|
#define | AC_PLAYER_STAT_LIMIT 1 |
| Limit stats to racial maximum. More...
|
|
#define | AC_PLAYER_STAT_NO_CHANGE 2 |
| Do not make any stat adjustments. More...
|
|
#define | ALLRUN 6 |
| Always run, never attack good for sim. More...
|
|
#define | AP_APPLY 1 |
| Item is to be applied. More...
|
|
#define | AP_BASIC_FLAGS 15 |
|
#define | AP_IGNORE_CURSE 32 |
| Apply/unapply regardless of cursed/damned status. More...
|
|
#define | AP_NO_MERGE 16 |
| Don't try to merge object after (un)applying it. More...
|
|
#define | AP_NOPRINT 128 |
| Don't print messages - caller will do that may be some that still print. More...
|
|
#define | AP_NULL 0 |
| Nothing specific. More...
|
|
#define | AP_OPEN 3 |
| Item is a container to be fully opened. More...
|
|
#define | AP_PRINT 64 |
| Print what to do, don't actually do it Note this is supported in all the functions. More...
|
|
#define | AP_UNAPPLY 2 |
| Item is to be remvoed. More...
|
|
#define | ARMOUR_SPEED(xyz) (xyz)->last_sp |
|
#define | ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
|
#define | BIG_NAME 32 |
|
#define | BLANK_FACE_NAME "blank.111" |
|
#define | CAN_APPLY_NEVER 0x1 |
|
#define | CAN_APPLY_NOT_MASK 0xf |
|
#define | CAN_APPLY_RESTRICTION 0x2 |
|
#define | CAN_APPLY_UNAPPLY 0x10 |
|
#define | CAN_APPLY_UNAPPLY_CHOICE 0x40 |
|
#define | CAN_APPLY_UNAPPLY_MULT 0x20 |
|
#define | CIRCLE1 32 |
| If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC. More...
|
|
#define | CIRCLE2 48 |
| Same as CIRCLE1 but a larger circle is used. More...
|
|
#define | CLEAR_FLAG(xyz, p) clear_flag(xyz, p) |
|
#define | DIRX(xyz) freearr_x[(xyz)->direction] |
|
#define | DIRY(xyz) freearr_y[(xyz)->direction] |
|
#define | DISTATT 1 |
| Move toward a player if far, but maintain some space, attack from a distance - good for missile users only. More...
|
|
#define | DISTHIT 7 |
| Attack from a distance if hit as recommended by Frank. More...
|
|
#define | EMPTY_FACE_NAME "empty.111" |
|
#define | EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
|
#define | EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
|
#define | EXIT_LEVEL(xyz) (xyz)->stats.food |
|
#define | EXIT_PATH(xyz) (xyz)->slaying |
|
#define | EXIT_X(xyz) (xyz)->stats.hp |
|
#define | EXIT_Y(xyz) (xyz)->stats.sp |
|
#define | FABS(x) ((x) < 0 ? -(x) : (x)) |
| Decstations have trouble with fabs()... More...
|
|
#define | FLAG_ACTIVATE_ON_PUSH 105 |
| connected object is activated when 'pushed' More...
|
|
#define | FLAG_ACTIVATE_ON_RELEASE 106 |
| connected object is activated when 'released' More...
|
|
#define | FLAG_AFK 111 |
| Player is AFK. More...
|
|
#define | FLAG_ALIVE 0 |
| Object can fight (or be fought) More...
|
|
#define | FLAG_ANIMATE 11 |
| The object looks at archetype for faces. More...
|
|
#define | FLAG_APPLIED 5 |
| Object is ready for use by living. More...
|
|
#define | FLAG_AUTO_APPLY 18 |
| Will be applied when created. More...
|
|
#define | FLAG_BEEN_APPLIED 80 |
| Object was ever applied, for identification purposes. More...
|
|
#define | FLAG_BERSERK 99 |
| monster will attack closest living object More...
|
|
#define | FLAG_BLESSED 112 |
| Item has a blessing, opposite of cursed/damned. More...
|
|
#define | FLAG_BLIND 92 |
| If set, object cannot see (visually) More...
|
|
#define | FLAG_BLOCKSVIEW 35 |
| Object blocks view. More...
|
|
#define | FLAG_CAN_ROLL 22 |
| Object can be rolled. More...
|
|
#define | FLAG_CAN_USE_SKILL 79 |
| The monster can use skills. More...
|
|
#define | FLAG_CAST_SPELL 52 |
| (Monster) can learn and cast spells More...
|
|
#define | FLAG_CHANGING 31 |
| Changes to other_arch when anim is done. More...
|
|
#define | FLAG_CLIENT_ANIM_RANDOM 10 |
| Client animate this, randomized. More...
|
|
#define | FLAG_CLIENT_ANIM_SYNC 9 |
| Let client animate this, synchronized. More...
|
|
#define | FLAG_CLIENT_SENT 98 |
| We use it to detect cases were the server is trying to send an upditem when we have not actually sent the item. More...
|
|
#define | FLAG_CONFUSED 70 |
| Will also be unable to cast spells. More...
|
|
#define | FLAG_CONTENT_ON_GEN 108 |
|
#define | FLAG_CURSED 74 |
| The object is cursed. More...
|
|
#define | FLAG_DAMNED 75 |
| The object is very cursed. More...
|
|
#define | FLAG_DIALOG_PARSED 12 |
| Was the object::msg field parsed? Temporary flag not saved. More...
|
|
#define | FLAG_FREED 3 |
| Object is in the list of free objects. More...
|
|
#define | FLAG_FRIENDLY 15 |
| Will help players. More...
|
|
#define | FLAG_GENERATOR 16 |
| Will generate type ob->stats.food. More...
|
|
#define | FLAG_HITBACK 33 |
| Object will hit back when hit. More...
|
|
#define | FLAG_IDENTIFIED 29 |
| Item is identifiable (e.g. More...
|
|
#define | FLAG_INV_LOCKED 86 |
| Item will not be dropped from inventory. More...
|
|
#define | FLAG_IS_A_TEMPLATE 109 |
| Object has no ingame life until instantiated. More...
|
|
#define | FLAG_IS_BUILDABLE 110 |
| Can build on item. More...
|
|
#define | FLAG_IS_CAULDRON 94 |
| container can make alchemical stuff More...
|
|
#define | FLAG_IS_FLOOR 63 |
| Can't see what's underneath this object. More...
|
|
#define | FLAG_IS_HILLY 88 |
| Item is hilly/mountain terrain. More...
|
|
#define | FLAG_IS_LIGHTABLE 43 |
| object can be lit More...
|
|
#define | FLAG_IS_LINKED 73 |
| The object is linked with other objects. More...
|
|
#define | FLAG_IS_THROWN 17 |
| Object is designed to be thrown. More...
|
|
#define | FLAG_IS_TURNABLE 24 |
| Object can change face with direction. More...
|
|
#define | FLAG_IS_USED_UP 28 |
| When (–food<0) the object will exit. More...
|
|
#define | FLAG_IS_WATER 107 |
|
#define | FLAG_IS_WOODED 87 |
| Item is wooded terrain. More...
|
|
#define | FLAG_KNOWN_BLESSED 113 |
| Item is known to be blessed. More...
|
|
#define | FLAG_KNOWN_CURSED 78 |
| The object is known to be cursed. More...
|
|
#define | FLAG_KNOWN_MAGICAL 77 |
| The object is known to be magical. More...
|
|
#define | FLAG_LIFESAVE 64 |
| Saves a players' life once, then destr. More...
|
|
#define | FLAG_MAKE_INVIS 85 |
| (Item) gives invisibility when applied More...
|
|
#define | FLAG_MONSTER 14 |
| Will attack players. More...
|
|
#define | FLAG_NEUTRAL 100 |
| monster is from type neutral More...
|
|
#define | FLAG_NO_APPLY 62 |
| Avoids step_on/fly_on to this object. More...
|
|
#define | FLAG_NO_ATTACK 101 |
| monster don't attack More...
|
|
#define | FLAG_NO_DAMAGE 102 |
| monster can't be damaged More...
|
|
#define | FLAG_NO_DROP 50 |
| Object can't be dropped. More...
|
|
#define | FLAG_NO_FIX_PLAYER 42 |
| fix_object() won't be called More...
|
|
#define | FLAG_NO_MAGIC 41 |
| Spells (some) can't pass this object. More...
|
|
#define | FLAG_NO_PICK 8 |
| Object can't be picked up. More...
|
|
#define | FLAG_NO_SAVE 13 |
| If set (through plugins), the object is not saved on maps. More...
|
|
#define | FLAG_NO_SKILL_IDENT 91 |
| If set, item cannot be identified w/ a skill. More...
|
|
#define | FLAG_NO_STEAL 96 |
| Item can't be stolen. More...
|
|
#define | FLAG_NO_STRENGTH 65 |
| Strength-bonus not added to wc/dam. More...
|
|
#define | FLAG_OBJ_ORIGINAL 103 |
| NEVER SET THIS. More...
|
|
#define | FLAG_ONE_HIT 97 |
| Monster can only hit once before going away (replaces ghosthit) More...
|
|
#define | FLAG_ONLY_ATTACK 69 |
| NPC will evaporate if there is no enemy. More...
|
|
#define | FLAG_OVERLAY_FLOOR 23 |
| Object is an overlay floor. More...
|
|
#define | FLAG_PARALYZED 114 |
| Monster or player is paralyzed. More...
|
|
#define | FLAG_PLAYER_SOLD 20 |
| Object was sold to a shop by a player. More...
|
|
#define | FLAG_PROBE 25 |
| Object displays HP information to player. More...
|
|
#define | FLAG_RANDOM_MOVE 68 |
| NPC will move randomly. More...
|
|
#define | FLAG_READY_BOW 60 |
| not implemented yet More...
|
|
#define | FLAG_READY_RANGE 59 |
| (Monster) has a range attack readied... More...
|
|
#define | FLAG_READY_SCROLL 81 |
| monster has scroll in inv and can use it More...
|
|
#define | FLAG_READY_SKILL 89 |
| (Monster or Player) has a skill readied More...
|
|
#define | FLAG_READY_WEAPON 90 |
| (Monster or Player) has a weapon readied More...
|
|
#define | FLAG_REFL_MISSILE 39 |
| Arrows will reflect from object. More...
|
|
#define | FLAG_REFL_SPELL 40 |
| Spells (some) will reflect from object. More...
|
|
#define | FLAG_REFLECTING 30 |
| Object reflects from walls (lightning) More...
|
|
#define | FLAG_REMOVED 2 |
| Object is not in any map or invenory. More...
|
|
#define | FLAG_RUN_AWAY 45 |
| Object runs away from nearest player \ but can still attack at a distance. More...
|
|
#define | FLAG_SCARED 37 |
| Monster is scared (mb player in future) More...
|
|
#define | FLAG_SEE_ANYWHERE 76 |
| The object will be visible behind walls. More...
|
|
#define | FLAG_SEE_IN_DARK 93 |
| if set ob not effected by darkness More...
|
|
#define | FLAG_SEE_INVISIBLE 21 |
| Will see invisible player. More...
|
|
#define | FLAG_SLEEP 66 |
| NPC is sleeping. More...
|
|
#define | FLAG_SPLITTING 32 |
| Object splits into stats.food other objs. More...
|
|
#define | FLAG_STAND_STILL 67 |
| NPC will not (ever) move. More...
|
|
#define | FLAG_STARTEQUIP 34 |
| Object was given to player at start. More...
|
|
#define | FLAG_STEALTH 71 |
| Will wake monsters with less range. More...
|
|
#define | FLAG_TEAR_DOWN 44 |
| at->faces[hp*animations/maxhp] at hit More...
|
|
#define | FLAG_TREASURE 19 |
| Will generate treasure when applied. More...
|
|
#define | FLAG_UNAGGRESSIVE 38 |
| Monster doesn't attack players. More...
|
|
#define | FLAG_UNDEAD 36 |
| Monster is undead. More...
|
|
#define | FLAG_UNIQUE 49 |
| Item is really unique (UNIQUE_ITEMS) More...
|
|
#define | FLAG_UNPAID 6 |
| Object hasn't been paid for yet. More...
|
|
#define | FLAG_USE_ARMOUR 56 |
| (Monster) can wear armour/shield/helmet More...
|
|
#define | FLAG_USE_BOW 55 |
| (Monster) can apply and fire bows More...
|
|
#define | FLAG_USE_RANGE 54 |
| (Monster) can apply and use range items More...
|
|
#define | FLAG_USE_RING 58 |
| (Monster) can use rings, boots, gauntlets, etc More...
|
|
#define | FLAG_USE_SCROLL 53 |
| (Monster) can read scroll More...
|
|
#define | FLAG_USE_SHIELD 7 |
| Can this creature use a shield? More...
|
|
#define | FLAG_USE_WEAPON 57 |
| (Monster) can wield weapons More...
|
|
#define | FLAG_WAS_WIZ 4 |
| Player was once a wiz. More...
|
|
#define | FLAG_WIZ 1 |
| Object has special privilegies. More...
|
|
#define | FLAG_WIZCAST 51 |
| The wizard can cast spells in no-magic area. More...
|
|
#define | FLAG_WIZPASS 72 |
| The wizard can go through walls. More...
|
|
#define | FLAG_XRAYS 61 |
| X-ray vision. More...
|
|
#define | FOR_ABOVE_FINISH() |
| Finishes FOR_ABOVE_PREPARE(). More...
|
|
#define | FOR_ABOVE_PREPARE(op_, it_) |
| Constructs a loop iterating over all objects above an object. More...
|
|
#define | FOR_BELOW_FINISH() |
| Finishes FOR_BELOW_PREPARE(). More...
|
|
#define | FOR_BELOW_PREPARE(op_, it_) |
| Constructs a loop iterating over all objects below an object. More...
|
|
#define | FOR_INV_FINISH() |
| Finishes FOR_INV_PREPARE(). More...
|
|
#define | FOR_INV_PREPARE(op_, it_) |
| Constructs a loop iterating over the inventory of an object. More...
|
|
#define | FOR_MAP_FINISH() |
| Finishes FOR_MAP_PREPARE(). More...
|
|
#define | FOR_MAP_PREPARE(map_, mx_, my_, it_) |
| Constructs a loop iterating over all objects of a map tile. More...
|
|
#define | FOR_OB_AND_ABOVE_FINISH() FOR_OB_FINISH() |
| Finishes FOR_OB_AND_ABOVE_PREPARE(). More...
|
|
#define | FOR_OB_AND_ABOVE_PREPARE(op_) FOR_OB_PREPARE(op_, above, __LINE__) |
| Constructs a loop iterating over an object and all objects above it in the same pile. More...
|
|
#define | FOR_OB_AND_BELOW_FINISH() FOR_OB_FINISH() |
| Finishes FOR_OB_AND_BELOW_PREPARE(). More...
|
|
#define | FOR_OB_AND_BELOW_PREPARE(op_) FOR_OB_PREPARE(op_, below, __LINE__) |
| Constructs a loop iterating over an object and all objects below it in the same pile. More...
|
|
#define | FOR_OB_FINISH() |
| Finishes FOR_OB_PREPARE(). More...
|
|
#define | FOR_OB_PREPARE(op_, field_, suffix_) FOR_OB_PREPARE2(op_, field_, suffix_) |
| Constructs a loop iterating over a set of objects. More...
|
|
#define | FOR_OB_PREPARE2(op_, field_, suffix_) |
| Constructs a loop iterating over a set of objects. More...
|
|
#define | GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
|
#define | GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
|
#define | HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))) |
| This return TRUE if object has still randomitems which could be expanded. More...
|
|
#define | HI4 240 |
|
#define | HITRUN 3 |
| Run to then hit player then run away cyclicly. More...
|
|
#define | HUGE_BUF 4096 |
| Used for messages - some can be quite long. More...
|
|
#define | IS_ARMOR(op) |
|
#define | IS_ARROW(op) |
|
#define | IS_LIVE(op) |
|
#define | IS_SHIELD(op) (op->type == SHIELD) |
|
#define | IS_WEAPON(op) (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
|
#define | LO4 15 |
| bitmasks for upper and lower 4 bits from 8 bit fields More...
|
|
#define | MAX_ANIMATIONS 256 |
|
#define | MAX_BUF 256 |
| Used for all kinds of things. More...
|
|
#define | MAX_DARKNESS 5 |
| Maximum map darkness, there is no practical reason to exceed this. More...
|
|
#define | MAX_LIGHT_RADII 4 |
| Max radii for 'light' object, really large values allow objects that can slow down the game. More...
|
|
#define | MAX_NAME 48 |
|
#define | MAX_WEAPON_ITEM_POWER 100 |
| Maximum item power an item can have. More...
|
|
#define | MIN_ACTIVE_SPEED 0.00001 |
| Cut off point of when an object is put on the active list or not. More...
|
|
#define | MIN_STAT 1 |
| The minimum legal value of any stat. More...
|
|
#define | MOVE_ALL 0x1f |
| Mask of all movement types. More...
|
|
#define | MOVE_BLOCK_DEFAULT MOVE_SWIM |
| The normal assumption is that objects are walking/flying. More...
|
|
#define | MOVE_BOAT 0x10 |
| Boats/sailing. More...
|
|
#define | MOVE_FLY_HIGH 0x4 |
| High flying object. More...
|
|
#define | MOVE_FLY_LOW 0x2 |
| Low flying object. More...
|
|
#define | MOVE_FLYING 0x6 |
| Combo of fly_low and fly_high. More...
|
|
#define | MOVE_SWIM 0x8 |
| Swimming object. More...
|
|
#define | MOVE_WALK 0x1 |
| Object walks. More...
|
|
#define | NAME_MAX 255 |
| NAME_MAX used by random maps may not be defined on pure ansi systems. More...
|
|
#define | NROF_SOUNDS (23+NROFREALSPELLS) /* Number of sounds */ |
|
#define | NUM_FLAGS 114 |
| Should always be equal to the last defined flag. More...
|
|
#define | OB_MOVE_BLOCK(ob1, ob2) ob_move_block(ob1, ob2) |
|
#define | OB_TYPE_MOVE_BLOCK(ob1, type) ((type != 0) && (ob1->move_type&type) == ob1->move_type) |
| Basic macro to see if if ob1 can not move onto a space based on the 'type' move_block parameter Add check - if type is 0, don't stop anything from moving onto it. More...
|
|
#define | PACEH 64 |
| The monster will pace back and forth until attacked. More...
|
|
#define | PACEH2 80 |
| The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions. More...
|
|
#define | PACEV 128 |
| The monster will pace back and forth until attacked. More...
|
|
#define | PACEV2 144 |
| The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions. More...
|
|
#define | PETMOVE 16 |
| If the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by ob->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so. More...
|
|
#define | PREFER_HIGH 1 |
|
#define | PREFER_LOW 0 |
|
#define | PU_ARMOUR 0x00000800 |
|
#define | PU_ARROW 0x00000100 |
|
#define | PU_BOOTS 0x00001000 |
|
#define | PU_BOW 0x00000080 |
|
#define | PU_CLOAK 0x00004000 |
|
#define | PU_CONTAINER 0x08000000 |
|
#define | PU_CURSED 0x10000000 |
|
#define | PU_DEBUG 0x10000000 |
|
#define | PU_DRINK 0x00000020 |
|
#define | PU_FLESH 0x04000000 |
|
#define | PU_FOOD 0x00000010 |
|
#define | PU_GLOVES 0x00002000 |
|
#define | PU_HELMET 0x00000200 |
|
#define | PU_INHIBIT 0x20000000 |
|
#define | PU_JEWELS 0x02000000 |
|
#define | PU_KEY 0x00008000 |
|
#define | PU_MAGIC_DEVICE 0x00800000 |
|
#define | PU_MAGICAL 0x00040000 |
|
#define | PU_MELEEWEAPON 0x00020000 |
|
#define | PU_MISSILEWEAPON 0x00010000 |
|
#define | PU_NEWMODE 0x80000000 |
|
#define | PU_NOT_CURSED 0x01000000 |
|
#define | PU_NOTHING 0x00000000 |
|
#define | PU_POTION 0x00080000 |
|
#define | PU_RATIO 0x0000000F |
|
#define | PU_READABLES 0x00400000 |
|
#define | PU_SHIELD 0x00000400 |
|
#define | PU_SKILLSCROLL 0x00200000 |
|
#define | PU_SPELLBOOK 0x00100000 |
|
#define | PU_STOP 0x40000000 |
|
#define | PU_VALUABLES 0x00000040 |
|
#define | QUERY_FLAG(xyz, p) query_flag(xyz, p) |
|
#define | RANDO 96 |
| The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction. More...
|
|
#define | RANDO2 112 |
| Constantly move in a different random direction. More...
|
|
#define | RANDOM() cf_random() |
|
#define | RUNATT 2 |
| Run but attack if player catches up to object. More...
|
|
#define | RUSH 5 |
| Rush toward player blindly, similiar to dumb monster. More...
|
|
#define | SET_FLAG(xyz, p) set_flag(xyz, p) |
|
#define | SIZEOFFREE 49 |
|
#define | SIZEOFFREE1 8 |
|
#define | SIZEOFFREE2 24 |
|
#define | SMOOTH_FACE_NAME "default_smoothed.111" |
|
#define | SRANDOM(seed) cf_srandom(seed) |
|
#define | ST_BD_BUILD 1 |
| Builds an item. More...
|
|
#define | ST_BD_REMOVE 2 |
| Removes an item. More...
|
|
#define | ST_CHANGE_CLASS 3 |
| New character, choosing class. More...
|
|
#define | ST_CHANGE_PASSWORD_CONFIRM 13 |
| Player is confirming new password. More...
|
|
#define | ST_CHANGE_PASSWORD_NEW 12 |
| Player is entering new password. More...
|
|
#define | ST_CHANGE_PASSWORD_OLD 11 |
| Player is entering old password to change password. More...
|
|
#define | ST_CONFIRM_PASSWORD 8 |
| New character, confirm password. More...
|
|
#define | ST_CONFIRM_QUIT 4 |
| Player used the 'quit' command, make sure that's ok. More...
|
|
#define | ST_GET_NAME 6 |
| Player just connected. More...
|
|
#define | ST_GET_PARTY_PASSWORD 10 |
| Player tried to join a password-protected party. More...
|
|
#define | ST_GET_PASSWORD 7 |
| Name entered, now for password. More...
|
|
#define | ST_MAT_FLOOR 1 |
| Floor. More...
|
|
#define | ST_MAT_ITEM 3 |
| Most other items, including doors & such. More...
|
|
#define | ST_MAT_WALL 2 |
| Wall. More...
|
|
#define | ST_MAT_WINDOW 4 |
| Window. More...
|
|
#define | ST_PLAY_AGAIN 1 |
| Player left through a bed of reality, and can login again. More...
|
|
#define | ST_PLAYING 0 |
| Usual state. More...
|
|
#define | ST_ROLL_STAT 2 |
| New character, rolling stats. More...
|
|
#define | VERY_BIG_BUF 1024 |
|
#define | WAIT2 8 |
| Monster does not try to move towards player if far. More...
|
|
#define | WAITATT 4 |
| Wait for player to approach then hit, move if hit. More...
|
|
#define | WEAP_BLUD 8 |
| bludgeoning, club, stick More...
|
|
#define | WEAP_CLEAVE 3 |
| axe More...
|
|
#define | WEAP_CRUSH 7 |
| big hammers, flails More...
|
|
#define | WEAP_HIT 0 |
| the basic More...
|
|
#define | WEAP_PIERCE 2 |
| arrows, stiletto More...
|
|
#define | WEAP_SLASH 1 |
| slash More...
|
|
#define | WEAP_SLICE 4 |
| katana More...
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#define | WEAP_STAB 5 |
| knife, dagger More...
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#define | WEAP_WHIP 6 |
| whips n chains More...
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#define | WEAPON_SPEED(xyz) (xyz)->last_sp |
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#define | WEIGHT(op) (op->nrof ? op->weight : op->weight+op->carrying) |
| Returns the weight of the given object. More...
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Core defines: object types, flags, etc.
This file is really too large. With all the .h files around, this file should be better split between them - things that deal with objects should be in objects.h, things dealing with players in player.h, etc. As it is, everything just seems to be dumped in here.
This file is best viewed with a window width of about 100 character.
Definition in file define.h.