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Comparing deliantra/server/include/define.h (file contents):
Revision 1.23 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.34 by elmex, Sat Dec 30 21:07:46 2006 UTC

110 * flags 110 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 111 * Also, if you add new entries, try and fill up the holes in this list.
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/* USED TYPES: (for dead types please look at the bottom of the type
116 * definitions)
117 */
118
119/* type 0 objects have the default behaviour */
116 120
117#define PLAYER 1 121#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 122#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 123#define ROD 3
120#define TREASURE 4 124#define TREASURE 4
122#define FOOD 6 126#define FOOD 6
123#define POISON 7 127#define POISON 7
124#define BOOK 8 128#define BOOK 8
125#define CLOCK 9 129#define CLOCK 9
126 130
127/*#define FBULLET 10 */
128/*#define FBALL 11 */
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 131#define ARROW 13
132#define BOW 14 132#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 */
139
140#define LOCKED_DOOR 20 138#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 139#define SPECIAL_KEY 21
142#define MAP 22 140#define MAP 22
143#define DOOR 23 141#define DOOR 23
144#define KEY 24 142#define KEY 24
145
146/*#define MMISSILE 25 */
147 143
148#define TIMED_GATE 26 144#define TIMED_GATE 26
149#define TRIGGER 27 145#define TRIGGER 27
150#define GRIMREAPER 28 146#define GRIMREAPER 28
151#define MAGIC_EAR 29 147#define MAGIC_EAR 29
162#define PLAYERMOVER 40 158#define PLAYERMOVER 40
163#define TELEPORTER 41 159#define TELEPORTER 41
164#define CREATOR 42 160#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 161#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 162
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 163#define EARTHWALL 45
173#define GOLEM 46 164#define GOLEM 46
174 165
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 166#define THROWN_OBJ 48
177#define BLINDNESS 49 167#define BLINDNESS 49
178#define GOD 50 168#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 169#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 170 * which notices the presense of
195 185
196#define PEACEMAKER 59 /* Object owned by a player which can convert 186#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 187 * a monster into a peaceful being incapable of attack.
198 */ 188 */
199#define GEM 60 189#define GEM 60
200
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202 190
203#define FIREWALL 62 191#define FIREWALL 62
204#define ANVIL 63 192#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 193#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 194#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
219#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 210#define LIGHTER 75
223 211
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
225 * types are not used in any archetypes, and should perhaps be removed.
226 */
227 213
228#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
229 214
230#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
231#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
232#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
233 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
234 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
235 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
236 chairs from here. */ 219 chairs from here. */
237#define MONSTER 80 /* yes, thats a real, living creature */ 220
238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
239#define LAMP 82 /* a lamp */ 221#define LAMP 82 /* a lamp */
240#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
241#define TOOL 84 /* a tool for building objects */ 223
242#define SPELLBOOK 85 224#define SPELLBOOK 85
243#define BUILDFAC 86 /* facilities for building objects */ 225
244#define CLOAK 87 226#define CLOAK 87
245
246/*#define CONE 88 */
247/*#define AURA 89 */ /* aura spell object */
248 227
249#define SPINNER 90 228#define SPINNER 90
250#define GATE 91 229#define GATE 91
251#define BUTTON 92 230#define BUTTON 92
252#define CF_HANDLE 93 231#define CF_HANDLE 93
253#define HOLE 94 232#define HOLE 94
254#define TRAPDOOR 95 233#define TRAPDOOR 95
255
256/*#define WORD_OF_RECALL 96 */
257/*#define PARAIMAGE 97 */
258 234
259#define SIGN 98 235#define SIGN 98
260#define BOOTS 99 236#define BOOTS 99
261#define GLOVES 100 237#define GLOVES 100
262#define SPELL 101 238#define SPELL 101
263#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
264#define CONVERTER 103 240#define CONVERTER 103
265#define BRACERS 104 241#define BRACERS 104
266#define POISONING 105 242#define POISONING 105
267#define SAVEBED 106 243#define SAVEBED 106
268#define POISONCLOUD 107 244
269#define FIREHOLES 108
270#define WAND 109 245#define WAND 109
271 246
272/*#define ABILITY 110*/
273#define SCROLL 111 247#define SCROLL 111
274#define DIRECTOR 112 248#define DIRECTOR 112
275#define GIRDLE 113 249#define GIRDLE 113
276#define FORCE 114 250#define FORCE 114
277#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 251#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
280#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 254#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
281#define CONTAINER 122 255#define CONTAINER 122
282#define ARMOUR_IMPROVER 123 256#define ARMOUR_IMPROVER 123
283#define WEAPON_IMPROVER 124 257#define WEAPON_IMPROVER 124
284 258
285/* unused: 125 - 129
286 * type 125 was MONEY_CHANGER
287 */
288
289#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
290#define DEEP_SWAMP 138 260#define DEEP_SWAMP 138
291#define IDENTIFY_ALTAR 139 261#define IDENTIFY_ALTAR 139
292 262
293/*#define CANCELLATION 141 */ /* not used with new spell code */
294
295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296
297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
298/*#define SWARM_SPELL 153*/
299 264
300#define RUNE 154 265#define RUNE 154
301#define TRAP 155 266#define TRAP 155
302 267
303#define POWER_CRYSTAL 156 268#define POWER_CRYSTAL 156
306#define DISEASE 158 271#define DISEASE 158
307#define SYMPTOM 159 272#define SYMPTOM 159
308#define BUILDER 160 /* Generic item builder, see subtypes */ 273#define BUILDER 160 /* Generic item builder, see subtypes */
309#define MATERIAL 161 /* Material for building */ 274#define MATERIAL 161 /* Material for building */
310 275
311/* #define GPS 162 Ground positionning system, moved to Python plugin */
312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313
314/*#define QUEST 164 */ /* See below for subtypes */
315 277
316#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
317 potions, alchemy, or magic works here (elmex) */ 279 potions, alchemy, or magic works here (elmex) */
280
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
318/* unused: 125 - 129
319 * type 125 was MONEY_CHANGER
320 */
321//#define CANCELLATION 141 /* not used with new spell code */
322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
323//#define SWARM_SPELL 153
324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
325//#define QUEST 164 /* See below for subtypes */
318 326
319/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
320 328
321#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
322 330
413 * If any FLAG's are added or changed, make sure the flag_names structure in 421 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 422 * common/loader.l is updated.
415 */ 423 */
416 424
417/* Basic routines to do above */ 425/* Basic routines to do above */
418#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 426#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
419#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 427#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
420#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 428#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
421 429
422/* the flags */ 430/* the flags */
423 431
424#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
425#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
571#define FLAG_BERSERK 99 /* monster will attack closest living 579#define FLAG_BERSERK 99 /* monster will attack closest living
572 object */ 580 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 581#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 582#define FLAG_NO_ATTACK 101 /* monster don't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
584
585//TODO schmorp: removed in rewrite, not yet readded
576#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 586#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
577 * load_original_map() */ 587 * load_original_map() */
578#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 588#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
579 * the overlay, and is not subject to 589 * the overlay, and is not subject to
580 * decay. */ 590 * decay. */
582#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 592#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
583#define FLAG_IS_WATER 107 593#define FLAG_IS_WATER 107
584#define FLAG_CONTENT_ON_GEN 108 594#define FLAG_CONTENT_ON_GEN 108
585#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 595#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
586#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 596#define FLAG_IS_BUILDABLE 110 /* Can build on item */
587#define FLAG_AFK 111 /* Player is AFK */ 597
588#define NUM_FLAGS 111 /* Should always be equal to the last 598#define NUM_FLAGS 111 /* Should always be equal to the last
589 * defined flag. If you change this, 599 * defined flag + 1. If you change this,
590 * make sure you update the flag_links 600 * make sure you update the flag_links
591 * in common/loader.l 601 * in common/loader.l
592 */ 602 */
593 603
594/* Values can go up to 127 before the size of the flags array in the 604/* Values can go up to 127 before the size of the flags array in the
801 /* changing directions */ 811 /* changing directions */
802 /* this is VERTICAL movement */ 812 /* this is VERTICAL movement */
803#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 813#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
804#define HI4 240 814#define HI4 240
805 815
806/*
807 * Use of the state-variable in player objects:
808 */
809
810#define ST_PLAYING 0
811#define ST_PLAY_AGAIN 1
812#define ST_ROLL_STAT 2
813#define ST_CHANGE_CLASS 3
814#define ST_CONFIRM_QUIT 4
815#define ST_CONFIGURE 5
816#define ST_GET_NAME 6
817#define ST_GET_PASSWORD 7
818#define ST_CONFIRM_PASSWORD 8
819#define ST_GET_PARTY_PASSWORD 10
820
821#define BLANK_FACE_NAME "blank.111" 816#define BLANK_FACE_NAME "blank.111"
822#define EMPTY_FACE_NAME "empty.111" 817#define EMPTY_FACE_NAME "empty.111"
823#define DARK_FACE1_NAME "dark1.111" 818#define DARK_FACE1_NAME "dark1.111"
824#define DARK_FACE2_NAME "dark2.111" 819#define DARK_FACE2_NAME "dark2.111"
825#define DARK_FACE3_NAME "dark3.111" 820#define DARK_FACE3_NAME "dark3.111"
969#define CAN_APPLY_UNAPPLY 0x10 964#define CAN_APPLY_UNAPPLY 0x10
970#define CAN_APPLY_UNAPPLY_MULT 0x20 965#define CAN_APPLY_UNAPPLY_MULT 0x20
971#define CAN_APPLY_UNAPPLY_CHOICE 0x40 966#define CAN_APPLY_UNAPPLY_CHOICE 0x40
972 967
973/* Cut off point of when an object is put on the active list or not */ 968/* Cut off point of when an object is put on the active list or not */
974#define MIN_ACTIVE_SPEED 0.00001 969#define MIN_ACTIVE_SPEED 1e-5
975 970
976/* 971/*
977 * random() is much better than rand(). If you have random(), use it instead. 972 * random() is much better than rand(). If you have random(), use it instead.
978 * You shouldn't need to change any of this 973 * You shouldn't need to change any of this
979 * 974 *

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