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Comparing deliantra/server/include/define.h (file contents):
Revision 1.17 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.38 by root, Thu Jan 11 01:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
110 * flags 111 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 112 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 113 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 114 */
114 115
115/* type 0 will be undefined and shows a non valid type information */ 116/* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
116 119
117#define PLAYER 1 120/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 121
119#define ROD 3 122#define PLAYER 1
123#define TRANSPORT 2 /* see pod/objects.pod */
124#define ROD 3
120#define TREASURE 4 125#define TREASURE 4
121#define POTION 5 126#define POTION 5
122#define FOOD 6 127#define FOOD 6
123#define POISON 7 128#define POISON 7
124#define BOOK 8 129#define BOOK 8
125#define CLOCK 9 130#define CLOCK 9
126 131
127/*#define FBULLET 10 */ 132#define ARROW 13
128 133#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 134#define WEAPON 15
134#define ARMOUR 16 135#define ARMOUR 16
135#define PEDESTAL 17 136#define PEDESTAL 17
136#define ALTAR 18 137#define ALTAR 18
137 138
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
141#define MAP 22 141#define MAP 22
142#define DOOR 23 142#define DOOR 23
143#define KEY 24 143#define KEY 24
144 144
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 145#define TIMED_GATE 26
147#define TRIGGER 27 146#define TRIGGER 27
148#define GRIMREAPER 28 147#define GRIMREAPER 28
149#define MAGIC_EAR 29 148#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 149#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 150#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 151#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 152#define SHIELD 33
154#define HELMET 34 153#define HELMET 34
155#define HORN 35 154#define HORN 35
156#define MONEY 36 155#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 156#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 157#define GRAVESTONE 38
159#define AMULET 39 158#define AMULET 39
160#define PLAYERMOVER 40 159#define PLAYERMOVER 40
161#define TELEPORTER 41 160#define TELEPORTER 41
162#define CREATOR 42 161#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 163
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 164#define EARTHWALL 45
168#define GOLEM 46 165#define GOLEM 46
169 166
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 167#define THROWN_OBJ 48
172#define BLINDNESS 49 168#define BLINDNESS 49
173#define GOD 50 169#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 170#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 171 * which notices the presense of
177 /* another object and is triggered */ 172 * another object and is triggered
178 /* like buttons. */ 173 * like buttons.
174 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 175#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 176 * force into a player with a specified string WHEN TRIGGERED.
177 */
181#define DEAD_OBJECT 53 178#define DEAD_OBJECT 53
182#define DRINK 54 179#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 180#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 181 * force into a player with a specified string.
182 */
185#define HOLY_ALTAR 56 183#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 184#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 185#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 186
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 187#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 188 * a monster into a peaceful being incapable of attack.
191#define GEM 60 189 */
190#define GEM 60
192 191
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 192#define FIREWALL 62
195#define ANVIL 63 193#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 194#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 196 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 197 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 198 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 199 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 200 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 201 * 4 = charm, monsters become pets */
204#define EXIT 66 202#define EXIT 66
205#define ENCOUNTER 67 203#define ENCOUNTER 67
206#define SHOP_FLOOR 68 204#define SHOP_FLOOR 68
207#define SHOP_MAT 69 205#define SHOP_MAT 69
208#define RING 70 206#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 211#define LIGHTER 75
214 212
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 214
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 215
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
226 chairs from here. */ 220 chairs from here. */
227#define MONSTER 80 221
228 /* yes, thats a real, living creature */ 222#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 224
234#define SPELLBOOK 85 225#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 226
238/*#define CONE 88 */ 227#define CLOAK 87
239 228
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 229#define SPINNER 90
243#define GATE 91 230#define GATE 91
244#define BUTTON 92 231#define BUTTON 92
245#define CF_HANDLE 93 232#define CF_HANDLE 93
246#define HOLE 94 233#define HOLE 94
247#define TRAPDOOR 95 234#define TRAPDOOR 95
248 235
249/*#define WORD_OF_RECALL 96 */ 236#define SIGN 98
250 237#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 238#define GLOVES 100
255#define SPELL 101 239#define SPELL 101
256#define SPELL_EFFECT 102 240#define SPELL_EFFECT 102
257#define CONVERTER 103 241#define CONVERTER 103
258#define BRACERS 104 242#define BRACERS 104
259#define POISONING 105 243#define POISONING 105
260#define SAVEBED 106 244#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 245
265/*#define ABILITY 110*/ 246#define WAND 109
247
266#define SCROLL 111 248#define SCROLL 111
267#define DIRECTOR 112 249#define DIRECTOR 112
268#define GIRDLE 113 250#define GIRDLE 113
269#define FORCE 114 251#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 256#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
276 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295/* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308//#define MONSTER 80 /* yes, thats a real, living creature */
309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310//#define TOOL 84 /* a tool for building objects */
311//#define BUILDFAC 86 /* facilities for building objects */
312//#define CONE 88
313//#define AURA 89 /* aura spell object */
314//#define WORD_OF_RECALL 96
315//#define PARAIMAGE 97
316//#define POISONCLOUD 107
317//#define FIREHOLES 108
318//#define ABILITY 110
277/* unused: 125 - 129 319/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
279 */ 321 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 322//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 324//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 327
307/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
308 329
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 331
395#define SIZEOFFREE2 24 416#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 417#define SIZEOFFREE 49
397 418
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 419#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 420
400/* Flag structure now changed. 421/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 423 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 424 */
428 425
429/* Basic routines to do above */ 426/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define CLEAR_FLAG(xyz, p) \ 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 430
469/* the flags */ 431/* the flags */
470 432
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
493 455
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */ 459 /* Will be applied when created */
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
619 object */ 581 object */
620#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 582#define FLAG_NEUTRAL 100 /* monster is from type neutral */
621#define FLAG_NO_ATTACK 101 /* monster don't attack */ 583#define FLAG_NO_ATTACK 101 /* monster don't attack */
622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 584#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 585#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
624 * load_original_map() */ 586 * load_original_map() */
625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 587#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
626 * the overlay, and is not subject to 588 * the overlay, and is not subject to
627 * decay. */ 589 * decay. */
628#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 590#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 591#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
630#define FLAG_IS_WATER 107 592#define FLAG_IS_WATER 107
631#define FLAG_CONTENT_ON_GEN 108 593#define FLAG_CONTENT_ON_GEN 108
632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 594#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
633#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 595#define FLAG_IS_BUILDABLE 110 /* Can build on item */
634#define FLAG_AFK 111 /* Player is AFK */ 596#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
597#define FLAG_NO_SAVE 112 // item doesn't get saved with map
598
635#define NUM_FLAGS 111 /* Should always be equal to the last 599#define NUM_FLAGS 113 /* Should always be equal to the last
636 * defined flag. If you change this, 600 * defined flag + 1. If you change this,
637 * make sure you update the flag_links 601 * make sure you update the flag_links
638 * in common/loader.l 602 * in common/loader.l
639 */ 603 */
640 604
641/* Values can go up to 127 before the size of the flags array in the 605/* Values can go up to 127 before the size of the flags array in the
642 * object structure needs to be enlarged. 606 * object structure needs to be enlarged.
643 * So there are 18 available flags slots 607 * So there are 18 available flags slots
644 */ 608 */
848 /* changing directions */ 812 /* changing directions */
849 /* this is VERTICAL movement */ 813 /* this is VERTICAL movement */
850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 814#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
851#define HI4 240 815#define HI4 240
852 816
853/*
854 * Use of the state-variable in player objects:
855 */
856
857#define ST_PLAYING 0
858#define ST_PLAY_AGAIN 1
859#define ST_ROLL_STAT 2
860#define ST_CHANGE_CLASS 3
861#define ST_CONFIRM_QUIT 4
862#define ST_CONFIGURE 5
863#define ST_GET_NAME 6
864#define ST_GET_PASSWORD 7
865#define ST_CONFIRM_PASSWORD 8
866#define ST_GET_PARTY_PASSWORD 10
867
868#define BLANK_FACE_NAME "blank.111" 817#define BLANK_FACE_NAME "blank.x11"
869#define EMPTY_FACE_NAME "empty.111" 818#define EMPTY_FACE_NAME "empty.x11"
870#define DARK_FACE1_NAME "dark1.111" 819#define DARK_FACE1_NAME "dark1.x11"
871#define DARK_FACE2_NAME "dark2.111" 820#define DARK_FACE2_NAME "dark2.x11"
872#define DARK_FACE3_NAME "dark3.111" 821#define DARK_FACE3_NAME "dark3.x11"
873#define SMOOTH_FACE_NAME "default_smoothed.111" 822#define SMOOTH_FACE_NAME "default_smoothed.111"
874 823
875/* 824/*
876 * Defines for the luck/random functions to make things more readable 825 * Defines for the luck/random functions to make things more readable
877 */ 826 */
1016#define CAN_APPLY_UNAPPLY 0x10 965#define CAN_APPLY_UNAPPLY 0x10
1017#define CAN_APPLY_UNAPPLY_MULT 0x20 966#define CAN_APPLY_UNAPPLY_MULT 0x20
1018#define CAN_APPLY_UNAPPLY_CHOICE 0x40 967#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1019 968
1020/* Cut off point of when an object is put on the active list or not */ 969/* Cut off point of when an object is put on the active list or not */
1021#define MIN_ACTIVE_SPEED 0.00001 970#define MIN_ACTIVE_SPEED 1e-5
1022 971
1023/* 972/*
1024 * random() is much better than rand(). If you have random(), use it instead. 973 * random() is much better than rand(). If you have random(), use it instead.
1025 * You shouldn't need to change any of this 974 * You shouldn't need to change any of this
1026 * 975 *

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