELLBOOK 85
225 215//86
226#define CLOAK 87 216#define CLOAK 87
227 217//88
218//89
228#define SPINNER 90 219#define SPINNER 90
229#define GATE 91 220#define GATE 91
230#define BUTTON 92 221#define BUTTON 92
231#define CF_HANDLE 93 222#define CF_HANDLE 93
232#define HOLE 94 223#define HOLE 94
233#define TRAPDOOR 95 224#define TRAPDOOR 95
234 225//96
226//97
235#define SIGN 98 227#define SIGN 98
236#define BOOTS 99 228#define BOOTS 99
237#define GLOVES 100 229#define GLOVES 100
238#define SPELL 101 230#define SPELL 101
239#define SPELL_EFFECT 102 231#define SPELL_EFFECT 102
240#define CONVERTER 103 232#define CONVERTER 103
241#define BRACERS 104 233#define BRACERS 104
242#define POISONING 105 234#define POISONING 105
243#define SAVEBED 106 235#define SAVEBED 106
244 236//107
237//108
245#define WAND 109 238#define WAND 109
246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 239#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248#define SCROLL 111 240#define SCROLL 111
249#define DIRECTOR 112 241#define DIRECTOR 112
250#define GIRDLE 113 242#define GIRDLE 113
251#define FORCE 114 243#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 244#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 245#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254 246//117
247//118
248//119
249//120
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 250#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122 251#define CONTAINER 122
257#define ARMOUR_IMPROVER 123 252#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124 253#define WEAPON_IMPROVER 124
259 254//125
255//126
256//127
257//128
258//129
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260//131
261//132
262//133
263//134
264//135
265//136
266//137
261#define DEEP_SWAMP 138 267#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139 268#define IDENTIFY_ALTAR 139
263 269//140
270//141
271//142
272//143
273//144
274//145
275//146
276//147
277//148
278//149
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 279#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265 280//151
281//152
282//153
266#define RUNE 154 283#define RUNE 154
267#define TRAP 155 284#define TRAP 155
268
269#define POWER_CRYSTAL 156 285#define POWER_CRYSTAL 156
270#define CORPSE 157 286#define CORPSE 157
271
272#define DISEASE 158 287#define DISEASE 158
273#define SYMPTOM 159 288#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */ 289#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */ 290#define MATERIAL 161 /* Material for building */
276 291//162
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 293//164
279#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,
280 potions, alchemy, or magic works here (elmex) */ 295 potions, alchemy, or magic works here (elmex) */
281 296
282#define NUM_TYPES 166 // must be max(type) + 1 297#define NUM_TYPES 166 // must be max(type) + 1
283 298
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
321/* unused: 125 - 129
322 * type 125 was MONEY_CHANGER
323 */
324//#define CANCELLATION 141 /* not used with new spell code */
325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326//#define SWARM_SPELL 153
327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
328//#define QUEST 164 /* See below for subtypes */
329
330/* END TYPE DEFINE */ 299/* END TYPE DEFINE */
331 300
332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 301// maximum supported subtype number + 1, can be increased to 256
302// currently (2007-09) in use: 50
303#define NUM_SUBTYPES 64
333 304
334/* Subtypes for BUILDER */ 305/* Subtypes for BUILDER */
335#define ST_BD_BUILD 1 /* Builds an item */ 306#define ST_BD_BUILD 1 /* Builds an item */
336#define ST_BD_REMOVE 2 /* Removes an item */ 307#define ST_BD_REMOVE 2 /* Removes an item */
337 308
338/* Subtypes for MATERIAL */ 309/* Subtypes for MATERIAL */
339#define ST_MAT_FLOOR 1 /* Floor */ 310#define ST_MAT_FLOOR 1 /* Floor */
340#define ST_MAT_WALL 2 /* Wall */ 311#define ST_MAT_WALL 2 /* Wall */
341#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 312#define ST_MAT_ITEM 3 /* All other items, including doors & such */
412 * freearr, add these values. <= SIZEOFFREE1 will get you 383 * freearr, add these values. <= SIZEOFFREE1 will get you
413 * within 1 space. <= SIZEOFFREE2 wll get you withing 384 * within 1 space. <= SIZEOFFREE2 wll get you withing
414 * 2 spaces, and the entire array (< SIZEOFFREE) is 385 * 2 spaces, and the entire array (< SIZEOFFREE) is
415 * three spaces 386 * three spaces
416 */ 387 */
388#define SIZEOFFREE0 0
417#define SIZEOFFREE1 8 389#define SIZEOFFREE1 8
418#define SIZEOFFREE2 24 390#define SIZEOFFREE2 24
391#define SIZEOFFREE3 48
419#define SIZEOFFREE 49 392#define SIZEOFFREE 49
420 393
421#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
422 395
423/* 396/*
424 * 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
425 * common/loader.l is updated. 398 * common/loader.C is updated.
426 */ 399 */
427 400
428/* Basic routines to do above */ 401/* Basic routines to do above */
429#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
430#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
434 407
435#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
436#define FLAG_WIZ 1 /* Object has special privilegies */ 409#define FLAG_WIZ 1 /* Object has special privilegies */
437#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 */
438#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 */
439//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 412#define FLAG_WIZLOOK 4 /* disable los and lighting */
440#define FLAG_APPLIED 5 /* Object is ready for use by living */ 413#define FLAG_APPLIED 5 /* Object is ready for use by living */
441#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
442#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
443 416
444#define FLAG_NO_PICK 8 /* Object can't be picked up */ 417#define FLAG_NO_PICK 8 /* Object can't be picked up */
448 421
449#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
450 423
451/*#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 */
452/*#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? */
453 427
454#define FLAG_MONSTER 14 /* Will attack players */ 428#define FLAG_MONSTER 14 /* Will attack players */
455#define FLAG_FRIENDLY 15 /* Will help players */ 429#define FLAG_FRIENDLY 15 /* Will help players */
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 442/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469 443
470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 444#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 445#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 446#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 447#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 448#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
475#define FLAG_HITBACK 33 /* Object will hit back when hit */ 449#define FLAG_HITBACK 33 /* Object will hit back when hit */
476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 450#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 451#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
478#define FLAG_UNDEAD 36 /* Monster is undead */ 452#define FLAG_UNDEAD 36 /* Monster is undead */
551 525
552#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 526#define FLAG_NO_STEAL 96 /* Item can't be stolen */
553#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 527#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
554 * away (replaces ghosthit) 528 * away (replaces ghosthit)
555 */ 529 */
556#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 530#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
557 * detect cases were the server is trying
558 * to send an upditem when we have not
559 * actually sent the item.
560 */
561 531
562#define FLAG_BERSERK 99 /* monster will attack closest living 532#define FLAG_BERSERK 99 /* monster will attack closest living
563 object */ 533 object */
564#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 534#define FLAG_NEUTRAL 100 /* monster is from type neutral */
565#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
582 * defined flag + 1. If you change this, 552 * defined flag + 1. If you change this,
583 * make sure you update the flag_links 553 * make sure you update the flag_links
584 * in common/loader.l 554 * in common/loader.l
585 */ 555 */
586 556
587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
588
589/* If you add new movement types, you may need to update 557/* If you add new movement types, you may need to update
590 * describe_item() so properly describe those types. 558 * describe_item() so properly describe those types.
591 * change_abil() probably should be updated also. 559 * change_abil() probably should be updated also.
592 */ 560 */
593#define MOVE_WALK 0x01 /* Object walks */ 561#define MOVE_WALK 0x01 /* Object walks */
595#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
596#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
597 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
598#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
599#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
600#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
601 569
602#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
603 571
604/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
605 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
619 * 587 *
620 */ 588 */
621#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 589#define OB_TYPE_MOVE_BLOCK(ob1, type) \
622 ((type) && (ob1->move_type & type) == ob1->move_type) 590 ((type) && (ob1->move_type & type) == ob1->move_type)
623 591
624#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
625#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
626#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 592#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
627 593
628#define EXIT_PATH(xyz) (xyz)->slaying 594#define EXIT_PATH(xyz) (xyz)->slaying
629#define EXIT_LEVEL(xyz) (xyz)->stats.food 595#define EXIT_LEVEL(xyz) (xyz)->stats.food
630#define EXIT_X(xyz) (xyz)->stats.hp 596#define EXIT_X(xyz) (xyz)->stats.hp
631#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
632#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
633#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
634 600
635/* for use by the lighting code */ 601/* for use by the lighting code */
636#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
637 * large values allow objects that can 603 * large values allow objects that can
638 * slow down the game */ 604 * slow down the game */
639#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
640 * 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 */
641#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
642 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
643 615
644#define F_BUY 0 616#define F_BUY 0
645#define F_SELL 1 617#define F_SELL 1
646#define F_TRUE 2 /* True value of item, unadjusted */ 618#define F_TRUE 2 /* True value of item, unadjusted */
647#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 */
683/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
684/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
685/* ------------------- */ 657/* ------------------- */
686/* attack_movement = 33 */ 658/* attack_movement = 33 */
687/******************************************************************************/ 659/******************************************************************************/
688#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, */
689 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
690#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 */
691#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 */
692#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 */
693#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
694#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 */
695#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 */
696#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 */
697 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
698#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
699 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
700 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
701 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
702 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
703 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
704 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
705 /* inserted to do so */ 678 /* inserted to do so */
706#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 */
707 /* are set to this number, the monster will move in a */ 680 /* are set to this number, the monster will move in a */
708 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
709 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
710#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 */
711#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 */
712 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
713#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 */
714 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
715 /* changing directions */ 688 /* changing directions */
716 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
717#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 */
718 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
719 /* direction. */ 692 /* direction. */
720#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
721#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 */
722 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
723#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 */
724 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
725 /* changing directions */ 698 /* changing directions */
726 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
727#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 */
728#define HI4 240 701#define HI4 240
729 702
730#define BLANK_FACE_NAME "blank.x11" 703#define BLANK_FACE_NAME "blank.x11"
731#define EMPTY_FACE_NAME "empty.x11" 704#define EMPTY_FACE_NAME "empty.x11"
732 705
790// 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
791// we use 2**-n because that can be represented exactly 764// we use 2**-n because that can be represented exactly
792// also make sure that this is a float, not double, constant 765// also make sure that this is a float, not double, constant
793#define MIN_ACTIVE_SPEED (1.f / 65536.f) 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
794 767
795#define RANDOM() (rndm.next () & 0xffffffU)
796
797/* Returns the weight of the given object. Note: it does not take the number of
798 * items (nrof) into account.
799 * (this looks rather bogus, schmorp)
800 */
801#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
802
803/* 768/*
804 * Warning! 769 * Warning!
805 * If you add message types here, don't forget 770 * If you add message types here, don't forget
806 * to keep the client up to date too! 771 * to keep the client up to date too!
807 */ 772 */
900 */ 865 */
901#define MAX_SOUND_DISTANCE 16 866#define MAX_SOUND_DISTANCE 16
902 867
903#define LOG_CHANNEL "log" // the plain and ugly standard server log 868#define LOG_CHANNEL "log" // the plain and ugly standard server log
904#define INFO_CHANNEL "info" // lower_left box 869#define INFO_CHANNEL "info" // lower_left box
905#define SAY_CHANNEL "channel-say" 870#define SAY_CHANNEL "say"
906#define CHAT_CHANNEL "channel-chat" 871#define CHAT_CHANNEL "chat"
872#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
907 873
908/* The following are the color flags passed to new_draw_info. 874/* The following are the color flags passed to new_draw_info.
909 * 875 *
910 * We also set up some control flags 876 * We also set up some control flags
911 * 877 *
942#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 908#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
943 909
944#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 910#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
945#define NDI_ALL 0x2000 /* Inform all players of this message */ 911#define NDI_ALL 0x2000 /* Inform all players of this message */
946#define NDI_DEF 0x4000 // ignore colour for channel protocol 912#define NDI_DEF 0x4000 // ignore colour for channel protocol
913#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
947 914
948#endif /* DEFINE_H */ 915#endif /* DEFINE_H */
949 916

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