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Comparing deliantra/server/include/define.h (file contents):
Revision 1.133 by elmex, Thu Apr 28 12:11:04 2011 UTC vs.
Revision 1.139 by elmex, Wed May 18 20:44:39 2011 UTC

110#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
111#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
112#define MAP 22 112#define MAP 22
113#define DOOR 23 113#define DOOR 23
114#define KEY 24 114#define KEY 24
115//25 115#define PHYSICS 25 // deliantra: "things that move"
116#define TIMED_GATE 26 116#define TIMED_GATE 26
117#define TRIGGER 27 117#define TRIGGER 27
118#define GRIMREAPER 28 118#define GRIMREAPER 28
119#define MAGIC_EAR 29 119#define MAGIC_EAR 29
120#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
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 */
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 */
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? */
498#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
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
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
503#define NUM_FLAGS 114 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
504 * defined flag + 1. If you change this, 508 * defined flag + 1.
505 * make sure you update the flag_links
506 * in common/loader.l
507 */ 509 */
508 510
509/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
510 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
511 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.

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