1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 2 of the License, or |
10 | * the Free Software Foundation; either version 2 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, |
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 GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* 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 */ |
26 | |
26 | |
27 | /* This file is really too large. With all the .h files |
27 | /* This file is really too large. With all the .h files |
28 | * around, this file should be better split between them - things |
28 | * around, this file should be better split between them - things |
… | |
… | |
32 | */ |
32 | */ |
33 | |
33 | |
34 | #ifndef DEFINE_H |
34 | #ifndef DEFINE_H |
35 | #define DEFINE_H |
35 | #define DEFINE_H |
36 | |
36 | |
37 | /* |
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38 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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39 | * Thus the prototypes made by cextract don't get included correctly. |
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40 | */ |
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41 | #if !defined(__STDC__) |
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42 | |
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43 | /* Removed # from start of following line. makedepend was picking it up. |
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44 | * The following should still hopefully result in an error. |
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45 | */ |
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46 | error - Your ANSI C compiler should be defining __STDC__; |
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47 | #endif |
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48 | |
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49 | #include <autoconf.h> |
37 | #include <autoconf.h> |
50 | |
38 | |
51 | #define FONTDIR "" |
39 | #define FONTDIR "" |
52 | #define FONTNAME "" |
40 | #define FONTNAME "" |
53 | |
41 | |
54 | /* Decstations have trouble with fabs()... */ |
42 | /* Decstations have trouble with fabs()... */ |
55 | #define FABS(x) ((x)<0?-(x):(x)) |
43 | #define FABS(x) fabs (x) |
56 | |
44 | |
57 | #ifdef __NetBSD__ |
45 | #ifdef __NetBSD__ |
58 | # include <sys/param.h> |
46 | # include <sys/param.h> |
59 | #endif |
47 | #endif |
60 | #ifndef MIN |
48 | #ifndef MIN |
61 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
49 | # define MIN(x,y) min (x, y) |
62 | #endif |
50 | #endif |
63 | #ifndef MAX |
51 | #ifndef MAX |
64 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
52 | # define MAX(x,y) max (x, y) |
65 | #endif |
53 | #endif |
66 | |
54 | |
67 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
55 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
68 | #ifndef NAME_MAX |
56 | #ifndef NAME_MAX |
69 | # define NAME_MAX 255 |
57 | # define NAME_MAX 255 |
… | |
… | |
440 | #define FLAG_USE_SHIELD 7 |
428 | #define FLAG_USE_SHIELD 7 |
441 | /* Can this creature use a shield? */ |
429 | /* Can this creature use a shield? */ |
442 | |
430 | |
443 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
431 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | |
432 | |
445 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
433 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
446 | |
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447 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
434 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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435 | |
448 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
436 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
449 | |
437 | |
450 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
438 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
451 | |
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452 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
439 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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440 | |
453 | #define FLAG_MONSTER 14 /* Will attack players */ |
441 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_FRIENDLY 15 /* Will help players */ |
442 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | |
443 | |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
444 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
445 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
… | |
… | |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
450 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
451 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
452 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
453 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
466 | |
454 | |
467 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
455 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
468 | |
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469 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
456 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
470 | |
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471 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
457 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
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458 | |
472 | #define FLAG_IS_USED_UP 28 |
459 | #define FLAG_IS_USED_UP 28 |
473 | /* When (--food<0) the object will exit */ |
460 | /* When (--food<0) the object will exit */ |
474 | #define FLAG_IDENTIFIED 29 |
461 | #define FLAG_IDENTIFIED 29 |
475 | /* Player knows full info about item */ |
462 | /* Player knows full info about item */ |
476 | #define FLAG_REFLECTING 30 |
463 | #define FLAG_REFLECTING 30 |
477 | /* Object reflects from walls (lightning) */ |
464 | /* Object reflects from walls (lightning) */ |
478 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
465 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
479 | |
466 | |
480 | /* Start of values in flags[1] */ |
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481 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
467 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
482 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
468 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
483 | #define FLAG_STARTEQUIP 34 |
469 | #define FLAG_STARTEQUIP 34 |
484 | /* Object was given to player at start */ |
470 | /* Object was given to player at start */ |
485 | #define FLAG_BLOCKSVIEW 35 |
471 | #define FLAG_BLOCKSVIEW 35 |
… | |
… | |
496 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
482 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
497 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
483 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
498 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
484 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
499 | but can still attack at a distance */ |
485 | but can still attack at a distance */ |
500 | |
486 | |
501 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
487 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
502 | thru this object as if it wasn't there */ |
488 | thru this object as if it wasn't there */ |
503 | |
489 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
504 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
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505 | |
490 | |
506 | #define FLAG_PICK_UP 48 /* Can pick up */ |
491 | #define FLAG_PICK_UP 48 /* Can pick up */ |
507 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
492 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
508 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
493 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
509 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
494 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
… | |
… | |
523 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
508 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
524 | #define FLAG_XRAYS 61 /* X-ray vision */ |
509 | #define FLAG_XRAYS 61 /* X-ray vision */ |
525 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
510 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
526 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
511 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
527 | |
512 | |
528 | /* Start of values in flags[2] */ |
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529 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
513 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
530 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
514 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
531 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
515 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
532 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
516 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
533 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
517 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
562 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
546 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
563 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
547 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
564 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
548 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
565 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
549 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
566 | |
550 | |
567 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
551 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
568 | |
552 | |
569 | /* Start of values in flags[3] */ |
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|
570 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
553 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
571 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
554 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
572 | * away (replaces ghosthit) |
555 | * away (replaces ghosthit) |
573 | */ |
556 | */ |
574 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
557 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
592 | #define FLAG_IS_WATER 107 |
575 | #define FLAG_IS_WATER 107 |
593 | #define FLAG_CONTENT_ON_GEN 108 |
576 | #define FLAG_CONTENT_ON_GEN 108 |
594 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
577 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
595 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
578 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
596 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
579 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
597 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
580 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
598 | |
581 | |
599 | #define NUM_FLAGS 113 /* Should always be equal to the last |
582 | #define NUM_FLAGS 113 /* Should always be equal to the last |
600 | * defined flag + 1. If you change this, |
583 | * defined flag + 1. If you change this, |
601 | * make sure you update the flag_links |
584 | * make sure you update the flag_links |
602 | * in common/loader.l |
585 | * in common/loader.l |
… | |
… | |
605 | /* Values can go up to 127 before the size of the flags array in the |
588 | /* Values can go up to 127 before the size of the flags array in the |
606 | * object structure needs to be enlarged. |
589 | * object structure needs to be enlarged. |
607 | * So there are 18 available flags slots |
590 | * So there are 18 available flags slots |
608 | */ |
591 | */ |
609 | |
592 | |
610 | |
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611 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
593 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
612 | |
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|
613 | #if 0 |
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614 | |
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615 | /* These should no longer be needed - access move_slow_penalty |
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616 | * directly. |
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617 | */ |
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618 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
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619 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
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620 | #endif |
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621 | |
594 | |
622 | /* If you add new movement types, you may need to update |
595 | /* If you add new movement types, you may need to update |
623 | * describe_item() so properly describe those types. |
596 | * describe_item() so properly describe those types. |
624 | * change_abil() probably should be updated also. |
597 | * change_abil() probably should be updated also. |
625 | */ |
598 | */ |
… | |
… | |
697 | #define EXIT_Y(xyz) (xyz)->stats.sp |
670 | #define EXIT_Y(xyz) (xyz)->stats.sp |
698 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
671 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
699 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
672 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
700 | |
673 | |
701 | /* for use by the lighting code */ |
674 | /* for use by the lighting code */ |
702 | #define MAX_LIGHT_RADII 4 |
675 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
703 | /* max radii for 'light' object, really |
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704 | * large values allow objects that can |
676 | * large values allow objects that can |
705 | * slow down the game */ |
677 | * slow down the game */ |
706 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
678 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
707 | * practical reason to exceed this */ |
679 | * practical reason to exceed this */ |
708 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
680 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
734 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
706 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
735 | #define FIRE_DIRECTIONAL 0 |
707 | #define FIRE_DIRECTIONAL 0 |
736 | #define FIRE_POSITIONAL 1 |
708 | #define FIRE_POSITIONAL 1 |
737 | |
709 | |
738 | /******************************************************************************/ |
710 | /******************************************************************************/ |
739 | |
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740 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
711 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
741 | |
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742 | /******************************************************************************/ |
712 | /******************************************************************************/ |
743 | |
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744 | /* if your monsters start acting wierd, mail me */ |
713 | /* if your monsters start acting wierd, mail me */ |
745 | |
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746 | /******************************************************************************/ |
714 | /******************************************************************************/ |
747 | |
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748 | /* the following definitions are for the attack_movement variable in monsters */ |
715 | /* the following definitions are for the attack_movement variable in monsters */ |
749 | |
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750 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
716 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
751 | |
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752 | /* set to zero */ |
717 | /* set to zero */ |
753 | |
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754 | /* the standard mode of movement from previous versions of crossfire will be */ |
718 | /* the standard mode of movement from previous versions of crossfire will be */ |
755 | |
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756 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
719 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
757 | |
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758 | /* er has an enemy. these should only be used for non agressive monsters. */ |
720 | /* er has an enemy. these should only be used for non agressive monsters. */ |
759 | |
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760 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
721 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
761 | |
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762 | /* ment numbers example a monster that moves in a circle until attacked and */ |
722 | /* ment numbers example a monster that moves in a circle until attacked and */ |
763 | |
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764 | /* then attacks from a distance: */ |
723 | /* then attacks from a distance: */ |
765 | |
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766 | /* CIRCLE1 = 32 */ |
724 | /* CIRCLE1 = 32 */ |
767 | |
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768 | /* + DISTATT = 1 */ |
725 | /* + DISTATT = 1 */ |
769 | |
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770 | /* ------------------- */ |
726 | /* ------------------- */ |
771 | |
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772 | /* attack_movement = 33 */ |
727 | /* attack_movement = 33 */ |
773 | |
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774 | /******************************************************************************/ |
728 | /******************************************************************************/ |
775 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
729 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
776 | /* attack from a distance - good for missile users only */ |
730 | /* attack from a distance - good for missile users only */ |
777 | #define RUNATT 2 /* run but attack if player catches up to object */ |
731 | #define RUNATT 2 /* run but attack if player catches up to object */ |
778 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
732 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
979 | * |
933 | * |
980 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
934 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
981 | * here. |
935 | * here. |
982 | */ |
936 | */ |
983 | |
937 | |
984 | #define RANDOM() random() |
938 | #define RANDOM() (rndm.next () & 0x7fffffffU) |
985 | #define SRANDOM(xyz) srandom(xyz) |
939 | #define SRANDOM(xyz) //TODO, get rid of |
986 | |
940 | |
987 | /* Returns the weight of the given object. Note: it does not take the number of |
941 | /* Returns the weight of the given object. Note: it does not take the number of |
988 | * items (nrof) into account. |
942 | * items (nrof) into account. |
989 | */ |
943 | */ |
990 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
944 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
… | |
… | |
1004 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
958 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1005 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
959 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1006 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
960 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1007 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
961 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1008 | |
962 | |
1009 | /* You may uncomment following define to check sanity of code. |
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1010 | * But use as debug only (loses all speed gained by those macros) |
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1011 | */ |
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1012 | |
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1013 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
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1014 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
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1015 | |
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1016 | |
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1017 | |
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1018 | |
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1019 | |
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1020 | |
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1021 | |
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1022 | /* |
963 | /* |
1023 | * Warning! |
964 | * Warning! |
1024 | * If you add message types here, don't forget |
965 | * If you add message types here, don't forget |
1025 | * to keep the client up to date too! |
966 | * to keep the client up to date too! |
1026 | */ |
967 | */ |
1027 | |
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1028 | |
968 | |
1029 | /* message types */ |
969 | /* message types */ |
1030 | #define MSG_TYPE_BOOK 1 |
970 | #define MSG_TYPE_BOOK 1 |
1031 | #define MSG_TYPE_CARD 2 |
971 | #define MSG_TYPE_CARD 2 |
1032 | #define MSG_TYPE_PAPER 3 |
972 | #define MSG_TYPE_PAPER 3 |