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Comparing deliantra/server/include/define.h (file contents):
Revision 1.32 by root, Sat Dec 23 15:49:40 2006 UTC vs.
Revision 1.39 by root, Mon Jan 15 00:40:49 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
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 */
584#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
585 * load_original_map() */ 586 * load_original_map() */
586#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
587 * the overlay, and is not subject to 588 * the overlay, and is not subject to
588 * decay. */ 589 * decay. */
589#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' */
590#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' */
591#define FLAG_IS_WATER 107 592#define FLAG_IS_WATER 107
592#define FLAG_CONTENT_ON_GEN 108 593#define FLAG_CONTENT_ON_GEN 108
593#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 */
594#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 595#define FLAG_IS_BUILDABLE 110 /* Can build on item */
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
595 598
596#define NUM_FLAGS 111 /* Should always be equal to the last 599#define NUM_FLAGS 113 /* Should always be equal to the last
597 * defined flag + 1. 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
603 * object structure needs to be enlarged. 606 * object structure needs to be enlarged.
604 * So there are 18 available flags slots 607 * So there are 18 available flags slots
605 */ 608 */
657 * Add check - if type is 0, don't stop anything from moving 660 * Add check - if type is 0, don't stop anything from moving
658 * onto it. 661 * onto it.
659 * 662 *
660 */ 663 */
661#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 664#define OB_TYPE_MOVE_BLOCK(ob1, type) \
662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 665 ((type) && (ob1->move_type & type) == ob1->move_type)
663 666
664 667
665#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
666#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
667#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
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#define BLANK_FACE_NAME "blank.111" 817#define BLANK_FACE_NAME "blank.x11"
815#define EMPTY_FACE_NAME "empty.111" 818#define EMPTY_FACE_NAME "empty.x11"
816#define DARK_FACE1_NAME "dark1.111" 819#define DARK_FACE1_NAME "dark1.x11"
817#define DARK_FACE2_NAME "dark2.111" 820#define DARK_FACE2_NAME "dark2.x11"
818#define DARK_FACE3_NAME "dark3.111" 821#define DARK_FACE3_NAME "dark3.x11"
819#define SMOOTH_FACE_NAME "default_smoothed.111" 822#define SMOOTH_FACE_NAME "default_smoothed.111"
820 823
821/* 824/*
822 * Defines for the luck/random functions to make things more readable 825 * Defines for the luck/random functions to make things more readable
823 */ 826 */
962#define CAN_APPLY_UNAPPLY 0x10 965#define CAN_APPLY_UNAPPLY 0x10
963#define CAN_APPLY_UNAPPLY_MULT 0x20 966#define CAN_APPLY_UNAPPLY_MULT 0x20
964#define CAN_APPLY_UNAPPLY_CHOICE 0x40 967#define CAN_APPLY_UNAPPLY_CHOICE 0x40
965 968
966/* 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 */
967#define MIN_ACTIVE_SPEED 0.00001 970#define MIN_ACTIVE_SPEED 1e-5
968 971
969/* 972/*
970 * 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.
971 * You shouldn't need to change any of this 974 * You shouldn't need to change any of this
972 * 975 *

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