--- deliantra/server/include/define.h 2007/01/07 23:10:43 1.37 +++ deliantra/server/include/define.h 2007/01/20 22:09:52 1.44 @@ -1,26 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * CrossFire, A Multiplayer game + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at crossfire@schmorp.de + */ /* This file is best viewed with a window width of about 100 character */ @@ -34,34 +34,22 @@ #ifndef DEFINE_H #define DEFINE_H -/* - * Crossfire requires ANSI-C, but some compilers "forget" to define it. - * Thus the prototypes made by cextract don't get included correctly. - */ -#if !defined(__STDC__) - -/* Removed # from start of following line. makedepend was picking it up. - * The following should still hopefully result in an error. - */ -error - Your ANSI C compiler should be defining __STDC__; -#endif - #include #define FONTDIR "" #define FONTNAME "" /* Decstations have trouble with fabs()... */ -#define FABS(x) ((x)<0?-(x):(x)) +#define FABS(x) fabs (x) #ifdef __NetBSD__ # include #endif #ifndef MIN -# define MIN(x,y) ((x)<(y)?(x):(y)) +# define MIN(x,y) min (x, y) #endif #ifndef MAX -# define MAX(x,y) ((x)>(y)?(x):(y)) +# define MAX(x,y) max (x, y) #endif /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ @@ -442,14 +430,14 @@ #define FLAG_NO_PICK 8 /* Object can't be picked up */ - /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ +/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ +/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ - /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ - /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ #define FLAG_MONSTER 14 /* Will attack players */ #define FLAG_FRIENDLY 15 /* Will help players */ @@ -464,11 +452,10 @@ #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ - - /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ +/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ - /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ #define FLAG_IDENTIFIED 29 @@ -477,7 +464,6 @@ /* Object reflects from walls (lightning) */ #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ -/* Start of values in flags[1] */ #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ #define FLAG_HITBACK 33 /* Object will hit back when hit */ #define FLAG_STARTEQUIP 34 @@ -498,10 +484,9 @@ #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ - /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ - - /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ +/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ +/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ #define FLAG_PICK_UP 48 /* Can pick up */ #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ @@ -525,7 +510,6 @@ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ -/* Start of values in flags[2] */ #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ #define FLAG_SLEEP 66 /* NPC is sleeping */ @@ -564,9 +548,8 @@ #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ +/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ -/* Start of values in flags[3] */ #define FLAG_NO_STEAL 96 /* Item can't be stolen */ #define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) @@ -583,10 +566,10 @@ #define FLAG_NO_ATTACK 101 /* monster don't attack */ #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ + * load_original_map() */ #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ + * the overlay, and is not subject to + * decay. */ #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ #define FLAG_IS_WATER 107 @@ -594,30 +577,21 @@ #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map -#define NUM_FLAGS 112 /* Should always be equal to the last - * defined flag + 1. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ +#define NUM_FLAGS 113 /* Should always be equal to the last + * defined flag + 1. If you change this, + * make sure you update the flag_links + * in common/loader.l + */ /* Values can go up to 127 before the size of the flags array in the * object structure needs to be enlarged. * So there are 18 available flags slots */ - #define NROFNEWOBJS(xyz) ((xyz)->stats.food) -#if 0 - -/* These should no longer be needed - access move_slow_penalty - * directly. - */ -# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 -#endif - /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. @@ -661,7 +635,7 @@ * */ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ - ( (type != 0) && (ob1->move_type & type) == ob1->move_type) + ((type) && (ob1->move_type & type) == ob1->move_type) #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) @@ -698,8 +672,7 @@ #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 - /* max radii for 'light' object, really +#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really * large values allow objects that can * slow down the game */ #define MAX_DARKNESS 5 /* maximum map darkness, there is no @@ -735,41 +708,23 @@ #define FIRE_POSITIONAL 1 /******************************************************************************/ - /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ - /******************************************************************************/ - /* if your monsters start acting wierd, mail me */ - /******************************************************************************/ - /* the following definitions are for the attack_movement variable in monsters */ - /* if the attack_variable movement is left out of the monster archetype, or is*/ - /* set to zero */ - /* the standard mode of movement from previous versions of crossfire will be */ - /* used. the upper four bits of movement data are not in effect when the monst*/ - /* er has an enemy. these should only be used for non agressive monsters. */ - /* to program a monsters movement add the attack movement numbers to the movem*/ - /* ment numbers example a monster that moves in a circle until attacked and */ - /* then attacks from a distance: */ - /* CIRCLE1 = 32 */ - /* + DISTATT = 1 */ - /* ------------------- */ - /* attack_movement = 33 */ - /******************************************************************************/ #define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ @@ -980,8 +935,8 @@ * here. */ -#define RANDOM() random() -#define SRANDOM(xyz) srandom(xyz) +#define RANDOM() (rndm.next () & 0x7fffffffU) +#define SRANDOM(xyz) //TODO, get rid of /* Returns the weight of the given object. Note: it does not take the number of * items (nrof) into account. @@ -1005,26 +960,12 @@ #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} #define FINISH_FASTCAT(buf__) buf__[0]='\0'; - /* You may uncomment following define to check sanity of code. - * But use as debug only (loses all speed gained by those macros) - */ - -/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ - if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - - - /* * Warning! * If you add message types here, don't forget * to keep the client up to date too! */ - /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2