Bitfield(oc_tough, 1); /* hard gems/rings */
Bitfield(oc_dir, 3);
-#define NODIR 1 /* for wands/spells: non-directional */
-#define IMMEDIATE 2 /* directional */
-#define RAY 3 /* zap beams */
-
-#define PIERCE 1 /* for weapons & tools used as weapons */
-#define SLASH 2 /* (latter includes iron ball & chain) */
-#define WHACK 4
+ /* oc_dir: zap style for wands and spells */
+#define NODIR 1 /* non-directional */
+#define IMMEDIATE 2 /* directional beam that doesn't ricochet */
+#define RAY 3 /* beam that does bounce off walls */
+ /* overloaded oc_dir: strike mode bit mask for weapons and weptools */
+#define PIERCE 01 /* pointed weapon punctures target */
+#define SLASH 02 /* sharp weapon cuts target */
+#define WHACK 04 /* blunt weapon bashes target */
/* 3 free bits */