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Comparing deliantra/server/include/define.h (file contents):
Revision 1.68 by root, Sun Aug 12 05:59:24 2007 UTC vs.
Revision 1.99 by root, Thu Jan 8 03:03:24 2009 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 /* by b.t. thomas@nomad.astro.psu.edu 181#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 182 * values of last_sp set how to change:
193 * 0 = furious, all monsters become aggressive 183 * 0 = furious, all monsters become aggressive
194 * 1 = angry, all but friendly become aggressive 184 * 1 = angry, all but friendly become aggressive
195 * 2 = calm, all aggressive monsters calm down 185 * 2 = calm, all aggressive monsters calm down
196 * 3 = sleep, all monsters fall asleep 186 * 3 = sleep, all monsters fall asleep
197 * 4 = charm, monsters become pets */ 187 * 4 = charm, monsters become pets
188 * 5 = destroy monsters
189 * 6 = destroy pets / friendlies
190 */
198#define EXIT 66 191#define EXIT 66
199#define ENCOUNTER 67 192#define ENCOUNTER 67
200#define SHOP_FLOOR 68 193#define SHOP_FLOOR 68
201#define SHOP_MAT 69 194#define SHOP_MAT 69
202#define RING 70 195#define RING 70
203#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
204#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
205#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
206#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
207#define LIGHTER 75 200#define LIGHTER 75
208 201//76
209#define BUILDABLE_WALL 77 /* this is a buildable wall */ 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
210 203//78
211
212#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
213 in the engine. Like statues, clocks, chairs,... 205 in the engine. Like statues, clocks, chairs,...
214 If perhaps we create a function where we can sit 206 If perhaps we create a function where we can sit
215 on chairs, we create a new type and remove all 207 on chairs, we create a new type and remove all
216 chairs from here. */ 208 chairs from here. */
217 209//80
210//81
218#define LAMP 82 /* a lamp */ 211#define LAMP 82 /* a lamp */
219#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
220 213//84
221#define SPELLBOOK 85 214#define SPELLBOOK 85
222 215//86
223#define CLOAK 87 216#define CLOAK 87
224 217//88
218//89
225#define SPINNER 90 219#define SPINNER 90
226#define GATE 91 220#define GATE 91
227#define BUTTON 92 221#define BUTTON 92
228#define CF_HANDLE 93 222#define CF_HANDLE 93
229#define HOLE 94 223#define HOLE 94
230#define TRAPDOOR 95 224#define TRAPDOOR 95
231 225//96
226//97
232#define SIGN 98 227#define SIGN 98
233#define BOOTS 99 228#define BOOTS 99
234#define GLOVES 100 229#define GLOVES 100
235#define SPELL 101 230#define SPELL 101
236#define SPELL_EFFECT 102 231#define SPELL_EFFECT 102
237#define CONVERTER 103 232#define CONVERTER 103
238#define BRACERS 104 233#define BRACERS 104
239#define POISONING 105 234#define POISONING 105
240#define SAVEBED 106 235#define SAVEBED 106
241 236//107
237//108
242#define WAND 109 238#define WAND 109
243
244#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 239#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
245#define SCROLL 111 240#define SCROLL 111
246#define DIRECTOR 112 241#define DIRECTOR 112
247#define GIRDLE 113 242#define GIRDLE 113
248#define FORCE 114 243#define FORCE 114
249#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 */
250#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 */
251 246//117
247//118
248//119
249//120
252#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. */
253#define CONTAINER 122 251#define CONTAINER 122
254#define ARMOUR_IMPROVER 123 252#define ARMOUR_IMPROVER 123
255#define WEAPON_IMPROVER 124 253#define WEAPON_IMPROVER 124
256 254//125
255//126
256//127
257//128
258//129
257#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
258#define DEEP_SWAMP 138 267#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139 268#define IDENTIFY_ALTAR 139
260 269//140
270//141
271//142
272//143
273//144
274//145
275//146
276//147
277//148
278//149
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 279#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262 280//151
281//152
282//153
263#define RUNE 154 283#define RUNE 154
264#define TRAP 155 284#define TRAP 155
265
266#define POWER_CRYSTAL 156 285#define POWER_CRYSTAL 156
267#define CORPSE 157 286#define CORPSE 157
268
269#define DISEASE 158 287#define DISEASE 158
270#define SYMPTOM 159 288#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */ 289#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */ 290#define MATERIAL 161 /* Material for building */
273 291//162
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275 293#define MAPSCRIPT 164 /* A perl-scripted connectable */
276#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,
277 potions, alchemy, or magic works here (elmex) */ 295 potions, alchemy, or magic works here (elmex) */
278 296
279#define NUM_TYPES 166 // must be max(type) + 1 297#define NUM_TYPES 166 // must be max(type) + 1
280 298
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
318/* unused: 125 - 129
319 * type 125 was MONEY_CHANGER
320 */
321//#define CANCELLATION 141 /* not used with new spell code */
322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
323//#define SWARM_SPELL 153
324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
325//#define QUEST 164 /* See below for subtypes */
326
327/* END TYPE DEFINE */ 299/* END TYPE DEFINE */
328 300
329#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
330 304
331/* Subtypes for BUILDER */ 305/* Subtypes for BUILDER */
332#define ST_BD_BUILD 1 /* Builds an item */ 306#define ST_BD_BUILD 1 /* Builds an item */
333#define ST_BD_REMOVE 2 /* Removes an item */ 307#define ST_BD_REMOVE 2 /* Removes an item */
334 308
335/* Subtypes for MATERIAL */ 309/* Subtypes for MATERIAL */
336#define ST_MAT_FLOOR 1 /* Floor */ 310#define ST_MAT_FLOOR 1 /* Floor */
337#define ST_MAT_WALL 2 /* Wall */ 311#define ST_MAT_WALL 2 /* Wall */
338#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 312#define ST_MAT_ITEM 3 /* All other items, including doors & such */
369#define PU_NOTHING 0x00000000 343#define PU_NOTHING 0x00000000
370 344
371#define PU_DEBUG 0x10000000 345#define PU_DEBUG 0x10000000
372#define PU_INHIBIT 0x20000000 346#define PU_INHIBIT 0x20000000
373#define PU_STOP 0x40000000 347#define PU_STOP 0x40000000
374#define PU_NEWMODE 0x80000000 348#define PU_ENABLE 0x80000000 // used to distinguish value density
375 349
376#define PU_RATIO 0x0000000F 350#define PU_RATIO 0x0000000F
377 351
378#define PU_FOOD 0x00000010 352#define PU_FOOD 0x00000010
379#define PU_DRINK 0x00000020 353#define PU_DRINK 0x00000020
409 * freearr, add these values. <= SIZEOFFREE1 will get you 383 * freearr, add these values. <= SIZEOFFREE1 will get you
410 * within 1 space. <= SIZEOFFREE2 wll get you withing 384 * within 1 space. <= SIZEOFFREE2 wll get you withing
411 * 2 spaces, and the entire array (< SIZEOFFREE) is 385 * 2 spaces, and the entire array (< SIZEOFFREE) is
412 * three spaces 386 * three spaces
413 */ 387 */
388#define SIZEOFFREE0 0
414#define SIZEOFFREE1 8 389#define SIZEOFFREE1 8
415#define SIZEOFFREE2 24 390#define SIZEOFFREE2 24
391#define SIZEOFFREE3 48
416#define SIZEOFFREE 49 392#define SIZEOFFREE 49
417 393
418#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
419 395
420/* 396/*
421 * 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
422 * common/loader.l is updated. 398 * common/loader.C is updated.
423 */ 399 */
424 400
425/* Basic routines to do above */ 401/* Basic routines to do above */
426#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
427#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
431 407
432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
433#define FLAG_WIZ 1 /* Object has special privilegies */ 409#define FLAG_WIZ 1 /* Object has special privilegies */
434#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 */
435#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 */
436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 412#define FLAG_WIZLOOK 4 /* disable los and lighting */
437#define FLAG_APPLIED 5 /* Object is ready for use by living */ 413#define FLAG_APPLIED 5 /* Object is ready for use by living */
438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
439#define FLAG_USE_SHIELD 7 415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
440 /* Can this creature use a shield? */
441 416
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 417#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 418
444/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 419/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 420/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446 421
447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448 423
449/*#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 */
450/*#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? */
451 427
452#define FLAG_MONSTER 14 /* Will attack players */ 428#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 429#define FLAG_FRIENDLY 15 /* Will help players */
454
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457#define FLAG_AUTO_APPLY 18 432#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
458 /* Will be applied when created */
459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 433#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 434#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 435#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 436#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 437#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465 439
466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 440/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 441/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
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 28 444#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
471 /* When (--food<0) the object will exit */ 445#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
472#define FLAG_IDENTIFIED 29 446#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
473 /* Player knows full info about item */
474#define FLAG_REFLECTING 30
475 /* Object reflects from walls (lightning) */
476#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 */
477
478#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 448#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
479#define FLAG_HITBACK 33 /* Object will hit back when hit */ 449#define FLAG_HITBACK 33 /* Object will hit back when hit */
480#define FLAG_STARTEQUIP 34 450#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
481 /* Object was given to player at start */ 451#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
482#define FLAG_BLOCKSVIEW 35
483 /* Object blocks view */
484#define FLAG_UNDEAD 36 /* Monster is undead */ 452#define FLAG_UNDEAD 36 /* Monster is undead */
485#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 453#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
486#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 454#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
487#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 455#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
456#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
488 457
489#define FLAG_REFL_SPELL 40
490 /* Spells (some) will reflect from object */
491#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 458#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
492#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 459#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
493#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 460#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
494#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 461#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
495#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 462#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
501 468
502#define FLAG_PICK_UP 48 /* Can pick up */ 469#define FLAG_PICK_UP 48 /* Can pick up */
503#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 470#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
504#define FLAG_NO_DROP 50 /* Object can't be dropped */ 471#define FLAG_NO_DROP 50 /* Object can't be dropped */
505#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 472#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
506#define FLAG_CAST_SPELL 52 473
507 /* (Monster) can learn and cast spells */ 474#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
508#define FLAG_USE_SCROLL 53 475#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
509 /* (Monster) can read scroll */
510#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 476#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
511#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 477#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
512 478#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_ARMOUR 56 479#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
514 /* (Monster) can wear armour/shield/helmet */
515#define FLAG_USE_WEAPON 57
516 /* (Monster) can wield weapons */
517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 480#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 481#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 482#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
483
520#define FLAG_XRAYS 61 /* X-ray vision */ 484#define FLAG_XRAYS 61 /* X-ray vision */
521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 485#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 486#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
523 487
524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 488#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 507#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 508#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
545 509
546#define FLAG_PRECIOUS 83 // object is precious (pets) 510#define FLAG_PRECIOUS 83 // object is precious (pets)
547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 511#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
548#define FLAG_MAKE_INVIS 85 512#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
549 /* (Item) gives invisibility when applied */ 513#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
550#define FLAG_INV_LOCKED 86 514
551 /* Item will not be dropped from inventory */
552#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 515#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
553
554#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 516#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
555#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 517#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
556#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 518#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
557#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 519#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
558#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 520#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563 525
564#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 526#define FLAG_NO_STEAL 96 /* Item can't be stolen */
565#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
566 * away (replaces ghosthit) 528 * away (replaces ghosthit)
567 */ 529 */
568#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
569 * detect cases were the server is trying
570 * to send an upditem when we have not
571 * actually sent the item.
572 */
573 531
574#define FLAG_BERSERK 99 /* monster will attack closest living 532#define FLAG_BERSERK 99 /* monster will attack closest living
575 object */ 533 object */
576#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 534#define FLAG_NEUTRAL 100 /* monster is from type neutral */
577#define FLAG_NO_ATTACK 101 /* monster don't attack */ 535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
578#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 536#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
579#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 537#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
580 * load_original_map() */ 538 * load_original_map() */
581#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 539//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
582 * the overlay, and is not subject to 540// * the overlay, and is not subject to
583 * decay. */ 541// * decay. */
584#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 542#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
585#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 543#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
586#define FLAG_IS_WATER 107 544#define FLAG_IS_WATER 107
587#define FLAG_CONTENT_ON_GEN 108 545#define FLAG_CONTENT_ON_GEN 108
588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 546#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594 * defined flag + 1. If you change this, 552 * defined flag + 1. If you change this,
595 * make sure you update the flag_links 553 * make sure you update the flag_links
596 * in common/loader.l 554 * in common/loader.l
597 */ 555 */
598 556
599/* Values can go up to 127 before the size of the flags array in the
600 * object structure needs to be enlarged.
601 * So there are 18 available flags slots
602 */
603
604#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
605
606/* If you add new movement types, you may need to update 557/* If you add new movement types, you may need to update
607 * describe_item() so properly describe those types. 558 * describe_item() so properly describe those types.
608 * change_abil() probably should be updated also. 559 * change_abil() probably should be updated also.
609 */ 560 */
610#define MOVE_WALK 0x01 /* Object walks */ 561#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
613#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
614 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
615#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
616#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
618 569
619#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
620 571
621/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
622 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
623 * uint8 is defined yet, so just use what that would define it
624 * at anyways.
625 */ 574 */
626typedef unsigned char MoveType; 575typedef unsigned char MoveType;
627 576
628/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 577/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
629 * Basically, ob2 has to block all of ob1 movement types. 578 * Basically, ob2 has to block all of ob1 movement types.
638 * 587 *
639 */ 588 */
640#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 589#define OB_TYPE_MOVE_BLOCK(ob1, type) \
641 ((type) && (ob1->move_type & type) == ob1->move_type) 590 ((type) && (ob1->move_type & type) == ob1->move_type)
642 591
643
644#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
645#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
646#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 592#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
647
648/* Note: These values are only a default value, resizing can change them */
649#define INV_SIZE 12 /* How many items can be viewed in inventory */
650#define LOOK_SIZE 6 /* ditto, but for the look-window */
651#define MAX_INV_SIZE 40 /* For initializing arrays */
652#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
653
654#define EDITABLE(xyz) ((xyz)->arch->editable)
655
656#define E_MONSTER 0x00000001
657#define E_EXIT 0x00000002
658#define E_TREASURE 0x00000004
659#define E_BACKGROUND 0x00000008
660#define E_DOOR 0x00000010
661#define E_SPECIAL 0x00000020
662#define E_SHOP 0x00000040
663#define E_NORMAL 0x00000080
664#define E_FALSE_WALL 0x00000100
665#define E_WALL 0x00000200
666#define E_EQUIPMENT 0x00000400
667#define E_OTHER 0x00000800
668#define E_ARTIFACT 0x00001000
669 593
670#define EXIT_PATH(xyz) (xyz)->slaying 594#define EXIT_PATH(xyz) (xyz)->slaying
671#define EXIT_LEVEL(xyz) (xyz)->stats.food 595#define EXIT_LEVEL(xyz) (xyz)->stats.food
672#define EXIT_X(xyz) (xyz)->stats.hp 596#define EXIT_X(xyz) (xyz)->stats.hp
673#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
674#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
675#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
676 600
677/* for use by the lighting code */ 601/* for use by the lighting code */
678#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
679 * large values allow objects that can 603 * large values allow objects that can
680 * slow down the game */ 604 * slow down the game */
681#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
682 * 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 */
683#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
684 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
685 615
686#define F_BUY 0 616#define F_BUY 0
687#define F_SELL 1 617#define F_SELL 1
688#define F_TRUE 2 /* True value of item, unadjusted */ 618#define F_TRUE 2 /* True value of item, unadjusted */
689#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 */
693#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 623#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
694 624
695#define DIRX(xyz) freearr_x[(xyz)->direction] 625#define DIRX(xyz) freearr_x[(xyz)->direction]
696#define DIRY(xyz) freearr_y[(xyz)->direction] 626#define DIRY(xyz) freearr_y[(xyz)->direction]
697 627
698#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
699#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
700
701#define ARMOUR_SPEED(xyz) (xyz)->last_sp 628#define ARMOUR_SPEED(xyz) (xyz)->last_sp
702#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 629#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
703#define WEAPON_SPEED(xyz) (xyz)->last_sp 630#define WEAPON_SPEED(xyz) (xyz)->last_sp
704 631
705/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 632/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
706 each of them signed char, concatenated in a int16 */ 633 each of them signed char, concatenated in a int16 */
707#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 634#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
708#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 635#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
709#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 636#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
637
710#define FIRE_DIRECTIONAL 0 638#define FIRE_DIRECTIONAL 0
711#define FIRE_POSITIONAL 1 639#define FIRE_POSITIONAL 1
712 640
713/******************************************************************************/ 641/******************************************************************************/
714/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 642/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
727/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
728/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
729/* ------------------- */ 657/* ------------------- */
730/* attack_movement = 33 */ 658/* attack_movement = 33 */
731/******************************************************************************/ 659/******************************************************************************/
732#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, */
733 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
734#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 */
735#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 */
736#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 */
737#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
738#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 */
739#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 */
740#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 */
741 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
742#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
743 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
744 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
745 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
746 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
747 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
748 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
749 /* inserted to do so */ 678 /* inserted to do so */
750#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 */
751 /* are set to this number, the monster will move in a */ 680 /* are set to this number, the monster will move in a */
752 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
753 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
754#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 */
755#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 */
756 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
757#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 */
758 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
759 /* changing directions */ 688 /* changing directions */
760 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
761#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 */
762 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
763 /* direction. */ 692 /* direction. */
764#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
765#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 */
766 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
767#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 */
768 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
769 /* changing directions */ 698 /* changing directions */
770 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
771#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 */
772#define HI4 240 701#define HI4 240
773 702
774#define BLANK_FACE_NAME "blank.x11" 703#define BLANK_FACE_NAME "blank.x11"
775#define EMPTY_FACE_NAME "empty.x11" 704#define EMPTY_FACE_NAME "empty.x11"
776 705
834// 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
835// we use 2**-n because that can be represented exactly 764// we use 2**-n because that can be represented exactly
836// also make sure that this is a float, not double, constant 765// also make sure that this is a float, not double, constant
837#define MIN_ACTIVE_SPEED (1.f / 65536.f) 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
838 767
839#define RANDOM() (rndm.next () & 0xffffffU)
840#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
841
842/* Returns the weight of the given object. Note: it does not take the number of
843 * items (nrof) into account.
844 */
845#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
846
847
848/* Code fastening defines
849 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
850 * buf__ and increment buf__ position so it will point to the end of buf__.
851 * the '\0' caracter will not be put at end of buf__.
852 * use preparefastcat and finishfastcat on buf__ to prepare
853 * and clean up the string. (Lots faster than doing each time...)
854 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
855 * keep in mind FAST_STRNCAT is faster since length of second argument is
856 * kown in advance.
857 */
858
859#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
860#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
861#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
862#define FINISH_FASTCAT(buf__) buf__[0]='\0';
863
864/* 768/*
865 * Warning! 769 * Warning!
866 * If you add message types here, don't forget 770 * If you add message types here, don't forget
867 * to keep the client up to date too! 771 * to keep the client up to date too!
868 */ 772 */
959 * This is only used for new client/server sound. If the sound source 863 * This is only used for new client/server sound. If the sound source
960 * on the map is farther away than this, we don't sent it to the client. 864 * on the map is farther away than this, we don't sent it to the client.
961 */ 865 */
962#define MAX_SOUND_DISTANCE 16 866#define MAX_SOUND_DISTANCE 16
963 867
868#define LOG_CHANNEL "log" // the plain and ugly standard server log
869#define INFO_CHANNEL "info" // lower_left box
870#define SAY_CHANNEL "say"
871#define CHAT_CHANNEL "chat"
872#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
873
874/* The following are the color flags passed to new_draw_info.
875 *
876 * We also set up some control flags
877 *
878 * NDI = New Draw Info
879 */
880
881/* Color specifications - note these match the order in xutil.c */
882/* Note 2: Black, the default color, is 0. Thus, it does not need to
883 * be implicitly specified.
884 */
885#define NDI_BLACK 0
886#define NDI_WHITE 1
887#define NDI_NAVY 2
888#define NDI_RED 3
889#define NDI_ORANGE 4
890#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
891#define NDI_DK_ORANGE 6 /* DarkOrange2 */
892#define NDI_GREEN 7 /* SeaGreen */
893#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
894 /* Than seagreen - also background color */
895#define NDI_GREY 9
896#define NDI_BROWN 10 /* Sienna */
897#define NDI_GOLD 11
898#define NDI_TAN 12 /* Khaki */
899
900#define NDI_MAX_COLOR 12 /* Last value in */
901#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
902 /* using an int anyways, so we have the space */
903 /* to still do all the flags */
904
905#define NDI_REPLY 0x20 // is a direct reply to a user command
906#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
907#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
908#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
909
910#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
911#define NDI_ALL 0x2000 /* Inform all players of this message */
912#define NDI_DEF 0x4000 // ignore colour for channel protocol
913#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
914
964#endif /* DEFINE_H */ 915#endif /* DEFINE_H */
965 916

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