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285 | * misc_object, monster, and spawn_generator |
285 | * misc_object, monster, and spawn_generator |
286 | * types are not used in any archetypes, |
286 | * types are not used in any archetypes, |
287 | * and should perhaps be removed. |
287 | * and should perhaps be removed. |
288 | * |
288 | * |
289 | * Wed Dec 20 13:35:24 CET 2006: |
289 | * Wed Dec 20 13:35:24 CET 2006: |
290 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
290 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
292 | * renamed WALL to BUILDABLE_WALL. |
292 | * renamed WALL to BUILDABLE_WALL. |
293 | */ |
293 | */ |
294 | |
294 | |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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444 | |
444 | |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
447 | #define FLAG_AUTO_APPLY 18 |
447 | #define FLAG_AUTO_APPLY 18 |
448 | /* Will be applied when created */ |
448 | /* Will be applied when created */ |
449 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
449 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
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531 | |
531 | |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
535 | |
535 | |
536 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
536 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
538 | #define FLAG_MAKE_INVIS 85 |
538 | #define FLAG_MAKE_INVIS 85 |
539 | /* (Item) gives invisibility when applied */ |
539 | /* (Item) gives invisibility when applied */ |
540 | #define FLAG_INV_LOCKED 86 |
540 | #define FLAG_INV_LOCKED 86 |
541 | /* Item will not be dropped from inventory */ |
541 | /* Item will not be dropped from inventory */ |
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595 | |
595 | |
596 | /* If you add new movement types, you may need to update |
596 | /* If you add new movement types, you may need to update |
597 | * describe_item() so properly describe those types. |
597 | * describe_item() so properly describe those types. |
598 | * change_abil() probably should be updated also. |
598 | * change_abil() probably should be updated also. |
599 | */ |
599 | */ |
600 | #define MOVE_WALK 0x1 /* Object walks */ |
600 | #define MOVE_WALK 0x01 /* Object walks */ |
601 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
601 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
602 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
602 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
603 | #define MOVE_FLYING 0x6 |
603 | #define MOVE_FLYING 0x06 |
604 | /* Combo of fly_low and fly_high */ |
604 | /* Combo of fly_low and fly_high */ |
605 | #define MOVE_SWIM 0x8 /* Swimming object */ |
605 | #define MOVE_SWIM 0x08 /* Swimming object */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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607 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
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608 | |
607 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
609 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
608 | |
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609 | /* the normal assumption is that objects are walking/flying. |
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610 | * So often we don't want to block movement, but still don't want |
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611 | * to allow all types (swimming is rather specialized) - I also |
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612 | * expect as more movement types show up, this is likely to get |
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613 | * updated. Basically, this is the default for spaces that allow |
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614 | * movement - anything but swimming right now. If you really |
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615 | * want nothing at all, then can always set move_block to 0 |
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616 | */ |
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617 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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618 | |
610 | |
619 | /* typdef here to define type large enough to hold bitmask of |
611 | /* typdef here to define type large enough to hold bitmask of |
620 | * all movement types. Make one declaration so easy to update. |
612 | * all movement types. Make one declaration so easy to update. |
621 | * uint8 is defined yet, so just use what that would define it |
613 | * uint8 is defined yet, so just use what that would define it |
622 | * at anyways. |
614 | * at anyways. |
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769 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
761 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
770 | #define HI4 240 |
762 | #define HI4 240 |
771 | |
763 | |
772 | #define BLANK_FACE_NAME "blank.x11" |
764 | #define BLANK_FACE_NAME "blank.x11" |
773 | #define EMPTY_FACE_NAME "empty.x11" |
765 | #define EMPTY_FACE_NAME "empty.x11" |
774 | #define DARK_FACE1_NAME "dark1.x11" |
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775 | #define DARK_FACE2_NAME "dark2.x11" |
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776 | #define DARK_FACE3_NAME "dark3.x11" |
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777 | |
766 | |
778 | /* |
767 | /* |
779 | * Defines for the luck/random functions to make things more readable |
768 | * Defines for the luck/random functions to make things more readable |
780 | */ |
769 | */ |
781 | |
770 | |