Difference for include/define.h from version 1.53 to 1.54


version 1.53 version 1.54
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 /*  /*
  * static char *rcsid_define_h =   * static char *rcsid_define_h =
  *   "$Id: define.h,v 1.53 2002/06/09 07:59:31 mwedel Exp $";   *   "$Id: define.h,v 1.54 2002/07/15 04:57:12 mwedel Exp $";
  */   */
   
 /*  /*
     CrossFire, A Multiplayer game for X-windows      CrossFire, A Multiplayer game for X-windows
   
     Copyright (C) 2000 Mark Wedel      Copyright (C) 2002 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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     along with this program; if not, write to the Free Software      along with this program; if not, write to the Free Software
     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.      Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
   
     The author can be reached via e-mail to mwedel@scruz.net      The authors can be reached via e-mail at crossfire-devel@real-time.com
 */  */
   
 /* This file is really too large.  With all the .h files  /* This file is really too large.  With all the .h files
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  * to the new system, I find several files that did not use the previous   * to the new system, I find several files that did not use the previous
  * macros.   * macros.
  *    *
  * If any FLAG's are added, be sure to add them to the flag_links structure   * If any FLAG's are or changed, make sure the flag_names structure in
  * in common/loader.c, if necessary.   * common/loader.l is updated.
  *   *
  * flags[0] is 0 to 31   * flags[0] is 0 to 31
  * flags[1] is 32 to 63   * flags[1] is 32 to 63
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 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */  #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
 #define FLAG_APPLIED 5 /* Object is ready for use by living */  #define FLAG_APPLIED 5 /* Object is ready for use by living */
 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */  #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
 /*#define FLAG_AN 7  unused - Name must be prepended by "an", not "a"*/  #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 */
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 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */  #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */  #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
 #define FLAG_TREASURE 19 /* Will generate treasure when applied */  #define FLAG_TREASURE 19 /* Will generate treasure when applied */
 #define FLAG_APPLY_ONCE 20 /* Will dissapear when applied */  /*#define FLAG_APPLY_ONCE 20 Unused -  Will dissapear when applied */
 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */  #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
 #define FLAG_CAN_ROLL 22 /* Object can be rolled */  #define FLAG_CAN_ROLL 22 /* Object can be rolled */
   /* #define FLAG_PARALYZED 23 Unused -  Object is paralyzed */
 /* this defines paralyze as spell on player, not onlya effect on speed */  
 #define FLAG_PARALYZED      23 /* Object is paralyzed */  
   
 #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 */
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 #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) */
 #define FLAG_NO_DROP 50 /* Object can't be dropped */  #define FLAG_NO_DROP 50 /* Object can't be dropped */
 #define FLAG_NO_PRETEXT 51 /* No text is added before name. */  /* #define FLAG_NO_PRETEXT 51 Not used No text is added before name. */
 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */  #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */  #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
 #define FLAG_USE_WAND 54 /* (Monster) can apply and use wands */  #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */  #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
   
 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */  #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */  #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */  #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
 #define FLAG_READY_WAND 59 /* (Monster) has a wand readied... 8) */  #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
 #define FLAG_READY_BOW 60 /* not implemented yet */  #define FLAG_READY_BOW 60 /* not implemented yet */
 #define FLAG_XRAYS 61 /* X-ray vision */  #define FLAG_XRAYS 61 /* X-ray vision */
 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */  #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
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 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */  #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
   
 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */  #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
 #define FLAG_READY_ROD 81 /* (Monster) has a rod readied... 8) */  #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */  #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
 #define FLAG_READY_HORN 83 /* (Monster) has a horn readied */  /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */  #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
 #define FLAG_MAKE_INVIS         85 /* (Item) gives invisibility when applied */  #define FLAG_MAKE_INVIS         85 /* (Item) gives invisibility when applied */
 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */  #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
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 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;  #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
   
 #define ARMOUR_SPEED(xyz) (xyz)->last_sp  #define ARMOUR_SPEED(xyz) (xyz)->last_sp
 #define ARMOUR_SPELLS(xyz) (xyz)->last_heal  #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
 #define WEAPON_SPEED(xyz) (xyz)->last_sp  #define WEAPON_SPEED(xyz) (xyz)->last_sp
   
 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y  /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
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   /* Optional flags, for bitwise or with a basic flag */    /* Optional flags, for bitwise or with a basic flag */
         AP_NO_MERGE = 16,          AP_NO_MERGE = 16,
  AP_IGNORE_CURSE = 32,   AP_IGNORE_CURSE = 32,
       AP_PRINT = 64, /* Print what to do, don't actually do it */
    /* Note this is supported in all the functions */
   
 };  };
   
   /* Bitmask values for 'can_apply_object()' return values.
    * the CAN_APPLY_ prefix is to just note what function the
    * are returned from.
    *
    * CAN_APPLY_NEVER: who will never be able to use this - requires a body
    *      location who doesn't have.
    * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
    *      this basically means one of the FLAGS are set saying you can't
    *      use this.
    * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
    * if this object can do anything to use this object.  If the value
    * returned from can_apply_object() anded with the mask is non zero,
    * then it is out of the control of this creature to use the item.
    * otherwise it means that by unequipping stuff, they could apply the object
    * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
    *      this.
    * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
    *      unapplied before this can be applied.  Think of switching to
    *      a bow but you have a sword & shield - both the sword and
    *      shield need to be uneqipped before you can do the bow.
    * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
    *      this one can be applied.  Think of rings - human is wearing two
    *      rings and tries to apply one - there are two possible rings he
    *      could remove.
    *
    */
   #define CAN_APPLY_NEVER     0x1
   #define CAN_APPLY_RESTRICTION     0x2
   #define CAN_APPLY_NOT_MASK     0xf
   #define CAN_APPLY_UNAPPLY     0x10
   #define CAN_APPLY_UNAPPLY_MULT     0x20
   #define CAN_APPLY_UNAPPLY_CHOICE    0x40
   
 /* Cut off point of when an object is put on the active list or not */  /* Cut off point of when an object is put on the active list or not */
 #define MIN_ACTIVE_SPEED 0.00001  #define MIN_ACTIVE_SPEED 0.00001
   


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