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Comparing deliantra/server/include/define.h (file contents):
Revision 1.29 by root, Thu Dec 21 06:12:36 2006 UTC vs.
Revision 1.43 by root, Thu Jan 18 22:20:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
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@schmorp.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
55 56
56#ifdef __NetBSD__ 57#ifdef __NetBSD__
57# include <sys/param.h> 58# include <sys/param.h>
58#endif 59#endif
59#ifndef MIN 60#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 61# define MIN(x,y) min (x, y)
61#endif 62#endif
62#ifndef MAX 63#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 64# define MAX(x,y) max (x, y)
64#endif 65#endif
65 66
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX 68#ifndef NAME_MAX
68# define NAME_MAX 255 69# define NAME_MAX 255
421 * If any FLAG's are added or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
422 * common/loader.l is updated. 423 * common/loader.l is updated.
423 */ 424 */
424 425
425/* Basic routines to do above */ 426/* Basic routines to do above */
426#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
427#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
428#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
429 430
430/* the flags */ 431/* the flags */
431 432
432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
433#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
439#define FLAG_USE_SHIELD 7 440#define FLAG_USE_SHIELD 7
440 /* Can this creature use a shield? */ 441 /* Can this creature use a shield? */
441 442
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 443#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 444
444 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445
446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448 449
449 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 450/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
450
451 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 451/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452
452#define FLAG_MONSTER 14 /* Will attack players */ 453#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 454#define FLAG_FRIENDLY 15 /* Will help players */
454 455
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465 466
466 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 467/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467
468 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
469
470 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 469/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
470
471#define FLAG_IS_USED_UP 28 471#define FLAG_IS_USED_UP 28
472 /* When (--food<0) the object will exit */ 472 /* When (--food<0) the object will exit */
473#define FLAG_IDENTIFIED 29 473#define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */ 474 /* Player knows full info about item */
475#define FLAG_REFLECTING 30 475#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */ 476 /* Object reflects from walls (lightning) */
477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
478 478
479/* Start of values in flags[1] */
480#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 479#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
481#define FLAG_HITBACK 33 /* Object will hit back when hit */ 480#define FLAG_HITBACK 33 /* Object will hit back when hit */
482#define FLAG_STARTEQUIP 34 481#define FLAG_STARTEQUIP 34
483 /* Object was given to player at start */ 482 /* Object was given to player at start */
484#define FLAG_BLOCKSVIEW 35 483#define FLAG_BLOCKSVIEW 35
495#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
496#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 495#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
497#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 but can still attack at a distance */ 497 but can still attack at a distance */
499 498
500 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 499/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
501 thru this object as if it wasn't there */ 500 thru this object as if it wasn't there */
502 501/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 502
505#define FLAG_PICK_UP 48 /* Can pick up */ 503#define FLAG_PICK_UP 48 /* Can pick up */
506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507#define FLAG_NO_DROP 50 /* Object can't be dropped */ 505#define FLAG_NO_DROP 50 /* Object can't be dropped */
508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 506#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
522#define FLAG_READY_BOW 60 /* not implemented yet */ 520#define FLAG_READY_BOW 60 /* not implemented yet */
523#define FLAG_XRAYS 61 /* X-ray vision */ 521#define FLAG_XRAYS 61 /* X-ray vision */
524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
525#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526 524
527/* Start of values in flags[2] */
528#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
529#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 526#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
530#define FLAG_SLEEP 66 /* NPC is sleeping */ 527#define FLAG_SLEEP 66 /* NPC is sleeping */
531#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 528#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
532#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 529#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
561#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 558#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
562#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 559#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 560#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
564#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 561#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
565 562
566 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
567 564
568/* Start of values in flags[3] */
569#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 565#define FLAG_NO_STEAL 96 /* Item can't be stolen */
570#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 566#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
571 * away (replaces ghosthit) 567 * away (replaces ghosthit)
572 */ 568 */
573#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 569#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
580 object */ 576 object */
581#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 577#define FLAG_NEUTRAL 100 /* monster is from type neutral */
582#define FLAG_NO_ATTACK 101 /* monster don't attack */ 578#define FLAG_NO_ATTACK 101 /* monster don't attack */
583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 579#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
584#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 580#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
585 * load_original_map() */ 581 * load_original_map() */
586#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 582#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
587 * the overlay, and is not subject to 583 * the overlay, and is not subject to
588 * decay. */ 584 * decay. */
589#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 585#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
590#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 586#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
591#define FLAG_IS_WATER 107 587#define FLAG_IS_WATER 107
592#define FLAG_CONTENT_ON_GEN 108 588#define FLAG_CONTENT_ON_GEN 108
593#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 590#define FLAG_IS_BUILDABLE 110 /* Can build on item */
595#define FLAG_AFK 111 /* Player is AFK */ 591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map
593
596#define NUM_FLAGS 111 /* Should always be equal to the last 594#define NUM_FLAGS 113 /* Should always be equal to the last
597 * defined flag. If you change this, 595 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 596 * make sure you update the flag_links
599 * in common/loader.l 597 * in common/loader.l
600 */ 598 */
601 599
602/* Values can go up to 127 before the size of the flags array in the 600/* Values can go up to 127 before the size of the flags array in the
603 * object structure needs to be enlarged. 601 * object structure needs to be enlarged.
604 * So there are 18 available flags slots 602 * So there are 18 available flags slots
605 */ 603 */
606 604
607
608#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 605#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
609
610#if 0
611
612/* These should no longer be needed - access move_slow_penalty
613 * directly.
614 */
615# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
616# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
617#endif
618 606
619/* If you add new movement types, you may need to update 607/* If you add new movement types, you may need to update
620 * describe_item() so properly describe those types. 608 * describe_item() so properly describe those types.
621 * change_abil() probably should be updated also. 609 * change_abil() probably should be updated also.
622 */ 610 */
657 * Add check - if type is 0, don't stop anything from moving 645 * Add check - if type is 0, don't stop anything from moving
658 * onto it. 646 * onto it.
659 * 647 *
660 */ 648 */
661#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 649#define OB_TYPE_MOVE_BLOCK(ob1, type) \
662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 650 ((type) && (ob1->move_type & type) == ob1->move_type)
663 651
664 652
665#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
666#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
667#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
694#define EXIT_Y(xyz) (xyz)->stats.sp 682#define EXIT_Y(xyz) (xyz)->stats.sp
695#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
696#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
697 685
698/* for use by the lighting code */ 686/* for use by the lighting code */
699#define MAX_LIGHT_RADII 4 687#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
700 /* max radii for 'light' object, really
701 * large values allow objects that can 688 * large values allow objects that can
702 * slow down the game */ 689 * slow down the game */
703#define MAX_DARKNESS 5 /* maximum map darkness, there is no 690#define MAX_DARKNESS 5 /* maximum map darkness, there is no
704 * practical reason to exceed this */ 691 * practical reason to exceed this */
705#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 692#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
731#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 718#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
732#define FIRE_DIRECTIONAL 0 719#define FIRE_DIRECTIONAL 0
733#define FIRE_POSITIONAL 1 720#define FIRE_POSITIONAL 1
734 721
735/******************************************************************************/ 722/******************************************************************************/
736
737/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 723/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738
739/******************************************************************************/ 724/******************************************************************************/
740
741/* if your monsters start acting wierd, mail me */ 725/* if your monsters start acting wierd, mail me */
742
743/******************************************************************************/ 726/******************************************************************************/
744
745/* the following definitions are for the attack_movement variable in monsters */ 727/* the following definitions are for the attack_movement variable in monsters */
746
747/* if the attack_variable movement is left out of the monster archetype, or is*/ 728/* if the attack_variable movement is left out of the monster archetype, or is*/
748
749/* set to zero */ 729/* set to zero */
750
751/* the standard mode of movement from previous versions of crossfire will be */ 730/* the standard mode of movement from previous versions of crossfire will be */
752
753/* used. the upper four bits of movement data are not in effect when the monst*/ 731/* used. the upper four bits of movement data are not in effect when the monst*/
754
755/* er has an enemy. these should only be used for non agressive monsters. */ 732/* er has an enemy. these should only be used for non agressive monsters. */
756
757/* to program a monsters movement add the attack movement numbers to the movem*/ 733/* to program a monsters movement add the attack movement numbers to the movem*/
758
759/* ment numbers example a monster that moves in a circle until attacked and */ 734/* ment numbers example a monster that moves in a circle until attacked and */
760
761/* then attacks from a distance: */ 735/* then attacks from a distance: */
762
763/* CIRCLE1 = 32 */ 736/* CIRCLE1 = 32 */
764
765/* + DISTATT = 1 */ 737/* + DISTATT = 1 */
766
767/* ------------------- */ 738/* ------------------- */
768
769/* attack_movement = 33 */ 739/* attack_movement = 33 */
770
771/******************************************************************************/ 740/******************************************************************************/
772#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 741#define DISTATT 1 /* move toward a player if far, but mantain some space, */
773 /* attack from a distance - good for missile users only */ 742 /* attack from a distance - good for missile users only */
774#define RUNATT 2 /* run but attack if player catches up to object */ 743#define RUNATT 2 /* run but attack if player catches up to object */
775#define HITRUN 3 /* run to then hit player then run away cyclicly */ 744#define HITRUN 3 /* run to then hit player then run away cyclicly */
809 /* changing directions */ 778 /* changing directions */
810 /* this is VERTICAL movement */ 779 /* this is VERTICAL movement */
811#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
812#define HI4 240 781#define HI4 240
813 782
814/*
815 * Use of the state-variable in player objects:
816 */
817
818enum {
819 ST_PLAYING,
820 ST_PLAY_AGAIN,
821 ST_ROLL_STAT,
822 ST_CHANGE_CLASS,
823 ST_CONFIRM_QUIT,
824 ST_CONFIGURE,
825 ST_GET_NAME,
826 ST_GET_PASSWORD,
827 ST_CONFIRM_PASSWORD,
828 ST_GET_PARTY_PASSWORD,
829 ST_CUSTOM,
830};
831
832#define BLANK_FACE_NAME "blank.111" 783#define BLANK_FACE_NAME "blank.x11"
833#define EMPTY_FACE_NAME "empty.111" 784#define EMPTY_FACE_NAME "empty.x11"
834#define DARK_FACE1_NAME "dark1.111" 785#define DARK_FACE1_NAME "dark1.x11"
835#define DARK_FACE2_NAME "dark2.111" 786#define DARK_FACE2_NAME "dark2.x11"
836#define DARK_FACE3_NAME "dark3.111" 787#define DARK_FACE3_NAME "dark3.x11"
837#define SMOOTH_FACE_NAME "default_smoothed.111" 788#define SMOOTH_FACE_NAME "default_smoothed.111"
838 789
839/* 790/*
840 * Defines for the luck/random functions to make things more readable 791 * Defines for the luck/random functions to make things more readable
841 */ 792 */
980#define CAN_APPLY_UNAPPLY 0x10 931#define CAN_APPLY_UNAPPLY 0x10
981#define CAN_APPLY_UNAPPLY_MULT 0x20 932#define CAN_APPLY_UNAPPLY_MULT 0x20
982#define CAN_APPLY_UNAPPLY_CHOICE 0x40 933#define CAN_APPLY_UNAPPLY_CHOICE 0x40
983 934
984/* Cut off point of when an object is put on the active list or not */ 935/* Cut off point of when an object is put on the active list or not */
985#define MIN_ACTIVE_SPEED 0.00001 936#define MIN_ACTIVE_SPEED 1e-5
986 937
987/* 938/*
988 * random() is much better than rand(). If you have random(), use it instead. 939 * random() is much better than rand(). If you have random(), use it instead.
989 * You shouldn't need to change any of this 940 * You shouldn't need to change any of this
990 * 941 *
994 * 945 *
995 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
996 * here. 947 * here.
997 */ 948 */
998 949
999#define RANDOM() random() 950#define RANDOM() (rndm.next () & 0x7fffffffU)
1000#define SRANDOM(xyz) srandom(xyz) 951#define SRANDOM(xyz) //TODO, get rid of
1001 952
1002/* Returns the weight of the given object. Note: it does not take the number of 953/* Returns the weight of the given object. Note: it does not take the number of
1003 * items (nrof) into account. 954 * items (nrof) into account.
1004 */ 955 */
1005#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1019#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 970#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1020#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 971#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1021#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 972#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1022#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 973#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1023 974
1024 /* You may uncomment following define to check sanity of code.
1025 * But use as debug only (loses all speed gained by those macros)
1026 */
1027
1028/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1029 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1030
1031
1032
1033
1034
1035
1036
1037/* 975/*
1038 * Warning! 976 * Warning!
1039 * If you add message types here, don't forget 977 * If you add message types here, don't forget
1040 * to keep the client up to date too! 978 * to keep the client up to date too!
1041 */ 979 */
1042
1043 980
1044/* message types */ 981/* message types */
1045#define MSG_TYPE_BOOK 1 982#define MSG_TYPE_BOOK 1
1046#define MSG_TYPE_CARD 2 983#define MSG_TYPE_CARD 2
1047#define MSG_TYPE_PAPER 3 984#define MSG_TYPE_PAPER 3

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