1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | |
7 | 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 |
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 |
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110 | * flags |
111 | * flags |
111 | * Also, if you add new entries, try and fill up the holes in this list. |
112 | * Also, if you add new entries, try and fill up the holes in this list. |
112 | * Additionally, when you add a new entry, include it in the table in item.c |
113 | * Additionally, when you add a new entry, include it in the table in item.c |
113 | */ |
114 | */ |
114 | |
115 | |
115 | /* type 0 will be undefined and shows a non valid type information */ |
116 | /* USED TYPES: (for dead types please look at the bottom of the type |
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117 | * definitions) |
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118 | */ |
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119 | |
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120 | /* type 0 objects have the default behaviour */ |
116 | |
121 | |
117 | #define PLAYER 1 |
122 | #define PLAYER 1 |
118 | #define TRANSPORT 2 /* see pod/objects.pod */ |
123 | #define TRANSPORT 2 /* see pod/objects.pod */ |
119 | #define ROD 3 |
124 | #define ROD 3 |
120 | #define TREASURE 4 |
125 | #define TREASURE 4 |
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122 | #define FOOD 6 |
127 | #define FOOD 6 |
123 | #define POISON 7 |
128 | #define POISON 7 |
124 | #define BOOK 8 |
129 | #define BOOK 8 |
125 | #define CLOCK 9 |
130 | #define CLOCK 9 |
126 | |
131 | |
127 | /*#define FBULLET 10 */ |
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128 | /*#define FBALL 11 */ |
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129 | |
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130 | #define LIGHTNING 12 |
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131 | #define ARROW 13 |
132 | #define ARROW 13 |
132 | #define BOW 14 |
133 | #define BOW 14 |
133 | #define WEAPON 15 |
134 | #define WEAPON 15 |
134 | #define ARMOUR 16 |
135 | #define ARMOUR 16 |
135 | #define PEDESTAL 17 |
136 | #define PEDESTAL 17 |
136 | #define ALTAR 18 |
137 | #define ALTAR 18 |
137 | |
138 | |
138 | /*#define CONFUSION 19 */ |
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139 | |
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140 | #define LOCKED_DOOR 20 |
139 | #define LOCKED_DOOR 20 |
141 | #define SPECIAL_KEY 21 |
140 | #define SPECIAL_KEY 21 |
142 | #define MAP 22 |
141 | #define MAP 22 |
143 | #define DOOR 23 |
142 | #define DOOR 23 |
144 | #define KEY 24 |
143 | #define KEY 24 |
145 | |
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146 | /*#define MMISSILE 25 */ |
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147 | |
144 | |
148 | #define TIMED_GATE 26 |
145 | #define TIMED_GATE 26 |
149 | #define TRIGGER 27 |
146 | #define TRIGGER 27 |
150 | #define GRIMREAPER 28 |
147 | #define GRIMREAPER 28 |
151 | #define MAGIC_EAR 29 |
148 | #define MAGIC_EAR 29 |
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162 | #define PLAYERMOVER 40 |
159 | #define PLAYERMOVER 40 |
163 | #define TELEPORTER 41 |
160 | #define TELEPORTER 41 |
164 | #define CREATOR 42 |
161 | #define CREATOR 42 |
165 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
162 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
166 | |
163 | |
167 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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168 | * experience for broad skill categories. This value |
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169 | * is now automatically converteed at load time. |
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170 | */ |
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171 | |
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172 | #define EARTHWALL 45 |
164 | #define EARTHWALL 45 |
173 | #define GOLEM 46 |
165 | #define GOLEM 46 |
174 | |
166 | |
175 | /*#define BOMB 47 */ |
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176 | #define THROWN_OBJ 48 |
167 | #define THROWN_OBJ 48 |
177 | #define BLINDNESS 49 |
168 | #define BLINDNESS 49 |
178 | #define GOD 50 |
169 | #define GOD 50 |
179 | #define DETECTOR 51 /* peterm: detector is an object |
170 | #define DETECTOR 51 /* peterm: detector is an object |
180 | * which notices the presense of |
171 | * which notices the presense of |
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195 | |
186 | |
196 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
187 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
197 | * a monster into a peaceful being incapable of attack. |
188 | * a monster into a peaceful being incapable of attack. |
198 | */ |
189 | */ |
199 | #define GEM 60 |
190 | #define GEM 60 |
200 | |
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201 | /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ |
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202 | |
191 | |
203 | #define FIREWALL 62 |
192 | #define FIREWALL 62 |
204 | #define ANVIL 63 |
193 | #define ANVIL 63 |
205 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
194 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
206 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
195 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
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219 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
208 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
220 | #define INORGANIC 73 /* metals and minerals */ |
209 | #define INORGANIC 73 /* metals and minerals */ |
221 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
210 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
222 | #define LIGHTER 75 |
211 | #define LIGHTER 75 |
223 | |
212 | |
224 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
213 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
225 | * types are not used in any archetypes, and should perhaps be removed. |
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226 | */ |
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227 | |
214 | |
228 | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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229 | |
215 | |
230 | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
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231 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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232 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
216 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
233 | in the engine. Like statues, clocks, chairs,... |
217 | in the engine. Like statues, clocks, chairs,... |
234 | If perhaps we create a function where we can sit |
218 | If perhaps we create a function where we can sit |
235 | on chairs, we create a new type and remove all |
219 | on chairs, we create a new type and remove all |
236 | chairs from here. */ |
220 | chairs from here. */ |
237 | #define MONSTER 80 /* yes, thats a real, living creature */ |
221 | |
238 | #define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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239 | #define LAMP 82 /* a lamp */ |
222 | #define LAMP 82 /* a lamp */ |
240 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
223 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
241 | #define TOOL 84 /* a tool for building objects */ |
224 | |
242 | #define SPELLBOOK 85 |
225 | #define SPELLBOOK 85 |
243 | #define BUILDFAC 86 /* facilities for building objects */ |
226 | |
244 | #define CLOAK 87 |
227 | #define CLOAK 87 |
245 | |
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246 | /*#define CONE 88 */ |
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247 | /*#define AURA 89 */ /* aura spell object */ |
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248 | |
228 | |
249 | #define SPINNER 90 |
229 | #define SPINNER 90 |
250 | #define GATE 91 |
230 | #define GATE 91 |
251 | #define BUTTON 92 |
231 | #define BUTTON 92 |
252 | #define CF_HANDLE 93 |
232 | #define CF_HANDLE 93 |
253 | #define HOLE 94 |
233 | #define HOLE 94 |
254 | #define TRAPDOOR 95 |
234 | #define TRAPDOOR 95 |
255 | |
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256 | /*#define WORD_OF_RECALL 96 */ |
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257 | /*#define PARAIMAGE 97 */ |
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258 | |
235 | |
259 | #define SIGN 98 |
236 | #define SIGN 98 |
260 | #define BOOTS 99 |
237 | #define BOOTS 99 |
261 | #define GLOVES 100 |
238 | #define GLOVES 100 |
262 | #define SPELL 101 |
239 | #define SPELL 101 |
263 | #define SPELL_EFFECT 102 |
240 | #define SPELL_EFFECT 102 |
264 | #define CONVERTER 103 |
241 | #define CONVERTER 103 |
265 | #define BRACERS 104 |
242 | #define BRACERS 104 |
266 | #define POISONING 105 |
243 | #define POISONING 105 |
267 | #define SAVEBED 106 |
244 | #define SAVEBED 106 |
268 | #define POISONCLOUD 107 |
245 | |
269 | #define FIREHOLES 108 |
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270 | #define WAND 109 |
246 | #define WAND 109 |
271 | |
247 | |
272 | /*#define ABILITY 110*/ |
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273 | #define SCROLL 111 |
248 | #define SCROLL 111 |
274 | #define DIRECTOR 112 |
249 | #define DIRECTOR 112 |
275 | #define GIRDLE 113 |
250 | #define GIRDLE 113 |
276 | #define FORCE 114 |
251 | #define FORCE 114 |
277 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
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280 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
255 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
281 | #define CONTAINER 122 |
256 | #define CONTAINER 122 |
282 | #define ARMOUR_IMPROVER 123 |
257 | #define ARMOUR_IMPROVER 123 |
283 | #define WEAPON_IMPROVER 124 |
258 | #define WEAPON_IMPROVER 124 |
284 | |
259 | |
285 | /* unused: 125 - 129 |
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286 | * type 125 was MONEY_CHANGER |
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287 | */ |
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288 | |
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289 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
260 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
290 | #define DEEP_SWAMP 138 |
261 | #define DEEP_SWAMP 138 |
291 | #define IDENTIFY_ALTAR 139 |
262 | #define IDENTIFY_ALTAR 139 |
292 | |
263 | |
293 | /*#define CANCELLATION 141 */ /* not used with new spell code */ |
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294 | |
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295 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
264 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
296 | |
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297 | /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ |
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298 | /*#define SWARM_SPELL 153*/ |
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299 | |
265 | |
300 | #define RUNE 154 |
266 | #define RUNE 154 |
301 | #define TRAP 155 |
267 | #define TRAP 155 |
302 | |
268 | |
303 | #define POWER_CRYSTAL 156 |
269 | #define POWER_CRYSTAL 156 |
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306 | #define DISEASE 158 |
272 | #define DISEASE 158 |
307 | #define SYMPTOM 159 |
273 | #define SYMPTOM 159 |
308 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
274 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
309 | #define MATERIAL 161 /* Material for building */ |
275 | #define MATERIAL 161 /* Material for building */ |
310 | |
276 | |
311 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
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312 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
313 | #define QUEST 164 /* See below for subtypes */ |
278 | |
314 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
315 | potions, alchemy, or magic works here (elmex) */ |
280 | potions, alchemy, or magic works here (elmex) */ |
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281 | |
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282 | /* DEAD TYPES: */ |
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283 | //#define FBULLET 10 |
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284 | //#define FBALL 11 |
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285 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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286 | //#define CONFUSION 19 |
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287 | //#define MMISSILE 25 |
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288 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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289 | * experience for broad skill categories. This value |
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290 | * is now automatically converteed at load time. |
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291 | */ |
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292 | //#define BOMB 47 |
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293 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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294 | |
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295 | /* random crossfire developer: The trap_part, wall, light_source, |
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296 | * misc_object, monster, and spawn_generator |
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297 | * types are not used in any archetypes, |
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298 | * and should perhaps be removed. |
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299 | * |
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300 | * Wed Dec 20 13:35:24 CET 2006: |
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301 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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302 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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303 | * renamed WALL to BUILDABLE_WALL. |
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304 | */ |
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305 | |
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306 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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307 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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308 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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309 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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310 | //#define TOOL 84 /* a tool for building objects */ |
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311 | //#define BUILDFAC 86 /* facilities for building objects */ |
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312 | //#define CONE 88 |
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313 | //#define AURA 89 /* aura spell object */ |
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314 | //#define WORD_OF_RECALL 96 |
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315 | //#define PARAIMAGE 97 |
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316 | //#define POISONCLOUD 107 |
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317 | //#define FIREHOLES 108 |
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318 | //#define ABILITY 110 |
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319 | /* unused: 125 - 129 |
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320 | * type 125 was MONEY_CHANGER |
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321 | */ |
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322 | //#define CANCELLATION 141 /* not used with new spell code */ |
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323 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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324 | //#define SWARM_SPELL 153 |
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325 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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326 | //#define QUEST 164 /* See below for subtypes */ |
316 | |
327 | |
317 | /* END TYPE DEFINE */ |
328 | /* END TYPE DEFINE */ |
318 | |
329 | |
319 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
330 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
320 | |
331 | |
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411 | * If any FLAG's are added or changed, make sure the flag_names structure in |
422 | * If any FLAG's are added or changed, make sure the flag_names structure in |
412 | * common/loader.l is updated. |
423 | * common/loader.l is updated. |
413 | */ |
424 | */ |
414 | |
425 | |
415 | /* Basic routines to do above */ |
426 | /* Basic routines to do above */ |
416 | #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 |
427 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
417 | #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 |
428 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
418 | #define QUERY_FLAG(obj, flag) (obj)->flags[flag] |
429 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
419 | |
430 | |
420 | /* the flags */ |
431 | /* the flags */ |
421 | |
432 | |
422 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
423 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
434 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
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570 | object */ |
581 | object */ |
571 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
582 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
572 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
583 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
573 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
584 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
574 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
585 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
575 | * load_original_map() */ |
586 | * load_original_map() */ |
576 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
587 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
577 | * the overlay, and is not subject to |
588 | * the overlay, and is not subject to |
578 | * decay. */ |
589 | * decay. */ |
579 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
590 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
580 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
591 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
581 | #define FLAG_IS_WATER 107 |
592 | #define FLAG_IS_WATER 107 |
582 | #define FLAG_CONTENT_ON_GEN 108 |
593 | #define FLAG_CONTENT_ON_GEN 108 |
583 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
594 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
584 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
595 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
585 | #define FLAG_AFK 111 /* Player is AFK */ |
596 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
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597 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
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598 | |
586 | #define NUM_FLAGS 111 /* Should always be equal to the last |
599 | #define NUM_FLAGS 113 /* Should always be equal to the last |
587 | * defined flag. If you change this, |
600 | * defined flag + 1. If you change this, |
588 | * make sure you update the flag_links |
601 | * make sure you update the flag_links |
589 | * in common/loader.l |
602 | * in common/loader.l |
590 | */ |
603 | */ |
591 | |
604 | |
592 | /* Values can go up to 127 before the size of the flags array in the |
605 | /* Values can go up to 127 before the size of the flags array in the |
593 | * object structure needs to be enlarged. |
606 | * object structure needs to be enlarged. |
594 | * So there are 18 available flags slots |
607 | * So there are 18 available flags slots |
595 | */ |
608 | */ |
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799 | /* changing directions */ |
812 | /* changing directions */ |
800 | /* this is VERTICAL movement */ |
813 | /* this is VERTICAL movement */ |
801 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
814 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
802 | #define HI4 240 |
815 | #define HI4 240 |
803 | |
816 | |
804 | /* |
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805 | * Use of the state-variable in player objects: |
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806 | */ |
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807 | |
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808 | #define ST_PLAYING 0 |
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809 | #define ST_PLAY_AGAIN 1 |
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810 | #define ST_ROLL_STAT 2 |
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811 | #define ST_CHANGE_CLASS 3 |
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812 | #define ST_CONFIRM_QUIT 4 |
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813 | #define ST_CONFIGURE 5 |
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814 | #define ST_GET_NAME 6 |
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815 | #define ST_GET_PASSWORD 7 |
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816 | #define ST_CONFIRM_PASSWORD 8 |
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817 | #define ST_GET_PARTY_PASSWORD 10 |
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818 | |
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819 | #define BLANK_FACE_NAME "blank.111" |
817 | #define BLANK_FACE_NAME "blank.x11" |
820 | #define EMPTY_FACE_NAME "empty.111" |
818 | #define EMPTY_FACE_NAME "empty.x11" |
821 | #define DARK_FACE1_NAME "dark1.111" |
819 | #define DARK_FACE1_NAME "dark1.x11" |
822 | #define DARK_FACE2_NAME "dark2.111" |
820 | #define DARK_FACE2_NAME "dark2.x11" |
823 | #define DARK_FACE3_NAME "dark3.111" |
821 | #define DARK_FACE3_NAME "dark3.x11" |
824 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
822 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
825 | |
823 | |
826 | /* |
824 | /* |
827 | * Defines for the luck/random functions to make things more readable |
825 | * Defines for the luck/random functions to make things more readable |
828 | */ |
826 | */ |
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967 | #define CAN_APPLY_UNAPPLY 0x10 |
965 | #define CAN_APPLY_UNAPPLY 0x10 |
968 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
966 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
969 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
967 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
970 | |
968 | |
971 | /* Cut off point of when an object is put on the active list or not */ |
969 | /* Cut off point of when an object is put on the active list or not */ |
972 | #define MIN_ACTIVE_SPEED 0.00001 |
970 | #define MIN_ACTIVE_SPEED 1e-5 |
973 | |
971 | |
974 | /* |
972 | /* |
975 | * random() is much better than rand(). If you have random(), use it instead. |
973 | * random() is much better than rand(). If you have random(), use it instead. |
976 | * You shouldn't need to change any of this |
974 | * You shouldn't need to change any of this |
977 | * |
975 | * |