Planeshift
psconst.h File Reference
#include <csutil/csstring.h>
#include <csutil/hash.h>
#include "psstdint.h"
#include <math.h>

Go to the source code of this file.

Macros

#define DEF_PROX_DIST   100
 100m is trial distance here More...
 
#define DEF_UPDATE_DIST   5
 30m is trial (default) delta to update More...
 
#define DEFAULT_ATTACK_NAME   "default"
 temporary constant More...
 
#define DEFAULT_ATTACKQUEUE_SIZE   5
 this is the default attack queue size of players, currently it is static among all players More...
 
#define INFINITY_DISTANCE   9999999.99f
 
#define MAKE_ID_TYPE(name)
 Make unique integer types for various types of IDs. More...
 
#define MAX_COMBAT_EVENT_RANGE   30
 This #define determines how far away people will get detailed combat events.(moved from combatmanager) More...
 
#define PROX_LIST_ANY_RANGE   0.0
 range of 0 means all members of proxlist in multicast. More...
 
#define ShowID(id)   id.Show().GetData()
 Convenience wrapper so we don't have to write ugly things like actor->GetEID().Show().GetData() all over the place. More...
 
#define SIZET_NOT_FOUND   ((size_t)-1)
 
#define SOCKET_CLOSE_FORCED   true
 
#define WEATHER_MAX_RAIN_DROPS   8000
 
#define WEATHER_MAX_SNOW_FALKES   6000
 
Minimum guild requirements
#define GUILD_FEE   20000
 
#define GUILD_MIN_MEMBERS   1
 
#define GUILD_KICK_GRACE   5
 minutes More...
 
#define GUILD_NAME_CHANGE_LIMIT   24 * 60 * 60000
 Minimum number of ticks between name change of guild. More...
 
#define MAX_GUILD_LEVEL   9
 
#define DEFAULT_MAX_GUILD_POINTS   100
 
#define MAX_GUILD_POINTS_LIMIT   99999
 

Typedefs

typedef int32_t ContainerID
 Container IDs are either EIDs (if > 100) or inventory slot IDs. More...
 

Enumerations

enum  SPELL_TYPE { BUFF, DEBUFF }
 

Functions

 MAKE_ID_TYPE (EID)
 GEM Entity IDs. More...
 
 MAKE_ID_TYPE (PID)
 Player IDs. More...
 
 MAKE_ID_TYPE (AccountID)
 Account IDs. More...
 

Dynamic proxlist range settings.

The dynamic proxlist shrinks range in steps (maximum of 1 step per proxlist update) if the number of player entities on the proxlist exceeds PROX_LIST_SHRINK_THRESHOLD.

When the number of entities is below PROX_LIST_REGROW_THRESHOLD and the range is below gemObject::prox_distance_desired, the range is increased.

#define PROX_LIST_SHRINK_THRESHOLD   50
 50 players in range - start radius shrink More...
 
#define PROX_LIST_REGROW_THRESHOLD   30
 30 players in range - start radius grow More...
 
#define PROX_LIST_STEP_SIZE   10
 grow by this much each attempt More...
 
#define DEFAULT_INSTANCE   0
 Instance 0 is where 99% of things happen. More...
 
#define INSTANCE_ALL   0xffffffff
 
#define ASSIST_MAX_DIST   25
 Maximum distance that the /assist command will work. More...
 
#define EXCHANGE_SLOT_COUNT   9
 
#define INVENTORY_BULK_COUNT   32
 
#define INVENTORY_EQUIP_COUNT   16
 
#define GLYPH_WAYS   6
 
#define GLYPH_ASSEMBLER_SLOTS   4
 
#define MAX_NPC_DIALOG_DIST   10
 
#define RANGE_TO_SEE_ACTOR_LABELS   14
 
#define RANGE_TO_SEE_ITEM_LABELS   7
 
#define RANGE_TO_SELECT   5
 
#define RANGE_TO_LOOT   4
 
#define RANGE_TO_RECV_LOOT   100
 
#define RANGE_TO_USE   4
 
#define RANGE_TO_STACK   0.5
 Range to stack like items when dropping/creating in the world. More...
 
#define DROP_DISTANCE   0.55
 Distance in front of player to drop items (just more then RANGE_TO_STACK) More...
 
#define MAX_DROP_DISTANCE   5
 Maximum distance at which a player may drop an item. More...
 
#define RANGE_TO_GUARD   6
 Range in which you can guard an item - should be slightly bigger than drop range. More...
 
#define SKILL_MAX_RANK   5000
 
#define LONG_RANGE_PERCEPTION   30
 
#define SHORT_RANGE_PERCEPTION   10
 
#define PERSONAL_RANGE_PERCEPTION   4
 
#define IS_CONTAINER   true
 
#define GAME_MINUTE_IN_SECONDS   10
 Number of seconds for each game minute, 10sec real time advances 1 minute in game time. More...
 
#define GAME_MINUTE_IN_TICKS   (GAME_MINUTE_IN_SECONDS*1000)
 Number of ticks for each game minute, 10sec real time advances 1 minute in game time. More...
 
typedef uint32 InstanceID