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Comparing deliantra/server/include/define.h (file contents):
Revision 1.12 by root, Fri Sep 29 11:53:08 2006 UTC vs.
Revision 1.30 by root, Thu Dec 21 23:37:05 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at 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
43 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
44 */ 44 */
45error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
46#endif 46#endif
47 47
48#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 48#include <autoconf.h>
50#endif
51 49
52#define FONTDIR "" 50#define FONTDIR ""
53#define FONTNAME "" 51#define FONTNAME ""
54 52
55/* Decstations have trouble with fabs()... */ 53/* Decstations have trouble with fabs()... */
112 * flags 110 * flags
113 * Also, if you add new entries, try and fill up the holes in this list. 111 * Also, if you add new entries, try and fill up the holes in this list.
114 * Additionally, when you add a new entry, include it in the table in item.c 112 * Additionally, when you add a new entry, include it in the table in item.c
115 */ 113 */
116 114
117/* type 0 will be undefined and shows a non valid type information */ 115/* USED TYPES: (for dead types please look at the bottom of the type
116 * definitions)
117 */
118 118
119#define PLAYER 1 119/* type 0 objects have the default behaviour */
120#define TRANSPORT 2 /* see doc/Developers/objects */ 120
121#define ROD 3 121#define PLAYER 1
122#define TRANSPORT 2 /* see pod/objects.pod */
123#define ROD 3
122#define TREASURE 4 124#define TREASURE 4
123#define POTION 5 125#define POTION 5
124#define FOOD 6 126#define FOOD 6
125#define POISON 7 127#define POISON 7
126#define BOOK 8 128#define BOOK 8
127#define CLOCK 9 129#define CLOCK 9
128 130
129/*#define FBULLET 10 */ 131#define ARROW 13
130 132#define BOW 14
131/*#define FBALL 11 */
132#define LIGHTNING 12
133#define ARROW 13
134#define BOW 14
135#define WEAPON 15 133#define WEAPON 15
136#define ARMOUR 16 134#define ARMOUR 16
137#define PEDESTAL 17 135#define PEDESTAL 17
138#define ALTAR 18 136#define ALTAR 18
139 137
140/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 138#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 139#define SPECIAL_KEY 21
143#define MAP 22 140#define MAP 22
144#define DOOR 23 141#define DOOR 23
145#define KEY 24 142#define KEY 24
146 143
147/*#define MMISSILE 25 */
148#define TIMED_GATE 26 144#define TIMED_GATE 26
149#define TRIGGER 27 145#define TRIGGER 27
150#define GRIMREAPER 28 146#define GRIMREAPER 28
151#define MAGIC_EAR 29 147#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 148#define TRIGGER_BUTTON 30
153#define TRIGGER_ALTAR 31 149#define TRIGGER_ALTAR 31
154#define TRIGGER_PEDESTAL 32 150#define TRIGGER_PEDESTAL 32
155#define SHIELD 33 151#define SHIELD 33
156#define HELMET 34 152#define HELMET 34
157#define HORN 35 153#define HORN 35
158#define MONEY 36 154#define MONEY 36
159#define CLASS 37 /* object for applying character class modifications to someone */ 155#define CLASS 37 /* object for applying character class modifications to someone */
160#define GRAVESTONE 38 156#define GRAVESTONE 38
161#define AMULET 39 157#define AMULET 39
162#define PLAYERMOVER 40 158#define PLAYERMOVER 40
163#define TELEPORTER 41 159#define TELEPORTER 41
164#define CREATOR 42 160#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 161#define SKILL 43 /* also see SKILL_TOOL (74) below */
166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 162
167 /* experience for broad skill categories. This value */
168 /* is now automatically converteed at load time. */
169#define EARTHWALL 45 163#define EARTHWALL 45
170#define GOLEM 46 164#define GOLEM 46
171 165
172/*#define BOMB 47 */
173#define THROWN_OBJ 48 166#define THROWN_OBJ 48
174#define BLINDNESS 49 167#define BLINDNESS 49
175#define GOD 50 168#define GOD 50
176
177#define DETECTOR 51 /* peterm: detector is an object */ 169#define DETECTOR 51 /* peterm: detector is an object
178 /* which notices the presense of */ 170 * which notices the presense of
179 /* another object and is triggered */ 171 * another object and is triggered
180 /* like buttons. */ 172 * like buttons.
173 */
181#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 174#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
182 /* force into a player with a specified string WHEN TRIGGERED. */ 175 * force into a player with a specified string WHEN TRIGGERED.
176 */
183#define DEAD_OBJECT 53 177#define DEAD_OBJECT 53
184#define DRINK 54 178#define DRINK 54
185#define MARKER 55 /* inserts an invisible, weightless */ 179#define MARKER 55 /* inserts an invisible, weightless
186 /* force into a player with a specified string. */ 180 * force into a player with a specified string.
181 */
187#define HOLY_ALTAR 56 182#define HOLY_ALTAR 56
188#define PLAYER_CHANGER 57 183#define PLAYER_CHANGER 57
189#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 184#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
190 185
191#define PEACEMAKER 59 /* Object owned by a player which can convert */ 186#define PEACEMAKER 59 /* Object owned by a player which can convert
192 /* a monster into a peaceful being incapable of attack. */ 187 * a monster into a peaceful being incapable of attack.
193#define GEM 60 188 */
189#define GEM 60
194 190
195 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
196#define FIREWALL 62 191#define FIREWALL 62
197#define ANVIL 63 192#define ANVIL 63
198#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 193#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
199#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 194#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
200 * values of last_sp set how to change: 195 * values of last_sp set how to change:
201 * 0 = furious, all monsters become aggressive 196 * 0 = furious, all monsters become aggressive
202 * 1 = angry, all but friendly become aggressive 197 * 1 = angry, all but friendly become aggressive
203 * 2 = calm, all aggressive monsters calm down 198 * 2 = calm, all aggressive monsters calm down
204 * 3 = sleep, all monsters fall asleep 199 * 3 = sleep, all monsters fall asleep
205 * 4 = charm, monsters become pets */ 200 * 4 = charm, monsters become pets */
206#define EXIT 66 201#define EXIT 66
207#define ENCOUNTER 67 202#define ENCOUNTER 67
208#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
209#define SHOP_MAT 69 204#define SHOP_MAT 69
210#define RING 70 205#define RING 70
211#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 206#define FLOOR 71 /* this is a floor tile -> native layer 0 */
212#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
213#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
214#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
215#define LIGHTER 75 210#define LIGHTER 75
216 211
217/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
218 * types are not used in any archetypes, and should perhaps be removed.
219 */
220#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
221 213
222#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 214
223#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
224#define MISC_OBJECT 79 /* misc. objects are for objects without a function 215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
225 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
226 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
227 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
228 chairs from here. */ 219 chairs from here. */
229#define MONSTER 80 220
230 /* yes, thats a real, living creature */ 221#define LAMP 82 /* a lamp */
231#define SPAWN_GENERATOR 81
232 /* a spawn point or monster generator object */
233#define LAMP 82 /* a lamp */
234#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
235#define TOOL 84 /* a tool for building objects */ 223
236#define SPELLBOOK 85 224#define SPELLBOOK 85
237#define BUILDFAC 86 /* facilities for building objects */
238#define CLOAK 87
239 225
240/*#define CONE 88 */ 226#define CLOAK 87
241 227
242 /*#define AURA 89 *//* aura spell object */
243
244#define SPINNER 90 228#define SPINNER 90
245#define GATE 91 229#define GATE 91
246#define BUTTON 92 230#define BUTTON 92
247#define CF_HANDLE 93 231#define CF_HANDLE 93
248#define HOLE 94 232#define HOLE 94
249#define TRAPDOOR 95 233#define TRAPDOOR 95
250 234
251/*#define WORD_OF_RECALL 96 */ 235#define SIGN 98
252 236#define BOOTS 99
253/*#define PARAIMAGE 97 */
254#define SIGN 98
255#define BOOTS 99
256#define GLOVES 100 237#define GLOVES 100
257#define SPELL 101 238#define SPELL 101
258#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
259#define CONVERTER 103 240#define CONVERTER 103
260#define BRACERS 104 241#define BRACERS 104
261#define POISONING 105 242#define POISONING 105
262#define SAVEBED 106 243#define SAVEBED 106
263#define POISONCLOUD 107
264#define FIREHOLES 108
265#define WAND 109
266 244
267/*#define ABILITY 110*/ 245#define WAND 109
246
268#define SCROLL 111 247#define SCROLL 111
269#define DIRECTOR 112 248#define DIRECTOR 112
270#define GIRDLE 113 249#define GIRDLE 113
271#define FORCE 114 250#define FORCE 114
272#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 251#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
273#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 252#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
253
274#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 254#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
275#define CONTAINER 122 255#define CONTAINER 122
276#define ARMOUR_IMPROVER 123 256#define ARMOUR_IMPROVER 123
277#define WEAPON_IMPROVER 124 257#define WEAPON_IMPROVER 124
278 258
259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260#define DEEP_SWAMP 138
261#define IDENTIFY_ALTAR 139
262
263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264
265#define RUNE 154
266#define TRAP 155
267
268#define POWER_CRYSTAL 156
269#define CORPSE 157
270
271#define DISEASE 158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */
275
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */
280
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
279/* unused: 125 - 129 318/* unused: 125 - 129
280 * type 125 was MONEY_CHANGER 319 * type 125 was MONEY_CHANGER
281 */ 320 */
282#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 321//#define CANCELLATION 141 /* not used with new spell code */
283#define DEEP_SWAMP 138 322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
284#define IDENTIFY_ALTAR 139 323//#define SWARM_SPELL 153
285
286 /*#define CANCELLATION 141*//* not used with new spell code */
287#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
288
289 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
290
291/*#define SWARM_SPELL 153*/
292#define RUNE 154
293#define TRAP 155
294
295#define POWER_CRYSTAL 156
296#define CORPSE 157
297
298#define DISEASE 158
299#define SYMPTOM 159
300#define BUILDER 160 /* Generic item builder, see subtypes */
301#define MATERIAL 161/* Material for building */
302
303/* #define GPS 162 Ground positionning system, moved to Python plugin */ 324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
304#define ITEM_TRANSFORMER 163/* Transforming one item with another */
305#define QUEST 164/* See below for subtypes */ 325//#define QUEST 164 /* See below for subtypes */
306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
307 potions, alchemy, or magic works here (elmex) */
308 326
309/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
310 328
311#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
312 330
382#define PU_READABLES 0x00400000 400#define PU_READABLES 0x00400000
383#define PU_MAGIC_DEVICE 0x00800000 401#define PU_MAGIC_DEVICE 0x00800000
384 402
385#define PU_NOT_CURSED 0x01000000 403#define PU_NOT_CURSED 0x01000000
386#define PU_JEWELS 0x02000000 404#define PU_JEWELS 0x02000000
405#define PU_FLESH 0x04000000
387 406
388 407
389/* Instead of using arbitrary constants for indexing the 408/* Instead of using arbitrary constants for indexing the
390 * freearr, add these values. <= SIZEOFFREE1 will get you 409 * freearr, add these values. <= SIZEOFFREE1 will get you
391 * within 1 space. <= SIZEOFFREE2 wll get you withing 410 * within 1 space. <= SIZEOFFREE2 wll get you withing
396#define SIZEOFFREE2 24 415#define SIZEOFFREE2 24
397#define SIZEOFFREE 49 416#define SIZEOFFREE 49
398 417
399#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 418#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
400 419
401/* Flag structure now changed. 420/*
402 * Each flag is now a bit offset, starting at zero. The macros
403 * will update/read the appropriate flag element in the object
404 * structure.
405 *
406 * Hopefully, since these offsets are integer constants set at run time,
407 * the compiler will reduce the macros something as simple as the
408 * old system was.
409 *
410 * Flags now have FLAG as the prefix. This to be clearer, and also
411 * to make sure F_ names are not still being used anyplace.
412 *
413 * The macros below assume that the flag size for each element is 32
414 * bits. IF it is smaller, bad things will happen. See structs.h
415 * for more info.
416 *
417 * All functions should use the macros below. In process of converting
418 * to the new system, I find several files that did not use the previous
419 * macros.
420 *
421 * If any FLAG's are or changed, make sure the flag_names structure in 421 * If any FLAG's are added or changed, make sure the flag_names structure in
422 * common/loader.l is updated. 422 * common/loader.l is updated.
423 *
424 * flags[0] is 0 to 31
425 * flags[1] is 32 to 63
426 * flags[2] is 64 to 95
427 * flags[3] is 96 to 127
428 */ 423 */
429 424
430/* Basic routines to do above */ 425/* Basic routines to do above */
431#define SET_FLAG(xyz, p) \ 426#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
432 ((xyz)->flags[p/32] |= (1U << (p % 32))) 427#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
433#define CLEAR_FLAG(xyz, p) \ 428#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
434 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
435#define QUERY_FLAG(xyz, p) \
436 ((xyz)->flags[p/32] & (1U << (p % 32)))
437#define COMPARE_FLAGS(p,q) \
438 ( \
439 ((p)->flags[0] == (q)->flags[0]) && \
440 ((p)->flags[1] == (q)->flags[1]) && \
441 ((p)->flags[2] == (q)->flags[2]) && \
442 ((p)->flags[3] == (q)->flags[3]) \
443 )
444
445/* convenience macros to determine what kind of things we are dealing with */
446
447#define IS_WEAPON(op) \
448 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
449
450#define IS_ARMOR(op) \
451 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
452 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
453 op->type == BRACERS || op->type == GIRDLE)
454
455#define IS_LIVE(op) \
456 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
457 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
458 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459
460#define IS_ARROW(op) \
461 (op->type==ARROW || \
462 (op->type==SPELL_EFFECT && \
463 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
464
465/* This return TRUE if object has still randomitems which
466 * could be expanded.
467 */
468#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
469 429
470/* the flags */ 430/* the flags */
471 431
472#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
473#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
494 454
495#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
496#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
497#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
498 /* Will be applied when created */ 458 /* Will be applied when created */
499#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
500#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
501#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
502#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
503#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
504#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
849 /* changing directions */ 809 /* changing directions */
850 /* this is VERTICAL movement */ 810 /* this is VERTICAL movement */
851#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 811#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
852#define HI4 240 812#define HI4 240
853 813
854/*
855 * Use of the state-variable in player objects:
856 */
857
858#define ST_PLAYING 0
859#define ST_PLAY_AGAIN 1
860#define ST_ROLL_STAT 2
861#define ST_CHANGE_CLASS 3
862#define ST_CONFIRM_QUIT 4
863#define ST_CONFIGURE 5
864#define ST_GET_NAME 6
865#define ST_GET_PASSWORD 7
866#define ST_CONFIRM_PASSWORD 8
867#define ST_GET_PARTY_PASSWORD 10
868
869#define BLANK_FACE_NAME "blank.111" 814#define BLANK_FACE_NAME "blank.111"
870#define EMPTY_FACE_NAME "empty.111" 815#define EMPTY_FACE_NAME "empty.111"
871#define DARK_FACE1_NAME "dark1.111" 816#define DARK_FACE1_NAME "dark1.111"
872#define DARK_FACE2_NAME "dark2.111" 817#define DARK_FACE2_NAME "dark2.111"
873#define DARK_FACE3_NAME "dark3.111" 818#define DARK_FACE3_NAME "dark3.111"
1031 * 976 *
1032 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 977 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1033 * here. 978 * here.
1034 */ 979 */
1035 980
1036#ifdef HAVE_SRANDOM
1037# define RANDOM() random() 981#define RANDOM() random()
1038# define SRANDOM(xyz) srandom(xyz) 982#define SRANDOM(xyz) srandom(xyz)
1039#else
1040# ifdef HAVE_SRAND48
1041# define RANDOM() lrand48()
1042# define SRANDOM(xyz) srand48(xyz)
1043# else
1044# ifdef HAVE_SRAND
1045# define RANDOM() rand()
1046# define SRANDOM(xyz) srand(xyz)
1047# else
1048# error "Could not find a usable random routine"
1049# endif
1050# endif
1051#endif
1052 983
1053/* Returns the weight of the given object. Note: it does not take the number of 984/* Returns the weight of the given object. Note: it does not take the number of
1054 * items (nrof) into account. 985 * items (nrof) into account.
1055 */ 986 */
1056#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)

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