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Comparing deliantra/server/include/define.h (file contents):
Revision 1.131 by root, Thu Apr 15 04:56:47 2010 UTC vs.
Revision 1.142 by root, Wed Nov 16 23:42:00 2016 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
26 26
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? */
494#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
495#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 496#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
496#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
497#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 498#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
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
500#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
501 * (for the quads world for instance)
499 502 */
503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
500#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
501 * defined flag + 1. If you change this, 508 * defined flag + 1.
502 * make sure you update the flag_links
503 * in common/loader.l
504 */ 509 */
505 510
506/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
507 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
508 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
530 535
531/* Basic macro to see if if ob1 can not move onto a space based 536/* Basic macro to see if if ob1 can not move onto a space based
532 * on the 'type' move_block parameter 537 * on the 'type' move_block parameter
533 * Add check - if type is 0, don't stop anything from moving 538 * Add check - if type is 0, don't stop anything from moving
534 * onto it. 539 * onto it.
535 * 540 *
536 */ 541 */
537#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
538 ((type) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
539 544
540#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */

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