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Comparing deliantra/server/include/define.h (file contents):
Revision 1.49 by elmex, Sun Apr 15 14:15:15 2007 UTC vs.
Revision 1.53 by root, Thu May 3 09:26:45 2007 UTC

285 * misc_object, monster, and spawn_generator 285 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes, 286 * types are not used in any archetypes,
287 * and should perhaps be removed. 287 * and should perhaps be removed.
288 * 288 *
289 * Wed Dec 20 13:35:24 CET 2006: 289 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 290 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL. 292 * renamed WALL to BUILDABLE_WALL.
293 */ 293 */
294 294
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
444 444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 447#define FLAG_AUTO_APPLY 18
448 /* Will be applied when created */ 448 /* Will be applied when created */
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 449#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 /* (Monster) can wear armour/shield/helmet */ 504 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57 505#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */ 506 /* (Monster) can wield weapons */
507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
510#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
513 513
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531 531
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 535
536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 538#define FLAG_MAKE_INVIS 85
539 /* (Item) gives invisibility when applied */ 539 /* (Item) gives invisibility when applied */
540#define FLAG_INV_LOCKED 86 540#define FLAG_INV_LOCKED 86
541 /* Item will not be dropped from inventory */ 541 /* Item will not be dropped from inventory */
595 595
596/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
599 */ 599 */
600#define MOVE_WALK 0x1 /* Object walks */ 600#define MOVE_WALK 0x01 /* Object walks */
601#define MOVE_FLY_LOW 0x2 /* Low flying object */ 601#define MOVE_FLY_LOW 0x02 /* Low flying object */
602#define MOVE_FLY_HIGH 0x4 /* High flying object */ 602#define MOVE_FLY_HIGH 0x04 /* High flying object */
603#define MOVE_FLYING 0x6 603#define MOVE_FLYING 0x06
604 /* Combo of fly_low and fly_high */ 604 /* Combo of fly_low and fly_high */
605#define MOVE_SWIM 0x8 /* Swimming object */ 605#define MOVE_SWIM 0x08 /* Swimming object */
606#define MOVE_BOAT 0x10 /* Boats/sailing */ 606#define MOVE_BOAT 0x10 /* Boats/sailing */
607#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
608
607#define MOVE_ALL 0x1f /* Mask of all movement types */ 609#define MOVE_ALL 0x3f /* Mask of all movement types */
608 610
609/* typdef here to define type large enough to hold bitmask of 611/* typdef here to define type large enough to hold bitmask of
610 * all movement types. Make one declaration so easy to update. 612 * all movement types. Make one declaration so easy to update.
611 * uint8 is defined yet, so just use what that would define it 613 * uint8 is defined yet, so just use what that would define it
612 * at anyways. 614 * at anyways.

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