Difference for include/define.h from version 1.93 to 1.94


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 $";
  */   */
   
 /*  /*
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  * 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 */
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 #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
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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_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 */
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 #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]


Legend:
line(s) removed in v.1.93 
line(s) changed
 line(s) added in v.1.94

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