1 | /* |
1 | /* |
2 | * static char *rcsid_define_h = |
2 | * static char *rcsid_define_h = |
3 | * "$Id: define.h,v 1.2 2006/02/03 07:25:25 root Exp $"; |
3 | * "$Id: define.h,v 1.4 2006/03/15 15:35:50 elmex Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
118 | */ |
118 | */ |
119 | |
119 | |
120 | /* type 0 will be undefined and shows a non valid type information */ |
120 | /* type 0 will be undefined and shows a non valid type information */ |
121 | |
121 | |
122 | #define PLAYER 1 |
122 | #define PLAYER 1 |
123 | /*#define BULLET 2 */ |
123 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
124 | #define ROD 3 |
124 | #define ROD 3 |
125 | #define TREASURE 4 |
125 | #define TREASURE 4 |
126 | #define POTION 5 |
126 | #define POTION 5 |
127 | #define FOOD 6 |
127 | #define FOOD 6 |
128 | #define POISON 7 |
128 | #define POISON 7 |
… | |
… | |
135 | #define BOW 14 |
135 | #define BOW 14 |
136 | #define WEAPON 15 |
136 | #define WEAPON 15 |
137 | #define ARMOUR 16 |
137 | #define ARMOUR 16 |
138 | #define PEDESTAL 17 |
138 | #define PEDESTAL 17 |
139 | #define ALTAR 18 |
139 | #define ALTAR 18 |
140 | #define CONFUSION 19 |
140 | /*#define CONFUSION 19 */ |
141 | #define LOCKED_DOOR 20 |
141 | #define LOCKED_DOOR 20 |
142 | #define SPECIAL_KEY 21 |
142 | #define SPECIAL_KEY 21 |
143 | #define MAP 22 |
143 | #define MAP 22 |
144 | #define DOOR 23 |
144 | #define DOOR 23 |
145 | #define KEY 24 |
145 | #define KEY 24 |
… | |
… | |
627 | #define MOVE_WALK 0x1 /* Object walks */ |
627 | #define MOVE_WALK 0x1 /* Object walks */ |
628 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
628 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
629 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
629 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
630 | #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ |
630 | #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ |
631 | #define MOVE_SWIM 0x8 /* Swimming object */ |
631 | #define MOVE_SWIM 0x8 /* Swimming object */ |
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632 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
632 | #define MOVE_ALL 0xf /* Mask of all movement types */ |
633 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
633 | |
634 | |
634 | /* the normal assumption is that objects are walking/flying. |
635 | /* the normal assumption is that objects are walking/flying. |
635 | * So often we don't want to block movement, but still don't want |
636 | * So often we don't want to block movement, but still don't want |
636 | * to allow all types (swimming is rather specialized) - I also |
637 | * to allow all types (swimming is rather specialized) - I also |
637 | * expect as more movement types show up, this is likely to get |
638 | * expect as more movement types show up, this is likely to get |