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Comparing deliantra/server/include/define.h (file contents):
Revision 1.128 by root, Sun Apr 11 00:34:05 2010 UTC vs.
Revision 1.129 by root, Sun Apr 11 01:03:58 2010 UTC

380#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 */
381#define FLAG_WIZLOOK 4 /* disable los and lighting */ 381#define FLAG_WIZLOOK 4 /* disable los and lighting */
382#define FLAG_APPLIED 5 /* Object is ready for use by living */ 382#define FLAG_APPLIED 5 /* Object is ready for use by living */
383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
385
386#define FLAG_NO_PICK 8 /* Object can't be picked up */ 385#define FLAG_NO_PICK 8 /* Object can't be picked up */
387/*#define FLAG_WALK_ON 9*/ 386/*#define FLAG_WALK_ON 9*/
388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 387/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
389
390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 388#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
391
392/*#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 */
393/*#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) */
394#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? */
395
396#define FLAG_MONSTER 14 /* Will attack players */ 392#define FLAG_MONSTER 14 /* Will attack players */
397#define FLAG_FRIENDLY 15 /* Will help players */ 393#define FLAG_FRIENDLY 15 /* Will help players */
398#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 394#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
399#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 395#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
400#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 396#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
402#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. */
403#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 399#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
404#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 400#define FLAG_CAN_ROLL 22 /* Object can be rolled */
405#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 401#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
406#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 402#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
407
408/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 403/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
409/*#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 */
410/*#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 */
411
412#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 */
413#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 407#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
414#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 408#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
415#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 */
416#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 410#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
420#define FLAG_UNDEAD 36 /* Monster is undead */ 414#define FLAG_UNDEAD 36 /* Monster is undead */
421#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 415#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
422#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 416#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
423#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 417#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
424#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 418#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
425
426#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 */
427//#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 */
428#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 421#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
429#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 */
430#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 423#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
431 but can still attack at a distance */ 424 but can still attack at a distance */
432
433/*#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 \
434 thru this object as if it wasn't there */ 426 thru this object as if it wasn't there */
435/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 427/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
436
437#define FLAG_PICK_UP 48 /* Can pick up */ 428#define FLAG_PICK_UP 48 /* Can pick up */
438#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 429#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
439#define FLAG_NO_DROP 50 /* Object can't be dropped */ 430#define FLAG_NO_DROP 50 /* Object can't be dropped */
440#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 */
441
442#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 432#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
443#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 433#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
444#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 */
445#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 435#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
446#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 436#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
447#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 437#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
448#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 */
449#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) */
450#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 440#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
451
452#define FLAG_XRAYS 61 /* X-ray vision */ 441#define FLAG_XRAYS 61 /* X-ray vision */
453#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 */
454#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 */
455
456#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 444#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
457#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 */
458#define FLAG_SLEEP 66 /* NPC is sleeping */ 446#define FLAG_SLEEP 66 /* NPC is sleeping */
459#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 447#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
460#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 448#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
461#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 */
462#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 450#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
463#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 451#define FLAG_STEALTH 71 /* Will wake monsters with less range */
464
465#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 452#define FLAG_WIZPASS 72 /* The wizard can go through walls */
466#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 */
467#define FLAG_CURSED 74 /* The object is cursed */ 454#define FLAG_CURSED 74 /* The object is cursed */
468#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 455#define FLAG_DAMNED 75 /* The object is _very_ cursed */
469#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 */
470#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 */
471#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 */
472#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 459#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
473
474#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 460#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
475#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 */
476#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 462#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
477
478#define FLAG_PRECIOUS 83 // object is precious (pets) 463#define FLAG_PRECIOUS 83 // object is precious (pets)
479#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 464#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
480#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 465#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
481#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 */
482
483#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 467#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
484#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 468#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
485#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 */
486#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 */
487#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 */
488#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 472#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
489#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 */
490#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 474#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
491
492/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 475/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
493
494#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 476#define FLAG_NO_STEAL 96 /* Item can't be stolen */
495#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
496 * away (replaces ghosthit) 478 * away (replaces ghosthit)
497 */ 479 */
498#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
525 * change_abil() probably should be updated also. 507 * change_abil() probably should be updated also.
526 */ 508 */
527#define MOVE_WALK 0x01 /* Object walks */ 509#define MOVE_WALK 0x01 /* Object walks */
528#define MOVE_FLY_LOW 0x02 /* Low flying object */ 510#define MOVE_FLY_LOW 0x02 /* Low flying object */
529#define MOVE_FLY_HIGH 0x04 /* High flying object */ 511#define MOVE_FLY_HIGH 0x04 /* High flying object */
530#define MOVE_FLYING 0x06
531 /* Combo of fly_low and fly_high */
532#define MOVE_SWIM 0x08 /* Swimming object */ 512#define MOVE_SWIM 0x08 /* Swimming object */
533#define MOVE_BOAT 0x10 /* Boats/sailing */ 513#define MOVE_BOAT 0x10 /* Boats/sailing */
534#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 514#define MOVE_SHIP 0x20 /* boats suitable for oceans */
535 515
516#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
536#define MOVE_ALL 0x3f /* Mask of all movement types */ 517#define MOVE_ALL 0x3f /* Mask of all movement types */
537 518
538/* typdef here to define type large enough to hold bitmask of 519/* typdef here to define type large enough to hold bitmask of
539 * all movement types. Make one declaration so easy to update. 520 * all movement types. Make one declaration so easy to update.
540 */ 521 */

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