#endif /* OBJECTS_DESCR_INIT || OBJECTS_INIT || OBJECTS_ENUM */
#define GENERIC(desc, class, gen_enum) \
- OBJECT(OBJ(NoDes, desc), \
- BITS(0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, P_NONE, 0), \
+ OBJECT(OBJ("generic " desc, desc), \
+ BITS(0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, P_NONE, 0), \
0, class, 0, 0, 0, 0, 0, 0, 0, 0, 0, CLR_GRAY, gen_enum)
/* dummy object[0] -- description [2nd arg] *must* be NULL */
# monsters.txt - tile defintions for monsters
-# Note too: lines beginning with '# tile ' are not comments; other
+# Note: lines beginning with '# tile ' are not comments; other
# lines beginning with '#' are.
. = (71, 108, 108)
A = (0, 0, 0)
# objects.txt - tile defintions for objects
-# Note too: lines beginning with '# tile ' are not comments; other
+# Note: lines beginning with '# tile ' are not comments; other
# lines beginning with '#' are.
. = (71, 108, 108)
A = (0, 0, 0)
CKKKKKKKKKKJAA..
.AAAAAAAAAAAA...
}
-# tile 1 (strange)
+#_ after "strange object" come 17 generic objects, one for each object class
+# tile 1 (strange / generic strange)
#_ right/close square bracket
{
................
................
................
}
-# tile 2 (weapon)
+# tile 2 (weapon / generic weapon)
#_ right/close parenthesis
{
................
................
................
}
-# tile 3 (armor)
+# tile 3 (armor / generic armor)
#_ left/open square bracket
{
................
................
................
}
-# tile 4 (ring)
+# tile 4 (ring / generic ring)
#_ circle rather than equal sign
{
................
................
................
}
-# tile 5 (amulet)
+# tile 5 (amulet / generic amulet)
#_ double quote
{
................
................
................
}
-# tile 6 (tool)
+# tile 6 (tool / generic tool)
#_ left/open parenthesis
{
................
................
................
}
-# tile 7 (food)
+# tile 7 (food / generic food)
#_ percent sign (almost)
{
................
................
................
}
-# tile 8 (potion)
+# tile 8 (potion / generic potion)
#_ exclamation point
{
................
................
................
}
-# tile 9 (scroll)
+# tile 9 (scroll / generic scroll)
#_ question mark (almost)
{
................
................
................
}
-# tile 10 (spellbook)
+# tile 10 (spellbook / generic spellbook)
#_ plus sign
{
................
................
................
}
-# tile 11 (wand)
+# tile 11 (wand / generic wand)
#_ slash
{
................
................
................
}
-# tile 12 (coin)
+# tile 12 (coin / generic coin)
#_ dollar sign
{
................
................
................
}
-# tile 13 (gem)
+# tile 13 (gem / generic gem)
#_ asterisk
{
................
................
................
}
-# tile 14 (large rock)
-#_ backtick/grave accent
+# tile 14 (large rock / generic large rock)
+#_ backtick/grave accent [boulder and statue]
{
................
................
................
................
}
-# tile 15 (iron ball)
+# tile 15 (iron ball / generic iron ball)
#_ zero
{
................
................
................
}
-# tile 16 (iron chain)
+# tile 16 (iron chain / generic iron chain)
#_ underscore (ugh)
{
................
................
................
}
-# tile 17 (venom)
+# tile 17 (venom / generic venom)
#_ period
{
................
# other.txt - tile defintions for 'other' (walls, furniture, explosions)
-# Note too: lines beginning with '# tile ' are not comments; other
+# Note: lines beginning with '# tile ' are not comments; other
# lines beginning with '#' are.
. = (71, 108, 108)
A = (0, 0, 0)