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Comparing deliantra/server/include/define.h (file contents):
Revision 1.16 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.54 by root, Sat May 12 18:51:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
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
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52 41
53/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
55 44
56#ifdef __NetBSD__ 45#ifdef __NetBSD__
57# include <sys/param.h> 46# include <sys/param.h>
58#endif 47#endif
59#ifndef MIN 48#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
61#endif 50#endif
62#ifndef MAX 51#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
64#endif 53#endif
65 54
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX 56#ifndef NAME_MAX
68# define NAME_MAX 255 57# define NAME_MAX 255
78# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif 68#endif
80 69
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
72
73//TODO: not only use more reasonable values, also enforce them
74#define MIN_WC -128
75#define MAX_WC 127
76#define MIN_AC -128
77#define MAX_AC 127
78#define MIN_DAM 0
79#define MAX_DAM 127
83 80
84#define MAX_BUF 1024 81#define MAX_BUF 1024
85 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93 90
94#define MAX_NAME 48 91#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
96 93
97/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 97#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
102 100
103/* TYPE DEFINES */ 101/* TYPE DEFINES */
104 102
105/* Only add new values to this list if somewhere in the program code, 103/* Only add new values to this list if somewhere in the program code,
110 * flags 108 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 109 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 110 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 111 */
114 112
115/* type 0 will be undefined and shows a non valid type information */ 113/* USED TYPES: (for dead types please look at the bottom of the type
114 * definitions)
115 */
116 116
117#define PLAYER 1 117/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 118
119#define ROD 3 119#define PLAYER 1
120#define TRANSPORT 2 /* see pod/objects.pod */
121#define ROD 3
120#define TREASURE 4 122#define TREASURE 4
121#define POTION 5 123#define POTION 5
122#define FOOD 6 124#define FOOD 6
123#define POISON 7 125#define POISON 7
124#define BOOK 8 126#define BOOK 8
125#define CLOCK 9 127#define CLOCK 9
126 128
127/*#define FBULLET 10 */ 129#define ARROW 13
128 130#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 131#define WEAPON 15
134#define ARMOUR 16 132#define ARMOUR 16
135#define PEDESTAL 17 133#define PEDESTAL 17
136#define ALTAR 18 134#define ALTAR 18
137 135
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 136#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 137#define SPECIAL_KEY 21
141#define MAP 22 138#define MAP 22
142#define DOOR 23 139#define DOOR 23
143#define KEY 24 140#define KEY 24
144 141
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 142#define TIMED_GATE 26
147#define TRIGGER 27 143#define TRIGGER 27
148#define GRIMREAPER 28 144#define GRIMREAPER 28
149#define MAGIC_EAR 29 145#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 146#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 147#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 148#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 149#define SHIELD 33
154#define HELMET 34 150#define HELMET 34
155#define HORN 35 151#define HORN 35
156#define MONEY 36 152#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 153#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 154#define GRAVESTONE 38
159#define AMULET 39 155#define AMULET 39
160#define PLAYERMOVER 40 156#define PLAYERMOVER 40
161#define TELEPORTER 41 157#define TELEPORTER 41
162#define CREATOR 42 158#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 159#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 160
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 161#define EARTHWALL 45
168#define GOLEM 46 162#define GOLEM 46
169 163
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 164#define THROWN_OBJ 48
172#define BLINDNESS 49 165#define BLINDNESS 49
173#define GOD 50 166#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 167#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 168 * which notices the presense of
177 /* another object and is triggered */ 169 * another object and is triggered
178 /* like buttons. */ 170 * like buttons.
171 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 172#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 173 * force into a player with a specified string WHEN TRIGGERED.
174 */
181#define DEAD_OBJECT 53 175#define DEAD_OBJECT 53
182#define DRINK 54 176#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 177#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 178 * force into a player with a specified string.
179 */
185#define HOLY_ALTAR 56 180#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 181#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 182#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 183
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 184#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 185 * a monster into a peaceful being incapable of attack.
191#define GEM 60 186 */
187#define GEM 60
192 188
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 189#define FIREWALL 62
195#define ANVIL 63 190#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 193 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 194 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 195 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 196 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 197 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 198 * 4 = charm, monsters become pets */
204#define EXIT 66 199#define EXIT 66
205#define ENCOUNTER 67 200#define ENCOUNTER 67
206#define SHOP_FLOOR 68 201#define SHOP_FLOOR 68
207#define SHOP_MAT 69 202#define SHOP_MAT 69
208#define RING 70 203#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 204#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 205#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 206#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 207#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 208#define LIGHTER 75
214 209
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 210#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 211
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 212
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 213#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 214 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 215 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 216 on chairs, we create a new type and remove all
226 chairs from here. */ 217 chairs from here. */
227#define MONSTER 80 218
228 /* yes, thats a real, living creature */ 219#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 220#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 221
234#define SPELLBOOK 85 222#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 223
238/*#define CONE 88 */ 224#define CLOAK 87
239 225
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 226#define SPINNER 90
243#define GATE 91 227#define GATE 91
244#define BUTTON 92 228#define BUTTON 92
245#define CF_HANDLE 93 229#define CF_HANDLE 93
246#define HOLE 94 230#define HOLE 94
247#define TRAPDOOR 95 231#define TRAPDOOR 95
248 232
249/*#define WORD_OF_RECALL 96 */ 233#define SIGN 98
250 234#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 235#define GLOVES 100
255#define SPELL 101 236#define SPELL 101
256#define SPELL_EFFECT 102 237#define SPELL_EFFECT 102
257#define CONVERTER 103 238#define CONVERTER 103
258#define BRACERS 104 239#define BRACERS 104
259#define POISONING 105 240#define POISONING 105
260#define SAVEBED 106 241#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 242
265/*#define ABILITY 110*/ 243#define WAND 109
244
266#define SCROLL 111 245#define SCROLL 111
267#define DIRECTOR 112 246#define DIRECTOR 112
268#define GIRDLE 113 247#define GIRDLE 113
269#define FORCE 114 248#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 253#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 254#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 255#define WEAPON_IMPROVER 124
276 256
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139
260
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262
263#define RUNE 154
264#define TRAP 155
265
266#define POWER_CRYSTAL 156
267#define CORPSE 157
268
269#define DISEASE 158
270#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */
273
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */
278
279/* DEAD TYPES: */
280//#define FBULLET 10
281//#define FBALL 11
282//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283//#define CONFUSION 19
284//#define MMISSILE 25
285/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286 * experience for broad skill categories. This value
287 * is now automatically converteed at load time.
288 */
289//#define BOMB 47
290//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291
292/* random crossfire developer: The trap_part, wall, light_source,
293 * misc_object, monster, and spawn_generator
294 * types are not used in any archetypes,
295 * and should perhaps be removed.
296 *
297 * Wed Dec 20 13:35:24 CET 2006:
298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300 * renamed WALL to BUILDABLE_WALL.
301 */
302
303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305//#define MONSTER 80 /* yes, thats a real, living creature */
306//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307//#define TOOL 84 /* a tool for building objects */
308//#define BUILDFAC 86 /* facilities for building objects */
309//#define CONE 88
310//#define AURA 89 /* aura spell object */
311//#define WORD_OF_RECALL 96
312//#define PARAIMAGE 97
313//#define POISONCLOUD 107
314//#define FIREHOLES 108
315//#define ABILITY 110
277/* unused: 125 - 129 316/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 317 * type 125 was MONEY_CHANGER
279 */ 318 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 319//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 321//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 323//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 324
307/* END TYPE DEFINE */ 325/* END TYPE DEFINE */
308 326
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 327#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 328
395#define SIZEOFFREE2 24 413#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 414#define SIZEOFFREE 49
397 415
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 416#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 417
400/* Flag structure now changed. 418/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 419 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 420 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 421 */
428 422
429/* Basic routines to do above */ 423/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 424#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 425#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define CLEAR_FLAG(xyz, p) \ 426#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 427
469/* the flags */ 428/* the flags */
470 429
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 431#define FLAG_WIZ 1 /* Object has special privilegies */
478#define FLAG_USE_SHIELD 7 437#define FLAG_USE_SHIELD 7
479 /* Can this creature use a shield? */ 438 /* Can this creature use a shield? */
480 439
481#define FLAG_NO_PICK 8 /* Object can't be picked up */ 440#define FLAG_NO_PICK 8 /* Object can't be picked up */
482 441
483 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
484
485 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444
486#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
487 446
488 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
489
490 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449
491#define FLAG_MONSTER 14 /* Will attack players */ 450#define FLAG_MONSTER 14 /* Will attack players */
492#define FLAG_FRIENDLY 15 /* Will help players */ 451#define FLAG_FRIENDLY 15 /* Will help players */
493 452
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 455#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */ 456 /* Will be applied when created */
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 460#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 463
505 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
506
507 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508
509 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467
510#define FLAG_IS_USED_UP 28 468#define FLAG_IS_USED_UP 28
511 /* When (--food<0) the object will exit */ 469 /* When (--food<0) the object will exit */
512#define FLAG_IDENTIFIED 29 470#define FLAG_IDENTIFIED 29
513 /* Player knows full info about item */ 471 /* Player knows full info about item */
514#define FLAG_REFLECTING 30 472#define FLAG_REFLECTING 30
515 /* Object reflects from walls (lightning) */ 473 /* Object reflects from walls (lightning) */
516#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
517 475
518/* Start of values in flags[1] */
519#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
520#define FLAG_HITBACK 33 /* Object will hit back when hit */ 477#define FLAG_HITBACK 33 /* Object will hit back when hit */
521#define FLAG_STARTEQUIP 34 478#define FLAG_STARTEQUIP 34
522 /* Object was given to player at start */ 479 /* Object was given to player at start */
523#define FLAG_BLOCKSVIEW 35 480#define FLAG_BLOCKSVIEW 35
534#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
535#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
536#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
537 but can still attack at a distance */ 494 but can still attack at a distance */
538 495
539 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 496/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
540 thru this object as if it wasn't there */ 497 thru this object as if it wasn't there */
541 498/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
542 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543 499
544#define FLAG_PICK_UP 48 /* Can pick up */ 500#define FLAG_PICK_UP 48 /* Can pick up */
545#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
546#define FLAG_NO_DROP 50 /* Object can't be dropped */ 502#define FLAG_NO_DROP 50 /* Object can't be dropped */
547#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
556 /* (Monster) can wear armour/shield/helmet */ 512 /* (Monster) can wear armour/shield/helmet */
557#define FLAG_USE_WEAPON 57 513#define FLAG_USE_WEAPON 57
558 /* (Monster) can wield weapons */ 514 /* (Monster) can wield weapons */
559#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
560#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
561#define FLAG_READY_BOW 60 /* not implemented yet */ 517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
562#define FLAG_XRAYS 61 /* X-ray vision */ 518#define FLAG_XRAYS 61 /* X-ray vision */
563#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
564#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
565 521
566/* Start of values in flags[2] */
567#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
568#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 523#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
569#define FLAG_SLEEP 66 /* NPC is sleeping */ 524#define FLAG_SLEEP 66 /* NPC is sleeping */
570#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 525#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
571#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 526#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
584 539
585#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 540#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
586#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
587#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
588 543
589/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 544#define FLAG_PRECIOUS 83 // object is precious (pets)
590#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
591#define FLAG_MAKE_INVIS 85 546#define FLAG_MAKE_INVIS 85
592 /* (Item) gives invisibility when applied */ 547 /* (Item) gives invisibility when applied */
593#define FLAG_INV_LOCKED 86 548#define FLAG_INV_LOCKED 86
594 /* Item will not be dropped from inventory */ 549 /* Item will not be dropped from inventory */
600#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
601#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
602#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 557#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
603#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 558#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
604 559
605 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 560/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
606 561
607/* Start of values in flags[3] */
608#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 562#define FLAG_NO_STEAL 96 /* Item can't be stolen */
609#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
610 * away (replaces ghosthit) 564 * away (replaces ghosthit)
611 */ 565 */
612#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
619 object */ 573 object */
620#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 574#define FLAG_NEUTRAL 100 /* monster is from type neutral */
621#define FLAG_NO_ATTACK 101 /* monster don't attack */ 575#define FLAG_NO_ATTACK 101 /* monster don't attack */
622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
624 * load_original_map() */ 578 * load_original_map() */
625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
626 * the overlay, and is not subject to 580 * the overlay, and is not subject to
627 * decay. */ 581 * decay. */
628#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
630#define FLAG_IS_WATER 107 584#define FLAG_IS_WATER 107
631#define FLAG_CONTENT_ON_GEN 108 585#define FLAG_CONTENT_ON_GEN 108
632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
633#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 587#define FLAG_IS_BUILDABLE 110 /* Can build on item */
634#define FLAG_AFK 111 /* Player is AFK */ 588#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
590
635#define NUM_FLAGS 111 /* Should always be equal to the last 591#define NUM_FLAGS 113 /* Should always be equal to the last
636 * defined flag. If you change this, 592 * defined flag + 1. If you change this,
637 * make sure you update the flag_links 593 * make sure you update the flag_links
638 * in common/loader.l 594 * in common/loader.l
639 */ 595 */
640 596
641/* Values can go up to 127 before the size of the flags array in the 597/* Values can go up to 127 before the size of the flags array in the
642 * object structure needs to be enlarged. 598 * object structure needs to be enlarged.
643 * So there are 18 available flags slots 599 * So there are 18 available flags slots
644 */ 600 */
645 601
646
647#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
648
649#if 0
650
651/* These should no longer be needed - access move_slow_penalty
652 * directly.
653 */
654# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
655# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
656#endif
657 603
658/* If you add new movement types, you may need to update 604/* If you add new movement types, you may need to update
659 * describe_item() so properly describe those types. 605 * describe_item() so properly describe those types.
660 * change_abil() probably should be updated also. 606 * change_abil() probably should be updated also.
661 */ 607 */
662#define MOVE_WALK 0x1 /* Object walks */ 608#define MOVE_WALK 0x01 /* Object walks */
663#define MOVE_FLY_LOW 0x2 /* Low flying object */ 609#define MOVE_FLY_LOW 0x02 /* Low flying object */
664#define MOVE_FLY_HIGH 0x4 /* High flying object */ 610#define MOVE_FLY_HIGH 0x04 /* High flying object */
665#define MOVE_FLYING 0x6 611#define MOVE_FLYING 0x06
666 /* Combo of fly_low and fly_high */ 612 /* Combo of fly_low and fly_high */
667#define MOVE_SWIM 0x8 /* Swimming object */ 613#define MOVE_SWIM 0x08 /* Swimming object */
668#define MOVE_BOAT 0x10 /* Boats/sailing */ 614#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616
669#define MOVE_ALL 0x1f /* Mask of all movement types */ 617#define MOVE_ALL 0x3f /* Mask of all movement types */
670
671/* the normal assumption is that objects are walking/flying.
672 * So often we don't want to block movement, but still don't want
673 * to allow all types (swimming is rather specialized) - I also
674 * expect as more movement types show up, this is likely to get
675 * updated. Basically, this is the default for spaces that allow
676 * movement - anything but swimming right now. If you really
677 * want nothing at all, then can always set move_block to 0
678 */
679#define MOVE_BLOCK_DEFAULT MOVE_SWIM
680 618
681/* typdef here to define type large enough to hold bitmask of 619/* typdef here to define type large enough to hold bitmask of
682 * all movement types. Make one declaration so easy to update. 620 * all movement types. Make one declaration so easy to update.
683 * uint8 is defined yet, so just use what that would define it 621 * uint8 is defined yet, so just use what that would define it
684 * at anyways. 622 * at anyways.
696 * Add check - if type is 0, don't stop anything from moving 634 * Add check - if type is 0, don't stop anything from moving
697 * onto it. 635 * onto it.
698 * 636 *
699 */ 637 */
700#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
701 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
702 640
703 641
704#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
705#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
706#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
733#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
734#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
735#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
736 674
737/* for use by the lighting code */ 675/* for use by the lighting code */
738#define MAX_LIGHT_RADII 4 676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
739 /* max radii for 'light' object, really
740 * large values allow objects that can 677 * large values allow objects that can
741 * slow down the game */ 678 * slow down the game */
742#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
743 * practical reason to exceed this */ 680 * practical reason to exceed this */
744#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
770#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
771#define FIRE_DIRECTIONAL 0 708#define FIRE_DIRECTIONAL 0
772#define FIRE_POSITIONAL 1 709#define FIRE_POSITIONAL 1
773 710
774/******************************************************************************/ 711/******************************************************************************/
775
776/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777
778/******************************************************************************/ 713/******************************************************************************/
779
780/* if your monsters start acting wierd, mail me */ 714/* if your monsters start acting wierd, mail me */
781
782/******************************************************************************/ 715/******************************************************************************/
783
784/* the following definitions are for the attack_movement variable in monsters */ 716/* the following definitions are for the attack_movement variable in monsters */
785
786/* if the attack_variable movement is left out of the monster archetype, or is*/ 717/* if the attack_variable movement is left out of the monster archetype, or is*/
787
788/* set to zero */ 718/* set to zero */
789
790/* the standard mode of movement from previous versions of crossfire will be */ 719/* the standard mode of movement from previous versions of crossfire will be */
791
792/* used. the upper four bits of movement data are not in effect when the monst*/ 720/* used. the upper four bits of movement data are not in effect when the monst*/
793
794/* er has an enemy. these should only be used for non agressive monsters. */ 721/* er has an enemy. these should only be used for non agressive monsters. */
795
796/* to program a monsters movement add the attack movement numbers to the movem*/ 722/* to program a monsters movement add the attack movement numbers to the movem*/
797
798/* ment numbers example a monster that moves in a circle until attacked and */ 723/* ment numbers example a monster that moves in a circle until attacked and */
799
800/* then attacks from a distance: */ 724/* then attacks from a distance: */
801
802/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
803
804/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
805
806/* ------------------- */ 727/* ------------------- */
807
808/* attack_movement = 33 */ 728/* attack_movement = 33 */
809
810/******************************************************************************/ 729/******************************************************************************/
811#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 730#define DISTATT 1 /* move toward a player if far, but mantain some space, */
812 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
813#define RUNATT 2 /* run but attack if player catches up to object */ 732#define RUNATT 2 /* run but attack if player catches up to object */
814#define HITRUN 3 /* run to then hit player then run away cyclicly */ 733#define HITRUN 3 /* run to then hit player then run away cyclicly */
848 /* changing directions */ 767 /* changing directions */
849 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
851#define HI4 240 770#define HI4 240
852 771
853/*
854 * Use of the state-variable in player objects:
855 */
856
857#define ST_PLAYING 0
858#define ST_PLAY_AGAIN 1
859#define ST_ROLL_STAT 2
860#define ST_CHANGE_CLASS 3
861#define ST_CONFIRM_QUIT 4
862#define ST_CONFIGURE 5
863#define ST_GET_NAME 6
864#define ST_GET_PASSWORD 7
865#define ST_CONFIRM_PASSWORD 8
866#define ST_GET_PARTY_PASSWORD 10
867
868#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
869#define EMPTY_FACE_NAME "empty.111" 773#define EMPTY_FACE_NAME "empty.x11"
870#define DARK_FACE1_NAME "dark1.111"
871#define DARK_FACE2_NAME "dark2.111"
872#define DARK_FACE3_NAME "dark3.111"
873#define SMOOTH_FACE_NAME "default_smoothed.111"
874 774
875/* 775/*
876 * Defines for the luck/random functions to make things more readable 776 * Defines for the luck/random functions to make things more readable
877 */ 777 */
878 778
1016#define CAN_APPLY_UNAPPLY 0x10 916#define CAN_APPLY_UNAPPLY 0x10
1017#define CAN_APPLY_UNAPPLY_MULT 0x20 917#define CAN_APPLY_UNAPPLY_MULT 0x20
1018#define CAN_APPLY_UNAPPLY_CHOICE 0x40 918#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1019 919
1020/* Cut off point of when an object is put on the active list or not */ 920/* Cut off point of when an object is put on the active list or not */
1021#define MIN_ACTIVE_SPEED 0.00001 921#define MIN_ACTIVE_SPEED 1e-5
1022 922
1023/* 923#define RANDOM() (rndm.next () & 0xffffffU)
1024 * random() is much better than rand(). If you have random(), use it instead. 924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
1025 * You shouldn't need to change any of this
1026 *
1027 * 0.93.3: It looks like linux has random (previously, it was set below
1028 * to use rand). Perhaps old version of linux lack rand? IF you run into
1029 * problems, add || defined(__linux__) the #if immediately below.
1030 *
1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1032 * here.
1033 */
1034
1035#define RANDOM() random()
1036#define SRANDOM(xyz) srandom(xyz)
1037 925
1038/* Returns the weight of the given object. Note: it does not take the number of 926/* Returns the weight of the given object. Note: it does not take the number of
1039 * items (nrof) into account. 927 * items (nrof) into account.
1040 */ 928 */
1041#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1055#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1056#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1057#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1058#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1059 947
1060 /* You may uncomment following define to check sanity of code.
1061 * But use as debug only (loses all speed gained by those macros)
1062 */
1063
1064/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1065 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1066
1067
1068
1069
1070
1071
1072
1073/* 948/*
1074 * Warning! 949 * Warning!
1075 * If you add message types here, don't forget 950 * If you add message types here, don't forget
1076 * to keep the client up to date too! 951 * to keep the client up to date too!
1077 */ 952 */
1078
1079 953
1080/* message types */ 954/* message types */
1081#define MSG_TYPE_BOOK 1 955#define MSG_TYPE_BOOK 1
1082#define MSG_TYPE_CARD 2 956#define MSG_TYPE_CARD 2
1083#define MSG_TYPE_PAPER 3 957#define MSG_TYPE_PAPER 3

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