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Comparing deliantra/server/include/define.h (file contents):
Revision 1.135 by root, Wed May 4 19:04:44 2011 UTC vs.
Revision 1.140 by root, Tue Jan 3 11:25:31 2012 UTC

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 (©) 2005,2006,2007,2008,2009,2010,2011 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
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? */
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. If you change this, 508 * defined flag + 1.
508 * make sure you update the flag_links
509 * in common/loader.l
510 */ 509 */
511 510
512/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
513 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
514 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.

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