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Comparing deliantra/server/include/define.h (file contents):
Revision 1.18 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.23 by elmex, Wed Dec 20 11:20:50 2006 UTC

112 * Additionally, when you add a new entry, include it in the table in item.c 112 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 113 */
114 114
115/* type 0 will be undefined and shows a non valid type information */ 115/* type 0 will be undefined and shows a non valid type information */
116 116
117#define PLAYER 1 117#define PLAYER 1
118#define TRANSPORT 2 /* see doc/Developers/objects */ 118#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 119#define ROD 3
120#define TREASURE 4 120#define TREASURE 4
121#define POTION 5 121#define POTION 5
122#define FOOD 6 122#define FOOD 6
123#define POISON 7 123#define POISON 7
124#define BOOK 8 124#define BOOK 8
125#define CLOCK 9 125#define CLOCK 9
126 126
127/*#define FBULLET 10 */ 127/*#define FBULLET 10 */
128
129/*#define FBALL 11 */ 128/*#define FBALL 11 */
130#define LIGHTNING 12 129
131#define ARROW 13 130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
132#define BOW 14 131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 133#define WEAPON 15
134#define ARMOUR 16 134#define ARMOUR 16
135#define PEDESTAL 17 135#define PEDESTAL 17
136#define ALTAR 18 136#define ALTAR 18
137 137
138/*#define CONFUSION 19 */ 138/*#define CONFUSION 19 */
139
139#define LOCKED_DOOR 20 140#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 141#define SPECIAL_KEY 21
141#define MAP 22 142#define MAP 22
142#define DOOR 23 143#define DOOR 23
143#define KEY 24 144#define KEY 24
144 145
145/*#define MMISSILE 25 */ 146/*#define MMISSILE 25 */
147
146#define TIMED_GATE 26 148#define TIMED_GATE 26
147#define TRIGGER 27 149#define TRIGGER 27
148#define GRIMREAPER 28 150#define GRIMREAPER 28
149#define MAGIC_EAR 29 151#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 152#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 153#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 154#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 155#define SHIELD 33
154#define HELMET 34 156#define HELMET 34
155#define HORN 35 157#define HORN 35
156#define MONEY 36 158#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 159#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 160#define GRAVESTONE 38
159#define AMULET 39 161#define AMULET 39
160#define PLAYERMOVER 40 162#define PLAYERMOVER 40
161#define TELEPORTER 41 163#define TELEPORTER 41
162#define CREATOR 42 164#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 165#define SKILL 43 /* also see SKILL_TOOL (74) below */
166
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
165 /* experience for broad skill categories. This value */ 168 * experience for broad skill categories. This value
166 /* is now automatically converteed at load time. */ 169 * is now automatically converteed at load time.
170 */
171
167#define EARTHWALL 45 172#define EARTHWALL 45
168#define GOLEM 46 173#define GOLEM 46
169 174
170/*#define BOMB 47 */ 175/*#define BOMB 47 */
171#define THROWN_OBJ 48 176#define THROWN_OBJ 48
172#define BLINDNESS 49 177#define BLINDNESS 49
173#define GOD 50 178#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 179#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 180 * which notices the presense of
177 /* another object and is triggered */ 181 * another object and is triggered
178 /* like buttons. */ 182 * like buttons.
183 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 184#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 185 * force into a player with a specified string WHEN TRIGGERED.
186 */
181#define DEAD_OBJECT 53 187#define DEAD_OBJECT 53
182#define DRINK 54 188#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 189#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 190 * force into a player with a specified string.
191 */
185#define HOLY_ALTAR 56 192#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 193#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 194#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 195
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 196#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 197 * a monster into a peaceful being incapable of attack.
191#define GEM 60 198 */
199#define GEM 60
192 200
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
194#define FIREWALL 62 203#define FIREWALL 62
195#define ANVIL 63 204#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 207 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 208 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 209 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 210 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 211 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 212 * 4 = charm, monsters become pets */
204#define EXIT 66 213#define EXIT 66
205#define ENCOUNTER 67 214#define ENCOUNTER 67
206#define SHOP_FLOOR 68 215#define SHOP_FLOOR 68
207#define SHOP_MAT 69 216#define SHOP_MAT 69
208#define RING 70 217#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 218#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 219#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 220#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 221#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 222#define LIGHTER 75
214 223
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
216 * types are not used in any archetypes, and should perhaps be removed. 225 * types are not used in any archetypes, and should perhaps be removed.
217 */ 226 */
227
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 228#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 229
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 230#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 231#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 232#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 233 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 234 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 235 on chairs, we create a new type and remove all
226 chairs from here. */ 236 chairs from here. */
227#define MONSTER 80 237#define MONSTER 80 /* yes, thats a real, living creature */
228 /* yes, thats a real, living creature */ 238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
229#define SPAWN_GENERATOR 81 239#define LAMP 82 /* a lamp */
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 240#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 241#define TOOL 84 /* a tool for building objects */
234#define SPELLBOOK 85 242#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */ 243#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87 244#define CLOAK 87
237 245
238/*#define CONE 88 */ 246/*#define CONE 88 */
247/*#define AURA 89 */ /* aura spell object */
239 248
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 249#define SPINNER 90
243#define GATE 91 250#define GATE 91
244#define BUTTON 92 251#define BUTTON 92
245#define CF_HANDLE 93 252#define CF_HANDLE 93
246#define HOLE 94 253#define HOLE 94
247#define TRAPDOOR 95 254#define TRAPDOOR 95
248 255
249/*#define WORD_OF_RECALL 96 */ 256/*#define WORD_OF_RECALL 96 */
250
251/*#define PARAIMAGE 97 */ 257/*#define PARAIMAGE 97 */
252#define SIGN 98 258
253#define BOOTS 99 259#define SIGN 98
260#define BOOTS 99
254#define GLOVES 100 261#define GLOVES 100
255#define SPELL 101 262#define SPELL 101
256#define SPELL_EFFECT 102 263#define SPELL_EFFECT 102
257#define CONVERTER 103 264#define CONVERTER 103
258#define BRACERS 104 265#define BRACERS 104
259#define POISONING 105 266#define POISONING 105
260#define SAVEBED 106 267#define SAVEBED 106
261#define POISONCLOUD 107 268#define POISONCLOUD 107
262#define FIREHOLES 108 269#define FIREHOLES 108
263#define WAND 109 270#define WAND 109
264 271
265/*#define ABILITY 110*/ 272/*#define ABILITY 110*/
266#define SCROLL 111 273#define SCROLL 111
267#define DIRECTOR 112 274#define DIRECTOR 112
268#define GIRDLE 113 275#define GIRDLE 113
269#define FORCE 114 276#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 277#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 278#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
279
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 280#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 281#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 282#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 283#define WEAPON_IMPROVER 124
276 284
277/* unused: 125 - 129 285/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 286 * type 125 was MONEY_CHANGER
279 */ 287 */
288
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 289#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
281#define DEEP_SWAMP 138 290#define DEEP_SWAMP 138
282#define IDENTIFY_ALTAR 139 291#define IDENTIFY_ALTAR 139
283 292
284 /*#define CANCELLATION 141*//* not used with new spell code */ 293/*#define CANCELLATION 141 */ /* not used with new spell code */
294
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286 296
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ 297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/ 298/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292 299
300#define RUNE 154
301#define TRAP 155
302
293#define POWER_CRYSTAL 156 303#define POWER_CRYSTAL 156
294#define CORPSE 157 304#define CORPSE 157
295 305
296#define DISEASE 158 306#define DISEASE 158
297#define SYMPTOM 159 307#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */ 308#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */ 309#define MATERIAL 161 /* Material for building */
300 310
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 311/* #define GPS 162 Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */ 312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313
303#define QUEST 164/* See below for subtypes */ 314/*#define QUEST 164 */ /* See below for subtypes */
315
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 316#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */ 317 potions, alchemy, or magic works here (elmex) */
306 318
307/* END TYPE DEFINE */ 319/* END TYPE DEFINE */
308 320
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 321#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 322
395#define SIZEOFFREE2 24 407#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 408#define SIZEOFFREE 49
397 409
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 410#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 411
400/* Flag structure now changed. 412/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 413 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 414 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 415 */
428 416
429/* Basic routines to do above */ 417/* Basic routines to do above */
430#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 418#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
431#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 419#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
432#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 420#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
433
434/* convenience macros to determine what kind of things we are dealing with */
435
436#define IS_WEAPON(op) \
437 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
438
439#define IS_ARMOR(op) \
440 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
441 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
442 op->type == BRACERS || op->type == GIRDLE)
443
444#define IS_LIVE(op) \
445 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
446 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
447 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
448
449#define IS_ARROW(op) \
450 (op->type==ARROW || \
451 (op->type==SPELL_EFFECT && \
452 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
453
454/* This return TRUE if object has still randomitems which
455 * could be expanded.
456 */
457#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458 421
459/* the flags */ 422/* the flags */
460 423
461#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 424#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
462#define FLAG_WIZ 1 /* Object has special privilegies */ 425#define FLAG_WIZ 1 /* Object has special privilegies */
483 446
484#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 447#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
485#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 448#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
486#define FLAG_AUTO_APPLY 18 449#define FLAG_AUTO_APPLY 18
487 /* Will be applied when created */ 450 /* Will be applied when created */
488#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 451 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
489#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 452#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
490#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 453#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
491#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 454#define FLAG_CAN_ROLL 22 /* Object can be rolled */
492#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 455#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
493#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 456#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */

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