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… | |
811 | /* changing directions */ |
811 | /* changing directions */ |
812 | /* this is VERTICAL movement */ |
812 | /* this is VERTICAL movement */ |
813 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
813 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
814 | #define HI4 240 |
814 | #define HI4 240 |
815 | |
815 | |
816 | #define BLANK_FACE_NAME "blank.111" |
816 | #define BLANK_FACE_NAME "blank.x11" |
817 | #define EMPTY_FACE_NAME "empty.111" |
817 | #define EMPTY_FACE_NAME "empty.x11" |
818 | #define DARK_FACE1_NAME "dark1.111" |
818 | #define DARK_FACE1_NAME "dark1.x11" |
819 | #define DARK_FACE2_NAME "dark2.111" |
819 | #define DARK_FACE2_NAME "dark2.x11" |
820 | #define DARK_FACE3_NAME "dark3.111" |
820 | #define DARK_FACE3_NAME "dark3.x11" |
821 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
821 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
822 | |
822 | |
823 | /* |
823 | /* |
824 | * Defines for the luck/random functions to make things more readable |
824 | * Defines for the luck/random functions to make things more readable |
825 | */ |
825 | */ |
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964 | #define CAN_APPLY_UNAPPLY 0x10 |
964 | #define CAN_APPLY_UNAPPLY 0x10 |
965 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
965 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
966 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
966 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
967 | |
967 | |
968 | /* Cut off point of when an object is put on the active list or not */ |
968 | /* Cut off point of when an object is put on the active list or not */ |
969 | #define MIN_ACTIVE_SPEED 0.00001 |
969 | #define MIN_ACTIVE_SPEED 1e-5 |
970 | |
970 | |
971 | /* |
971 | /* |
972 | * random() is much better than rand(). If you have random(), use it instead. |
972 | * random() is much better than rand(). If you have random(), use it instead. |
973 | * You shouldn't need to change any of this |
973 | * You shouldn't need to change any of this |
974 | * |
974 | * |