1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 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, |
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, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* 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 */ |
26 | |
25 | |
27 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
… | |
… | |
32 | */ |
31 | */ |
33 | |
32 | |
34 | #ifndef DEFINE_H |
33 | #ifndef DEFINE_H |
35 | #define DEFINE_H |
34 | #define DEFINE_H |
36 | |
35 | |
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> |
36 | #include <autoconf.h> |
50 | |
37 | |
51 | #define FONTDIR "" |
38 | #define FONTDIR "" |
52 | #define FONTNAME "" |
39 | #define FONTNAME "" |
53 | |
40 | |
54 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
55 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
56 | |
43 | |
57 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
58 | # include <sys/param.h> |
45 | # include <sys/param.h> |
59 | #endif |
46 | #endif |
60 | #ifndef MIN |
47 | #ifndef MIN |
… | |
… | |
62 | #endif |
49 | #endif |
63 | #ifndef MAX |
50 | #ifndef MAX |
64 | # define MAX(x,y) max (x, y) |
51 | # define MAX(x,y) max (x, y) |
65 | #endif |
52 | #endif |
66 | |
53 | |
67 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
68 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
69 | # define NAME_MAX 255 |
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70 | #endif |
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71 | |
56 | |
72 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
73 | #ifndef MAX3 |
58 | #ifndef MAX3 |
74 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
75 | #endif |
60 | #endif |
… | |
… | |
80 | #endif |
65 | #endif |
81 | |
66 | |
82 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
83 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
84 | |
69 | |
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70 | //TODO: not only use more reasonable values, also enforce them |
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71 | #define MIN_WC -120 |
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72 | #define MAX_WC 120 |
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73 | #define MIN_AC -120 |
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74 | #define MAX_AC 120 |
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75 | #define MIN_DAM 0 |
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76 | #define MAX_DAM 200 |
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77 | |
85 | #define MAX_BUF 1024 |
78 | #define MAX_BUF 1024 |
86 | /* Used for all kinds of things */ |
79 | /* Used for all kinds of things */ |
87 | #define VERY_BIG_BUF 2048 |
80 | #define VERY_BIG_BUF 2048 |
88 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
81 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
89 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
82 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
90 | |
83 | |
91 | #define FONTSIZE 3000 /* Max chars in font */ |
84 | #define FONTSIZE 3000 /* Max chars in font */ |
92 | |
85 | |
93 | #define MAX_ANIMATIONS 256 |
86 | #define MAX_ANIMATIONS 256 |
94 | |
87 | |
95 | #define MAX_NAME 48 |
88 | #define MAX_NAME 48 |
96 | #define MAX_EXT_TITLE 98 |
89 | #define MAX_EXT_TITLE 98 |
97 | |
90 | |
98 | /* Fatal variables: */ |
91 | /* Fatal variables: */ |
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92 | //TODO: remove all calls to fatal and replace them by cleanup |
99 | #define OUT_OF_MEMORY 0 |
93 | #define OUT_OF_MEMORY 0 |
100 | #define MAP_ERROR 1 |
94 | #define MAP_ERROR 1 |
101 | #define ARCHTABLE_TOO_SMALL 2 |
95 | #define ARCHTABLE_TOO_SMALL 2 // unused |
102 | #define TOO_MANY_ERRORS 3 |
96 | #define TOO_MANY_ERRORS 3 |
103 | |
97 | |
104 | /* TYPE DEFINES */ |
98 | /* TYPE DEFINES */ |
105 | |
99 | |
106 | /* Only add new values to this list if somewhere in the program code, |
100 | /* Only add new values to this list if somewhere in the program code, |
… | |
… | |
277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
271 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
278 | |
272 | |
279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
273 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
280 | potions, alchemy, or magic works here (elmex) */ |
274 | potions, alchemy, or magic works here (elmex) */ |
281 | |
275 | |
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276 | #define NUM_TYPES 166 // must be max(type) + 1 |
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277 | |
282 | /* DEAD TYPES: */ |
278 | /* DEAD TYPES: */ |
283 | //#define FBULLET 10 |
279 | //#define FBULLET 10 |
284 | //#define FBALL 11 |
280 | //#define FBALL 11 |
285 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
281 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
286 | //#define CONFUSION 19 |
282 | //#define CONFUSION 19 |
… | |
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296 | * misc_object, monster, and spawn_generator |
292 | * misc_object, monster, and spawn_generator |
297 | * types are not used in any archetypes, |
293 | * types are not used in any archetypes, |
298 | * and should perhaps be removed. |
294 | * and should perhaps be removed. |
299 | * |
295 | * |
300 | * Wed Dec 20 13:35:24 CET 2006: |
296 | * Wed Dec 20 13:35:24 CET 2006: |
301 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
297 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
302 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
298 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
303 | * renamed WALL to BUILDABLE_WALL. |
299 | * renamed WALL to BUILDABLE_WALL. |
304 | */ |
300 | */ |
305 | |
301 | |
306 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
302 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
… | |
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432 | |
428 | |
433 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
429 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
434 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
430 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
435 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
431 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
436 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
432 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
437 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
433 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
438 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
434 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
439 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
435 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
440 | #define FLAG_USE_SHIELD 7 |
436 | #define FLAG_USE_SHIELD 7 |
441 | /* Can this creature use a shield? */ |
437 | /* Can this creature use a shield? */ |
442 | |
438 | |
… | |
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455 | |
451 | |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
452 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
453 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
458 | #define FLAG_AUTO_APPLY 18 |
454 | #define FLAG_AUTO_APPLY 18 |
459 | /* Will be applied when created */ |
455 | /* Will be applied when created */ |
460 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
456 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
461 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
457 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
458 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
459 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
460 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
461 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
… | |
… | |
515 | /* (Monster) can wear armour/shield/helmet */ |
511 | /* (Monster) can wear armour/shield/helmet */ |
516 | #define FLAG_USE_WEAPON 57 |
512 | #define FLAG_USE_WEAPON 57 |
517 | /* (Monster) can wield weapons */ |
513 | /* (Monster) can wield weapons */ |
518 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
514 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
519 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
515 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
520 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
516 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
521 | #define FLAG_XRAYS 61 /* X-ray vision */ |
517 | #define FLAG_XRAYS 61 /* X-ray vision */ |
522 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
518 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
523 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
519 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
524 | |
520 | |
525 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
521 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
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542 | |
538 | |
543 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
539 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
544 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
540 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
545 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
541 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
546 | |
542 | |
547 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
543 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
548 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
544 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
549 | #define FLAG_MAKE_INVIS 85 |
545 | #define FLAG_MAKE_INVIS 85 |
550 | /* (Item) gives invisibility when applied */ |
546 | /* (Item) gives invisibility when applied */ |
551 | #define FLAG_INV_LOCKED 86 |
547 | #define FLAG_INV_LOCKED 86 |
552 | /* Item will not be dropped from inventory */ |
548 | /* Item will not be dropped from inventory */ |
… | |
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587 | #define FLAG_IS_WATER 107 |
583 | #define FLAG_IS_WATER 107 |
588 | #define FLAG_CONTENT_ON_GEN 108 |
584 | #define FLAG_CONTENT_ON_GEN 108 |
589 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
585 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
590 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
586 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
591 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
587 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
592 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
588 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
593 | |
589 | |
594 | #define NUM_FLAGS 113 /* Should always be equal to the last |
590 | #define NUM_FLAGS 113 /* Should always be equal to the last |
595 | * defined flag + 1. If you change this, |
591 | * defined flag + 1. If you change this, |
596 | * make sure you update the flag_links |
592 | * make sure you update the flag_links |
597 | * in common/loader.l |
593 | * in common/loader.l |
… | |
… | |
606 | |
602 | |
607 | /* If you add new movement types, you may need to update |
603 | /* If you add new movement types, you may need to update |
608 | * describe_item() so properly describe those types. |
604 | * describe_item() so properly describe those types. |
609 | * change_abil() probably should be updated also. |
605 | * change_abil() probably should be updated also. |
610 | */ |
606 | */ |
611 | #define MOVE_WALK 0x1 /* Object walks */ |
607 | #define MOVE_WALK 0x01 /* Object walks */ |
612 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
608 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
613 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
609 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
614 | #define MOVE_FLYING 0x6 |
610 | #define MOVE_FLYING 0x06 |
615 | /* Combo of fly_low and fly_high */ |
611 | /* Combo of fly_low and fly_high */ |
616 | #define MOVE_SWIM 0x8 /* Swimming object */ |
612 | #define MOVE_SWIM 0x08 /* Swimming object */ |
617 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
613 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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614 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
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615 | |
618 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
616 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
619 | |
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620 | /* the normal assumption is that objects are walking/flying. |
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621 | * So often we don't want to block movement, but still don't want |
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622 | * to allow all types (swimming is rather specialized) - I also |
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623 | * expect as more movement types show up, this is likely to get |
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624 | * updated. Basically, this is the default for spaces that allow |
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625 | * movement - anything but swimming right now. If you really |
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626 | * want nothing at all, then can always set move_block to 0 |
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627 | */ |
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628 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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629 | |
617 | |
630 | /* typdef here to define type large enough to hold bitmask of |
618 | /* typdef here to define type large enough to hold bitmask of |
631 | * all movement types. Make one declaration so easy to update. |
619 | * all movement types. Make one declaration so easy to update. |
632 | * uint8 is defined yet, so just use what that would define it |
620 | * uint8 is defined yet, so just use what that would define it |
633 | * at anyways. |
621 | * at anyways. |
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780 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
768 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
781 | #define HI4 240 |
769 | #define HI4 240 |
782 | |
770 | |
783 | #define BLANK_FACE_NAME "blank.x11" |
771 | #define BLANK_FACE_NAME "blank.x11" |
784 | #define EMPTY_FACE_NAME "empty.x11" |
772 | #define EMPTY_FACE_NAME "empty.x11" |
785 | #define DARK_FACE1_NAME "dark1.x11" |
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786 | #define DARK_FACE2_NAME "dark2.x11" |
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787 | #define DARK_FACE3_NAME "dark3.x11" |
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788 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
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789 | |
773 | |
790 | /* |
774 | /* |
791 | * Defines for the luck/random functions to make things more readable |
775 | * Defines for the luck/random functions to make things more readable |
792 | */ |
776 | */ |
793 | |
777 | |
… | |
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883 | } |
867 | } |
884 | |
868 | |
885 | /* Flags for apply_special() */ |
869 | /* Flags for apply_special() */ |
886 | enum apply_flag |
870 | enum apply_flag |
887 | { |
871 | { |
888 | /* Basic flags, always use one of these */ |
872 | /* Basic flags/mode, always use one of these */ |
889 | AP_NULL = 0, |
873 | AP_TOGGLE = 0, |
890 | AP_APPLY = 1, |
874 | AP_APPLY = 1, |
891 | AP_UNAPPLY = 2, |
875 | AP_UNAPPLY = 2, |
892 | |
876 | |
893 | AP_BASIC_FLAGS = 15, |
877 | AP_BASIC_FLAGS = 0x0f, |
894 | |
878 | |
895 | /* Optional flags, for bitwise or with a basic flag */ |
879 | /* Optional flags, for bitwise or with a basic flag */ |
896 | AP_NO_MERGE = 16, |
880 | AP_NO_MERGE = 0x10, |
897 | AP_IGNORE_CURSE = 32, |
881 | AP_IGNORE_CURSE = 0x20, |
898 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
882 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
899 | /* Note this is supported in all the functions */ |
883 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
900 | }; |
884 | }; |
901 | |
885 | |
902 | /* Bitmask values for 'can_apply_object()' return values. |
886 | /* Bitmask values for 'can_apply_object()' return values. |
903 | * the CAN_APPLY_ prefix is to just note what function the |
887 | * the CAN_APPLY_ prefix is to just note what function the |
904 | * are returned from. |
888 | * are returned from. |
… | |
… | |
930 | #define CAN_APPLY_NOT_MASK 0xf |
914 | #define CAN_APPLY_NOT_MASK 0xf |
931 | #define CAN_APPLY_UNAPPLY 0x10 |
915 | #define CAN_APPLY_UNAPPLY 0x10 |
932 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
916 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
933 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
917 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
934 | |
918 | |
935 | /* Cut off point of when an object is put on the active list or not */ |
919 | // Cut off point of when an object is put on the active list or not |
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920 | // we use 2**-n because that can be represented exactly |
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921 | // also make sure that this is a float, not double, constant |
936 | #define MIN_ACTIVE_SPEED 1e-5 |
922 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
937 | |
923 | |
938 | /* |
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939 | * random() is much better than rand(). If you have random(), use it instead. |
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940 | * You shouldn't need to change any of this |
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941 | * |
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942 | * 0.93.3: It looks like linux has random (previously, it was set below |
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943 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
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944 | * problems, add || defined(__linux__) the #if immediately below. |
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945 | * |
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946 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
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947 | * here. |
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948 | */ |
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949 | |
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950 | #define RANDOM() (rndm.next () & 0x7fffffffU) |
924 | #define RANDOM() (rndm.next () & 0xffffffU) |
951 | #define SRANDOM(xyz) //TODO, get rid of |
925 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
952 | |
926 | |
953 | /* Returns the weight of the given object. Note: it does not take the number of |
927 | /* Returns the weight of the given object. Note: it does not take the number of |
954 | * items (nrof) into account. |
928 | * items (nrof) into account. |
955 | */ |
929 | */ |
956 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
930 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |