Difference for include/define.h from version 1.100 to 1.101


version 1.100 version 1.101
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 /*  /*
  * static char *rcsid_define_h =   * static char *rcsid_define_h =
  *   "$Id: define.h,v 1.100 2005/11/12 13:49:07 ryo_saeba Exp $";   *   "$Id: define.h,v 1.101 2005/11/16 08:16:00 mwedel Exp $";
  */   */
   
 /*  /*
     CrossFire, A Multiplayer game for X-windows      CrossFire, A Multiplayer game for X-windows
   
     Copyright (C) 2003 Mark Wedel & Crossfire Development Team      Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
     Copyright (C) 1992 Frank Tore Johansen      Copyright (C) 1992 Frank Tore Johansen
   
     This program is free software; you can redistribute it and/or modify      This program is free software; you can redistribute it and/or modify
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 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */  #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
   
 #define FLAG_NO_PICK 8 /* Object can't be picked up */  #define FLAG_NO_PICK 8 /* Object can't be picked up */
 #define FLAG_WALK_ON 9 /* Applied when it's walked upon */  /*#define FLAG_WALK_ON 9*//*  Applied when it's walked upon */
 #define FLAG_NO_PASS 10 /* Nothing can pass (wall() is true) */  /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */  #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
 #define FLAG_SLOW_MOVE 12 /* Uses the stats.exp/1000 to slow down */  /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
 #define FLAG_FLYING 13 /* Not affected by WALK_ON or SLOW_MOVE) */  /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
 #define FLAG_MONSTER 14 /* Will attack players */  #define FLAG_MONSTER 14 /* Will attack players */
 #define FLAG_FRIENDLY 15 /* Will help players */  #define FLAG_FRIENDLY 15 /* Will help players */
   
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 #define FLAG_CAN_ROLL 22 /* Object can be rolled */  #define FLAG_CAN_ROLL 22 /* Object can be rolled */
 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */  #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */  #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
 #define FLAG_WALK_OFF 25 /* Object is applied when left */  /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
 #define FLAG_FLY_ON 26 /* As WALK_ON, but only with FLAG_FLYING */  /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
 #define FLAG_FLY_OFF 27 /* As WALK_OFF, but only with FLAG_FLYING */  /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */  #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */
 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */  #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */  #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
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 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */  #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \  #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
        but can still attack at a distance */         but can still attack at a distance */
 #define FLAG_PASS_THRU 46 /* Objects with can_pass_thru can pass \  /*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \
        thru this object as if it wasn't there */         thru this object as if it wasn't there */
 #define FLAG_CAN_PASS_THRU 47 /* Can pass thru... */  /*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
   
 #define FLAG_PICK_UP 48 /* Can pick up */  #define FLAG_PICK_UP 48 /* Can pick up */
 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */  #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
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 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)  #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
   
   #if 0
   /* These should no longer be needed - access move_slow_penalty
    * directly.
    */
 #define SLOW_PENALTY(xyz)   ((xyz)->stats.exp)/1000.0  #define SLOW_PENALTY(xyz)   ((xyz)->stats.exp)/1000.0
 #define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000  #define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
   #endif
   
   /* If you add new movement types, you may need to update
    * describe_item() so properly describe those types.
    * change_abil() probably should be updated also.
    */
   #define MOVE_WALK 0x1 /* Object walks */
   #define MOVE_FLY_LOW 0x2 /* Low flying object */
   #define MOVE_FLY_HIGH 0x4 /* High flying object */
   #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */
   #define MOVE_SWIM 0x8 /* Swimming object */
   #define MOVE_ALL 0xf /* Mask of all movement types */
   
   /* the normal assumption is that objects are walking/flying.
    * So often we don't want to block movement, but still don't want
    * to allow all types (swimming is rather specialized) - I also
    * expect as more movement types show up, this is likely to get
    * updated.  Basically, this is the default for spaces that allow
    * movement - anything but swimming right now.  If you really
    * want nothing at all, then can always set move_block to 0
    */
   #define MOVE_BLOCK_DEFAULT  MOVE_SWIM
   
   /* typdef here to define type large enough to hold bitmask of
    * all movement types.  Make one declaration so easy to update.
    * uint8 is defined yet, so just use what that would define it
    * at anyways.
    */
   typedef unsigned char MoveType;
   
   /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
    * Basically, ob2 has to block all of ob1 movement types.
    */
   #define OB_MOVE_BLOCK(ob1, ob2) \
       ((ob1->move_type & ob2->move_block) == ob1->move_type)
   
   /* Basic macro to see if if ob1 can not move onto a space based
    * on the 'type' move_block parameter
    */
   #define OB_TYPE_MOVE_BLOCK(ob1, type) \
       ((ob1->move_type & type) == ob1->move_type)
   
   
 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)  #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)  #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */  #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */


Legend:
line(s) removed in v.1.100 
line(s) changed
 line(s) added in v.1.101

File made using version 1.98 of cvs2html by leaf at 2011-07-21 19:19