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Comparing deliantra/server/include/define.h (file contents):
Revision 1.33 by root, Sat Dec 30 10:16:10 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
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 */
584
585//TODO schmorp: removed in rewrite, not yet readded
586#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
587 * load_original_map() */ 586 * load_original_map() */
588#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
589 * the overlay, and is not subject to 588 * the overlay, and is not subject to
590 * decay. */ 589 * decay. */
591#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' */
592#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' */
593#define FLAG_IS_WATER 107 592#define FLAG_IS_WATER 107
594#define FLAG_CONTENT_ON_GEN 108 593#define FLAG_CONTENT_ON_GEN 108
595#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 */
596#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
597 598
598#define NUM_FLAGS 111 /* Should always be equal to the last 599#define NUM_FLAGS 113 /* Should always be equal to the last
599 * defined flag + 1. If you change this, 600 * defined flag + 1. If you change this,
600 * make sure you update the flag_links 601 * make sure you update the flag_links
601 * in common/loader.l 602 * in common/loader.l
602 */ 603 */
603 604
604/* 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
605 * object structure needs to be enlarged. 606 * object structure needs to be enlarged.
606 * So there are 18 available flags slots 607 * So there are 18 available flags slots
607 */ 608 */
659 * 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
660 * onto it. 661 * onto it.
661 * 662 *
662 */ 663 */
663#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 664#define OB_TYPE_MOVE_BLOCK(ob1, type) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 665 ((type) && (ob1->move_type & type) == ob1->move_type)
665 666
666 667
667#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
811 /* changing directions */ 812 /* changing directions */
812 /* this is VERTICAL movement */ 813 /* this is VERTICAL movement */
813#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 */
814#define HI4 240 815#define HI4 240
815 816
816#define BLANK_FACE_NAME "blank.111" 817#define BLANK_FACE_NAME "blank.x11"
817#define EMPTY_FACE_NAME "empty.111" 818#define EMPTY_FACE_NAME "empty.x11"
818#define DARK_FACE1_NAME "dark1.111" 819#define DARK_FACE1_NAME "dark1.x11"
819#define DARK_FACE2_NAME "dark2.111" 820#define DARK_FACE2_NAME "dark2.x11"
820#define DARK_FACE3_NAME "dark3.111" 821#define DARK_FACE3_NAME "dark3.x11"
821#define SMOOTH_FACE_NAME "default_smoothed.111" 822#define SMOOTH_FACE_NAME "default_smoothed.111"
822 823
823/* 824/*
824 * Defines for the luck/random functions to make things more readable 825 * Defines for the luck/random functions to make things more readable
825 */ 826 */
964#define CAN_APPLY_UNAPPLY 0x10 965#define CAN_APPLY_UNAPPLY 0x10
965#define CAN_APPLY_UNAPPLY_MULT 0x20 966#define CAN_APPLY_UNAPPLY_MULT 0x20
966#define CAN_APPLY_UNAPPLY_CHOICE 0x40 967#define CAN_APPLY_UNAPPLY_CHOICE 0x40
967 968
968/* 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 */
969#define MIN_ACTIVE_SPEED 0.00001 970#define MIN_ACTIVE_SPEED 1e-5
970 971
971/* 972/*
972 * 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.
973 * You shouldn't need to change any of this 974 * You shouldn't need to change any of this
974 * 975 *

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