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Comparing deliantra/server/include/define.h (file contents):
Revision 1.124 by root, Tue Apr 6 21:11:48 2010 UTC vs.
Revision 1.129 by root, Sun Apr 11 01:03:58 2010 UTC

96#define POISON 7 96#define POISON 7
97#define BOOK 8 97#define BOOK 8
98#define CLOCK 9 98#define CLOCK 9
99#define VEIN 10 // deliantra: mineral/ore/whatever vein 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
100#define RANGED 11 // deliantra: other range item (skill based) 100#define RANGED 11 // deliantra: other range item (skill based)
101//12 101#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
102#define ARROW 13 102#define ARROW 13
103#define BOW 14 103#define BOW 14
104#define WEAPON 15 104#define WEAPON 15
105#define ARMOUR 16 105#define ARMOUR 16
106#define PEDESTAL 17 106#define PEDESTAL 17
128#define AMULET 39 128#define AMULET 39
129#define PLAYERMOVER 40 129#define PLAYERMOVER 40
130#define TELEPORTER 41 130#define TELEPORTER 41
131#define CREATOR 42 131#define CREATOR 42
132#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
133//44 133#define IDENTIFY_ALTAR 44
134#define EARTHWALL 45 134#define EARTHWALL 45
135#define GOLEM 46 135#define GOLEM 46
136//47 136#define DEEP_SWAMP 47
137#define THROWN_OBJ 48 137#define THROWN_OBJ 48
138#define BLINDNESS 49 138#define BLINDNESS 49
139#define GOD 50 139#define GOD 50
140#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
141 * which notices the presense of 141 * which notices the presense of
156 156
157#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
158 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
159 */ 159 */
160#define GEM 60 160#define GEM 60
161//61 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
162#define FIREWALL 62 162#define FIREWALL 62
163#define ANVIL 63 163#define ANVIL 63
164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
165#define MOOD_FLOOR 65 /* 165#define MOOD_FLOOR 65 /*
166 * values of last_sp set how to change: 166 * values of last_sp set how to change:
196#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
197//84 197//84
198#define SPELLBOOK 85 198#define SPELLBOOK 85
199//86 199//86
200#define CLOAK 87 200#define CLOAK 87
201//88 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
202//89 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
203 potions, alchemy, or magic works here (elmex) */
203#define SPINNER 90 204#define SPINNER 90
204#define GATE 91 205#define GATE 91
205#define BUTTON 92 206#define BUTTON 92
206#define T_HANDLE 93 207#define T_HANDLE 93
207#define HOLE 94 208#define HOLE 94
208#define TRAPDOOR 95 209#define TRAPDOOR 95
209//96 210#define RUNE 96
210//97 211#define TRAP 97
211#define SIGN 98 212#define SIGN 98
212#define BOOTS 99 213#define BOOTS 99
213#define GLOVES 100 214#define GLOVES 100
214#define SPELL 101 215#define SPELL 101
215#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
216#define CONVERTER 103 217#define CONVERTER 103
217#define BRACERS 104 218#define BRACERS 104
218#define POISONING 105 219#define POISONING 105
219#define SAVEBED 106 220#define SAVEBED 106
220//107 221#define DISEASE 107
221//108 222#define SYMPTOM 108
222#define WAND 109 223#define WAND 109
223#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
224#define SCROLL 111 225#define SCROLL 111
225#define DIRECTOR 112 226#define DIRECTOR 112
226#define GIRDLE 113 227#define GIRDLE 113
227#define FORCE 114 228#define FORCE 114
228#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 229#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
229#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 230#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
230//117 231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
231//118 232#define POWER_CRYSTAL 118
232//119 233#define CORPSE 119
233//120 234//120
234#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 235#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
235#define CONTAINER 122 236#define CONTAINER 122
236#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
237#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
238//125
239//126
240//127
241//128
242//129
243#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
244//131
245//132
246//133
247//134
248//135
249//136
250//137
251#define DEEP_SWAMP 138
252#define IDENTIFY_ALTAR 139
253//140
254//141
255//142
256//143
257//144
258//145
259//146
260//147
261//148
262//149
263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264//151
265//152
266//153
267#define RUNE 154
268#define TRAP 155
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271#define DISEASE 158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */ 240#define MATERIAL 126 /* Material for building */
275//162
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277#define MAPSCRIPT 164 /* A perl-scripted connectable */
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */
280 241
281#define NUM_TYPES 166 // must be max(type) + 1 242#define NUM_TYPES 127 // must be max(type) + 1
282 243
283/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
284 245
285typedef std::bitset<NUM_TYPES> typeset; 246typedef std::bitset<NUM_TYPES> typeset;
286 247
409/* 370/*
410 * If any FLAG's are added or changed, make sure the flag_names structure in 371 * If any FLAG's are added or changed, make sure the flag_names structure in
411 * common/loader.C is updated. 372 * common/loader.C is updated.
412 */ 373 */
413 374
414/* Basic routines to do above */
415#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
416#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
417#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
418
419/* the flags */ 375/* the flags */
420 376
421#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 377#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
422#define FLAG_WIZ 1 /* Object has special privilegies */ 378#define FLAG_WIZ 1 /* Object has special privilegies */
423#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ 379#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
424#define FLAG_FREED 3 /* Object is in the list of free objects */ 380#define FLAG_FREED 3 /* Object is in the list of free objects */
425#define FLAG_WIZLOOK 4 /* disable los and lighting */ 381#define FLAG_WIZLOOK 4 /* disable los and lighting */
426#define FLAG_APPLIED 5 /* Object is ready for use by living */ 382#define FLAG_APPLIED 5 /* Object is ready for use by living */
427#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
428#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
429
430#define FLAG_NO_PICK 8 /* Object can't be picked up */ 385#define FLAG_NO_PICK 8 /* Object can't be picked up */
431/*#define FLAG_WALK_ON 9*/ 386/*#define FLAG_WALK_ON 9*/
432/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 387/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
433
434#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 388#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
435
436/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 389/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
437/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 390/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
438#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 391#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
439
440#define FLAG_MONSTER 14 /* Will attack players */ 392#define FLAG_MONSTER 14 /* Will attack players */
441#define FLAG_FRIENDLY 15 /* Will help players */ 393#define FLAG_FRIENDLY 15 /* Will help players */
442#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 394#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
443#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 395#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
444#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 396#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
446#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 398#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
447#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 399#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
448#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 400#define FLAG_CAN_ROLL 22 /* Object can be rolled */
449#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 401#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
450#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 402#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
451
452/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 403/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
453/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 404/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
454/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 405/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
455
456#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 406#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
457#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 407#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
458#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 408#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
459#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 409#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
460#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 410#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
464#define FLAG_UNDEAD 36 /* Monster is undead */ 414#define FLAG_UNDEAD 36 /* Monster is undead */
465#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 415#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
466#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 416#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
467#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 417#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
468#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 418#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
469
470#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 419#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
471//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ 420//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
472#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 421#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
473#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 422#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
474#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 423#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
475 but can still attack at a distance */ 424 but can still attack at a distance */
476
477/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 425/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
478 thru this object as if it wasn't there */ 426 thru this object as if it wasn't there */
479/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 427/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
480
481#define FLAG_PICK_UP 48 /* Can pick up */ 428#define FLAG_PICK_UP 48 /* Can pick up */
482#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 429#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
483#define FLAG_NO_DROP 50 /* Object can't be dropped */ 430#define FLAG_NO_DROP 50 /* Object can't be dropped */
484#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 431#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
485
486#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 432#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
487#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 433#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
488#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 434#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
489#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 435#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
490#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 436#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
491#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 437#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
492#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 438#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
493#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 439#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
494#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 440#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
495
496#define FLAG_XRAYS 61 /* X-ray vision */ 441#define FLAG_XRAYS 61 /* X-ray vision */
497#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 442#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
498#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 443#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
499
500#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 444#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
501#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 445#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
502#define FLAG_SLEEP 66 /* NPC is sleeping */ 446#define FLAG_SLEEP 66 /* NPC is sleeping */
503#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 447#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
504#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 448#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
505#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 449#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
506#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 450#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
507#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 451#define FLAG_STEALTH 71 /* Will wake monsters with less range */
508
509#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 452#define FLAG_WIZPASS 72 /* The wizard can go through walls */
510#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 453#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
511#define FLAG_CURSED 74 /* The object is cursed */ 454#define FLAG_CURSED 74 /* The object is cursed */
512#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 455#define FLAG_DAMNED 75 /* The object is _very_ cursed */
513#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 456#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
514#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 457#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
515#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 458#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
516#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 459#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
517
518#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 460#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
519#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 461#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
520#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 462#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
521
522#define FLAG_PRECIOUS 83 // object is precious (pets) 463#define FLAG_PRECIOUS 83 // object is precious (pets)
523#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 464#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
524#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 465#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
525#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 466#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
526
527#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 467#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
528#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 468#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
529#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 469#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
530#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 470#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
531#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 471#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
532#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 472#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
533#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 473#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
534#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 474#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
535
536/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 475/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
537
538#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 476#define FLAG_NO_STEAL 96 /* Item can't be stolen */
539#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 477#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
540 * away (replaces ghosthit) 478 * away (replaces ghosthit)
541 */ 479 */
542#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 480#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
569 * change_abil() probably should be updated also. 507 * change_abil() probably should be updated also.
570 */ 508 */
571#define MOVE_WALK 0x01 /* Object walks */ 509#define MOVE_WALK 0x01 /* Object walks */
572#define MOVE_FLY_LOW 0x02 /* Low flying object */ 510#define MOVE_FLY_LOW 0x02 /* Low flying object */
573#define MOVE_FLY_HIGH 0x04 /* High flying object */ 511#define MOVE_FLY_HIGH 0x04 /* High flying object */
574#define MOVE_FLYING 0x06
575 /* Combo of fly_low and fly_high */
576#define MOVE_SWIM 0x08 /* Swimming object */ 512#define MOVE_SWIM 0x08 /* Swimming object */
577#define MOVE_BOAT 0x10 /* Boats/sailing */ 513#define MOVE_BOAT 0x10 /* Boats/sailing */
578#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 514#define MOVE_SHIP 0x20 /* boats suitable for oceans */
579 515
516#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
580#define MOVE_ALL 0x3f /* Mask of all movement types */ 517#define MOVE_ALL 0x3f /* Mask of all movement types */
581 518
582/* typdef here to define type large enough to hold bitmask of 519/* typdef here to define type large enough to hold bitmask of
583 * all movement types. Make one declaration so easy to update. 520 * all movement types. Make one declaration so easy to update.
584 */ 521 */
770#define CAN_APPLY_UNAPPLY_MULT 0x20 707#define CAN_APPLY_UNAPPLY_MULT 0x20
771#define CAN_APPLY_UNAPPLY_CHOICE 0x40 708#define CAN_APPLY_UNAPPLY_CHOICE 0x40
772 709
773// Cut off point of when an object is put on the active list or not 710// Cut off point of when an object is put on the active list or not
774// we use 2**-n because that can be represented exactly 711// we use 2**-n because that can be represented exactly
775// also make sure that this is a float, not double, constant 712// also make sure that this is a float, not double, constant.
713// some areas in the server divide by this value, so
714// to avoid integer overflows it should not be much lower.
776#define MIN_ACTIVE_SPEED (1.f / 65536.f) 715#define MIN_ACTIVE_SPEED (1.f / 65536.f)
777 716
778/* have mercy on players and guarantee a somewhat higher speed */ 717/* have mercy on players and guarantee a somewhat higher speed */
779#define MIN_PLAYER_SPEED 0.04f 718#define MIN_PLAYER_SPEED 0.04f
780 719

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