Difference for include/define.h from version 1.67 to 1.68


version 1.67 version 1.68
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 /*  /*
  * static char *rcsid_define_h =   * static char *rcsid_define_h =
  *   "$Id: define.h,v 1.67 2003/09/04 06:25:32 temitchell Exp $";   *   "$Id: define.h,v 1.68 2003/09/13 05:01:33 mwedel Exp $";
  */   */
   
 /*  /*
     CrossFire, A Multiplayer game for X-windows      CrossFire, A Multiplayer game for X-windows
   
     Copyright (C) 2002 Mark Wedel & Crossfire Development Team      Copyright (C) 2003 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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     The authors can be reached via e-mail at crossfire-devel@real-time.com      The authors can be reached via e-mail at crossfire-devel@real-time.com
 */  */
   
   /* This file is best viewed with a window width of about 100 character */
   
 /* This file is really too large.  With all the .h files  /* This file is really too large.  With all the .h files
  * around, this file should be better split between them - things   * around, this file should be better split between them - things
  * that deal with objects should be in objects.h, things dealing   * that deal with objects should be in objects.h, things dealing
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 #define MAX(x,y) ((x)>(y)?(x):(y))  #define MAX(x,y) ((x)>(y)?(x):(y))
 #endif  #endif
   
   /* MAX3 is basically like MAX, but instead does 3 values. */
   #ifndef MAX3
   #define MAX3(x,y, z) (MAX(x, MAX(y,z)))
   #endif
   
   /* MIN3 is basically like MIN, but instead does 3 values. */
   #ifndef MIN3
   #define MIN3(x,y, z) (MIN(x, MIN(y,z)))
   #endif
   
 #define MAX_STAT 30 /* The maximum legal value of any stat */  #define MAX_STAT 30 /* The maximum legal value of any stat */
 #define MIN_STAT 1 /* The minimum legal value of any stat */  #define MIN_STAT 1 /* The minimum legal value of any stat */
   
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 /* type 0 will be undefined and shows a non valid type information */  /* type 0 will be undefined and shows a non valid type information */
   
 #define PLAYER             1  #define PLAYER             1
 #define BULLET             2  /*#define BULLET     2 */
 #define ROD                 3  #define ROD                 3
 #define TREASURE             4  #define TREASURE             4
 #define POTION             5  #define POTION             5
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 #define POISON             7  #define POISON             7
 #define BOOK             8  #define BOOK             8
 #define CLOCK             9  #define CLOCK             9
 #define FBULLET             10  /*#define FBULLET     10 */
 #define FBALL             11  /*#define FBALL             11 */
 #define LIGHTNING             12  #define LIGHTNING             12
 #define ARROW             13  #define ARROW             13
 #define BOW                 14  #define BOW                 14
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 #define MAP                 22  #define MAP                 22
 #define DOOR             23  #define DOOR             23
 #define KEY                 24  #define KEY                 24
 #define MMISSILE             25  /*#define MMISSILE             25 */
 #define TIMED_GATE             26  #define TIMED_GATE             26
 #define TRIGGER             27  #define TRIGGER             27
 #define GRIMREAPER             28  #define GRIMREAPER             28
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 #define PLAYERMOVER             40  #define PLAYERMOVER             40
 #define TELEPORTER             41  #define TELEPORTER             41
 #define CREATOR             42  #define CREATOR             42
 #define SKILL             43 /* Skills are similar to abilites, but  #define SKILL             43 /* also see SKILL_TOOL (74) below */
                       * not related to spells.  by njw@cs.city.ac.u */  #define EXPERIENCE             44 /* This is basically obsolete now.  It used to contain */
 #define EXPERIENCE             44 /* An experience 'object'. Needed for multi-exp/skills   /* experience for broad skill categories.  This value */
                       * hack. -b.t. thomas@astro.psu.edu */   /* is now automatically converteed at load time. */
 #define EARTHWALL             45  #define EARTHWALL             45
 #define GOLEM             46  #define GOLEM             46
 #define BOMB             47  /*#define BOMB             47 */
 #define THROWN_OBJ             48  #define THROWN_OBJ             48
 #define BLINDNESS             49  #define BLINDNESS             49
 #define GOD                 50  #define GOD                 50
   
 /*  peterm:  detector is an object which notices the presense of  #define DETECTOR             51 /* peterm:  detector is an object */
  another object and is triggered like buttons.  */   /* which notices the presense of */
 #define DETECTOR             51   /* another object and is triggered */
 #define SPEEDBALL             52   /* like buttons.  */
   /*#define SPEEDBALL             52*/
 #define DEAD_OBJECT             53  #define DEAD_OBJECT             53
 #define DRINK             54  #define DRINK             54
 #define MARKER                  55 /* inserts an invisible, weightless  #define MARKER     55 /* inserts an invisible, weightless */
                          force into a player with a specified string. */   /* force into a player with a specified string. */
 #define HOLY_ALTAR             56  #define HOLY_ALTAR             56
 #define PLAYER_CHANGER          57  #define PLAYER_CHANGER          57
 #define BATTLEGROUND            58      /* battleground, by Andreas Vogl */  #define BATTLEGROUND            58      /* battleground, by Andreas Vogl */
   
 #define PEACEMAKER              59  /* Object owned by a player which can convert  #define PEACEMAKER     59 /* Object owned by a player which can convert */
                             a monster into a peaceful being incapable of attack.  */   /* a monster into a peaceful being incapable of attack.  */
 #define GEM                 60  #define GEM                 60
 #define FIRECHEST             61  /*#define FIRECHEST             61*/    /* FIRECHEST folded into FIREWALL */
 #define FIREWALL             62  #define FIREWALL             62
 #define ANVIL                   63  #define ANVIL                   63
 #define CHECK_INV             64 /* by b.t. thomas@nomad.astro.psu.edu */  #define CHECK_INV             64 /* by b.t. thomas@nomad.astro.psu.edu */
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 #define SHOP_FLOOR             68  #define SHOP_FLOOR             68
 #define SHOP_MAT             69  #define SHOP_MAT             69
 #define RING             70  #define RING             70
   
 #define FLOOR                   71 /* this is a floor tile -> native layer 0 */  #define FLOOR                   71 /* this is a floor tile -> native layer 0 */
   
 #define FLESH             72 /* animal 'body parts' -b.t. */  #define FLESH             72 /* animal 'body parts' -b.t. */
 #define INORGANIC             73 /* metals and minerals */   #define INORGANIC             73 /* metals and minerals */
   #define SKILL_TOOL     74 /* Allows the use of a skill */
 #define LIGHTER             75  #define LIGHTER             75
   
 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator  /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
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 #define SPELLBOOK             85  #define SPELLBOOK             85
 #define BUILDFAC 86 /* facilities for building objects */  #define BUILDFAC 86 /* facilities for building objects */
 #define CLOAK             87  #define CLOAK             87
 #define CONE             88  /*#define CONE             88 */
 #define AURA                    89  /* aura spell object */  /*#define AURA     89  *//* aura spell object */
   
 #define SPINNER             90  #define SPINNER             90
 #define GATE             91  #define GATE             91
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 #define CF_HANDLE         93  #define CF_HANDLE         93
 #define HOLE             94  #define HOLE             94
 #define TRAPDOOR             95  #define TRAPDOOR             95
 #define WORD_OF_RECALL         96  /*#define WORD_OF_RECALL     96 */
 #define PARAIMAGE             97  /*#define PARAIMAGE             97 */
 #define SIGN             98  #define SIGN             98
 #define BOOTS             99  #define BOOTS             99
 #define GLOVES             100  #define GLOVES             100
   #define SPELL     101
   #define SPELL_EFFECT     102
 #define CONVERTER             103  #define CONVERTER             103
 #define BRACERS             104  #define BRACERS             104
 #define POISONING             105  #define POISONING             105
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 #define POISONCLOUD             107  #define POISONCLOUD             107
 #define FIREHOLES             108  #define FIREHOLES             108
 #define WAND             109  #define WAND             109
 #define ABILITY             110  /*#define ABILITY     110*/
 #define SCROLL             111  #define SCROLL             111
 #define DIRECTOR             112  #define DIRECTOR             112
 #define GIRDLE             113  #define GIRDLE             113
 #define FORCE             114  #define FORCE             114
 #define POTION_EFFECT           115    /* a force, holding the effect of a potion */  #define POTION_EFFECT           115    /* a force, holding the effect of a potion */
   
 #define CLOSE_CON             121    /* Eneq(@csd.uu.se): Id for close_container archetype. */  #define CLOSE_CON             121    /* Eneq(@csd.uu.se): Id for close_container archetype. */
 #define CONTAINER             122  #define CONTAINER             122
 #define ARMOUR_IMPROVER         123  #define ARMOUR_IMPROVER         123
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 #define SKILLSCROLL             130 /* can add a skill to player's inventory -bt.*/  #define SKILLSCROLL             130 /* can add a skill to player's inventory -bt.*/
 #define DEEP_SWAMP             138  #define DEEP_SWAMP             138
 #define IDENTIFY_ALTAR         139  #define IDENTIFY_ALTAR         139
 #define CANCELLATION         141  /*#define CANCELLATION     141*/ /* not used with new spell code */
 #define MENU             150 /* Mark Wedel (mark@pyramid.com) Shop inventories */  #define MENU             150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
 #define BALL_LIGHTNING          151 /* peterm:  ball lightning and color spray */  /*#define BALL_LIGHTNING     151 */ /* peterm:  ball lightning and color spray */
 #define SWARM_SPELL             153  /*#define SWARM_SPELL     153*/
 #define RUNE                    154  #define RUNE                    154
 #define TRAP 155  #define TRAP 155
   
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 #define SIZEOFFREE2 24  #define SIZEOFFREE2 24
 #define SIZEOFFREE 49  #define SIZEOFFREE 49
   
 #define PATH_NULL 0x00000000      /* 0 */  
 #define PATH_PROT 0x00000001      /* 1 */  
 #define PATH_FIRE 0x00000002      /* 2 */  
 #define PATH_FROST 0x00000004   /* 4 */  
 #define PATH_ELEC 0x00000008      /* 8 */  
 #define PATH_MISSILE 0x00000010   /* 16 */  
 #define PATH_SELF 0x00000020      /* 32 */  
 #define PATH_SUMMON 0x00000040   /* 64 */  
 #define PATH_ABJURE 0x00000080  /* 128 */  
 #define PATH_RESTORE 0x00000100  /* 256 */  
 #define PATH_DETONATE 0x00000200  /* 512 */  
 #define PATH_MIND 0x00000400    /* 1024 */  
 #define PATH_CREATE 0x00000800   /* 2048 */  
 #define PATH_TELE 0x00001000     /* 4096 */  
 #define PATH_INFO 0x00002000     /* 8192 */  
 #define PATH_TRANSMUTE 0x00004000   /* 16384 */  
 #define PATH_TRANSFER 0x00008000  /*  32768 */  
 #define PATH_TURNING 0x00010000  /* 65536 */  
 #define PATH_WOUNDING 0x00020000  /* 131072 */  
 #define PATH_DEATH 0x00040000  /* 262144 */  
 #define PATH_LIGHT 0x00080000  /* 524288 */  
   
 #define NRSPELLPATHS 20  
   
 #define NROFREALSPELLS 206 /* Number of different spells */  
   
 #define NROFSKILLS  33  /* match to the number of elements in skills[] array */  
   
 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */  #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
   
 /* Flag structure now changed.  /* Flag structure now changed.
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  !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))   !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
   
 #define IS_ARROW(op) \  #define IS_ARROW(op) \
  (op->type==ARROW || op->type==MMISSILE || op->type==BULLET)   (op->type==ARROW || \
    (op->type==SPELL_EFFECT && \
         (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
   
 /* This return TRUE if object has still randomitems which  /* This return TRUE if object has still randomitems which
  * could be expanded.   * could be expanded.
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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_INVIS_UNDEAD 20 /* Player is invisible to undead */  /*#define FLAG_INVIS_UNDEAD 20 *//* Player is invisible to undead */
 #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_OVERLAY_FLOOR 23 /* Object is an overlay floor */  #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
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 #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 /* Not implemented yet */  #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) */
 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/  #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/
   
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 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */  #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */  #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */  #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
 #define FLAG_DUST 95 /* item is a 'powder', effects throwing */  /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
   
 /* Start of values in flags[3] */  /* Start of values in flags[3] */
 #define FLAG_NO_STEAL 96 /* Item can't be stolen */  #define FLAG_NO_STEAL 96 /* Item can't be stolen */


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 line(s) added in v.1.68

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