--- deliantra/server/include/define.h 2007/01/27 02:19:37 1.45 +++ deliantra/server/include/define.h 2007/05/03 09:26:45 1.53 @@ -84,9 +84,10 @@ #define MAX_EXT_TITLE 98 /* Fatal variables: */ +//TODO: remove all calls to fatal and replace them by cleanup #define OUT_OF_MEMORY 0 #define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 +#define ARCHTABLE_TOO_SMALL 2 // unused #define TOO_MANY_ERRORS 3 /* TYPE DEFINES */ @@ -286,7 +287,7 @@ * and should perhaps be removed. * * Wed Dec 20 13:35:24 CET 2006: - * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. + * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. * renamed WALL to BUILDABLE_WALL. */ @@ -445,7 +446,7 @@ #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ - // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ +#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ #define FLAG_CAN_ROLL 22 /* Object can be rolled */ @@ -505,7 +506,7 @@ /* (Monster) can wield weapons */ #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ -#define FLAG_READY_BOW 60 /* not implemented yet */ +#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ #define FLAG_XRAYS 61 /* X-ray vision */ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ @@ -532,7 +533,7 @@ #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ -/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ +#define FLAG_PRECIOUS 83 // object is precious (pets) #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ @@ -596,24 +597,16 @@ * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ -#define MOVE_WALK 0x1 /* Object walks */ -#define MOVE_FLY_LOW 0x2 /* Low flying object */ -#define MOVE_FLY_HIGH 0x4 /* High flying object */ -#define MOVE_FLYING 0x6 +#define MOVE_WALK 0x01 /* Object walks */ +#define MOVE_FLY_LOW 0x02 /* Low flying object */ +#define MOVE_FLY_HIGH 0x04 /* High flying object */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ -#define MOVE_SWIM 0x8 /* Swimming object */ +#define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_ALL 0x1f /* Mask of all movement types */ +#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ -/* the normal assumption is that objects are walking/flying. - * So often we don't want to block movement, but still don't want - * to allow all types (swimming is rather specialized) - I also - * expect as more movement types show up, this is likely to get - * updated. Basically, this is the default for spaces that allow - * movement - anything but swimming right now. If you really - * want nothing at all, then can always set move_block to 0 - */ -#define MOVE_BLOCK_DEFAULT MOVE_SWIM +#define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. @@ -770,10 +763,6 @@ #define BLANK_FACE_NAME "blank.x11" #define EMPTY_FACE_NAME "empty.x11" -#define DARK_FACE1_NAME "dark1.x11" -#define DARK_FACE2_NAME "dark2.x11" -#define DARK_FACE3_NAME "dark3.x11" -#define SMOOTH_FACE_NAME "default_smoothed.111" /* * Defines for the luck/random functions to make things more readable