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Comparing deliantra/server/include/define.h (file contents):
Revision 1.25 by elmex, Wed Dec 20 13:07:13 2006 UTC vs.
Revision 1.32 by root, Sat Dec 23 15:49:40 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
212#define BUILDABLE_WALL 77 /* this is a buildable wall */
213
214
215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
216 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all
219 chairs from here. */
220
221#define LAMP 82 /* a lamp */
222#define DUPLICATOR 83 /* duplicator/multiplier object */
223
224#define SPELLBOOK 85
225
226#define CLOAK 87
227
228#define SPINNER 90
229#define GATE 91
230#define BUTTON 92
231#define CF_HANDLE 93
232#define HOLE 94
233#define TRAPDOOR 95
234
235#define SIGN 98
236#define BOOTS 99
237#define GLOVES 100
238#define SPELL 101
239#define SPELL_EFFECT 102
240#define CONVERTER 103
241#define BRACERS 104
242#define POISONING 105
243#define SAVEBED 106
244
245#define WAND 109
246
247#define SCROLL 111
248#define DIRECTOR 112
249#define GIRDLE 113
250#define FORCE 114
251#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
252#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
253
254#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
255#define CONTAINER 122
256#define ARMOUR_IMPROVER 123
257#define WEAPON_IMPROVER 124
258
259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260#define DEEP_SWAMP 138
261#define IDENTIFY_ALTAR 139
262
263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264
265#define RUNE 154
266#define TRAP 155
267
268#define POWER_CRYSTAL 156
269#define CORPSE 157
270
271#define DISEASE 158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */
275
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
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
224/* random crossfire developer: The trap_part, wall, light_source, 294/* random crossfire developer: The trap_part, wall, light_source,
225 * misc_object, monster, and spawn_generator 295 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes, 296 * types are not used in any archetypes,
227 * and should perhaps be removed. 297 * and should perhaps be removed.
228 * 298 *
231 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
232 * renamed WALL to BUILDABLE_WALL. 302 * renamed WALL to BUILDABLE_WALL.
233 */ 303 */
234 304
235//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
236
237#define BUILDABLE_WALL 77 /* this is a buildable wall */
238
239//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
240
241#define MISC_OBJECT 79 /* misc. objects are for objects without a function
242 in the engine. Like statues, clocks, chairs,...
243 If perhaps we create a function where we can sit
244 on chairs, we create a new type and remove all
245 chairs from here. */
246//#define MONSTER 80 /* yes, thats a real, living creature */ 307//#define MONSTER 80 /* yes, thats a real, living creature */
247//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
248
249#define LAMP 82 /* a lamp */
250#define DUPLICATOR 83 /* duplicator/multiplier object */
251#define TOOL 84 /* a tool for building objects */ 309//#define TOOL 84 /* a tool for building objects */
252#define SPELLBOOK 85
253#define BUILDFAC 86 /* facilities for building objects */ 310//#define BUILDFAC 86 /* facilities for building objects */
254#define CLOAK 87
255
256/*#define CONE 88 */ 311//#define CONE 88
257/*#define AURA 89 */ /* aura spell object */ 312//#define AURA 89 /* aura spell object */
258
259#define SPINNER 90
260#define GATE 91
261#define BUTTON 92
262#define CF_HANDLE 93
263#define HOLE 94
264#define TRAPDOOR 95
265
266/*#define WORD_OF_RECALL 96 */ 313//#define WORD_OF_RECALL 96
267/*#define PARAIMAGE 97 */ 314//#define PARAIMAGE 97
268
269#define SIGN 98
270#define BOOTS 99
271#define GLOVES 100
272#define SPELL 101
273#define SPELL_EFFECT 102
274#define CONVERTER 103
275#define BRACERS 104
276#define POISONING 105
277#define SAVEBED 106
278#define POISONCLOUD 107 315//#define POISONCLOUD 107
279#define FIREHOLES 108 316//#define FIREHOLES 108
280#define WAND 109
281
282/*#define ABILITY 110*/ 317//#define ABILITY 110
283#define SCROLL 111
284#define DIRECTOR 112
285#define GIRDLE 113
286#define FORCE 114
287#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
288#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
289
290#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
291#define CONTAINER 122
292#define ARMOUR_IMPROVER 123
293#define WEAPON_IMPROVER 124
294
295/* unused: 125 - 129 318/* unused: 125 - 129
296 * type 125 was MONEY_CHANGER 319 * type 125 was MONEY_CHANGER
297 */ 320 */
298
299#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
300#define DEEP_SWAMP 138
301#define IDENTIFY_ALTAR 139
302
303/*#define CANCELLATION 141 */ /* not used with new spell code */ 321//#define CANCELLATION 141 /* not used with new spell code */
304
305#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
306
307/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
308/*#define SWARM_SPELL 153*/ 323//#define SWARM_SPELL 153
309
310#define RUNE 154
311#define TRAP 155
312
313#define POWER_CRYSTAL 156
314#define CORPSE 157
315
316#define DISEASE 158
317#define SYMPTOM 159
318#define BUILDER 160 /* Generic item builder, see subtypes */
319#define MATERIAL 161 /* Material for building */
320
321/* #define GPS 162 Ground positionning system, moved to Python plugin */ 324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
322#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
323
324/*#define QUEST 164 */ /* See below for subtypes */ 325//#define QUEST 164 /* See below for subtypes */
325
326#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
327 potions, alchemy, or magic works here (elmex) */
328 326
329/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
330 328
331#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
332 330
423 * 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
424 * common/loader.l is updated. 422 * common/loader.l is updated.
425 */ 423 */
426 424
427/* Basic routines to do above */ 425/* Basic routines to do above */
428#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 426#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
429#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 427#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
430#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 428#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
431 429
432/* the flags */ 430/* the flags */
433 431
434#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
435#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
592#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 590#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
593#define FLAG_IS_WATER 107 591#define FLAG_IS_WATER 107
594#define FLAG_CONTENT_ON_GEN 108 592#define FLAG_CONTENT_ON_GEN 108
595#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 593#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
596#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 594#define FLAG_IS_BUILDABLE 110 /* Can build on item */
597#define FLAG_AFK 111 /* Player is AFK */ 595
598#define NUM_FLAGS 111 /* Should always be equal to the last 596#define NUM_FLAGS 111 /* Should always be equal to the last
599 * defined flag. If you change this, 597 * defined flag + 1. If you change this,
600 * make sure you update the flag_links 598 * make sure you update the flag_links
601 * in common/loader.l 599 * in common/loader.l
602 */ 600 */
603 601
604/* Values can go up to 127 before the size of the flags array in the 602/* Values can go up to 127 before the size of the flags array in the
811 /* changing directions */ 809 /* changing directions */
812 /* this is VERTICAL movement */ 810 /* this is VERTICAL movement */
813#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 811#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
814#define HI4 240 812#define HI4 240
815 813
816/*
817 * Use of the state-variable in player objects:
818 */
819
820#define ST_PLAYING 0
821#define ST_PLAY_AGAIN 1
822#define ST_ROLL_STAT 2
823#define ST_CHANGE_CLASS 3
824#define ST_CONFIRM_QUIT 4
825#define ST_CONFIGURE 5
826#define ST_GET_NAME 6
827#define ST_GET_PASSWORD 7
828#define ST_CONFIRM_PASSWORD 8
829#define ST_GET_PARTY_PASSWORD 10
830
831#define BLANK_FACE_NAME "blank.111" 814#define BLANK_FACE_NAME "blank.111"
832#define EMPTY_FACE_NAME "empty.111" 815#define EMPTY_FACE_NAME "empty.111"
833#define DARK_FACE1_NAME "dark1.111" 816#define DARK_FACE1_NAME "dark1.111"
834#define DARK_FACE2_NAME "dark2.111" 817#define DARK_FACE2_NAME "dark2.111"
835#define DARK_FACE3_NAME "dark3.111" 818#define DARK_FACE3_NAME "dark3.111"

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