--- deliantra/server/include/define.h 2007/01/17 12:36:31 1.41 +++ deliantra/server/include/define.h 2007/04/21 12:28:32 1.50 @@ -1,5 +1,5 @@ /* - * CrossFire, A Multiplayer game for X-windows + * CrossFire, A Multiplayer game * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team @@ -34,25 +34,13 @@ #ifndef DEFINE_H #define DEFINE_H -/* - * Crossfire requires ANSI-C, but some compilers "forget" to define it. - * Thus the prototypes made by cextract don't get included correctly. - */ -#if !defined(__STDC__) - -/* Removed # from start of following line. makedepend was picking it up. - * The following should still hopefully result in an error. - */ -error - Your ANSI C compiler should be defining __STDC__; -#endif - #include #define FONTDIR "" #define FONTNAME "" /* Decstations have trouble with fabs()... */ -#define FABS(x) ((x)<0?-(x):(x)) +#define FABS(x) fabs (x) #ifdef __NetBSD__ # include @@ -96,9 +84,10 @@ #define MAX_EXT_TITLE 98 /* Fatal variables: */ +//TODO: remove all calls to fatal and replace them by cleanup #define OUT_OF_MEMORY 0 #define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 +#define ARCHTABLE_TOO_SMALL 2 // unused #define TOO_MANY_ERRORS 3 /* TYPE DEFINES */ @@ -589,7 +578,7 @@ #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ -#define FLAG_NO_SAVE 112 // item doesn't get saved with map +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map #define NUM_FLAGS 113 /* Should always be equal to the last * defined flag + 1. If you change this, @@ -608,24 +597,16 @@ * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ -#define MOVE_WALK 0x1 /* Object walks */ -#define MOVE_FLY_LOW 0x2 /* Low flying object */ -#define MOVE_FLY_HIGH 0x4 /* High flying object */ -#define MOVE_FLYING 0x6 +#define MOVE_WALK 0x01 /* Object walks */ +#define MOVE_FLY_LOW 0x02 /* Low flying object */ +#define MOVE_FLY_HIGH 0x04 /* High flying object */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ -#define MOVE_SWIM 0x8 /* Swimming object */ +#define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_ALL 0x1f /* Mask of all movement types */ +#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ -/* the normal assumption is that objects are walking/flying. - * So often we don't want to block movement, but still don't want - * to allow all types (swimming is rather specialized) - I also - * expect as more movement types show up, this is likely to get - * updated. Basically, this is the default for spaces that allow - * movement - anything but swimming right now. If you really - * want nothing at all, then can always set move_block to 0 - */ -#define MOVE_BLOCK_DEFAULT MOVE_SWIM +#define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. @@ -782,10 +763,6 @@ #define BLANK_FACE_NAME "blank.x11" #define EMPTY_FACE_NAME "empty.x11" -#define DARK_FACE1_NAME "dark1.x11" -#define DARK_FACE2_NAME "dark2.x11" -#define DARK_FACE3_NAME "dark3.x11" -#define SMOOTH_FACE_NAME "default_smoothed.111" /* * Defines for the luck/random functions to make things more readable @@ -935,20 +912,8 @@ /* Cut off point of when an object is put on the active list or not */ #define MIN_ACTIVE_SPEED 1e-5 -/* - * random() is much better than rand(). If you have random(), use it instead. - * You shouldn't need to change any of this - * - * 0.93.3: It looks like linux has random (previously, it was set below - * to use rand). Perhaps old version of linux lack rand? IF you run into - * problems, add || defined(__linux__) the #if immediately below. - * - * 0.94.2 - you probably shouldn't need to change any of the rand stuff - * here. - */ - -#define RANDOM() random() -#define SRANDOM(xyz) srandom(xyz) +#define RANDOM() (rndm.next () & 0xffffffU) +#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of /* Returns the weight of the given object. Note: it does not take the number of * items (nrof) into account.