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Comparing deliantra/server/include/define.h (file contents):
Revision 1.27 by elmex, Wed Dec 20 14:38:50 2006 UTC vs.
Revision 1.36 by pippijn, Sat Jan 6 14:42:30 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
117/* USED TYPES: (for dead types please look at the bottom of the type 116/* USED TYPES: (for dead types please look at the bottom of the type
118 * definitions) 117 * definitions)
119 */ 118 */
119
120/* type 0 objects have the default behaviour */
120 121
121#define PLAYER 1 122#define PLAYER 1
122#define TRANSPORT 2 /* see pod/objects.pod */ 123#define TRANSPORT 2 /* see pod/objects.pod */
123#define ROD 3 124#define ROD 3
124#define TREASURE 4 125#define TREASURE 4
421 * If any FLAG's are added 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
422 * common/loader.l is updated. 423 * common/loader.l is updated.
423 */ 424 */
424 425
425/* Basic routines to do above */ 426/* Basic routines to do above */
426#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
427#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
428#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
429 430
430/* the flags */ 431/* the flags */
431 432
432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
433#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
579#define FLAG_BERSERK 99 /* monster will attack closest living 580#define FLAG_BERSERK 99 /* monster will attack closest living
580 object */ 581 object */
581#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 582#define FLAG_NEUTRAL 100 /* monster is from type neutral */
582#define FLAG_NO_ATTACK 101 /* monster don't attack */ 583#define FLAG_NO_ATTACK 101 /* monster don't attack */
583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 584#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
585
586//TODO schmorp: removed in rewrite, not yet readded
584#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 587#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
585 * load_original_map() */ 588 * load_original_map() */
586#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 589#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
587 * the overlay, and is not subject to 590 * the overlay, and is not subject to
588 * decay. */ 591 * decay. */
590#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 593#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
591#define FLAG_IS_WATER 107 594#define FLAG_IS_WATER 107
592#define FLAG_CONTENT_ON_GEN 108 595#define FLAG_CONTENT_ON_GEN 108
593#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 596#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 597#define FLAG_IS_BUILDABLE 110 /* Can build on item */
595#define FLAG_AFK 111 /* Player is AFK */ 598
596#define NUM_FLAGS 111 /* Should always be equal to the last 599#define NUM_FLAGS 111 /* Should always be equal to the last
597 * defined flag. If you change this, 600 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 601 * make sure you update the flag_links
599 * in common/loader.l 602 * in common/loader.l
600 */ 603 */
601 604
602/* 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
809 /* changing directions */ 812 /* changing directions */
810 /* this is VERTICAL movement */ 813 /* this is VERTICAL movement */
811#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 */
812#define HI4 240 815#define HI4 240
813 816
814/*
815 * Use of the state-variable in player objects:
816 */
817
818#define ST_PLAYING 0
819#define ST_PLAY_AGAIN 1
820#define ST_ROLL_STAT 2
821#define ST_CHANGE_CLASS 3
822#define ST_CONFIRM_QUIT 4
823#define ST_CONFIGURE 5
824#define ST_GET_NAME 6
825#define ST_GET_PASSWORD 7
826#define ST_CONFIRM_PASSWORD 8
827#define ST_GET_PARTY_PASSWORD 10
828
829#define BLANK_FACE_NAME "blank.111" 817#define BLANK_FACE_NAME "blank.x11"
830#define EMPTY_FACE_NAME "empty.111" 818#define EMPTY_FACE_NAME "empty.x11"
831#define DARK_FACE1_NAME "dark1.111" 819#define DARK_FACE1_NAME "dark1.x11"
832#define DARK_FACE2_NAME "dark2.111" 820#define DARK_FACE2_NAME "dark2.x11"
833#define DARK_FACE3_NAME "dark3.111" 821#define DARK_FACE3_NAME "dark3.x11"
834#define SMOOTH_FACE_NAME "default_smoothed.111" 822#define SMOOTH_FACE_NAME "default_smoothed.111"
835 823
836/* 824/*
837 * Defines for the luck/random functions to make things more readable 825 * Defines for the luck/random functions to make things more readable
838 */ 826 */
977#define CAN_APPLY_UNAPPLY 0x10 965#define CAN_APPLY_UNAPPLY 0x10
978#define CAN_APPLY_UNAPPLY_MULT 0x20 966#define CAN_APPLY_UNAPPLY_MULT 0x20
979#define CAN_APPLY_UNAPPLY_CHOICE 0x40 967#define CAN_APPLY_UNAPPLY_CHOICE 0x40
980 968
981/* 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 */
982#define MIN_ACTIVE_SPEED 0.00001 970#define MIN_ACTIVE_SPEED 1e-5
983 971
984/* 972/*
985 * 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.
986 * You shouldn't need to change any of this 974 * You shouldn't need to change any of this
987 * 975 *

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