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283 | |
283 | |
284 | /* Subtypes for MATERIAL */ |
284 | /* Subtypes for MATERIAL */ |
285 | #define ST_MAT_FLOOR 1 /* Floor */ |
285 | #define ST_MAT_FLOOR 1 /* Floor */ |
286 | #define ST_MAT_WALL 2 /* Wall */ |
286 | #define ST_MAT_WALL 2 /* Wall */ |
287 | #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 */ |
288 | |
289 | |
289 | /* definitions for weapontypes */ |
290 | /* definitions for weapontypes */ |
290 | |
291 | |
291 | #define WEAP_HIT 0 /* the basic */ |
292 | #define WEAP_HIT 0 /* the basic */ |
292 | #define WEAP_SLASH 1 /* slash */ |
293 | #define WEAP_SLASH 1 /* slash */ |
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382 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
383 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
383 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
384 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
384 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
385 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
385 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
386 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
386 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | /*#define FLAG_WALK_ON 9*/ |
388 | #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on |
388 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | /*#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 */ |
391 | /*#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) */ |
392 | #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? */ |
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499 | #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item |
500 | #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item |
500 | * (for the quads world for instance) |
501 | * (for the quads world for instance) |
501 | */ |
502 | */ |
502 | |
503 | |
503 | // temporary assignments |
504 | // temporary assignments |
504 | #define FLAG_PHYSICS_QUEUE 114 // object queued for physics |
505 | #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation |
505 | |
506 | |
506 | #define NUM_FLAGS 115 /* Should always be equal to the last |
507 | #define NUM_FLAGS 115 /* Should always be equal to the last |
507 | * defined flag + 1. |
508 | * defined flag + 1. |
508 | */ |
509 | */ |
509 | |
510 | |