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Comparing deliantra/server/include/define.h (file contents):
Revision 1.72 by root, Thu Aug 30 05:37:58 2007 UTC vs.
Revision 1.77 by root, Thu Nov 8 19:43:24 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
88#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
89 89
90#define MAX_NAME 48 90#define MAX_NAME 48
91#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
92 92
93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup 93//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0 94#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1 95#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused 96#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3 97#define TOO_MANY_ERRORS 3
122#define POTION 5 121#define POTION 5
123#define FOOD 6 122#define FOOD 6
124#define POISON 7 123#define POISON 7
125#define BOOK 8 124#define BOOK 8
126#define CLOCK 9 125#define CLOCK 9
127 126//10
127//11
128//12
128#define ARROW 13 129#define ARROW 13
129#define BOW 14 130#define BOW 14
130#define WEAPON 15 131#define WEAPON 15
131#define ARMOUR 16 132#define ARMOUR 16
132#define PEDESTAL 17 133#define PEDESTAL 17
133#define ALTAR 18 134#define ALTAR 18
134 135//19
135#define LOCKED_DOOR 20 136#define LOCKED_DOOR 20
136#define SPECIAL_KEY 21 137#define SPECIAL_KEY 21
137#define MAP 22 138#define MAP 22
138#define DOOR 23 139#define DOOR 23
139#define KEY 24 140#define KEY 24
140 141//25
141#define TIMED_GATE 26 142#define TIMED_GATE 26
142#define TRIGGER 27 143#define TRIGGER 27
143#define GRIMREAPER 28 144#define GRIMREAPER 28
144#define MAGIC_EAR 29 145#define MAGIC_EAR 29
145#define TRIGGER_BUTTON 30 146#define TRIGGER_BUTTON 30
154#define AMULET 39 155#define AMULET 39
155#define PLAYERMOVER 40 156#define PLAYERMOVER 40
156#define TELEPORTER 41 157#define TELEPORTER 41
157#define CREATOR 42 158#define CREATOR 42
158#define SKILL 43 /* also see SKILL_TOOL (74) below */ 159#define SKILL 43 /* also see SKILL_TOOL (74) below */
159 160//44
160#define EARTHWALL 45 161#define EARTHWALL 45
161#define GOLEM 46 162#define GOLEM 46
162 163//47
163#define THROWN_OBJ 48 164#define THROWN_OBJ 48
164#define BLINDNESS 49 165#define BLINDNESS 49
165#define GOD 50 166#define GOD 50
166#define DETECTOR 51 /* peterm: detector is an object 167#define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of 168 * which notices the presense of
182 183
183#define PEACEMAKER 59 /* Object owned by a player which can convert 184#define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack. 185 * a monster into a peaceful being incapable of attack.
185 */ 186 */
186#define GEM 60 187#define GEM 60
187 188//61
188#define FIREWALL 62 189#define FIREWALL 62
189#define ANVIL 63 190#define ANVIL 63
190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191#define MOOD_FLOOR 65 /* 192#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 193 * values of last_sp set how to change:
206#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
207#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
208#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
209#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
210#define LIGHTER 75 211#define LIGHTER 75
211 212//76
212#define BUILDABLE_WALL 77 /* this is a buildable wall */ 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
213 214//78
214
215#define MISC_OBJECT 79 /* misc. objects are for objects without a function 215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
216 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
219 chairs from here. */ 219 chairs from here. */
220 220//80
221//81
221#define LAMP 82 /* a lamp */ 222#define LAMP 82 /* a lamp */
222#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
223 224//84
224#define SPELLBOOK 85 225#define SPELLBOOK 85
225 226//86
226#define CLOAK 87 227#define CLOAK 87
227 228//88
229//89
228#define SPINNER 90 230#define SPINNER 90
229#define GATE 91 231#define GATE 91
230#define BUTTON 92 232#define BUTTON 92
231#define CF_HANDLE 93 233#define CF_HANDLE 93
232#define HOLE 94 234#define HOLE 94
233#define TRAPDOOR 95 235#define TRAPDOOR 95
234 236//96
237//97
235#define SIGN 98 238#define SIGN 98
236#define BOOTS 99 239#define BOOTS 99
237#define GLOVES 100 240#define GLOVES 100
238#define SPELL 101 241#define SPELL 101
239#define SPELL_EFFECT 102 242#define SPELL_EFFECT 102
240#define CONVERTER 103 243#define CONVERTER 103
241#define BRACERS 104 244#define BRACERS 104
242#define POISONING 105 245#define POISONING 105
243#define SAVEBED 106 246#define SAVEBED 106
244 247//107
248//108
245#define WAND 109 249#define WAND 109
246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 250#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248#define SCROLL 111 251#define SCROLL 111
249#define DIRECTOR 112 252#define DIRECTOR 112
250#define GIRDLE 113 253#define GIRDLE 113
251#define FORCE 114 254#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 255#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 256#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254 257//117
258//118
259//119
260//120
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 261#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122 262#define CONTAINER 122
257#define ARMOUR_IMPROVER 123 263#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124 264#define WEAPON_IMPROVER 124
259 265//125
266//126
267//127
268//128
269//129
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 270#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
271//131
272//132
273//133
274//134
275//135
276//136
277//137
261#define DEEP_SWAMP 138 278#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139 279#define IDENTIFY_ALTAR 139
263 280//140
281//141
282//142
283//143
284//144
285//145
286//146
287//147
288//148
289//149
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 290#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265 291//151
292//152
293//153
266#define RUNE 154 294#define RUNE 154
267#define TRAP 155 295#define TRAP 155
268
269#define POWER_CRYSTAL 156 296#define POWER_CRYSTAL 156
270#define CORPSE 157 297#define CORPSE 157
271
272#define DISEASE 158 298#define DISEASE 158
273#define SYMPTOM 159 299#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */ 300#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */ 301#define MATERIAL 161 /* Material for building */
276 302//162
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 303#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 304//164
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 305#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */ 306 potions, alchemy, or magic works here (elmex) */
281 307
282#define NUM_TYPES 166 // must be max(type) + 1 308#define NUM_TYPES 166 // must be max(type) + 1
283 309
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
321/* unused: 125 - 129
322 * type 125 was MONEY_CHANGER
323 */
324//#define CANCELLATION 141 /* not used with new spell code */
325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326//#define SWARM_SPELL 153
327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
328//#define QUEST 164 /* See below for subtypes */
329
330/* END TYPE DEFINE */ 310/* END TYPE DEFINE */
331 311
332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 312// maximum supported subtype number + 1, can be increased to 256
313// currently (2007-09) in use: 50
314#define NUM_SUBTYPES 64
333 315
334/* Subtypes for BUILDER */ 316/* Subtypes for BUILDER */
335#define ST_BD_BUILD 1 /* Builds an item */ 317#define ST_BD_BUILD 1 /* Builds an item */
336#define ST_BD_REMOVE 2 /* Removes an item */ 318#define ST_BD_REMOVE 2 /* Removes an item */
337 319
338/* Subtypes for MATERIAL */ 320/* Subtypes for MATERIAL */
339#define ST_MAT_FLOOR 1 /* Floor */ 321#define ST_MAT_FLOOR 1 /* Floor */
340#define ST_MAT_WALL 2 /* Wall */ 322#define ST_MAT_WALL 2 /* Wall */
341#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 323#define ST_MAT_ITEM 3 /* All other items, including doors & such */
468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 450/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469 451
470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 452#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 453#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 454#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 455#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 456#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
475#define FLAG_HITBACK 33 /* Object will hit back when hit */ 457#define FLAG_HITBACK 33 /* Object will hit back when hit */
476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 458#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 459#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
478#define FLAG_UNDEAD 36 /* Monster is undead */ 460#define FLAG_UNDEAD 36 /* Monster is undead */
581#define NUM_FLAGS 113 /* Should always be equal to the last 563#define NUM_FLAGS 113 /* Should always be equal to the last
582 * defined flag + 1. If you change this, 564 * defined flag + 1. If you change this,
583 * make sure you update the flag_links 565 * make sure you update the flag_links
584 * in common/loader.l 566 * in common/loader.l
585 */ 567 */
586
587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
588 568
589/* If you add new movement types, you may need to update 569/* If you add new movement types, you may need to update
590 * describe_item() so properly describe those types. 570 * describe_item() so properly describe those types.
591 * change_abil() probably should be updated also. 571 * change_abil() probably should be updated also.
592 */ 572 */
902 882
903#define LOG_CHANNEL "log" // the plain and ugly standard server log 883#define LOG_CHANNEL "log" // the plain and ugly standard server log
904#define INFO_CHANNEL "info" // lower_left box 884#define INFO_CHANNEL "info" // lower_left box
905#define SAY_CHANNEL "channel-say" 885#define SAY_CHANNEL "channel-say"
906#define CHAT_CHANNEL "channel-chat" 886#define CHAT_CHANNEL "channel-chat"
887#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
907 888
908/* The following are the color flags passed to new_draw_info. 889/* The following are the color flags passed to new_draw_info.
909 * 890 *
910 * We also set up some control flags 891 * We also set up some control flags
911 * 892 *

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