1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
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21 | 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> |
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 |
27 | * around, this file should be better split between them - things |
27 | * around, this file should be better split between them - things |
… | |
… | |
31 | */ |
31 | */ |
32 | |
32 | |
33 | #ifndef DEFINE_H |
33 | #ifndef DEFINE_H |
34 | #define DEFINE_H |
34 | #define DEFINE_H |
35 | |
35 | |
36 | /* |
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37 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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38 | * Thus the prototypes made by cextract don't get included correctly. |
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39 | */ |
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40 | #if !defined(__STDC__) |
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41 | |
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42 | /* Removed # from start of following line. makedepend was picking it up. |
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43 | * The following should still hopefully result in an error. |
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44 | */ |
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45 | error - Your ANSI C compiler should be defining __STDC__; |
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46 | #endif |
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47 | |
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48 | #include <autoconf.h> |
36 | #include <autoconf.h> |
49 | |
37 | |
50 | #define FONTDIR "" |
38 | #define FONTDIR "" |
51 | #define FONTNAME "" |
39 | #define FONTNAME "" |
52 | |
40 | |
53 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
54 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
55 | |
43 | |
56 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
57 | # include <sys/param.h> |
45 | # include <sys/param.h> |
58 | #endif |
46 | #endif |
59 | #ifndef MIN |
47 | #ifndef MIN |
60 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
48 | # define MIN(x,y) min (x, y) |
61 | #endif |
49 | #endif |
62 | #ifndef MAX |
50 | #ifndef MAX |
63 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
51 | # define MAX(x,y) max (x, y) |
64 | #endif |
52 | #endif |
65 | |
53 | |
66 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
67 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
68 | # define NAME_MAX 255 |
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69 | #endif |
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70 | |
56 | |
71 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
72 | #ifndef MAX3 |
58 | #ifndef MAX3 |
73 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
74 | #endif |
60 | #endif |
… | |
… | |
79 | #endif |
65 | #endif |
80 | |
66 | |
81 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
82 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
83 | |
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 | |
84 | #define MAX_BUF 1024 |
78 | #define MAX_BUF 1024 |
85 | /* Used for all kinds of things */ |
79 | /* Used for all kinds of things */ |
86 | #define VERY_BIG_BUF 2048 |
80 | #define VERY_BIG_BUF 2048 |
87 | #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 */ |
88 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
82 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
89 | |
83 | |
90 | #define FONTSIZE 3000 /* Max chars in font */ |
84 | #define FONTSIZE 3000 /* Max chars in font */ |
91 | |
85 | |
92 | #define MAX_ANIMATIONS 256 |
86 | #define MAX_ANIMATIONS 256 |
93 | |
87 | |
94 | #define MAX_NAME 48 |
88 | #define MAX_NAME 48 |
95 | #define MAX_EXT_TITLE 98 |
89 | #define MAX_EXT_TITLE 98 |
96 | |
90 | |
97 | /* Fatal variables: */ |
91 | /* Fatal variables: */ |
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92 | //TODO: remove all calls to fatal and replace them by cleanup |
98 | #define OUT_OF_MEMORY 0 |
93 | #define OUT_OF_MEMORY 0 |
99 | #define MAP_ERROR 1 |
94 | #define MAP_ERROR 1 |
100 | #define ARCHTABLE_TOO_SMALL 2 |
95 | #define ARCHTABLE_TOO_SMALL 2 // unused |
101 | #define TOO_MANY_ERRORS 3 |
96 | #define TOO_MANY_ERRORS 3 |
102 | |
97 | |
103 | /* TYPE DEFINES */ |
98 | /* TYPE DEFINES */ |
104 | |
99 | |
105 | /* 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, |
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276 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
271 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
277 | |
272 | |
278 | #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, |
279 | potions, alchemy, or magic works here (elmex) */ |
274 | potions, alchemy, or magic works here (elmex) */ |
280 | |
275 | |
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276 | #define NUM_TYPES 166 // must be max(type) + 1 |
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277 | |
281 | /* DEAD TYPES: */ |
278 | /* DEAD TYPES: */ |
282 | //#define FBULLET 10 |
279 | //#define FBULLET 10 |
283 | //#define FBALL 11 |
280 | //#define FBALL 11 |
284 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
281 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
285 | //#define CONFUSION 19 |
282 | //#define CONFUSION 19 |
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295 | * misc_object, monster, and spawn_generator |
292 | * misc_object, monster, and spawn_generator |
296 | * types are not used in any archetypes, |
293 | * types are not used in any archetypes, |
297 | * and should perhaps be removed. |
294 | * and should perhaps be removed. |
298 | * |
295 | * |
299 | * Wed Dec 20 13:35:24 CET 2006: |
296 | * Wed Dec 20 13:35:24 CET 2006: |
300 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
297 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
301 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
298 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
302 | * renamed WALL to BUILDABLE_WALL. |
299 | * renamed WALL to BUILDABLE_WALL. |
303 | */ |
300 | */ |
304 | |
301 | |
305 | //#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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421 | * If any FLAG's are added or changed, make sure the flag_names structure in |
418 | * If any FLAG's are added or changed, make sure the flag_names structure in |
422 | * common/loader.l is updated. |
419 | * common/loader.l is updated. |
423 | */ |
420 | */ |
424 | |
421 | |
425 | /* Basic routines to do above */ |
422 | /* Basic routines to do above */ |
426 | #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 |
423 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
427 | #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 |
424 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
428 | #define QUERY_FLAG(obj, flag) (obj)->flags[flag] |
425 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
429 | |
426 | |
430 | /* the flags */ |
427 | /* the flags */ |
431 | |
428 | |
432 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
429 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
430 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
434 | #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 */ |
435 | #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 */ |
436 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
433 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
437 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
434 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
438 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
435 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
439 | #define FLAG_USE_SHIELD 7 |
436 | #define FLAG_USE_SHIELD 7 |
440 | /* Can this creature use a shield? */ |
437 | /* Can this creature use a shield? */ |
441 | |
438 | |
442 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
439 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 | |
440 | |
444 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
441 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
445 | |
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446 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
442 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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443 | |
447 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
444 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
448 | |
445 | |
449 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
446 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
450 | |
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451 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
447 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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448 | |
452 | #define FLAG_MONSTER 14 /* Will attack players */ |
449 | #define FLAG_MONSTER 14 /* Will attack players */ |
453 | #define FLAG_FRIENDLY 15 /* Will help players */ |
450 | #define FLAG_FRIENDLY 15 /* Will help players */ |
454 | |
451 | |
455 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
452 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
453 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_AUTO_APPLY 18 |
454 | #define FLAG_AUTO_APPLY 18 |
458 | /* Will be applied when created */ |
455 | /* Will be applied when created */ |
459 | // 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 |
460 | #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. */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
458 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
459 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
460 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
461 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 | |
462 | |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
463 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
467 | |
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468 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
464 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
469 | |
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470 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
465 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
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466 | |
471 | #define FLAG_IS_USED_UP 28 |
467 | #define FLAG_IS_USED_UP 28 |
472 | /* When (--food<0) the object will exit */ |
468 | /* When (--food<0) the object will exit */ |
473 | #define FLAG_IDENTIFIED 29 |
469 | #define FLAG_IDENTIFIED 29 |
474 | /* Player knows full info about item */ |
470 | /* Player knows full info about item */ |
475 | #define FLAG_REFLECTING 30 |
471 | #define FLAG_REFLECTING 30 |
476 | /* Object reflects from walls (lightning) */ |
472 | /* Object reflects from walls (lightning) */ |
477 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
473 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
478 | |
474 | |
479 | /* Start of values in flags[1] */ |
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480 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
475 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
481 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
476 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
482 | #define FLAG_STARTEQUIP 34 |
477 | #define FLAG_STARTEQUIP 34 |
483 | /* Object was given to player at start */ |
478 | /* Object was given to player at start */ |
484 | #define FLAG_BLOCKSVIEW 35 |
479 | #define FLAG_BLOCKSVIEW 35 |
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495 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
490 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
496 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
491 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
497 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
492 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
498 | but can still attack at a distance */ |
493 | but can still attack at a distance */ |
499 | |
494 | |
500 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
495 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
501 | thru this object as if it wasn't there */ |
496 | thru this object as if it wasn't there */ |
502 | |
497 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
503 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
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504 | |
498 | |
505 | #define FLAG_PICK_UP 48 /* Can pick up */ |
499 | #define FLAG_PICK_UP 48 /* Can pick up */ |
506 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
500 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
507 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
501 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
508 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
502 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
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517 | /* (Monster) can wear armour/shield/helmet */ |
511 | /* (Monster) can wear armour/shield/helmet */ |
518 | #define FLAG_USE_WEAPON 57 |
512 | #define FLAG_USE_WEAPON 57 |
519 | /* (Monster) can wield weapons */ |
513 | /* (Monster) can wield weapons */ |
520 | #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 */ |
521 | #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) */ |
522 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
516 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
523 | #define FLAG_XRAYS 61 /* X-ray vision */ |
517 | #define FLAG_XRAYS 61 /* X-ray vision */ |
524 | #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 */ |
525 | #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 */ |
526 | |
520 | |
527 | /* Start of values in flags[2] */ |
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528 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
521 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
529 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
522 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
530 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
523 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
531 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
524 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
532 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
525 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
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545 | |
538 | |
546 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
539 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
547 | #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 */ |
548 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
541 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
549 | |
542 | |
550 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
543 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
551 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
544 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
552 | #define FLAG_MAKE_INVIS 85 |
545 | #define FLAG_MAKE_INVIS 85 |
553 | /* (Item) gives invisibility when applied */ |
546 | /* (Item) gives invisibility when applied */ |
554 | #define FLAG_INV_LOCKED 86 |
547 | #define FLAG_INV_LOCKED 86 |
555 | /* Item will not be dropped from inventory */ |
548 | /* Item will not be dropped from inventory */ |
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561 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
554 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
562 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
555 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
563 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
556 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
564 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
557 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
565 | |
558 | |
566 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
559 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
567 | |
560 | |
568 | /* Start of values in flags[3] */ |
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569 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
561 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
570 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
562 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
571 | * away (replaces ghosthit) |
563 | * away (replaces ghosthit) |
572 | */ |
564 | */ |
573 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
565 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
580 | object */ |
572 | object */ |
581 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
573 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
582 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
574 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
583 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
575 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
584 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
576 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
585 | * load_original_map() */ |
577 | * load_original_map() */ |
586 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
578 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
587 | * the overlay, and is not subject to |
579 | * the overlay, and is not subject to |
588 | * decay. */ |
580 | * decay. */ |
589 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
581 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
590 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
582 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
591 | #define FLAG_IS_WATER 107 |
583 | #define FLAG_IS_WATER 107 |
592 | #define FLAG_CONTENT_ON_GEN 108 |
584 | #define FLAG_CONTENT_ON_GEN 108 |
593 | #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 */ |
594 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
586 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
595 | #define FLAG_AFK 111 /* Player is AFK */ |
587 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
|
|
588 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
|
|
589 | |
596 | #define NUM_FLAGS 111 /* Should always be equal to the last |
590 | #define NUM_FLAGS 113 /* Should always be equal to the last |
597 | * defined flag. If you change this, |
591 | * defined flag + 1. If you change this, |
598 | * make sure you update the flag_links |
592 | * make sure you update the flag_links |
599 | * in common/loader.l |
593 | * in common/loader.l |
600 | */ |
594 | */ |
601 | |
595 | |
602 | /* Values can go up to 127 before the size of the flags array in the |
596 | /* Values can go up to 127 before the size of the flags array in the |
603 | * object structure needs to be enlarged. |
597 | * object structure needs to be enlarged. |
604 | * So there are 18 available flags slots |
598 | * So there are 18 available flags slots |
605 | */ |
599 | */ |
606 | |
600 | |
607 | |
|
|
608 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
601 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
609 | |
|
|
610 | #if 0 |
|
|
611 | |
|
|
612 | /* These should no longer be needed - access move_slow_penalty |
|
|
613 | * directly. |
|
|
614 | */ |
|
|
615 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
|
|
616 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
|
|
617 | #endif |
|
|
618 | |
602 | |
619 | /* If you add new movement types, you may need to update |
603 | /* If you add new movement types, you may need to update |
620 | * describe_item() so properly describe those types. |
604 | * describe_item() so properly describe those types. |
621 | * change_abil() probably should be updated also. |
605 | * change_abil() probably should be updated also. |
622 | */ |
606 | */ |
623 | #define MOVE_WALK 0x1 /* Object walks */ |
607 | #define MOVE_WALK 0x01 /* Object walks */ |
624 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
608 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
625 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
609 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
626 | #define MOVE_FLYING 0x6 |
610 | #define MOVE_FLYING 0x06 |
627 | /* Combo of fly_low and fly_high */ |
611 | /* Combo of fly_low and fly_high */ |
628 | #define MOVE_SWIM 0x8 /* Swimming object */ |
612 | #define MOVE_SWIM 0x08 /* Swimming object */ |
629 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
613 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
614 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
615 | |
630 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
616 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
631 | |
|
|
632 | /* the normal assumption is that objects are walking/flying. |
|
|
633 | * So often we don't want to block movement, but still don't want |
|
|
634 | * to allow all types (swimming is rather specialized) - I also |
|
|
635 | * expect as more movement types show up, this is likely to get |
|
|
636 | * updated. Basically, this is the default for spaces that allow |
|
|
637 | * movement - anything but swimming right now. If you really |
|
|
638 | * want nothing at all, then can always set move_block to 0 |
|
|
639 | */ |
|
|
640 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
|
|
641 | |
617 | |
642 | /* typdef here to define type large enough to hold bitmask of |
618 | /* typdef here to define type large enough to hold bitmask of |
643 | * all movement types. Make one declaration so easy to update. |
619 | * all movement types. Make one declaration so easy to update. |
644 | * 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 |
645 | * at anyways. |
621 | * at anyways. |
… | |
… | |
657 | * Add check - if type is 0, don't stop anything from moving |
633 | * Add check - if type is 0, don't stop anything from moving |
658 | * onto it. |
634 | * onto it. |
659 | * |
635 | * |
660 | */ |
636 | */ |
661 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
637 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
662 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
638 | ((type) && (ob1->move_type & type) == ob1->move_type) |
663 | |
639 | |
664 | |
640 | |
665 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
641 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
666 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
642 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
667 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
643 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
694 | #define EXIT_Y(xyz) (xyz)->stats.sp |
670 | #define EXIT_Y(xyz) (xyz)->stats.sp |
695 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
671 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
696 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
672 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
697 | |
673 | |
698 | /* for use by the lighting code */ |
674 | /* for use by the lighting code */ |
699 | #define MAX_LIGHT_RADII 4 |
675 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
700 | /* max radii for 'light' object, really |
|
|
701 | * large values allow objects that can |
676 | * large values allow objects that can |
702 | * slow down the game */ |
677 | * slow down the game */ |
703 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
678 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
704 | * practical reason to exceed this */ |
679 | * practical reason to exceed this */ |
705 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
680 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
731 | #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) |
732 | #define FIRE_DIRECTIONAL 0 |
707 | #define FIRE_DIRECTIONAL 0 |
733 | #define FIRE_POSITIONAL 1 |
708 | #define FIRE_POSITIONAL 1 |
734 | |
709 | |
735 | /******************************************************************************/ |
710 | /******************************************************************************/ |
736 | |
|
|
737 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
711 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
738 | |
|
|
739 | /******************************************************************************/ |
712 | /******************************************************************************/ |
740 | |
|
|
741 | /* if your monsters start acting wierd, mail me */ |
713 | /* if your monsters start acting wierd, mail me */ |
742 | |
|
|
743 | /******************************************************************************/ |
714 | /******************************************************************************/ |
744 | |
|
|
745 | /* the following definitions are for the attack_movement variable in monsters */ |
715 | /* the following definitions are for the attack_movement variable in monsters */ |
746 | |
|
|
747 | /* 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*/ |
748 | |
|
|
749 | /* set to zero */ |
717 | /* set to zero */ |
750 | |
|
|
751 | /* 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 */ |
752 | |
|
|
753 | /* 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*/ |
754 | |
|
|
755 | /* 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. */ |
756 | |
|
|
757 | /* 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*/ |
758 | |
|
|
759 | /* 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 */ |
760 | |
|
|
761 | /* then attacks from a distance: */ |
723 | /* then attacks from a distance: */ |
762 | |
|
|
763 | /* CIRCLE1 = 32 */ |
724 | /* CIRCLE1 = 32 */ |
764 | |
|
|
765 | /* + DISTATT = 1 */ |
725 | /* + DISTATT = 1 */ |
766 | |
|
|
767 | /* ------------------- */ |
726 | /* ------------------- */ |
768 | |
|
|
769 | /* attack_movement = 33 */ |
727 | /* attack_movement = 33 */ |
770 | |
|
|
771 | /******************************************************************************/ |
728 | /******************************************************************************/ |
772 | #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, */ |
773 | /* attack from a distance - good for missile users only */ |
730 | /* attack from a distance - good for missile users only */ |
774 | #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 */ |
775 | #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 */ |
… | |
… | |
809 | /* changing directions */ |
766 | /* changing directions */ |
810 | /* this is VERTICAL movement */ |
767 | /* this is VERTICAL movement */ |
811 | #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 */ |
812 | #define HI4 240 |
769 | #define HI4 240 |
813 | |
770 | |
814 | /* |
|
|
815 | * Use of the state-variable in player objects: |
|
|
816 | */ |
|
|
817 | |
|
|
818 | #define ST_PLAYING 0 |
|
|
819 | #define ST_PLAY_AGAIN 1 |
|
|
820 | #define ST_ROLL_STAT 2 |
|
|
821 | #define ST_CHANGE_CLASS 3 |
|
|
822 | #define ST_CONFIRM_QUIT 4 |
|
|
823 | #define ST_CONFIGURE 5 |
|
|
824 | #define ST_GET_NAME 6 |
|
|
825 | #define ST_GET_PASSWORD 7 |
|
|
826 | #define ST_CONFIRM_PASSWORD 8 |
|
|
827 | #define ST_GET_PARTY_PASSWORD 10 |
|
|
828 | |
|
|
829 | #define BLANK_FACE_NAME "blank.111" |
771 | #define BLANK_FACE_NAME "blank.x11" |
830 | #define EMPTY_FACE_NAME "empty.111" |
772 | #define EMPTY_FACE_NAME "empty.x11" |
831 | #define DARK_FACE1_NAME "dark1.111" |
|
|
832 | #define DARK_FACE2_NAME "dark2.111" |
|
|
833 | #define DARK_FACE3_NAME "dark3.111" |
|
|
834 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
835 | |
773 | |
836 | /* |
774 | /* |
837 | * Defines for the luck/random functions to make things more readable |
775 | * Defines for the luck/random functions to make things more readable |
838 | */ |
776 | */ |
839 | |
777 | |
840 | #define PREFER_HIGH 1 |
778 | #define PREFER_HIGH 1 |
841 | #define PREFER_LOW 0 |
779 | #define PREFER_LOW 0 |
842 | |
|
|
843 | /* Simple function we use below to keep adding to the same string |
|
|
844 | * but also make sure we don't overwrite that string. |
|
|
845 | */ |
|
|
846 | static inline void |
|
|
847 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
848 | { |
|
|
849 | if (*curlen == (maxlen - 1)) |
|
|
850 | return; |
|
|
851 | |
|
|
852 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
853 | dest[maxlen - 1] = 0; |
|
|
854 | *curlen += strlen (orig); |
|
|
855 | |
|
|
856 | if (*curlen > (maxlen - 1)) |
|
|
857 | *curlen = maxlen - 1; |
|
|
858 | } |
|
|
859 | |
|
|
860 | |
|
|
861 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
862 | * Ideally, all functions should use the SAFE functions, but they |
|
|
863 | * require some extra support in the calling function to remain as |
|
|
864 | * efficient. |
|
|
865 | */ |
|
|
866 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
867 | if(variable) { \ |
|
|
868 | int i,j=0; \ |
|
|
869 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
870 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
871 | if(variable & (1<<i)) { \ |
|
|
872 | if (j) \ |
|
|
873 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
874 | else \ |
|
|
875 | j = 1; \ |
|
|
876 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
877 | } \ |
|
|
878 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
879 | } |
|
|
880 | |
|
|
881 | |
|
|
882 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
883 | |
|
|
884 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
885 | if(variable) { \ |
|
|
886 | int i,j=0; \ |
|
|
887 | strcat(retbuf,"(" name ": "); \ |
|
|
888 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
889 | if(variable & (1<<i)) { \ |
|
|
890 | if (j) \ |
|
|
891 | strcat(retbuf,", "); \ |
|
|
892 | else \ |
|
|
893 | j = 1; \ |
|
|
894 | strcat(retbuf, attacks[i]); \ |
|
|
895 | } \ |
|
|
896 | strcat(retbuf,")"); \ |
|
|
897 | } |
|
|
898 | |
|
|
899 | |
|
|
900 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
901 | if(variable) { \ |
|
|
902 | int i,j=0; \ |
|
|
903 | strcat(retbuf,"(" name ": "); \ |
|
|
904 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
905 | if(variable & (1<<i)) { \ |
|
|
906 | if (j) \ |
|
|
907 | strcat(retbuf,", "); \ |
|
|
908 | else \ |
|
|
909 | j = 1; \ |
|
|
910 | strcat(retbuf, spellpathnames[i]); \ |
|
|
911 | } \ |
|
|
912 | strcat(retbuf,")"); \ |
|
|
913 | } |
|
|
914 | |
|
|
915 | |
|
|
916 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
917 | if(variable) { \ |
|
|
918 | int i,j=0; \ |
|
|
919 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
920 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
921 | if(variable & (1<<i)) { \ |
|
|
922 | if (j) \ |
|
|
923 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
924 | else \ |
|
|
925 | j = 1; \ |
|
|
926 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
927 | } \ |
|
|
928 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
929 | } |
|
|
930 | |
780 | |
931 | /* Flags for apply_special() */ |
781 | /* Flags for apply_special() */ |
932 | enum apply_flag |
782 | enum apply_flag |
933 | { |
783 | { |
934 | /* Basic flags, always use one of these */ |
784 | /* Basic flags/mode, always use one of these */ |
935 | AP_NULL = 0, |
785 | AP_TOGGLE = 0, |
936 | AP_APPLY = 1, |
786 | AP_APPLY = 1, |
937 | AP_UNAPPLY = 2, |
787 | AP_UNAPPLY = 2, |
938 | |
788 | |
939 | AP_BASIC_FLAGS = 15, |
789 | AP_BASIC_FLAGS = 0x0f, |
940 | |
790 | |
941 | /* Optional flags, for bitwise or with a basic flag */ |
791 | /* Optional flags, for bitwise or with a basic flag */ |
942 | AP_NO_MERGE = 16, |
792 | AP_NO_MERGE = 0x10, |
943 | AP_IGNORE_CURSE = 32, |
793 | AP_IGNORE_CURSE = 0x20, |
944 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
794 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
945 | /* Note this is supported in all the functions */ |
795 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
946 | }; |
796 | }; |
947 | |
797 | |
948 | /* Bitmask values for 'can_apply_object()' return values. |
798 | /* Bitmask values for 'can_apply_object()' return values. |
949 | * the CAN_APPLY_ prefix is to just note what function the |
799 | * the CAN_APPLY_ prefix is to just note what function the |
950 | * are returned from. |
800 | * are returned from. |
… | |
… | |
976 | #define CAN_APPLY_NOT_MASK 0xf |
826 | #define CAN_APPLY_NOT_MASK 0xf |
977 | #define CAN_APPLY_UNAPPLY 0x10 |
827 | #define CAN_APPLY_UNAPPLY 0x10 |
978 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
828 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
979 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
829 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
980 | |
830 | |
981 | /* Cut off point of when an object is put on the active list or not */ |
831 | // Cut off point of when an object is put on the active list or not |
982 | #define MIN_ACTIVE_SPEED 0.00001 |
832 | // we use 2**-n because that can be represented exactly |
|
|
833 | // also make sure that this is a float, not double, constant |
|
|
834 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
983 | |
835 | |
984 | /* |
836 | #define RANDOM() (rndm.next () & 0xffffffU) |
985 | * random() is much better than rand(). If you have random(), use it instead. |
837 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
986 | * You shouldn't need to change any of this |
|
|
987 | * |
|
|
988 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
989 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
990 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
991 | * |
|
|
992 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
993 | * here. |
|
|
994 | */ |
|
|
995 | |
|
|
996 | #define RANDOM() random() |
|
|
997 | #define SRANDOM(xyz) srandom(xyz) |
|
|
998 | |
838 | |
999 | /* Returns the weight of the given object. Note: it does not take the number of |
839 | /* Returns the weight of the given object. Note: it does not take the number of |
1000 | * items (nrof) into account. |
840 | * items (nrof) into account. |
1001 | */ |
841 | */ |
1002 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
842 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
… | |
… | |
1016 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
856 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1017 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
857 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1018 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
858 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1019 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
859 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1020 | |
860 | |
1021 | /* You may uncomment following define to check sanity of code. |
|
|
1022 | * But use as debug only (loses all speed gained by those macros) |
|
|
1023 | */ |
|
|
1024 | |
|
|
1025 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1026 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
|
|
1027 | |
|
|
1028 | |
|
|
1029 | |
|
|
1030 | |
|
|
1031 | |
|
|
1032 | |
|
|
1033 | |
|
|
1034 | /* |
861 | /* |
1035 | * Warning! |
862 | * Warning! |
1036 | * If you add message types here, don't forget |
863 | * If you add message types here, don't forget |
1037 | * to keep the client up to date too! |
864 | * to keep the client up to date too! |
1038 | */ |
865 | */ |
1039 | |
|
|
1040 | |
866 | |
1041 | /* message types */ |
867 | /* message types */ |
1042 | #define MSG_TYPE_BOOK 1 |
868 | #define MSG_TYPE_BOOK 1 |
1043 | #define MSG_TYPE_CARD 2 |
869 | #define MSG_TYPE_CARD 2 |
1044 | #define MSG_TYPE_PAPER 3 |
870 | #define MSG_TYPE_PAPER 3 |