1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
41 | |
41 | |
42 | #ifdef __NetBSD__ |
42 | #ifdef __NetBSD__ |
43 | # include <sys/param.h> |
43 | # include <sys/param.h> |
44 | #endif |
44 | #endif |
45 | |
45 | |
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46 | #define MAXNUMLEVELS 256 // maximum number of levels possible |
46 | #define MAXLEVEL 115 // for treasure calculations only |
47 | #define MAXLEVEL_TREASURE 115 // for treasure calculations only |
47 | |
48 | |
48 | // maximum length of an object name in the protocol |
49 | // maximum length of an object name in the protocol |
49 | #define NAME_LEN 127 |
50 | #define NAME_LEN 127 |
50 | |
51 | |
51 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
52 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
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109 | #define LOCKED_DOOR 20 |
110 | #define LOCKED_DOOR 20 |
110 | #define SPECIAL_KEY 21 |
111 | #define SPECIAL_KEY 21 |
111 | #define MAP 22 |
112 | #define MAP 22 |
112 | #define DOOR 23 |
113 | #define DOOR 23 |
113 | #define KEY 24 |
114 | #define KEY 24 |
114 | //25 |
115 | #define PHYSICS 25 // deliantra: "things that move" |
115 | #define TIMED_GATE 26 |
116 | #define TIMED_GATE 26 |
116 | #define TRIGGER 27 |
117 | #define TRIGGER 27 |
117 | #define GRIMREAPER 28 |
118 | #define GRIMREAPER 28 |
118 | #define MAGIC_EAR 29 |
119 | #define MAGIC_EAR 29 |
119 | #define TRIGGER_BUTTON 30 |
120 | #define TRIGGER_BUTTON 30 |
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282 | |
283 | |
283 | /* Subtypes for MATERIAL */ |
284 | /* Subtypes for MATERIAL */ |
284 | #define ST_MAT_FLOOR 1 /* Floor */ |
285 | #define ST_MAT_FLOOR 1 /* Floor */ |
285 | #define ST_MAT_WALL 2 /* Wall */ |
286 | #define ST_MAT_WALL 2 /* Wall */ |
286 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
287 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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288 | #define ST_MAT_QUAD 4 /* Quad build material */ |
287 | |
289 | |
288 | /* definitions for weapontypes */ |
290 | /* definitions for weapontypes */ |
289 | |
291 | |
290 | #define WEAP_HIT 0 /* the basic */ |
292 | #define WEAP_HIT 0 /* the basic */ |
291 | #define WEAP_SLASH 1 /* slash */ |
293 | #define WEAP_SLASH 1 /* slash */ |
… | |
… | |
370 | /* |
372 | /* |
371 | * If any FLAG's are added or changed, make sure the flag_names structure in |
373 | * If any FLAG's are added or changed, make sure the flag_names structure in |
372 | * common/loader.C is updated. |
374 | * common/loader.C is updated. |
373 | */ |
375 | */ |
374 | |
376 | |
375 | /* Basic routines to do above */ |
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376 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
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377 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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378 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
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379 | |
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380 | /* the flags */ |
377 | /* the flags */ |
381 | |
378 | |
382 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
379 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
383 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
380 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
384 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
381 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
385 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
382 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
386 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
383 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
387 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
384 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
388 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
385 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
389 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
386 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
390 | |
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391 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
392 | /*#define FLAG_WALK_ON 9*/ |
388 | #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on |
393 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
394 | |
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395 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
396 | |
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397 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
391 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
398 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
392 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
399 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
393 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
400 | |
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401 | #define FLAG_MONSTER 14 /* Will attack players */ |
394 | #define FLAG_MONSTER 14 /* Will attack players */ |
402 | #define FLAG_FRIENDLY 15 /* Will help players */ |
395 | #define FLAG_FRIENDLY 15 /* Will help players */ |
403 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
396 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
404 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
397 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
405 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
398 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
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407 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
400 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
408 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
401 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
409 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
402 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
410 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
403 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
411 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
404 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
412 | |
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413 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
405 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
414 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
406 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
415 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
407 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
416 | |
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417 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
408 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
418 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
409 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
419 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
410 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
420 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
411 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
421 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
412 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
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425 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
416 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
426 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
417 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
427 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
418 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
428 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
419 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
429 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
420 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
430 | |
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431 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
421 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
432 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
422 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
433 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
423 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
434 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
424 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
435 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
425 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
436 | but can still attack at a distance */ |
426 | but can still attack at a distance */ |
437 | |
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438 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
427 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
439 | thru this object as if it wasn't there */ |
428 | thru this object as if it wasn't there */ |
440 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
429 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
441 | |
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442 | #define FLAG_PICK_UP 48 /* Can pick up */ |
430 | #define FLAG_PICK_UP 48 /* Can pick up */ |
443 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
431 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
444 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
432 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
445 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
433 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
446 | |
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447 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
434 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
448 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
435 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
449 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
436 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
450 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
437 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
451 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
438 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
452 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
439 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
453 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
440 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
454 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
441 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
455 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
442 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
456 | |
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457 | #define FLAG_XRAYS 61 /* X-ray vision */ |
443 | #define FLAG_XRAYS 61 /* X-ray vision */ |
458 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
444 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
459 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
445 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
460 | |
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461 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
446 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
462 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
447 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
463 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
448 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
464 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
449 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
465 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
450 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
466 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
451 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
467 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
452 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
468 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
453 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
469 | |
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470 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
454 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
471 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
455 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
472 | #define FLAG_CURSED 74 /* The object is cursed */ |
456 | #define FLAG_CURSED 74 /* The object is cursed */ |
473 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
457 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
474 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
458 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
475 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
459 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
476 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
460 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
477 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
461 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
478 | |
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479 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
462 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
480 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
463 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
481 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
464 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
482 | |
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483 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
465 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
484 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
466 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
485 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
467 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
486 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
468 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
487 | |
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488 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
469 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
489 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
470 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
490 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
471 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
491 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
472 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
492 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
473 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
493 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
474 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
494 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
475 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
495 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
476 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
496 | |
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497 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
477 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
498 | |
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499 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
478 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
500 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
479 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
501 | * away (replaces ghosthit) |
480 | * away (replaces ghosthit) |
502 | */ |
481 | */ |
503 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
482 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
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516 | #define FLAG_CONTENT_ON_GEN 108 |
495 | #define FLAG_CONTENT_ON_GEN 108 |
517 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
496 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
518 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
497 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
519 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
498 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
520 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
499 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
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500 | #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item |
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501 | * (for the quads world for instance) |
521 | |
502 | */ |
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503 | |
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504 | // temporary assignments |
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505 | #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation |
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506 | |
522 | #define NUM_FLAGS 113 /* Should always be equal to the last |
507 | #define NUM_FLAGS 115 /* Should always be equal to the last |
523 | * defined flag + 1. If you change this, |
508 | * defined flag + 1. |
524 | * make sure you update the flag_links |
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525 | * in common/loader.l |
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526 | */ |
509 | */ |
527 | |
510 | |
528 | /* If you add new movement types, you may need to update |
511 | /* If you add new movement types, you may need to update |
529 | * describe_item() so properly describe those types. |
512 | * describe_item() so properly describe those types. |
530 | * change_abil() probably should be updated also. |
513 | * change_abil() probably should be updated also. |
531 | */ |
514 | */ |
532 | #define MOVE_WALK 0x01 /* Object walks */ |
515 | #define MOVE_WALK 0x01 /* Object walks */ |
533 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
516 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
534 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
517 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
535 | #define MOVE_FLYING 0x06 |
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536 | /* Combo of fly_low and fly_high */ |
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537 | #define MOVE_SWIM 0x08 /* Swimming object */ |
518 | #define MOVE_SWIM 0x08 /* Swimming object */ |
538 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
519 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
539 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
520 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
540 | |
521 | |
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522 | #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ |
541 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
523 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
542 | |
524 | |
543 | /* typdef here to define type large enough to hold bitmask of |
525 | /* typdef here to define type large enough to hold bitmask of |
544 | * all movement types. Make one declaration so easy to update. |
526 | * all movement types. Make one declaration so easy to update. |
545 | */ |
527 | */ |
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669 | /* changing directions */ |
651 | /* changing directions */ |
670 | /* this is VERTICAL movement */ |
652 | /* this is VERTICAL movement */ |
671 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
653 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
672 | #define HI4 240 |
654 | #define HI4 240 |
673 | |
655 | |
674 | #define BLANK_FACE_NAME "blank.x11" |
656 | #define BLANK_FACE_NAME "blank.x11" |
675 | #define EMPTY_FACE_NAME "empty.x11" |
657 | #define EMPTY_FACE_NAME "empty.x11" |
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658 | #define MAGICMOUTH_FACE_NAME "magicmouth.x11" |
676 | |
659 | |
677 | /* |
660 | /* |
678 | * Defines for the luck/random functions to make things more readable |
661 | * Defines for the luck/random functions to make things more readable |
679 | */ |
662 | */ |
680 | |
663 | |