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Comparing deliantra/server/include/define.h (file contents):
Revision 1.37 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.45 by root, Sat Jan 27 02:19:37 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your 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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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
23*/ 23 */
24 24
25/* 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 */
26 26
27/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
28 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
32 */ 32 */
33 33
34#ifndef DEFINE_H 34#ifndef DEFINE_H
35#define DEFINE_H 35#define DEFINE_H
36 36
37/*
38 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
39 * Thus the prototypes made by cextract don't get included correctly.
40 */
41#if !defined(__STDC__)
42
43/* Removed # from start of following line. makedepend was picking it up.
44 * The following should still hopefully result in an error.
45 */
46error - Your ANSI C compiler should be defining __STDC__;
47#endif
48
49#include <autoconf.h> 37#include <autoconf.h>
50 38
51#define FONTDIR "" 39#define FONTDIR ""
52#define FONTNAME "" 40#define FONTNAME ""
53 41
54/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
55#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
56 44
57#ifdef __NetBSD__ 45#ifdef __NetBSD__
58# include <sys/param.h> 46# include <sys/param.h>
59#endif 47#endif
60#ifndef MIN 48#ifndef MIN
61# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
62#endif 50#endif
63#ifndef MAX 51#ifndef MAX
64# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
65#endif 53#endif
66 54
67/*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*/
68#ifndef NAME_MAX 56#ifndef NAME_MAX
69# define NAME_MAX 255 57# define NAME_MAX 255
440#define FLAG_USE_SHIELD 7 428#define FLAG_USE_SHIELD 7
441 /* Can this creature use a shield? */ 429 /* Can this creature use a shield? */
442 430
443#define FLAG_NO_PICK 8 /* Object can't be picked up */ 431#define FLAG_NO_PICK 8 /* Object can't be picked up */
444 432
445 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 433/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
446
447 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 434/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
435
448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 436#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
449 437
450 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 438/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
451
452 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 439/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
440
453#define FLAG_MONSTER 14 /* Will attack players */ 441#define FLAG_MONSTER 14 /* Will attack players */
454#define FLAG_FRIENDLY 15 /* Will help players */ 442#define FLAG_FRIENDLY 15 /* Will help players */
455 443
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 444#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 445#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 450#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 451#define FLAG_CAN_ROLL 22 /* Object can be rolled */
464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 452#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 453#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
466 454
467 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 455/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
468
469 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 456/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
470
471 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 457/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
458
472#define FLAG_IS_USED_UP 28 459#define FLAG_IS_USED_UP 28
473 /* When (--food<0) the object will exit */ 460 /* When (--food<0) the object will exit */
474#define FLAG_IDENTIFIED 29 461#define FLAG_IDENTIFIED 29
475 /* Player knows full info about item */ 462 /* Player knows full info about item */
476#define FLAG_REFLECTING 30 463#define FLAG_REFLECTING 30
477 /* Object reflects from walls (lightning) */ 464 /* Object reflects from walls (lightning) */
478#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 465#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
479 466
480/* Start of values in flags[1] */
481#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 467#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
482#define FLAG_HITBACK 33 /* Object will hit back when hit */ 468#define FLAG_HITBACK 33 /* Object will hit back when hit */
483#define FLAG_STARTEQUIP 34 469#define FLAG_STARTEQUIP 34
484 /* Object was given to player at start */ 470 /* Object was given to player at start */
485#define FLAG_BLOCKSVIEW 35 471#define FLAG_BLOCKSVIEW 35
496#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 482#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
497#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 483#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
498#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 484#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 but can still attack at a distance */ 485 but can still attack at a distance */
500 486
501 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 487/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
502 thru this object as if it wasn't there */ 488 thru this object as if it wasn't there */
503 489/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
505 490
506#define FLAG_PICK_UP 48 /* Can pick up */ 491#define FLAG_PICK_UP 48 /* Can pick up */
507#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 492#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
508#define FLAG_NO_DROP 50 /* Object can't be dropped */ 493#define FLAG_NO_DROP 50 /* Object can't be dropped */
509#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 494#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
523#define FLAG_READY_BOW 60 /* not implemented yet */ 508#define FLAG_READY_BOW 60 /* not implemented yet */
524#define FLAG_XRAYS 61 /* X-ray vision */ 509#define FLAG_XRAYS 61 /* X-ray vision */
525#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 510#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
526#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 511#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
527 512
528/* Start of values in flags[2] */
529#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 513#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 514#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
531#define FLAG_SLEEP 66 /* NPC is sleeping */ 515#define FLAG_SLEEP 66 /* NPC is sleeping */
532#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 516#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
533#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 517#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
562#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 546#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
563#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 547#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
564#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 548#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
565#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 549#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
566 550
567 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 551/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
568 552
569/* Start of values in flags[3] */
570#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 553#define FLAG_NO_STEAL 96 /* Item can't be stolen */
571#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 554#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
572 * away (replaces ghosthit) 555 * away (replaces ghosthit)
573 */ 556 */
574#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 557#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
581 object */ 564 object */
582#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 565#define FLAG_NEUTRAL 100 /* monster is from type neutral */
583#define FLAG_NO_ATTACK 101 /* monster don't attack */ 566#define FLAG_NO_ATTACK 101 /* monster don't attack */
584#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 567#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
585#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 568#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
586 * load_original_map() */ 569 * load_original_map() */
587#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 570#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
588 * the overlay, and is not subject to 571 * the overlay, and is not subject to
589 * decay. */ 572 * decay. */
590#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 573#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
591#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 574#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
592#define FLAG_IS_WATER 107 575#define FLAG_IS_WATER 107
593#define FLAG_CONTENT_ON_GEN 108 576#define FLAG_CONTENT_ON_GEN 108
594#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 577#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
595#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 578#define FLAG_IS_BUILDABLE 110 /* Can build on item */
596#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 579#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
580#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
597 581
598#define NUM_FLAGS 112 /* Should always be equal to the last 582#define NUM_FLAGS 113 /* Should always be equal to the last
599 * defined flag + 1. If you change this, 583 * defined flag + 1. If you change this,
600 * make sure you update the flag_links 584 * make sure you update the flag_links
601 * in common/loader.l 585 * in common/loader.l
602 */ 586 */
603 587
604/* Values can go up to 127 before the size of the flags array in the 588/* Values can go up to 127 before the size of the flags array in the
605 * object structure needs to be enlarged. 589 * object structure needs to be enlarged.
606 * So there are 18 available flags slots 590 * So there are 18 available flags slots
607 */ 591 */
608 592
609
610#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 593#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
611
612#if 0
613
614/* These should no longer be needed - access move_slow_penalty
615 * directly.
616 */
617# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
618# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
619#endif
620 594
621/* If you add new movement types, you may need to update 595/* If you add new movement types, you may need to update
622 * describe_item() so properly describe those types. 596 * describe_item() so properly describe those types.
623 * change_abil() probably should be updated also. 597 * change_abil() probably should be updated also.
624 */ 598 */
659 * Add check - if type is 0, don't stop anything from moving 633 * Add check - if type is 0, don't stop anything from moving
660 * onto it. 634 * onto it.
661 * 635 *
662 */ 636 */
663#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 637#define OB_TYPE_MOVE_BLOCK(ob1, type) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 638 ((type) && (ob1->move_type & type) == ob1->move_type)
665 639
666 640
667#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 641#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 642#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 643#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
696#define EXIT_Y(xyz) (xyz)->stats.sp 670#define EXIT_Y(xyz) (xyz)->stats.sp
697#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 671#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
698#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 672#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
699 673
700/* for use by the lighting code */ 674/* for use by the lighting code */
701#define MAX_LIGHT_RADII 4 675#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
702 /* max radii for 'light' object, really
703 * large values allow objects that can 676 * large values allow objects that can
704 * slow down the game */ 677 * slow down the game */
705#define MAX_DARKNESS 5 /* maximum map darkness, there is no 678#define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */ 679 * practical reason to exceed this */
707#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 680#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
733#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 706#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
734#define FIRE_DIRECTIONAL 0 707#define FIRE_DIRECTIONAL 0
735#define FIRE_POSITIONAL 1 708#define FIRE_POSITIONAL 1
736 709
737/******************************************************************************/ 710/******************************************************************************/
738
739/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 711/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
740
741/******************************************************************************/ 712/******************************************************************************/
742
743/* if your monsters start acting wierd, mail me */ 713/* if your monsters start acting wierd, mail me */
744
745/******************************************************************************/ 714/******************************************************************************/
746
747/* the following definitions are for the attack_movement variable in monsters */ 715/* the following definitions are for the attack_movement variable in monsters */
748
749/* if the attack_variable movement is left out of the monster archetype, or is*/ 716/* if the attack_variable movement is left out of the monster archetype, or is*/
750
751/* set to zero */ 717/* set to zero */
752
753/* the standard mode of movement from previous versions of crossfire will be */ 718/* the standard mode of movement from previous versions of crossfire will be */
754
755/* used. the upper four bits of movement data are not in effect when the monst*/ 719/* used. the upper four bits of movement data are not in effect when the monst*/
756
757/* er has an enemy. these should only be used for non agressive monsters. */ 720/* er has an enemy. these should only be used for non agressive monsters. */
758
759/* to program a monsters movement add the attack movement numbers to the movem*/ 721/* to program a monsters movement add the attack movement numbers to the movem*/
760
761/* ment numbers example a monster that moves in a circle until attacked and */ 722/* ment numbers example a monster that moves in a circle until attacked and */
762
763/* then attacks from a distance: */ 723/* then attacks from a distance: */
764
765/* CIRCLE1 = 32 */ 724/* CIRCLE1 = 32 */
766
767/* + DISTATT = 1 */ 725/* + DISTATT = 1 */
768
769/* ------------------- */ 726/* ------------------- */
770
771/* attack_movement = 33 */ 727/* attack_movement = 33 */
772
773/******************************************************************************/ 728/******************************************************************************/
774#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 729#define DISTATT 1 /* move toward a player if far, but mantain some space, */
775 /* attack from a distance - good for missile users only */ 730 /* attack from a distance - good for missile users only */
776#define RUNATT 2 /* run but attack if player catches up to object */ 731#define RUNATT 2 /* run but attack if player catches up to object */
777#define HITRUN 3 /* run to then hit player then run away cyclicly */ 732#define HITRUN 3 /* run to then hit player then run away cyclicly */
966#define CAN_APPLY_UNAPPLY_CHOICE 0x40 921#define CAN_APPLY_UNAPPLY_CHOICE 0x40
967 922
968/* Cut off point of when an object is put on the active list or not */ 923/* Cut off point of when an object is put on the active list or not */
969#define MIN_ACTIVE_SPEED 1e-5 924#define MIN_ACTIVE_SPEED 1e-5
970 925
971/* 926#define RANDOM() (rndm.next () & 0xffffffU)
972 * random() is much better than rand(). If you have random(), use it instead. 927#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
973 * You shouldn't need to change any of this
974 *
975 * 0.93.3: It looks like linux has random (previously, it was set below
976 * to use rand). Perhaps old version of linux lack rand? IF you run into
977 * problems, add || defined(__linux__) the #if immediately below.
978 *
979 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
980 * here.
981 */
982
983#define RANDOM() random()
984#define SRANDOM(xyz) srandom(xyz)
985 928
986/* Returns the weight of the given object. Note: it does not take the number of 929/* Returns the weight of the given object. Note: it does not take the number of
987 * items (nrof) into account. 930 * items (nrof) into account.
988 */ 931 */
989#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 932#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1003#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 946#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1004#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 947#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1005#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 948#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1006#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 949#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1007 950
1008 /* You may uncomment following define to check sanity of code.
1009 * But use as debug only (loses all speed gained by those macros)
1010 */
1011
1012/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1013 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1014
1015
1016
1017
1018
1019
1020
1021/* 951/*
1022 * Warning! 952 * Warning!
1023 * If you add message types here, don't forget 953 * If you add message types here, don't forget
1024 * to keep the client up to date too! 954 * to keep the client up to date too!
1025 */ 955 */
1026
1027 956
1028/* message types */ 957/* message types */
1029#define MSG_TYPE_BOOK 1 958#define MSG_TYPE_BOOK 1
1030#define MSG_TYPE_CARD 2 959#define MSG_TYPE_CARD 2
1031#define MSG_TYPE_PAPER 3 960#define MSG_TYPE_PAPER 3

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