1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra 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 |
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74 | |
74 | |
75 | #define MAX_ANIMATIONS 256 |
75 | #define MAX_ANIMATIONS 256 |
76 | |
76 | |
77 | #define MAX_NAME 48 |
77 | #define MAX_NAME 48 |
78 | #define MAX_EXT_TITLE 98 |
78 | #define MAX_EXT_TITLE 98 |
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79 | |
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80 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
79 | |
81 | |
80 | //TODO: remove all calls to fatal and replace them by cleanup |
82 | //TODO: remove all calls to fatal and replace them by cleanup |
81 | #define OUT_OF_MEMORY 0 |
83 | #define OUT_OF_MEMORY 0 |
82 | #define MAP_ERROR 1 |
84 | #define MAP_ERROR 1 |
83 | #define ARCHTABLE_TOO_SMALL 2 // unused |
85 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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203 | in the engine. Like statues, clocks, chairs,... |
205 | in the engine. Like statues, clocks, chairs,... |
204 | If perhaps we create a function where we can sit |
206 | If perhaps we create a function where we can sit |
205 | on chairs, we create a new type and remove all |
207 | on chairs, we create a new type and remove all |
206 | chairs from here. */ |
208 | chairs from here. */ |
207 | //80 |
209 | //80 |
208 | //81 |
210 | #define TORCH 81 /* a torch */ |
209 | #define LAMP 82 /* a lamp */ |
211 | #define LAMP 82 /* a lamp */ |
210 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
211 | //84 |
213 | //84 |
212 | #define SPELLBOOK 85 |
214 | #define SPELLBOOK 85 |
213 | //86 |
215 | //86 |
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286 | #define SYMPTOM 159 |
288 | #define SYMPTOM 159 |
287 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
289 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
288 | #define MATERIAL 161 /* Material for building */ |
290 | #define MATERIAL 161 /* Material for building */ |
289 | //162 |
291 | //162 |
290 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
292 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
291 | //164 |
293 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
292 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
294 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
293 | potions, alchemy, or magic works here (elmex) */ |
295 | potions, alchemy, or magic works here (elmex) */ |
294 | |
296 | |
295 | #define NUM_TYPES 166 // must be max(type) + 1 |
297 | #define NUM_TYPES 166 // must be max(type) + 1 |
296 | |
298 | |
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341 | #define PU_NOTHING 0x00000000 |
343 | #define PU_NOTHING 0x00000000 |
342 | |
344 | |
343 | #define PU_DEBUG 0x10000000 |
345 | #define PU_DEBUG 0x10000000 |
344 | #define PU_INHIBIT 0x20000000 |
346 | #define PU_INHIBIT 0x20000000 |
345 | #define PU_STOP 0x40000000 |
347 | #define PU_STOP 0x40000000 |
346 | #define PU_NEWMODE 0x80000000 |
348 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
347 | |
349 | |
348 | #define PU_RATIO 0x0000000F |
350 | #define PU_RATIO 0x0000000F |
349 | |
351 | |
350 | #define PU_FOOD 0x00000010 |
352 | #define PU_FOOD 0x00000010 |
351 | #define PU_DRINK 0x00000020 |
353 | #define PU_DRINK 0x00000020 |
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381 | * freearr, add these values. <= SIZEOFFREE1 will get you |
383 | * freearr, add these values. <= SIZEOFFREE1 will get you |
382 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
384 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
383 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
385 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
384 | * three spaces |
386 | * three spaces |
385 | */ |
387 | */ |
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388 | #define SIZEOFFREE0 0 |
386 | #define SIZEOFFREE1 8 |
389 | #define SIZEOFFREE1 8 |
387 | #define SIZEOFFREE2 24 |
390 | #define SIZEOFFREE2 24 |
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391 | #define SIZEOFFREE3 48 |
388 | #define SIZEOFFREE 49 |
392 | #define SIZEOFFREE 49 |
389 | |
393 | |
390 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
391 | |
395 | |
392 | /* |
396 | /* |
393 | * If any FLAG's are added or changed, make sure the flag_names structure in |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
394 | * common/loader.l is updated. |
398 | * common/loader.C is updated. |
395 | */ |
399 | */ |
396 | |
400 | |
397 | /* Basic routines to do above */ |
401 | /* Basic routines to do above */ |
398 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
399 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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403 | |
407 | |
404 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
405 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
406 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
407 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
408 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
412 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
409 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
410 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
411 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
412 | |
416 | |
413 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
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417 | |
421 | |
418 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
422 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
419 | |
423 | |
420 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
424 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
421 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
425 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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426 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
422 | |
427 | |
423 | #define FLAG_MONSTER 14 /* Will attack players */ |
428 | #define FLAG_MONSTER 14 /* Will attack players */ |
424 | #define FLAG_FRIENDLY 15 /* Will help players */ |
429 | #define FLAG_FRIENDLY 15 /* Will help players */ |
425 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
430 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
426 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
431 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
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520 | |
525 | |
521 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
526 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
522 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
527 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
523 | * away (replaces ghosthit) |
528 | * away (replaces ghosthit) |
524 | */ |
529 | */ |
525 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
530 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
526 | * detect cases were the server is trying |
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527 | * to send an upditem when we have not |
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528 | * actually sent the item. |
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529 | */ |
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530 | |
531 | |
531 | #define FLAG_BERSERK 99 /* monster will attack closest living |
532 | #define FLAG_BERSERK 99 /* monster will attack closest living |
532 | object */ |
533 | object */ |
533 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
534 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
534 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
535 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
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562 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
563 | #define MOVE_FLYING 0x06 |
564 | #define MOVE_FLYING 0x06 |
564 | /* Combo of fly_low and fly_high */ |
565 | /* Combo of fly_low and fly_high */ |
565 | #define MOVE_SWIM 0x08 /* Swimming object */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
566 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
568 | |
569 | |
569 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
570 | |
571 | |
571 | /* typdef here to define type large enough to hold bitmask of |
572 | /* typdef here to define type large enough to hold bitmask of |
572 | * all movement types. Make one declaration so easy to update. |
573 | * all movement types. Make one declaration so easy to update. |
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596 | #define EXIT_Y(xyz) (xyz)->stats.sp |
597 | #define EXIT_Y(xyz) (xyz)->stats.sp |
597 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
598 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
598 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
599 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
599 | |
600 | |
600 | /* for use by the lighting code */ |
601 | /* for use by the lighting code */ |
601 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
602 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
602 | * large values allow objects that can |
603 | * large values allow objects that can |
603 | * slow down the game */ |
604 | * slow down the game */ |
604 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
605 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
605 | * practical reason to exceed this */ |
606 | * practical reason to exceed this */ |
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607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
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608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
606 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
607 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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611 | // player position in blocked_los code |
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612 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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613 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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614 | |
608 | |
615 | |
609 | #define F_BUY 0 |
616 | #define F_BUY 0 |
610 | #define F_SELL 1 |
617 | #define F_SELL 1 |
611 | #define F_TRUE 2 /* True value of item, unadjusted */ |
618 | #define F_TRUE 2 /* True value of item, unadjusted */ |
612 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
619 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
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648 | /* CIRCLE1 = 32 */ |
655 | /* CIRCLE1 = 32 */ |
649 | /* + DISTATT = 1 */ |
656 | /* + DISTATT = 1 */ |
650 | /* ------------------- */ |
657 | /* ------------------- */ |
651 | /* attack_movement = 33 */ |
658 | /* attack_movement = 33 */ |
652 | /******************************************************************************/ |
659 | /******************************************************************************/ |
653 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
660 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
654 | /* attack from a distance - good for missile users only */ |
661 | /* attack from a distance - good for missile users only */ |
655 | #define RUNATT 2 /* run but attack if player catches up to object */ |
662 | #define RUNATT 2 /* run but attack if player catches up to object */ |
656 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
663 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
657 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
664 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
658 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
665 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
659 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
666 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
660 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
667 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
661 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
668 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
662 | /* maintains comfortable distance */ |
669 | /* maintains comfortable distance */ |
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670 | |
663 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
671 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
664 | /* are set to this number, the monster follows a player */ |
672 | /* are set to this number, the monster follows a player */ |
665 | /* until the owner calls it back or off */ |
673 | /* until the owner calls it back or off */ |
666 | /* player followed denoted by 0b->owner */ |
674 | /* player followed denoted by 0b->owner */ |
667 | /* the monster will try to attack whatever the player is */ |
675 | /* the monster will try to attack whatever the player is */ |
668 | /* attacking, and will continue to do so until the owner */ |
676 | /* attacking, and will continue to do so until the owner */ |
669 | /* calls off the monster - a key command will be */ |
677 | /* calls off the monster - a key command will be */ |
670 | /* inserted to do so */ |
678 | /* inserted to do so */ |
671 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
679 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
672 | /* are set to this number, the monster will move in a */ |
680 | /* are set to this number, the monster will move in a */ |
673 | /* circle until it is attacked, or the enemy field is */ |
681 | /* circle until it is attacked, or the enemy field is */ |
674 | /* set, this is good for non-aggressive monsters and NPC */ |
682 | /* set, this is good for non-aggressive monsters and NPC */ |
675 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
683 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
676 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
684 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
677 | /* this is HORIZONTAL movement */ |
685 | /* this is HORIZONTAL movement */ |
678 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
686 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
679 | /* pace area is longer and the monster stops before */ |
687 | /* pace area is longer and the monster stops before */ |
680 | /* changing directions */ |
688 | /* changing directions */ |
681 | /* this is HORIZONTAL movement */ |
689 | /* this is HORIZONTAL movement */ |
682 | #define RANDO 96 /* the monster will go in a random direction until */ |
690 | #define RANDO 96 /* the monster will go in a random direction until */ |
683 | /* it is stopped by an obstacle, then it chooses another */ |
691 | /* it is stopped by an obstacle, then it chooses another */ |
684 | /* direction. */ |
692 | /* direction. */ |
685 | #define RANDO2 112 /* constantly move in a different random direction */ |
693 | #define RANDO2 112 /* constantly move in a different random direction */ |
686 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
694 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
687 | /* this is VERTICAL movement */ |
695 | /* this is VERTICAL movement */ |
688 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
696 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
689 | /* pace area is longer and the monster stops before */ |
697 | /* pace area is longer and the monster stops before */ |
690 | /* changing directions */ |
698 | /* changing directions */ |
691 | /* this is VERTICAL movement */ |
699 | /* this is VERTICAL movement */ |
692 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
700 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
693 | #define HI4 240 |
701 | #define HI4 240 |
694 | |
702 | |
695 | #define BLANK_FACE_NAME "blank.x11" |
703 | #define BLANK_FACE_NAME "blank.x11" |
696 | #define EMPTY_FACE_NAME "empty.x11" |
704 | #define EMPTY_FACE_NAME "empty.x11" |
697 | |
705 | |
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755 | // Cut off point of when an object is put on the active list or not |
763 | // Cut off point of when an object is put on the active list or not |
756 | // we use 2**-n because that can be represented exactly |
764 | // we use 2**-n because that can be represented exactly |
757 | // also make sure that this is a float, not double, constant |
765 | // also make sure that this is a float, not double, constant |
758 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
766 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
759 | |
767 | |
760 | #define RANDOM() (rndm.next () & 0xffffffU) |
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761 | |
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762 | /* |
768 | /* |
763 | * Warning! |
769 | * Warning! |
764 | * If you add message types here, don't forget |
770 | * If you add message types here, don't forget |
765 | * to keep the client up to date too! |
771 | * to keep the client up to date too! |
766 | */ |
772 | */ |
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852 | #define MSG_TYPE_ADMIN_RULES 1 |
858 | #define MSG_TYPE_ADMIN_RULES 1 |
853 | #define MSG_TYPE_ADMIN_NEWS 2 |
859 | #define MSG_TYPE_ADMIN_NEWS 2 |
854 | |
860 | |
855 | /** |
861 | /** |
856 | * Maximum distance a player may hear a sound from. |
862 | * Maximum distance a player may hear a sound from. |
857 | * This is only used for new client/server sound. If the sound source |
863 | * This is only used for client/server sound and say. If the sound source |
858 | * on the map is farther away than this, we don't sent it to the client. |
864 | * on the map is farther away than this, we don't sent it to the client. |
859 | */ |
865 | */ |
860 | #define MAX_SOUND_DISTANCE 16 |
866 | #define MAX_SOUND_DISTANCE 16 |
861 | |
867 | |
862 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
868 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
863 | #define INFO_CHANNEL "info" // lower_left box |
869 | #define INFO_CHANNEL "info" // lower_left box |
864 | #define SAY_CHANNEL "channel-say" |
870 | #define SAY_CHANNEL "say" |
865 | #define CHAT_CHANNEL "channel-chat" |
871 | #define CHAT_CHANNEL "chat" |
866 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
872 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
867 | |
873 | |
868 | /* The following are the color flags passed to new_draw_info. |
874 | /* The following are the color flags passed to new_draw_info. |
869 | * |
875 | * |
870 | * We also set up some control flags |
876 | * We also set up some control flags |
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902 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
908 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
903 | |
909 | |
904 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
910 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
905 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
911 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
906 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
912 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
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913 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
907 | |
914 | |
908 | #endif /* DEFINE_H */ |
915 | #endif /* DEFINE_H */ |
909 | |
916 | |