--- deliantra/server/include/define.h 2006/12/20 13:07:13 1.25 +++ deliantra/server/include/define.h 2007/07/01 05:00:18 1.62 @@ -1,25 +1,25 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ /* This file is best viewed with a window width of about 100 character */ @@ -33,40 +33,26 @@ #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 #endif #ifndef MIN -# define MIN(x,y) ((x)<(y)?(x):(y)) +# define MIN(x,y) min (x, y) #endif #ifndef MAX -# define MAX(x,y) ((x)>(y)?(x):(y)) +# define MAX(x,y) max (x, y) #endif -/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ -#ifndef NAME_MAX -# define NAME_MAX 255 -#endif +// maximum length of an object name in the protocol +#define NAME_LEN 127 /* MAX3 is basically like MAX, but instead does 3 values. */ #ifndef MAX3 @@ -81,6 +67,14 @@ #define MAX_STAT 30 /* The maximum legal value of any stat */ #define MIN_STAT 1 /* The minimum legal value of any stat */ +//TODO: not only use more reasonable values, also enforce them +#define MIN_WC -120 +#define MAX_WC 120 +#define MIN_AC -120 +#define MAX_AC 120 +#define MIN_DAM 0 +#define MAX_DAM 200 + #define MAX_BUF 1024 /* Used for all kinds of things */ #define VERY_BIG_BUF 2048 @@ -95,9 +89,10 @@ #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 */ @@ -112,7 +107,11 @@ * Additionally, when you add a new entry, include it in the table in item.c */ -/* type 0 will be undefined and shows a non valid type information */ +/* USED TYPES: (for dead types please look at the bottom of the type + * definitions) + */ + +/* type 0 objects have the default behaviour */ #define PLAYER 1 #define TRANSPORT 2 /* see pod/objects.pod */ @@ -124,10 +123,6 @@ #define BOOK 8 #define CLOCK 9 -/*#define FBULLET 10 */ -/*#define FBALL 11 */ - -/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4 #define ARROW 13 #define BOW 14 #define WEAPON 15 @@ -135,16 +130,12 @@ #define PEDESTAL 17 #define ALTAR 18 -/*#define CONFUSION 19 */ - #define LOCKED_DOOR 20 #define SPECIAL_KEY 21 #define MAP 22 #define DOOR 23 #define KEY 24 -/*#define MMISSILE 25 */ - #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -164,15 +155,9 @@ #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ -/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain - * experience for broad skill categories. This value - * is now automatically converteed at load time. - */ - #define EARTHWALL 45 #define GOLEM 46 -/*#define BOMB 47 */ #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 @@ -198,8 +183,6 @@ */ #define GEM 60 -/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ - #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ @@ -221,40 +204,21 @@ #define SKILL_TOOL 74 /* Allows the use of a skill */ #define LIGHTER 75 -/* random crossfire developer: The trap_part, wall, light_source, - * misc_object, monster, and spawn_generator - * types are not used in any archetypes, - * and should perhaps be removed. - * - * Wed Dec 20 13:35:24 CET 2006: - * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. - * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. - * renamed WALL to BUILDABLE_WALL. - */ - -//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ - #define BUILDABLE_WALL 77 /* this is a buildable wall */ -//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ #define MISC_OBJECT 79 /* misc. objects are for objects without a function in the engine. Like statues, clocks, chairs,... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here. */ -//#define MONSTER 80 /* yes, thats a real, living creature */ -//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ #define LAMP 82 /* a lamp */ #define DUPLICATOR 83 /* duplicator/multiplier object */ -#define TOOL 84 /* a tool for building objects */ + #define SPELLBOOK 85 -#define BUILDFAC 86 /* facilities for building objects */ -#define CLOAK 87 -/*#define CONE 88 */ -/*#define AURA 89 */ /* aura spell object */ +#define CLOAK 87 #define SPINNER 90 #define GATE 91 @@ -263,9 +227,6 @@ #define HOLE 94 #define TRAPDOOR 95 -/*#define WORD_OF_RECALL 96 */ -/*#define PARAIMAGE 97 */ - #define SIGN 98 #define BOOTS 99 #define GLOVES 100 @@ -275,11 +236,9 @@ #define BRACERS 104 #define POISONING 105 #define SAVEBED 106 -#define POISONCLOUD 107 -#define FIREHOLES 108 + #define WAND 109 -/*#define ABILITY 110*/ #define SCROLL 111 #define DIRECTOR 112 #define GIRDLE 113 @@ -292,21 +251,12 @@ #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 -/* unused: 125 - 129 - * type 125 was MONEY_CHANGER - */ - #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ #define DEEP_SWAMP 138 #define IDENTIFY_ALTAR 139 -/*#define CANCELLATION 141 */ /* not used with new spell code */ - #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ -/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ -/*#define SWARM_SPELL 153*/ - #define RUNE 154 #define TRAP 155 @@ -318,14 +268,59 @@ #define BUILDER 160 /* Generic item builder, see subtypes */ #define MATERIAL 161 /* Material for building */ -/* #define GPS 162 Ground positionning system, moved to Python plugin */ #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ -/*#define QUEST 164 */ /* See below for subtypes */ - #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, potions, alchemy, or magic works here (elmex) */ +#define NUM_TYPES 166 // must be max(type) + 1 + +/* DEAD TYPES: */ +//#define FBULLET 10 +//#define FBALL 11 +//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 +//#define CONFUSION 19 +//#define MMISSILE 25 +/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain + * experience for broad skill categories. This value + * is now automatically converteed at load time. + */ +//#define BOMB 47 +//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ + +/* random crossfire developer: The trap_part, wall, light_source, + * misc_object, monster, and spawn_generator + * types are not used in any archetypes, + * and should perhaps be removed. + * + * Wed Dec 20 13:35:24 CET 2006: + * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. + * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. + * renamed WALL to BUILDABLE_WALL. + */ + +//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ +//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ +//#define MONSTER 80 /* yes, thats a real, living creature */ +//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ +//#define TOOL 84 /* a tool for building objects */ +//#define BUILDFAC 86 /* facilities for building objects */ +//#define CONE 88 +//#define AURA 89 /* aura spell object */ +//#define WORD_OF_RECALL 96 +//#define PARAIMAGE 97 +//#define POISONCLOUD 107 +//#define FIREHOLES 108 +//#define ABILITY 110 +/* unused: 125 - 129 + * type 125 was MONEY_CHANGER + */ +//#define CANCELLATION 141 /* not used with new spell code */ +//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ +//#define SWARM_SPELL 153 +//#define GPS 162 /* Ground positionning system, moved to Python plugin */ +//#define QUEST 164 /* See below for subtypes */ + /* END TYPE DEFINE */ #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 @@ -425,9 +420,9 @@ */ /* Basic routines to do above */ -#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 -#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 -#define QUERY_FLAG(obj, flag) (obj)->flags[flag] +#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 +#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 +#define QUERY_FLAG(obj, flg) (obj)->flag [flg] /* the flags */ @@ -435,7 +430,7 @@ #define FLAG_WIZ 1 /* Object has special privilegies */ #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ #define FLAG_FREED 3 /* Object is in the list of free objects */ -#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ +//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ #define FLAG_APPLIED 5 /* Object is ready for use by living */ #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ #define FLAG_USE_SHIELD 7 @@ -443,14 +438,14 @@ #define FLAG_NO_PICK 8 /* Object can't be picked up */ - /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ +/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ +/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ - /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ - /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ #define FLAG_MONSTER 14 /* Will attack players */ #define FLAG_FRIENDLY 15 /* Will help players */ @@ -458,18 +453,17 @@ #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ - // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ +#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ #define FLAG_CAN_ROLL 22 /* Object can be rolled */ #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ - - /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ +/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ - /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ #define FLAG_IDENTIFIED 29 @@ -478,7 +472,6 @@ /* Object reflects from walls (lightning) */ #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ -/* Start of values in flags[1] */ #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ #define FLAG_HITBACK 33 /* Object will hit back when hit */ #define FLAG_STARTEQUIP 34 @@ -499,10 +492,9 @@ #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ - /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ - - /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ +/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ +/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ #define FLAG_PICK_UP 48 /* Can pick up */ #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ @@ -521,12 +513,11 @@ /* (Monster) can wield weapons */ #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ -#define FLAG_READY_BOW 60 /* not implemented yet */ +#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ #define FLAG_XRAYS 61 /* X-ray vision */ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ -/* Start of values in flags[2] */ #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ #define FLAG_SLEEP 66 /* NPC is sleeping */ @@ -549,7 +540,7 @@ #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ -/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ +#define FLAG_PRECIOUS 83 // object is precious (pets) #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ @@ -565,9 +556,8 @@ #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ +/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ -/* Start of values in flags[3] */ #define FLAG_NO_STEAL 96 /* Item can't be stolen */ #define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) @@ -584,62 +574,46 @@ #define FLAG_NO_ATTACK 101 /* monster don't attack */ #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ + * load_original_map() */ #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ + * the overlay, and is not subject to + * decay. */ #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ #define FLAG_IS_WATER 107 #define FLAG_CONTENT_ON_GEN 108 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ -#define FLAG_AFK 111 /* Player is AFK */ -#define NUM_FLAGS 111 /* Should always be equal to the last - * defined flag. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ +#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ +#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, + * make sure you update the flag_links + * in common/loader.l + */ /* Values can go up to 127 before the size of the flags array in the * object structure needs to be enlarged. * So there are 18 available flags slots */ - #define NROFNEWOBJS(xyz) ((xyz)->stats.food) -#if 0 - -/* These should no longer be needed - access move_slow_penalty - * directly. - */ -# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 -#endif - /* If you add new movement types, you may need to update * 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. @@ -661,7 +635,7 @@ * */ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ - ( (type != 0) && (ob1->move_type & type) == ob1->move_type) + ((type) && (ob1->move_type & type) == ob1->move_type) #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) @@ -698,8 +672,7 @@ #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 - /* max radii for 'light' object, really +#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really * large values allow objects that can * slow down the game */ #define MAX_DARKNESS 5 /* maximum map darkness, there is no @@ -735,41 +708,23 @@ #define FIRE_POSITIONAL 1 /******************************************************************************/ - /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ - /******************************************************************************/ - /* if your monsters start acting wierd, mail me */ - /******************************************************************************/ - /* the following definitions are for the attack_movement variable in monsters */ - /* if the attack_variable movement is left out of the monster archetype, or is*/ - /* set to zero */ - /* the standard mode of movement from previous versions of crossfire will be */ - /* used. the upper four bits of movement data are not in effect when the monst*/ - /* er has an enemy. these should only be used for non agressive monsters. */ - /* to program a monsters movement add the attack movement numbers to the movem*/ - /* ment numbers example a monster that moves in a circle until attacked and */ - /* then attacks from a distance: */ - /* CIRCLE1 = 32 */ - /* + DISTATT = 1 */ - /* ------------------- */ - /* attack_movement = 33 */ - /******************************************************************************/ #define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ @@ -813,27 +768,8 @@ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 -/* - * Use of the state-variable in player objects: - */ - -#define ST_PLAYING 0 -#define ST_PLAY_AGAIN 1 -#define ST_ROLL_STAT 2 -#define ST_CHANGE_CLASS 3 -#define ST_CONFIRM_QUIT 4 -#define ST_CONFIGURE 5 -#define ST_GET_NAME 6 -#define ST_GET_PASSWORD 7 -#define ST_CONFIRM_PASSWORD 8 -#define ST_GET_PARTY_PASSWORD 10 - -#define BLANK_FACE_NAME "blank.111" -#define EMPTY_FACE_NAME "empty.111" -#define DARK_FACE1_NAME "dark1.111" -#define DARK_FACE2_NAME "dark2.111" -#define DARK_FACE3_NAME "dark3.111" -#define SMOOTH_FACE_NAME "default_smoothed.111" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" /* * Defines for the luck/random functions to make things more readable @@ -933,18 +869,18 @@ /* Flags for apply_special() */ enum apply_flag { - /* Basic flags, always use one of these */ - AP_NULL = 0, - AP_APPLY = 1, + /* Basic flags/mode, always use one of these */ + AP_TOGGLE = 0, + AP_APPLY = 1, AP_UNAPPLY = 2, - AP_BASIC_FLAGS = 15, + AP_BASIC_FLAGS = 0x0f, /* Optional flags, for bitwise or with a basic flag */ - AP_NO_MERGE = 16, - AP_IGNORE_CURSE = 32, - AP_PRINT = 64 /* Print what to do, don't actually do it */ - /* Note this is supported in all the functions */ + AP_NO_MERGE = 0x10, + AP_IGNORE_CURSE = 0x20, + AP_PRINT = 0x40, /* Print what to do, don't actually do it */ + AP_NO_READY = 0x80, // do not ready skill associated with skilltool. }; /* Bitmask values for 'can_apply_object()' return values. @@ -981,22 +917,10 @@ #define CAN_APPLY_UNAPPLY_CHOICE 0x40 /* Cut off point of when an object is put on the active list or not */ -#define MIN_ACTIVE_SPEED 0.00001 - -/* - * 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 MIN_ACTIVE_SPEED 1e-5 -#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. @@ -1020,26 +944,12 @@ #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} #define FINISH_FASTCAT(buf__) buf__[0]='\0'; - /* You may uncomment following define to check sanity of code. - * But use as debug only (loses all speed gained by those macros) - */ - -/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ - if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - - - /* * Warning! * If you add message types here, don't forget * to keep the client up to date too! */ - /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2