ID:2371109
 
Resolved
The const vars in stddef.dm have been changed to #define statements.
Applies to:Dream Maker
Status: Resolved (512.1447)

This issue has been resolved.
/////////////////////
// ENABLE THE BUG ///
/////////////////////
#define BUGMEBABY TRUE

#if BUGMEBABY
// This needs to be defined above to be accessed within the preprocessor at the moment.
#define TRUE 1
#define FALSE 0
#endif

// [Edit] TRUE & FALSE seem to be var/const instead of #define, wouldn't it make sense to use #define TRUE 1 & #define FALSE 0 in stddef.dm?

Proposed change to:

stddef.dm
// directions
var/const
NORTH = 1
SOUTH = 2
EAST = 4
WEST = 8
NORTHEAST = 5
NORTHWEST = 9
SOUTHEAST = 6
SOUTHWEST = 10
UP = 16
DOWN = 32
// eye and sight
var/const
BLIND = 1
SEE_MOBS = 4
SEE_OBJS = 8
SEE_TURFS = 16
SEE_SELF = 32
SEE_INFRA = 64
SEE_PIXELS = 256
SEE_THRU = 512
SEE_BLACKNESS = 1024
#define SEEINVIS 2
#define SEEMOBS 4
#define SEEOBJS 8
#define SEETURFS 16
var/const
MOB_PERSPECTIVE = 0
EYE_PERSPECTIVE = 1
EDGE_PERSPECTIVE = 2
// layers
var/const
FLOAT_LAYER = -1
AREA_LAYER = 1
TURF_LAYER = 2
OBJ_LAYER = 3
MOB_LAYER = 4
FLY_LAYER = 5
EFFECTS_LAYER = 5000
TOPDOWN_LAYER = 10000
BACKGROUND_LAYER = 20000
FLOAT_PLANE = -32767
// map formats
var/const
TOPDOWN_MAP = 0
ISOMETRIC_MAP = 1
SIDE_MAP = 2
TILED_ICON_MAP = 32768
// gliding
#define NO_STEPS 0
#define FORWARD_STEPS 1
#define SLIDE_STEPS 2
#define SYNC_STEPS 3
// appearance_flags
#define LONG_GLIDE 1
#define RESET_COLOR 2
#define RESET_ALPHA 4
#define RESET_TRANSFORM 8
#define NO_CLIENT_COLOR 16
#define KEEP_TOGETHER 32
#define KEEP_APART 64
#define PLANE_MASTER 128
#define TILE_BOUND 256
#define PIXEL_SCALE 512
var/const
TRUE = 1
FALSE = 0
var/const
MALE = "male"
FEMALE = "female"
NEUTER = "neuter"
PLURAL = "plural"
var/const
MOUSE_INACTIVE_POINTER = 0
MOUSE_ACTIVE_POINTER = 1
MOUSE_DRAG_POINTER = 3
MOUSE_DROP_POINTER = 4
MOUSE_ARROW_POINTER = 5
MOUSE_CROSSHAIRS_POINTER = 6
MOUSE_HAND_POINTER = 7
var/const
MOUSE_LEFT_BUTTON = 1
MOUSE_RIGHT_BUTTON = 2
MOUSE_MIDDLE_BUTTON = 4
MOUSE_CTRL_KEY = 8
MOUSE_SHIFT_KEY = 16
MOUSE_ALT_KEY = 32
#define CONTROL_FREAK_ALL 1
#define CONTROL_FREAK_SKIN 2
#define CONTROL_FREAK_MACROS 4
var/const
MS_WINDOWS = "MS Windows"
UNIX = "UNIX"
#define ASSERT(c) if(!(c)) {CRASH("[__FILE__]:[__LINE__]:Assertion Failed: [#c]"); }
#define _DM_datum 0x001
#define _DM_atom 0x002
#define _DM_movable 0x004
#define _DM_sound 0x020
#define _DM_image 0x040
#define _DM_Icon 0x100
#define _DM_RscFile 0x200
#define _DM_Matrix 0x400
#define _DM_Database 0x1000
#define _DM_Regex 0x2000
#define _DM_Special 0x4000

// sound
var/const
SOUND_MUTE = 1
SOUND_PAUSED = 2
SOUND_STREAM = 4
SOUND_UPDATE = 16
sound
var
file
repeat
wait
channel
frequency = 0
pan = 0
volume = 100
priority = 0
status = 0
environment = -1
echo
x = 0; y = 0; z = 0
falloff = 1
_dm_interface = _DM_datum|_DM_sound|_DM_RscFile
New(file,repeat,wait,channel,volume=100)
src.file = istype(file,/list) ? file : fcopy_rsc(file)
src.repeat = repeat
src.wait = wait
src.channel = channel
src.volume = volume
return ..()
proc
RscFile()
return file

// icons
#define ICON_ADD 0
#define ICON_SUBTRACT 1
#define ICON_MULTIPLY 2
#define ICON_OVERLAY 3
#define ICON_AND 4
#define ICON_OR 5
#define ICON_UNDERLAY 6
icon
_dm_interface = _DM_datum|_DM_Icon|_DM_RscFile
var/icon
New(icon,icon_state,dir,frame,moving)
src.icon = _dm_new_icon(icon,icon_state,dir,frame,moving)
proc
Icon()
return icon
RscFile()
return fcopy_rsc(icon)
IconStates(mode=0)
return icon_states(icon,mode)
Turn(angle,antialias)
if(antialias) _dm_turn_icon(icon,angle,1)
else _dm_turn_icon(icon,angle)
Flip(dir)
_dm_flip_icon(icon,dir)
Shift(dir,offset,wrap)
_dm_shift_icon(icon,dir,offset,wrap)
SetIntensity(r,g=-1,b=-1)
_dm_icon_intensity(icon,r,g,b)
Blend(icon,f,x=1,y=1)
_dm_icon_blend(src.icon,icon,f,x,y)
SwapColor(o,n)
_dm_icon_swap_color(icon,o,n)
DrawBox(c,x1,y1,x2,y2)
_dm_icon_draw_box(icon,c,x1,y1,x2,y2)
Insert(new_icon,icon_state,dir,frame,moving,delay)
_dm_icon_insert(icon,new_icon,icon_state,dir,frame,moving,delay)
MapColors(a,b,c,d,e,f,g,h,i,j=0,k=0,l=0)
if(istext(a))
if(!e) _dm_icon_map_colors(icon,a,b,c,d)
else _dm_icon_map_colors(icon,a,b,c,d,e)
else if(args.len <= 12) _dm_icon_map_colors(icon,a,b,c,d,e,f,g,h,i,j,k,l)
else _dm_icon_map_colors(icon,a,b,c,d,e,f,g,h,i,j,k,l,args[13],args[14],args[15],args[16],args[17],args[18],args[19],args[20])
Scale(x,y)
_dm_icon_scale(icon,x,y)
Crop(x1,y1,x2,y2)
_dm_icon_crop(icon,x1,y1,x2,y2)
GetPixel(x,y,icon_state,dir,frame,moving)
return _dm_icon_getpixel(icon,x,y,icon_state,dir,frame,moving)
Width()
return _dm_icon_size(icon,1)
Height()
return _dm_icon_size(icon,2)

// matrix
#define MATRIX_COPY 0
#define MATRIX_MULTIPLY 1
#define MATRIX_ADD 2
#define MATRIX_SUBTRACT 3
#define MATRIX_INVERT 4
#define MATRIX_ROTATE 5
#define MATRIX_SCALE 6
#define MATRIX_TRANSLATE 7
#define MATRIX_INTERPOLATE 8
#define MATRIX_MODIFY 128
matrix
var/a=1,b=0,c=0,d=0,e=1,f=0
_dm_interface = _DM_datum|_DM_Matrix
New(m)
if(args.len == 6)
a = m; b = args[2]; c = args[3]; src.d = args[4]; src.e = args[5]; src.f = args[6]
else if(m) matrix(src,m,MATRIX_COPY|MATRIX_MODIFY)
proc
Multiply(m) return matrix(src,m,MATRIX_MULTIPLY|MATRIX_MODIFY)
Add(m) return matrix(src,m,MATRIX_ADD|MATRIX_MODIFY)
Subtract(m) return matrix(src,m,MATRIX_SUBTRACT|MATRIX_MODIFY)
Invert() return matrix(src,MATRIX_INVERT|MATRIX_MODIFY)
Turn(a) return matrix(src,a,MATRIX_ROTATE|MATRIX_MODIFY)
Scale(x,y)
if(isnull(y)) y = x
return matrix(src,x,y,MATRIX_SCALE|MATRIX_MODIFY)
Translate(x,y)
if(isnull(y)) y = x
return matrix(src,x,y,MATRIX_TRANSLATE|MATRIX_MODIFY)
Interpolate(m2,t)
return matrix(src,m2,t,MATRIX_INTERPOLATE)

// animation easing
#define LINEAR_EASING 0
#define SINE_EASING 1
#define CIRCULAR_EASING 2
#define CUBIC_EASING 3
#define BOUNCE_EASING 4
#define ELASTIC_EASING 5
#define BACK_EASING 6
#define QUAD_EASING 7
#define EASE_IN 64
#define EASE_OUT 128

// animation flags
#define ANIMATION_END_NOW 1
#define ANIMATION_LINEAR_TRANSFORM 2
#define ANIMATION_PARALLEL 4
#define ANIMATION_RELATIVE 256

// blend_mode
var/const
BLEND_DEFAULT = 0
BLEND_OVERLAY = 1
BLEND_ADD = 2
BLEND_SUBTRACT = 3
BLEND_MULTIPLY = 4

// Database
#define DATABASE_OPEN 0
#define DATABASE_CLOSE 1
#define DATABASE_ERROR_CODE 2
#define DATABASE_ERROR 3
#define DATABASE_QUERY_CLEAR 4
#define DATABASE_QUERY_ADD 5
#define DATABASE_QUERY_EXEC 8
#define DATABASE_QUERY_NEXT 9
#define DATABASE_QUERY_ABORT 10
#define DATABASE_QUERY_RESET 11
#define DATABASE_QUERY_ROWS_AFFECTED 12
#define DATABASE_ROW_COLUMN_NAMES 16
#define DATABASE_ROW_COLUMN_VALUE 17
#define DATABASE_ROW_LIST 18
database
_dm_interface = _DM_datum|_DM_Database
var/_binobj
New(filename)
if(filename) Open(filename)
proc/Open(filename)
_dm_database(src, DATABASE_OPEN, filename)
proc/Close()
_dm_database(src, DATABASE_CLOSE)
proc/Error()
return _dm_database(src, DATABASE_ERROR_CODE)
proc/ErrorMsg()
return _dm_database(src, DATABASE_ERROR)
query
var/database/database
New(query)
_dm_database(src, DATABASE_QUERY_ADD, (args.len>1 ? args : query))
Open()
proc/Clear()
_dm_database(src, DATABASE_QUERY_CLEAR)
proc/Add(query)
_dm_database(src, DATABASE_QUERY_ADD, (args.len>1 ? args : query))
proc/Execute(database/database)
if(database && !istype(database)) database = new(database)
src.database=(database||src.database)
return _dm_database(src, DATABASE_QUERY_EXEC, src.database)
proc/NextRow()
return _dm_database(src, DATABASE_QUERY_NEXT)
proc/RowsAffected()
return _dm_database(src, DATABASE_QUERY_ROWS_AFFECTED)
Close()
return _dm_database(src, DATABASE_QUERY_ABORT)
proc/Reset()
return _dm_database(src, DATABASE_QUERY_RESET)
proc/Columns(column)
return _dm_database(src, DATABASE_ROW_COLUMN_NAMES, (isnum(column) ? column-1 : column))
proc/GetColumn(column)
return _dm_database(src, DATABASE_ROW_COLUMN_VALUE, column-1)
proc/GetRowData()
return _dm_database(src, DATABASE_ROW_LIST)

exception
var/name,desc,file,line
New(name,file,line) // not called by regular crashes
src.name=name
src.file=file
src.line=line
#define EXCEPTION(m) new/exception((m),__FILE__,__LINE__)

#define REGEX_QUOTE(a) regex((a), 1)
#define REGEX_QUOTE_REPLACEMENT(a) regex((a), 2)
regex
_dm_interface = _DM_datum|_DM_Regex
var/name
var/flags
var/_binobj
var/text // last text checked
var/match // last match
var/list/group // list of groups in last match
var/index // index of last match
var/next // index to search next
New(text, flags)
regex(src, text, flags)
proc/Find(text, start=1, end)
return findtext(text, src, start, end)
proc/Replace(text, rep, start=1, end)
return replacetext(text, src, rep, start, end)

mutable_appearance
parent_type = /image
_dm_interface = _DM_datum|_DM_image|_DM_Special
New stddefs:

// directions
#define NORTH 1
#define SOUTH 2
#define EAST 4
#define WEST 8
#define NORTHEAST 5
#define NORTHWEST 9
#define SOUTHEAST 6
#define SOUTHWEST 10
#define UP 16
#define DOWN 32
// eye and sight
#define BLIND 1
#define SEE_MOBS 4
#define SEE_OBJS 8
#define SEE_TURFS 16
#define SEE_SELF 32
#define SEE_INFRA 64
#define SEE_PIXELS 256
#define SEE_THRU 512
#define SEE_BLACKNESS 1024

#define SEEINVIS 2
#define SEEMOBS 4
#define SEEOBJS 8
#define SEETURFS 16

#define MOB_PERSPECTIVE 0
#define EYE_PERSPECTIVE 1
#define EDGE_PERSPECTIVE 2
// layers
#define FLOAT_LAYER -1
#define AREA_LAYER 1
#define TURF_LAYER 2
#define OBJ_LAYER 3
#define MOB_LAYER 4
#define FLY_LAYER 5
#define EFFECTS_LAYER 5000
#define TOPDOWN_LAYER 10000
#define BACKGROUND_LAYER 20000
#define FLOAT_PLANE -32767
// map formats
#define TOPDOWN_MAP 0
#define ISOMETRIC_MAP 1
#define SIDE_MAP 2
#define TILED_ICON_MAP 32768
// gliding
#define NO_STEPS 0
#define FORWARD_STEPS 1
#define SLIDE_STEPS 2
#define SYNC_STEPS 3
// appearance_flags
#define LONG_GLIDE 1
#define RESET_COLOR 2
#define RESET_ALPHA 4
#define RESET_TRANSFORM 8
#define NO_CLIENT_COLOR 16
#define KEEP_TOGETHER 32
#define KEEP_APART 64
#define PLANE_MASTER 128
#define TILE_BOUND 256
#define PIXEL_SCALE 512

#define TRUE 1
#define FALSE 0

#define MALE "male"
#define FEMALE "female"
#define NEUTER "neuter"
#define PLURAL "plural"

#define MOUSE_INACTIVE_POINTER 0
#define MOUSE_ACTIVE_POINTER 1
#define MOUSE_DRAG_POINTER 3
#define MOUSE_DROP_POINTER 4
#define MOUSE_ARROW_POINTER 5
#define MOUSE_CROSSHAIRS_POINTER 6
#define MOUSE_HAND_POINTER 7

#define MOUSE_LEFT_BUTTON 1
#define MOUSE_RIGHT_BUTTON 2
#define MOUSE_MIDDLE_BUTTON 4
#define MOUSE_CTRL_KEY 8
#define MOUSE_SHIFT_KEY 16
#define MOUSE_ALT_KEY 32

#define CONTROL_FREAK_ALL 1
#define CONTROL_FREAK_SKIN 2
#define CONTROL_FREAK_MACROS 4

#define MS_WINDOWS "MS Windows"
#define UNIX "UNIX"

#define ASSERT(c) if(!(c)) {CRASH("[__FILE__]:[__LINE__]:Assertion Failed: [#c]"); }
#define _DM_datum 0x001
#define _DM_atom 0x002
#define _DM_movable 0x004
#define _DM_sound 0x020
#define _DM_image 0x040
#define _DM_Icon 0x100
#define _DM_RscFile 0x200
#define _DM_Matrix 0x400
#define _DM_Database 0x1000
#define _DM_Regex 0x2000
#define _DM_Special 0x4000

// sound
#define SOUND_MUTE 1
#define SOUND_PAUSED 2
#define SOUND_STREAM 4
#define SOUND_UPDATE 16
sound
var
file
repeat
wait
channel
frequency = 0
pan = 0
volume = 100
priority = 0
status = 0
environment = -1
echo
x = 0; y = 0; z = 0
falloff = 1
_dm_interface = _DM_datum|_DM_sound|_DM_RscFile
New(file,repeat,wait,channel,volume=100)
src.file = istype(file,/list) ? file : fcopy_rsc(file)
src.repeat = repeat
src.wait = wait
src.channel = channel
src.volume = volume
return ..()
proc
RscFile()
return file

// icons
#define ICON_ADD 0
#define ICON_SUBTRACT 1
#define ICON_MULTIPLY 2
#define ICON_OVERLAY 3
#define ICON_AND 4
#define ICON_OR 5
#define ICON_UNDERLAY 6
icon
_dm_interface = _DM_datum|_DM_Icon|_DM_RscFile
var/icon
New(icon,icon_state,dir,frame,moving)
src.icon = _dm_new_icon(icon,icon_state,dir,frame,moving)
proc
Icon()
return icon
RscFile()
return fcopy_rsc(icon)
IconStates(mode=0)
return icon_states(icon,mode)
Turn(angle,antialias)
if(antialias) _dm_turn_icon(icon,angle,1)
else _dm_turn_icon(icon,angle)
Flip(dir)
_dm_flip_icon(icon,dir)
Shift(dir,offset,wrap)
_dm_shift_icon(icon,dir,offset,wrap)
SetIntensity(r,g=-1,b=-1)
_dm_icon_intensity(icon,r,g,b)
Blend(icon,f,x=1,y=1)
_dm_icon_blend(src.icon,icon,f,x,y)
SwapColor(o,n)
_dm_icon_swap_color(icon,o,n)
DrawBox(c,x1,y1,x2,y2)
_dm_icon_draw_box(icon,c,x1,y1,x2,y2)
Insert(new_icon,icon_state,dir,frame,moving,delay)
_dm_icon_insert(icon,new_icon,icon_state,dir,frame,moving,delay)
MapColors(a,b,c,d,e,f,g,h,i,j=0,k=0,l=0)
if(istext(a))
if(!e) _dm_icon_map_colors(icon,a,b,c,d)
else _dm_icon_map_colors(icon,a,b,c,d,e)
else if(args.len <= 12) _dm_icon_map_colors(icon,a,b,c,d,e,f,g,h,i,j,k,l)
else _dm_icon_map_colors(icon,a,b,c,d,e,f,g,h,i,j,k,l,args[13],args[14],args[15],args[16],args[17],args[18],args[19],args[20])
Scale(x,y)
_dm_icon_scale(icon,x,y)
Crop(x1,y1,x2,y2)
_dm_icon_crop(icon,x1,y1,x2,y2)
GetPixel(x,y,icon_state,dir,frame,moving)
return _dm_icon_getpixel(icon,x,y,icon_state,dir,frame,moving)
Width()
return _dm_icon_size(icon,1)
Height()
return _dm_icon_size(icon,2)

// matrix
#define MATRIX_COPY 0
#define MATRIX_MULTIPLY 1
#define MATRIX_ADD 2
#define MATRIX_SUBTRACT 3
#define MATRIX_INVERT 4
#define MATRIX_ROTATE 5
#define MATRIX_SCALE 6
#define MATRIX_TRANSLATE 7
#define MATRIX_INTERPOLATE 8
#define MATRIX_MODIFY 128
matrix
var/a=1,b=0,c=0,d=0,e=1,f=0
_dm_interface = _DM_datum|_DM_Matrix
New(m)
if(args.len == 6)
a = m; b = args[2]; c = args[3]; src.d = args[4]; src.e = args[5]; src.f = args[6]
else if(m) matrix(src,m,MATRIX_COPY|MATRIX_MODIFY)
proc
Multiply(m) return matrix(src,m,MATRIX_MULTIPLY|MATRIX_MODIFY)
Add(m) return matrix(src,m,MATRIX_ADD|MATRIX_MODIFY)
Subtract(m) return matrix(src,m,MATRIX_SUBTRACT|MATRIX_MODIFY)
Invert() return matrix(src,MATRIX_INVERT|MATRIX_MODIFY)
Turn(a) return matrix(src,a,MATRIX_ROTATE|MATRIX_MODIFY)
Scale(x,y)
if(isnull(y)) y = x
return matrix(src,x,y,MATRIX_SCALE|MATRIX_MODIFY)
Translate(x,y)
if(isnull(y)) y = x
return matrix(src,x,y,MATRIX_TRANSLATE|MATRIX_MODIFY)
Interpolate(m2,t)
return matrix(src,m2,t,MATRIX_INTERPOLATE)

// animation easing
#define LINEAR_EASING 0
#define SINE_EASING 1
#define CIRCULAR_EASING 2
#define CUBIC_EASING 3
#define BOUNCE_EASING 4
#define ELASTIC_EASING 5
#define BACK_EASING 6
#define QUAD_EASING 7
#define EASE_IN 64
#define EASE_OUT 128

// animation flags
#define ANIMATION_END_NOW 1
#define ANIMATION_LINEAR_TRANSFORM 2
#define ANIMATION_PARALLEL 4
#define ANIMATION_RELATIVE 256

// blend_mode
#define BLEND_DEFAULT 0
#define BLEND_OVERLAY 1
#define BLEND_ADD 2
#define BLEND_SUBTRACT 3
#define BLEND_MULTIPLY 4

// Database
#define DATABASE_OPEN 0
#define DATABASE_CLOSE 1
#define DATABASE_ERROR_CODE 2
#define DATABASE_ERROR 3
#define DATABASE_QUERY_CLEAR 4
#define DATABASE_QUERY_ADD 5
#define DATABASE_QUERY_EXEC 8
#define DATABASE_QUERY_NEXT 9
#define DATABASE_QUERY_ABORT 10
#define DATABASE_QUERY_RESET 11
#define DATABASE_QUERY_ROWS_AFFECTED 12
#define DATABASE_ROW_COLUMN_NAMES 16
#define DATABASE_ROW_COLUMN_VALUE 17
#define DATABASE_ROW_LIST 18

database
_dm_interface = _DM_datum|_DM_Database
var/_binobj
New(filename)
if(filename) Open(filename)
proc/Open(filename)
_dm_database(src, DATABASE_OPEN, filename)
proc/Close()
_dm_database(src, DATABASE_CLOSE)
proc/Error()
return _dm_database(src, DATABASE_ERROR_CODE)
proc/ErrorMsg()
return _dm_database(src, DATABASE_ERROR)
query
var/database/database
New(query)
_dm_database(src, DATABASE_QUERY_ADD, (args.len>1 ? args : query))
Open()
proc/Clear()
_dm_database(src, DATABASE_QUERY_CLEAR)
proc/Add(query)
_dm_database(src, DATABASE_QUERY_ADD, (args.len>1 ? args : query))
proc/Execute(database/database)
if(database && !istype(database)) database = new(database)
src.database=(database||src.database)
return _dm_database(src, DATABASE_QUERY_EXEC, src.database)
proc/NextRow()
return _dm_database(src, DATABASE_QUERY_NEXT)
proc/RowsAffected()
return _dm_database(src, DATABASE_QUERY_ROWS_AFFECTED)
Close()
return _dm_database(src, DATABASE_QUERY_ABORT)
proc/Reset()
return _dm_database(src, DATABASE_QUERY_RESET)
proc/Columns(column)
return _dm_database(src, DATABASE_ROW_COLUMN_NAMES, (isnum(column) ? column-1 : column))
proc/GetColumn(column)
return _dm_database(src, DATABASE_ROW_COLUMN_VALUE, column-1)
proc/GetRowData()
return _dm_database(src, DATABASE_ROW_LIST)

exception
var/name,desc,file,line
New(name,file,line) // not called by regular crashes
src.name=name
src.file=file
src.line=line
#define EXCEPTION(m) new/exception((m),__FILE__,__LINE__)

#define REGEX_QUOTE(a) regex((a), 1)
#define REGEX_QUOTE_REPLACEMENT(a) regex((a), 2)
regex
_dm_interface = _DM_datum|_DM_Regex
var/name
var/flags
var/_binobj
var/text // last text checked
var/match // last match
var/list/group // list of groups in last match
var/index // index of last match
var/next // index to search next
New(text, flags)
regex(src, text, flags)
proc/Find(text, start=1, end)
return findtext(text, src, start, end)
proc/Replace(text, rep, start=1, end)
return replacetext(text, src, rep, start, end)

mutable_appearance
parent_type = /image
_dm_interface = _DM_datum|_DM_image|_DM_Special
Seems like a back-compat hazard. Other than MAYBE TRUE and FALSE, what else could you possibly be wanting to do preprocessor logic on?
Seems like a back-compat hazard.

After the code has been compiled, it shouldn't really make a difference. Old DME files should probably still keep those global constants around, but again, version-locking can get rid of them.

The only issue is savefile compatability, but that can also be version-checked where savefiles with the old version prefix will just be aware of the old constants mapped to the new literals.

For current code, it won't make a whit of difference. Most of these constants have been the same for 20 years. Keeping them mutable because they could change runs counter to the fact that they have always been solid, and really haven't changed. Hell, even a big ol' chunk of old code doesn't compile properly today. Compatability has always been something that's taken up way too much headspace for really no reason.
I feel your point on the compatability, but if these constants haven't changed why would you need to gate preprocessor logic on them?
Global const var lookup may be one of the fastest var lookup types, its still a var lookup, its still overhead that compiled in numbers don't have, and the seemingly random way they switch between being consts and defines has always made it hard to know what values can be used where.

Switching to defines would bring a performance boost as well as a consistency boost.
In response to SpaceManiac
SpaceManiac wrote:
I feel your point on the compatability, but if these constants haven't changed why would you need to gate preprocessor logic on them?

var/const
NORTH = 1
SOUTH = 2
EAST = 4
WEST = 8
NORTHEAST = 5
NORTHWEST = 9
SOUTHEAST = 6
SOUTHWEST = 10
UP = 16
DOWN = 32


Because using NORTHEAST|UP in a preprocessor is more readable than 21, in that it shows what 21 actually corresponds to, and if the readable solution is less performant at runtime than the unreadable one, it had better be for a good reason.

You just agreed that it isn't.
When would you need to use NORTHEAST|UP in an #if though? Note that it works fine in a #define because it will be expanded and resolved later.

The performance concern makes sense. If making these defines makes things faster I approve.
When would you need to use NORTHEAST|UP in an #if though? Note that it works fine in a #define because it will be expanded and resolved later.

That wasn't what I was getting at. I was pointing out that the readable solution being less performant was stupid unless there was good reason for it. There isn't.
Is either state of being more or less readable? If it's less performant for no good reason it should be changed but "I want to use TRUE in #if" alone does not justify the change IMO.
Okay, cleverbot.
In response to SpaceManiac
SpaceManiac wrote:
"I want to use TRUE in #if" alone does not justify the change IMO.

I'm here for the performance, and to me it's common sense that TRUE/FALSE should be defined, not var/const.
There's a lot of logic to this. The main thing I need to do is look at how old savefiles behave with these constants to see if I need to make any changes for version awareness.
Lummox JR resolved issue with message:
The const vars in stddef.dm have been changed to #define statements.
When I looked into this I tried saving to see if the const vars showed up in the file, and they did not.

I am however somewhat second-guessing myself and asking if maybe I should leave the const vars in, but have them precede the various defines so the defines take precedence anywhere the vars are used. The const vars would have basically no impact on any games but would allow any sneaky back-compat issues to be resolved.