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Comparing deliantra/server/include/object.h (file contents):
Revision 1.268 by root, Sun Nov 25 14:59:24 2012 UTC vs.
Revision 1.271 by root, Thu Nov 17 04:27:39 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
294 294
295 // 8 free bits 295 // 8 free bits
296 296
297 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */ 297 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
298 // /* races/classes can need less/more exp to gain levels */ 298 // /* races/classes can need less/more exp to gain levels */
299 static const float expmul = 1.0;//D 299 constexpr static const float expmul = 1.0;//D
300 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 300 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
301 301
302 /* Following are values used by any object */ 302 /* Following are values used by any object */
303 /* this objects turns into or what this object creates */ 303 /* this objects turns into or what this object creates */
304 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 304 treasurelist *ACC (RW, randomitems); /* Items to be generated */
959 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. 959 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
960 * INS_NO_WALK_ON: Don't call check_walk_on against the 960 * INS_NO_WALK_ON: Don't call check_walk_on against the
961 * originator - saves cpu time if you know the inserted object 961 * originator - saves cpu time if you know the inserted object
962 * is not meaningful in terms of having an effect. 962 * is not meaningful in terms of having an effect.
963 * INS_ON_TOP: Always put object on top. Generally only needed when loading 963 * INS_ON_TOP: Always put object on top. Generally only needed when loading
964 * files from disk and ordering needs to be preserved. 964 * files from disk and ordering needs to be preserved.
965 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 965 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
966 * Use for treasure chests so the new object is the highest thing 966 * Use for treasure chests so the new object is the highest thing
967 * beneath the player, but not actually above it. Note - the 967 * beneath the player, but not actually above it. Note - the
968 * map and x,y coordinates for the object to be inserted must 968 * map and x,y coordinates for the object to be inserted must
969 * match the originator. 969 * match the originator.

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