version 1.93 | | version 1.94 |
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| | |
/* | | /* |
* static char *rcsid_define_h = | | * static char *rcsid_define_h = |
* "$Id: define.h,v 1.93 2005/09/25 18:36:02 ryo_saeba Exp $"; | | * "$Id: define.h,v 1.94 2005/10/03 03:29:41 cavesomething Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
* the monster type, that can not be handled by any of the numerous | | * the monster type, that can not be handled by any of the numerous |
* flags | | * flags |
* Also, if you add new entries, try and fill up the holes in this list. | | * Also, if you add new entries, try and fill up the holes in this list. |
| | * Additionally, when you add a new entry, include it in the table in item.c |
*/ | | */ |
| | |
/* 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 WEAP_CRUSH 7 /* big hammers, flails */ | | #define WEAP_CRUSH 7 /* big hammers, flails */ |
#define WEAP_BLUD 8 /* bludgeoning, club, stick */ | | #define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
| | |
| | typedef struct typedata { |
| | int number; |
| | const char *name; |
| | const char *name_pl; |
| | int identifyskill; |
| | int identifyskill2; |
| | } typedata; |
| | |
| | extern const int ItemTypesSize; |
| | extern typedata ItemTypes[]; |
| | |
/* definitions for detailed pickup descriptions. | | /* definitions for detailed pickup descriptions. |
* The objective is to define intelligent groups of items that the | | * The objective is to define intelligent groups of items that the |
| | |
#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_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
#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 */ |
| | |
#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ | | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ | | #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ | | #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
| | #define F_APPROX 32 /* flag to give a guess of item value */ |
| | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
| | |
#define DIRX(xyz) freearr_x[(xyz)->direction] | | #define DIRX(xyz) freearr_x[(xyz)->direction] |
#define DIRY(xyz) freearr_y[(xyz)->direction] | | #define DIRY(xyz) freearr_y[(xyz)->direction] |