--- deliantra/server/include/define.h 2006/12/20 14:38:50 1.27 +++ deliantra/server/include/define.h 2007/01/02 22:26:27 1.35 @@ -112,12 +112,12 @@ * Additionally, when you add a new entry, include it in the table in item.c */ -/* type 0 will be undefined and shows a non valid type information */ - /* USED TYPES: (for dead types please look at the bottom of the type * definitions) */ +/* type 0 objects have the default behaviour */ + #define PLAYER 1 #define TRANSPORT 2 /* see pod/objects.pod */ #define ROD 3 @@ -423,9 +423,9 @@ */ /* Basic routines to do above */ -#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 -#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 -#define QUERY_FLAG(obj, flag) (obj)->flags[flag] +#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 +#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 +#define QUERY_FLAG(obj, flg) (obj)->flag [flg] /* the flags */ @@ -581,6 +581,8 @@ #define FLAG_NEUTRAL 100 /* monster is from type neutral */ #define FLAG_NO_ATTACK 101 /* monster don't attack */ #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ + +//TODO schmorp: removed in rewrite, not yet readded #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by * load_original_map() */ #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on @@ -592,9 +594,9 @@ #define FLAG_CONTENT_ON_GEN 108 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ -#define FLAG_AFK 111 /* Player is AFK */ + #define NUM_FLAGS 111 /* Should always be equal to the last - * defined flag. If you change this, + * defined flag + 1. If you change this, * make sure you update the flag_links * in common/loader.l */ @@ -811,26 +813,11 @@ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 -/* - * Use of the state-variable in player objects: - */ - -#define ST_PLAYING 0 -#define ST_PLAY_AGAIN 1 -#define ST_ROLL_STAT 2 -#define ST_CHANGE_CLASS 3 -#define ST_CONFIRM_QUIT 4 -#define ST_CONFIGURE 5 -#define ST_GET_NAME 6 -#define ST_GET_PASSWORD 7 -#define ST_CONFIRM_PASSWORD 8 -#define ST_GET_PARTY_PASSWORD 10 - -#define BLANK_FACE_NAME "blank.111" -#define EMPTY_FACE_NAME "empty.111" -#define DARK_FACE1_NAME "dark1.111" -#define DARK_FACE2_NAME "dark2.111" -#define DARK_FACE3_NAME "dark3.111" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" +#define DARK_FACE1_NAME "dark1.x11" +#define DARK_FACE2_NAME "dark2.x11" +#define DARK_FACE3_NAME "dark3.x11" #define SMOOTH_FACE_NAME "default_smoothed.111" /* @@ -979,7 +966,7 @@ #define CAN_APPLY_UNAPPLY_CHOICE 0x40 /* Cut off point of when an object is put on the active list or not */ -#define MIN_ACTIVE_SPEED 0.00001 +#define MIN_ACTIVE_SPEED 1e-5 /* * random() is much better than rand(). If you have random(), use it instead.