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Comparing deliantra/server/include/define.h (file contents):
Revision 1.75 by root, Mon Sep 10 10:43:10 2007 UTC vs.
Revision 1.122 by root, Tue Apr 6 03:53:29 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
36#include <autoconf.h> 37#include <autoconf.h>
37 38
38#define FONTDIR "" 39#define FONTDIR ""
39#define FONTNAME "" 40#define FONTNAME ""
40 41
41/* Decstations have trouble with fabs()... */
42#define FABS(x) fabs (x)
43
44#ifdef __NetBSD__ 42#ifdef __NetBSD__
45# include <sys/param.h> 43# include <sys/param.h>
46#endif 44#endif
47#ifndef MIN 45
48# define MIN(x,y) min (x, y) 46#define MAXLEVEL 115 // for treasure calculations only
49#endif
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 47
54// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
55#define NAME_LEN 127 49#define NAME_LEN 127
56 50
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3
64# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
65#endif
66
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
53
54#define MAX_FOOD 999
69 55
70//TODO: not only use more reasonable values, also enforce them 56//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120 57#define MIN_WC -120
72#define MAX_WC 120 58#define MAX_WC 120
73#define MIN_AC -120 59#define MIN_AC -120
75#define MIN_DAM 0 61#define MIN_DAM 0
76#define MAX_DAM 200 62#define MAX_DAM 200
77#define MIN_DIGESTION -35 63#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70 64#define MAX_DIGESTION 70
79 65
80#define MAX_BUF 1024 66#define MAX_BUF 1024 /* Used for all kinds of things */
81 /* Used for all kinds of things */
82#define VERY_BIG_BUF 2048
83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85
86#define FONTSIZE 3000 /* Max chars in font */
87
88#define MAX_ANIMATIONS 256
89 67
90#define MAX_NAME 48 68#define MAX_NAME 48
91#define MAX_EXT_TITLE 98
92 69
93/* Fatal variables: */ 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
94//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3
99 71
100/* TYPE DEFINES */ 72/* TYPE DEFINES */
101 73
102/* Only add new values to this list if somewhere in the program code, 74/* Only add new values to this list if somewhere in the program code,
103 * it is actually needed. Just because you add a new monster does not 75 * it is actually needed. Just because you add a new monster does not
122#define POTION 5 94#define POTION 5
123#define FOOD 6 95#define FOOD 6
124#define POISON 7 96#define POISON 7
125#define BOOK 8 97#define BOOK 8
126#define CLOCK 9 98#define CLOCK 9
127//10 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
128//11 100#define RANGED 11 // deliantra: other range item (skill based)
129//12 101//12
130#define ARROW 13 102#define ARROW 13
131#define BOW 14 103#define BOW 14
132#define WEAPON 15 104#define WEAPON 15
133#define ARMOUR 16 105#define ARMOUR 16
134#define PEDESTAL 17 106#define PEDESTAL 17
135#define ALTAR 18 107#define ALTAR 18
136//19 108#define T_MATCH 19
137#define LOCKED_DOOR 20 109#define LOCKED_DOOR 20
138#define SPECIAL_KEY 21 110#define SPECIAL_KEY 21
139#define MAP 22 111#define MAP 22
140#define DOOR 23 112#define DOOR 23
141#define KEY 24 113#define KEY 24
203#define EXIT 66 175#define EXIT 66
204#define ENCOUNTER 67 176#define ENCOUNTER 67
205#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
206#define SHOP_MAT 69 178#define SHOP_MAT 69
207#define RING 70 179#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
209#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 184#define LIGHTER 75
213//76 185//76
217 in the engine. Like statues, clocks, chairs,... 189 in the engine. Like statues, clocks, chairs,...
218 If perhaps we create a function where we can sit 190 If perhaps we create a function where we can sit
219 on chairs, we create a new type and remove all 191 on chairs, we create a new type and remove all
220 chairs from here. */ 192 chairs from here. */
221//80 193//80
222//81 194#define TORCH 81 /* a torch */
223#define LAMP 82 /* a lamp */ 195#define LAMP 82 /* a lamp */
224#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
225//84 197//84
226#define SPELLBOOK 85 198#define SPELLBOOK 85
227//86 199//86
229//88 201//88
230//89 202//89
231#define SPINNER 90 203#define SPINNER 90
232#define GATE 91 204#define GATE 91
233#define BUTTON 92 205#define BUTTON 92
234#define CF_HANDLE 93 206#define T_HANDLE 93
235#define HOLE 94 207#define HOLE 94
236#define TRAPDOOR 95 208#define TRAPDOOR 95
237//96 209//96
238//97 210//97
239#define SIGN 98 211#define SIGN 98
300#define SYMPTOM 159 272#define SYMPTOM 159
301#define BUILDER 160 /* Generic item builder, see subtypes */ 273#define BUILDER 160 /* Generic item builder, see subtypes */
302#define MATERIAL 161 /* Material for building */ 274#define MATERIAL 161 /* Material for building */
303//162 275//162
304#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
305//164 277#define MAPSCRIPT 164 /* A perl-scripted connectable */
306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
307 potions, alchemy, or magic works here (elmex) */ 279 potions, alchemy, or magic works here (elmex) */
308 280
309#define NUM_TYPES 166 // must be max(type) + 1 281#define NUM_TYPES 166 // must be max(type) + 1
310 282
313// maximum supported subtype number + 1, can be increased to 256 285// maximum supported subtype number + 1, can be increased to 256
314// currently (2007-09) in use: 50 286// currently (2007-09) in use: 50
315#define NUM_SUBTYPES 64 287#define NUM_SUBTYPES 64
316 288
317/* Subtypes for BUILDER */ 289/* Subtypes for BUILDER */
318#define ST_BD_BUILD 1 /* Builds an item */ 290#define ST_BD_BUILD 1 /* Builds an item */
319#define ST_BD_REMOVE 2 /* Removes an item */ 291#define ST_BD_REMOVE 2 /* Removes an item */
320 292
321/* Subtypes for MATERIAL */ 293/* Subtypes for MATERIAL */
322#define ST_MAT_FLOOR 1 /* Floor */ 294#define ST_MAT_FLOOR 1 /* Floor */
323#define ST_MAT_WALL 2 /* Wall */ 295#define ST_MAT_WALL 2 /* Wall */
324#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 296#define ST_MAT_ITEM 3 /* All other items, including doors & such */
355#define PU_NOTHING 0x00000000 327#define PU_NOTHING 0x00000000
356 328
357#define PU_DEBUG 0x10000000 329#define PU_DEBUG 0x10000000
358#define PU_INHIBIT 0x20000000 330#define PU_INHIBIT 0x20000000
359#define PU_STOP 0x40000000 331#define PU_STOP 0x40000000
360#define PU_NEWMODE 0x80000000 332#define PU_ENABLE 0x80000000 // used to distinguish value density
361 333
362#define PU_RATIO 0x0000000F 334#define PU_RATIO 0x0000000F
363 335
364#define PU_FOOD 0x00000010 336#define PU_FOOD 0x00000010
365#define PU_DRINK 0x00000020 337#define PU_DRINK 0x00000020
395 * freearr, add these values. <= SIZEOFFREE1 will get you 367 * freearr, add these values. <= SIZEOFFREE1 will get you
396 * within 1 space. <= SIZEOFFREE2 wll get you withing 368 * within 1 space. <= SIZEOFFREE2 wll get you withing
397 * 2 spaces, and the entire array (< SIZEOFFREE) is 369 * 2 spaces, and the entire array (< SIZEOFFREE) is
398 * three spaces 370 * three spaces
399 */ 371 */
372#define SIZEOFFREE0 0
400#define SIZEOFFREE1 8 373#define SIZEOFFREE1 8
401#define SIZEOFFREE2 24 374#define SIZEOFFREE2 24
375#define SIZEOFFREE3 48
402#define SIZEOFFREE 49 376#define SIZEOFFREE 49
403 377
404#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 378#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
405 379
406/* 380/*
407 * If any FLAG's are added or changed, make sure the flag_names structure in 381 * If any FLAG's are added or changed, make sure the flag_names structure in
408 * common/loader.l is updated. 382 * common/loader.C is updated.
409 */ 383 */
410 384
411/* Basic routines to do above */ 385/* Basic routines to do above */
412#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 386#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
413#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 387#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
414#define QUERY_FLAG(obj, flg) (obj)->flag [flg] 388#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
415 389
416/* the flags */ 390/* the flags */
417 391
418#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 392#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
419#define FLAG_WIZ 1 /* Object has special privilegies */ 393#define FLAG_WIZ 1 /* Object has special privilegies */
420#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 394#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
421#define FLAG_FREED 3 /* Object is in the list of free objects */ 395#define FLAG_FREED 3 /* Object is in the list of free objects */
422//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 396#define FLAG_WIZLOOK 4 /* disable los and lighting */
423#define FLAG_APPLIED 5 /* Object is ready for use by living */ 397#define FLAG_APPLIED 5 /* Object is ready for use by living */
424#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 398#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
425#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 399#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
426 400
427#define FLAG_NO_PICK 8 /* Object can't be picked up */ 401#define FLAG_NO_PICK 8 /* Object can't be picked up */
428 402/*#define FLAG_WALK_ON 9*/
429/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
430/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 403/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
431 404
432#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 405#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
433 406
434/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 407/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
435/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 408/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
436 409#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
410
437#define FLAG_MONSTER 14 /* Will attack players */ 411#define FLAG_MONSTER 14 /* Will attack players */
438#define FLAG_FRIENDLY 15 /* Will help players */ 412#define FLAG_FRIENDLY 15 /* Will help players */
439#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 413#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
440#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 414#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
441#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 415#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
442#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 416#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
443#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 417#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
444#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 418#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
445#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 419#define FLAG_CAN_ROLL 22 /* Object can be rolled */
446#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 420#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
447#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 421#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
448 422
449/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 423/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
450/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 424/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
451/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 425/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
452 426
453#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 427#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
454#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 428#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
455#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 429#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
456#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 430#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
457#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 431#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
458#define FLAG_HITBACK 33 /* Object will hit back when hit */ 432#define FLAG_HITBACK 33 /* Object will hit back when hit */
459#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 433#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
460#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 434#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
461#define FLAG_UNDEAD 36 /* Monster is undead */ 435#define FLAG_UNDEAD 36 /* Monster is undead */
462#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 436#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
463#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 437#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
464#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 438#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
465#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 439#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
466 440
467#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 441#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
468#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 442//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
469#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 443#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
470#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 444#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
471#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 445#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
472 but can still attack at a distance */ 446 but can still attack at a distance */
473 447
474/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 448/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
475 thru this object as if it wasn't there */ 449 thru this object as if it wasn't there */
476/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 450/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
477 451
478#define FLAG_PICK_UP 48 /* Can pick up */ 452#define FLAG_PICK_UP 48 /* Can pick up */
479#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 453#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
480#define FLAG_NO_DROP 50 /* Object can't be dropped */ 454#define FLAG_NO_DROP 50 /* Object can't be dropped */
481#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 455#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
482 456
483#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 457#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
484#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 458#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
485#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 459#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
486#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 460#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
487#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 461#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
488#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 462#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
489#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 463#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
490#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 464#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
491#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 465#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
492 466
493#define FLAG_XRAYS 61 /* X-ray vision */ 467#define FLAG_XRAYS 61 /* X-ray vision */
494#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 468#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
495#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 469#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
496 470
497#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 471#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
498#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 472#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
499#define FLAG_SLEEP 66 /* NPC is sleeping */ 473#define FLAG_SLEEP 66 /* NPC is sleeping */
500#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 474#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
501#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 475#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
502#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 476#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
503#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 477#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
504#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 478#define FLAG_STEALTH 71 /* Will wake monsters with less range */
505 479
506#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 480#define FLAG_WIZPASS 72 /* The wizard can go through walls */
507#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 481#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
508#define FLAG_CURSED 74 /* The object is cursed */ 482#define FLAG_CURSED 74 /* The object is cursed */
509#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 483#define FLAG_DAMNED 75 /* The object is _very_ cursed */
510#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 484#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
511#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 485#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
512#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 486#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
513#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 487#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
514 488
515#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 489#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
516#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 490#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
517#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 491#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
518 492
519#define FLAG_PRECIOUS 83 // object is precious (pets) 493#define FLAG_PRECIOUS 83 // object is precious (pets)
520#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 494#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
521#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 495#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
522#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 496#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
523 497
524#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 498#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
525#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 499#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
526#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 500#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
527#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 501#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
528#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 502#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
529#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 503#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
530#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 504#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
531#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 505#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
532 506
533/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 507/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
534 508
535#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 509#define FLAG_NO_STEAL 96 /* Item can't be stolen */
536#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 510#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
537 * away (replaces ghosthit) 511 * away (replaces ghosthit)
538 */ 512 */
539#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 513#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
540 * detect cases were the server is trying
541 * to send an upditem when we have not
542 * actually sent the item.
543 */ 514
544
545#define FLAG_BERSERK 99 /* monster will attack closest living 515#define FLAG_BERSERK 99 /* monster will attack closest living
546 object */ 516 object */
547#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 517#define FLAG_NEUTRAL 100 /* monster is from type neutral */
548#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 518#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
549#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 519#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
550#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 520#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
551 * load_original_map() */ 521 * load_original_map() */
552//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 522#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
553// * the overlay, and is not subject to
554// * decay. */
555#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 523#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
556#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 524#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
557#define FLAG_IS_WATER 107 525#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
558#define FLAG_CONTENT_ON_GEN 108 526#define FLAG_CONTENT_ON_GEN 108
559#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 527#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
560#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 528#define FLAG_IS_BUILDABLE 110 /* Can build on item */
561#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 529#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
562#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 530#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
563 531
564#define NUM_FLAGS 113 /* Should always be equal to the last 532#define NUM_FLAGS 113 /* Should always be equal to the last
565 * defined flag + 1. If you change this, 533 * defined flag + 1. If you change this,
566 * make sure you update the flag_links 534 * make sure you update the flag_links
567 * in common/loader.l 535 * in common/loader.l
568 */ 536 */
569 537
570/* If you add new movement types, you may need to update 538/* If you add new movement types, you may need to update
571 * describe_item() so properly describe those types. 539 * describe_item() so properly describe those types.
572 * change_abil() probably should be updated also. 540 * change_abil() probably should be updated also.
573 */ 541 */
576#define MOVE_FLY_HIGH 0x04 /* High flying object */ 544#define MOVE_FLY_HIGH 0x04 /* High flying object */
577#define MOVE_FLYING 0x06 545#define MOVE_FLYING 0x06
578 /* Combo of fly_low and fly_high */ 546 /* Combo of fly_low and fly_high */
579#define MOVE_SWIM 0x08 /* Swimming object */ 547#define MOVE_SWIM 0x08 /* Swimming object */
580#define MOVE_BOAT 0x10 /* Boats/sailing */ 548#define MOVE_BOAT 0x10 /* Boats/sailing */
581#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 549#define MOVE_SHIP 0x20 /* boats suitable for oceans */
582 550
583#define MOVE_ALL 0x3f /* Mask of all movement types */ 551#define MOVE_ALL 0x3f /* Mask of all movement types */
584 552
585/* typdef here to define type large enough to hold bitmask of 553/* typdef here to define type large enough to hold bitmask of
586 * all movement types. Make one declaration so easy to update. 554 * all movement types. Make one declaration so easy to update.
600 * 568 *
601 */ 569 */
602#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 570#define OB_TYPE_MOVE_BLOCK(ob1, type) \
603 ((type) && (ob1->move_type & type) == ob1->move_type) 571 ((type) && (ob1->move_type & type) == ob1->move_type)
604 572
605#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
606#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
607#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 573#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
608 574
609#define EXIT_PATH(xyz) (xyz)->slaying 575#define EXIT_PATH(xyz) (xyz)->slaying
610#define EXIT_LEVEL(xyz) (xyz)->stats.food 576#define EXIT_LEVEL(xyz) (xyz)->stats.food
611#define EXIT_X(xyz) (xyz)->stats.hp 577#define EXIT_X(xyz) (xyz)->stats.hp
612#define EXIT_Y(xyz) (xyz)->stats.sp 578#define EXIT_Y(xyz) (xyz)->stats.sp
613#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 579#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
614#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 580#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
615 581
616/* for use by the lighting code */ 582/* for use by the lighting code */
617#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 583#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
618 * large values allow objects that can 584 * large values allow objects that can
619 * slow down the game */ 585 * slow down the game */
620#define MAX_DARKNESS 5 /* maximum map darkness, there is no 586#define MAX_DARKNESS 5 /* maximum map darkness, there is no
621 * practical reason to exceed this */ 587 * practical reason to exceed this */
588#define LOS_MAX 4 /* max. los value for non-blocked spaces */
589#define LOS_BLOCKED 100 /* fully blocked spaces */
622#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 590#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
623 MAX_LIGHT_RADII:(xyz)->glow_radius; 591 MAX_LIGHT_RADII : (xyz)->glow_radius;
592// player position in blocked_los code
593#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
594#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
595
624 596
625#define F_BUY 0 597#define F_BUY 0
626#define F_SELL 1 598#define F_SELL 1
627#define F_TRUE 2 /* True value of item, unadjusted */ 599#define F_TRUE 2 /* True value of item, unadjusted */
628#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 600#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
664/* CIRCLE1 = 32 */ 636/* CIRCLE1 = 32 */
665/* + DISTATT = 1 */ 637/* + DISTATT = 1 */
666/* ------------------- */ 638/* ------------------- */
667/* attack_movement = 33 */ 639/* attack_movement = 33 */
668/******************************************************************************/ 640/******************************************************************************/
669#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 641#define DISTATT 1 /* move toward a player if far, but mantain some space, */
670 /* attack from a distance - good for missile users only */ 642 /* attack from a distance - good for missile users only */
671#define RUNATT 2 /* run but attack if player catches up to object */ 643#define RUNATT 2 /* run but attack if player catches up to object */
672#define HITRUN 3 /* run to then hit player then run away cyclicly */ 644#define HITRUN 3 /* run to then hit player then run away cyclicly */
673#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 645#define WAITATT 4 /* wait for player to approach then hit, move if hit */
674#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 646#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
675#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 647#define ALLRUN 6 /* always run never attack good for sim. of weak player */
676#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 648#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
677#define WAIT2 8 /* monster does not try to move towards player if far */ 649#define WAIT2 8 /* monster does not try to move towards player if far */
678 /* maintains comfortable distance */ 650 /* maintains comfortable distance */
651
679#define PETMOVE 16 /* if the upper four bits of attack_movement */ 652#define PETMOVE 16 /* if the upper four bits of attack_movement */
680 /* are set to this number, the monster follows a player */ 653 /* are set to this number, the monster follows a player */
681 /* until the owner calls it back or off */ 654 /* until the owner calls it back or off */
682 /* player followed denoted by 0b->owner */ 655 /* player followed denoted by 0b->owner */
683 /* the monster will try to attack whatever the player is */ 656 /* the monster will try to attack whatever the player is */
684 /* attacking, and will continue to do so until the owner */ 657 /* attacking, and will continue to do so until the owner */
685 /* calls off the monster - a key command will be */ 658 /* calls off the monster - a key command will be */
686 /* inserted to do so */ 659 /* inserted to do so */
687#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 660#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
688 /* are set to this number, the monster will move in a */ 661 /* are set to this number, the monster will move in a */
689 /* circle until it is attacked, or the enemy field is */ 662 /* circle until it is attacked, or the enemy field is */
690 /* set, this is good for non-aggressive monsters and NPC */ 663 /* set, this is good for non-aggressive monsters and NPC */
691#define CIRCLE2 48 /* same as above but a larger circle is used */ 664#define CIRCLE2 48 /* same as above but a larger circle is used */
692#define PACEH 64 /* The Monster will pace back and forth until attacked */ 665#define PACEH 64 /* The Monster will pace back and forth until attacked */
693 /* this is HORIZONTAL movement */ 666 /* this is HORIZONTAL movement */
694#define PACEH2 80 /* the monster will pace as above but the length of the */ 667#define PACEH2 80 /* the monster will pace as above but the length of the */
695 /* pace area is longer and the monster stops before */ 668 /* pace area is longer and the monster stops before */
696 /* changing directions */ 669 /* changing directions */
697 /* this is HORIZONTAL movement */ 670 /* this is HORIZONTAL movement */
698#define RANDO 96 /* the monster will go in a random direction until */ 671#define RANDO 96 /* the monster will go in a random direction until */
699 /* it is stopped by an obstacle, then it chooses another */ 672 /* it is stopped by an obstacle, then it chooses another */
700 /* direction. */ 673 /* direction. */
701#define RANDO2 112 /* constantly move in a different random direction */ 674#define RANDO2 112 /* constantly move in a different random direction */
702#define PACEV 128 /* The Monster will pace back and forth until attacked */ 675#define PACEV 128 /* The Monster will pace back and forth until attacked */
703 /* this is VERTICAL movement */ 676 /* this is VERTICAL movement */
704#define PACEV2 144 /* the monster will pace as above but the length of the */ 677#define PACEV2 144 /* the monster will pace as above but the length of the */
705 /* pace area is longer and the monster stops before */ 678 /* pace area is longer and the monster stops before */
706 /* changing directions */ 679 /* changing directions */
707 /* this is VERTICAL movement */ 680 /* this is VERTICAL movement */
708#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 681#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
709#define HI4 240 682#define HI4 240
710 683
711#define BLANK_FACE_NAME "blank.x11" 684#define BLANK_FACE_NAME "blank.x11"
712#define EMPTY_FACE_NAME "empty.x11" 685#define EMPTY_FACE_NAME "empty.x11"
713 686
720 693
721/* Flags for apply_special() */ 694/* Flags for apply_special() */
722enum apply_flag 695enum apply_flag
723{ 696{
724 /* Basic flags/mode, always use one of these */ 697 /* Basic flags/mode, always use one of these */
725 AP_TOGGLE = 0, 698 AP_TOGGLE = 0,
726 AP_APPLY = 1, 699 AP_APPLY = 0x01,
727 AP_UNAPPLY = 2, 700 AP_UNAPPLY = 0x02,
728 701 AP_MODE = 0x03,
729 AP_BASIC_FLAGS = 0x0f,
730 702
731 /* Optional flags, for bitwise or with a basic flag */ 703 /* Optional flags, for bitwise or with a basic flag */
732 AP_NO_MERGE = 0x10, 704 AP_NO_MERGE = 0x10,
733 AP_IGNORE_CURSE = 0x20, 705 AP_IGNORE_CURSE = 0x20,
734 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 706 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
735 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 707 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
736}; 708};
737 709
738/* Bitmask values for 'can_apply_object()' return values. 710/* Bitmask values for 'can_apply_object()' return values.
739 * the CAN_APPLY_ prefix is to just note what function the 711 * the CAN_APPLY_ prefix is to just note what function the
740 * are returned from. 712 * are returned from.
759 * this one can be applied. Think of rings - human is wearing two 731 * this one can be applied. Think of rings - human is wearing two
760 * rings and tries to apply one - there are two possible rings he 732 * rings and tries to apply one - there are two possible rings he
761 * could remove. 733 * could remove.
762 * 734 *
763 */ 735 */
764#define CAN_APPLY_NEVER 0x1 736#define CAN_APPLY_NEVER 0x01
765#define CAN_APPLY_RESTRICTION 0x2 737#define CAN_APPLY_RESTRICTION 0x02
766#define CAN_APPLY_NOT_MASK 0xf 738#define CAN_APPLY_NOT_MASK 0x0f
739
767#define CAN_APPLY_UNAPPLY 0x10 740#define CAN_APPLY_UNAPPLY 0x10
768#define CAN_APPLY_UNAPPLY_MULT 0x20 741#define CAN_APPLY_UNAPPLY_MULT 0x20
769#define CAN_APPLY_UNAPPLY_CHOICE 0x40 742#define CAN_APPLY_UNAPPLY_CHOICE 0x40
770 743
771// Cut off point of when an object is put on the active list or not 744// Cut off point of when an object is put on the active list or not
772// we use 2**-n because that can be represented exactly 745// we use 2**-n because that can be represented exactly
773// also make sure that this is a float, not double, constant 746// also make sure that this is a float, not double, constant
774#define MIN_ACTIVE_SPEED (1.f / 65536.f) 747#define MIN_ACTIVE_SPEED (1.f / 65536.f)
775 748
776#define RANDOM() (rndm.next () & 0xffffffU) 749/* have mercy on players and guarantee a somewhat higher speed */
777 750#define MIN_PLAYER_SPEED 0.04f
778/* Returns the weight of the given object. Note: it does not take the number of
779 * items (nrof) into account.
780 * (this looks rather bogus, schmorp)
781 */
782#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
783 751
784/* 752/*
785 * Warning! 753 * Warning!
786 * If you add message types here, don't forget 754 * If you add message types here, don't forget
787 * to keep the client up to date too! 755 * to keep the client up to date too!
874#define MSG_TYPE_ADMIN_RULES 1 842#define MSG_TYPE_ADMIN_RULES 1
875#define MSG_TYPE_ADMIN_NEWS 2 843#define MSG_TYPE_ADMIN_NEWS 2
876 844
877/** 845/**
878 * Maximum distance a player may hear a sound from. 846 * Maximum distance a player may hear a sound from.
879 * This is only used for new client/server sound. If the sound source 847 * This is only used for client/server sound and say. If the sound source
880 * on the map is farther away than this, we don't sent it to the client. 848 * on the map is farther away than this, we don't sent it to the client.
881 */ 849 */
882#define MAX_SOUND_DISTANCE 16 850#define MAX_SOUND_DISTANCE 16
883 851
884#define LOG_CHANNEL "log" // the plain and ugly standard server log 852#define LOG_CHANNEL "log" // the plain and ugly standard server log
885#define INFO_CHANNEL "info" // lower_left box 853#define INFO_CHANNEL "info" // lower_left box
886#define SAY_CHANNEL "channel-say" 854#define SAY_CHANNEL "say"
887#define CHAT_CHANNEL "channel-chat" 855#define CHAT_CHANNEL "chat"
888#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 856#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
889 857
890/* The following are the color flags passed to new_draw_info. 858/* The following are the color flags passed to new_draw_info.
891 * 859 *
892 * We also set up some control flags 860 * We also set up some control flags
924#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 892#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
925 893
926#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 894#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
927#define NDI_ALL 0x2000 /* Inform all players of this message */ 895#define NDI_ALL 0x2000 /* Inform all players of this message */
928#define NDI_DEF 0x4000 // ignore colour for channel protocol 896#define NDI_DEF 0x4000 // ignore colour for channel protocol
897#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
929 898
930#endif /* DEFINE_H */ 899#endif /* DEFINE_H */
931 900

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