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Comparing deliantra/server/include/define.h (file contents):
Revision 1.30 by root, Thu Dec 21 23:37:05 2006 UTC vs.
Revision 1.37 by root, Sun Jan 7 23:10:43 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
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 */
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 */
595#define FLAG_AFK 111 /* Player is AFK */ 596#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
597
596#define NUM_FLAGS 111 /* Should always be equal to the last 598#define NUM_FLAGS 112 /* Should always be equal to the last
597 * defined flag. If you change this, 599 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 600 * make sure you update the flag_links
599 * in common/loader.l 601 * in common/loader.l
600 */ 602 */
601 603
602/* Values can go up to 127 before the size of the flags array in the 604/* Values can go up to 127 before the size of the flags array in the
809 /* changing directions */ 811 /* changing directions */
810 /* this is VERTICAL movement */ 812 /* this is VERTICAL movement */
811#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 813#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
812#define HI4 240 814#define HI4 240
813 815
814#define BLANK_FACE_NAME "blank.111" 816#define BLANK_FACE_NAME "blank.x11"
815#define EMPTY_FACE_NAME "empty.111" 817#define EMPTY_FACE_NAME "empty.x11"
816#define DARK_FACE1_NAME "dark1.111" 818#define DARK_FACE1_NAME "dark1.x11"
817#define DARK_FACE2_NAME "dark2.111" 819#define DARK_FACE2_NAME "dark2.x11"
818#define DARK_FACE3_NAME "dark3.111" 820#define DARK_FACE3_NAME "dark3.x11"
819#define SMOOTH_FACE_NAME "default_smoothed.111" 821#define SMOOTH_FACE_NAME "default_smoothed.111"
820 822
821/* 823/*
822 * Defines for the luck/random functions to make things more readable 824 * Defines for the luck/random functions to make things more readable
823 */ 825 */
962#define CAN_APPLY_UNAPPLY 0x10 964#define CAN_APPLY_UNAPPLY 0x10
963#define CAN_APPLY_UNAPPLY_MULT 0x20 965#define CAN_APPLY_UNAPPLY_MULT 0x20
964#define CAN_APPLY_UNAPPLY_CHOICE 0x40 966#define CAN_APPLY_UNAPPLY_CHOICE 0x40
965 967
966/* Cut off point of when an object is put on the active list or not */ 968/* Cut off point of when an object is put on the active list or not */
967#define MIN_ACTIVE_SPEED 0.00001 969#define MIN_ACTIVE_SPEED 1e-5
968 970
969/* 971/*
970 * random() is much better than rand(). If you have random(), use it instead. 972 * random() is much better than rand(). If you have random(), use it instead.
971 * You shouldn't need to change any of this 973 * You shouldn't need to change any of this
972 * 974 *

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