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Comparing deliantra/server/include/define.h (file contents):
Revision 1.20 by elmex, Mon Dec 18 17:10:07 2006 UTC vs.
Revision 1.30 by root, Thu Dec 21 23:37:05 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 */
116 118
117#define PLAYER 1 119/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 120
119#define ROD 3 121#define PLAYER 1
122#define TRANSPORT 2 /* see pod/objects.pod */
123#define ROD 3
120#define TREASURE 4 124#define TREASURE 4
121#define POTION 5 125#define POTION 5
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 */ 131#define ARROW 13
128 132#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
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 */
139#define LOCKED_DOOR 20 138#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 139#define SPECIAL_KEY 21
141#define MAP 22 140#define MAP 22
142#define DOOR 23 141#define DOOR 23
143#define KEY 24 142#define KEY 24
144 143
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 144#define TIMED_GATE 26
147#define TRIGGER 27 145#define TRIGGER 27
148#define GRIMREAPER 28 146#define GRIMREAPER 28
149#define MAGIC_EAR 29 147#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 148#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 149#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 150#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 151#define SHIELD 33
154#define HELMET 34 152#define HELMET 34
155#define HORN 35 153#define HORN 35
156#define MONEY 36 154#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 155#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 156#define GRAVESTONE 38
159#define AMULET 39 157#define AMULET 39
160#define PLAYERMOVER 40 158#define PLAYERMOVER 40
161#define TELEPORTER 41 159#define TELEPORTER 41
162#define CREATOR 42 160#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 161#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 162
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 163#define EARTHWALL 45
168#define GOLEM 46 164#define GOLEM 46
169 165
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 166#define THROWN_OBJ 48
172#define BLINDNESS 49 167#define BLINDNESS 49
173#define GOD 50 168#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 169#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 170 * which notices the presense of
177 /* another object and is triggered */ 171 * another object and is triggered
178 /* like buttons. */ 172 * like buttons.
173 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 174#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 175 * force into a player with a specified string WHEN TRIGGERED.
176 */
181#define DEAD_OBJECT 53 177#define DEAD_OBJECT 53
182#define DRINK 54 178#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 179#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 180 * force into a player with a specified string.
181 */
185#define HOLY_ALTAR 56 182#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 183#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 184#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 185
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 186#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 187 * a monster into a peaceful being incapable of attack.
191#define GEM 60 188 */
189#define GEM 60
192 190
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 191#define FIREWALL 62
195#define ANVIL 63 192#define ANVIL 63
196#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 */
197#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
198 * values of last_sp set how to change: 195 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 196 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 197 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 198 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 199 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 200 * 4 = charm, monsters become pets */
204#define EXIT 66 201#define EXIT 66
205#define ENCOUNTER 67 202#define ENCOUNTER 67
206#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
207#define SHOP_MAT 69 204#define SHOP_MAT 69
208#define RING 70 205#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 206#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 210#define LIGHTER 75
214 211
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 213
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 214
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#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
223 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
226 chairs from here. */ 219 chairs from here. */
227#define MONSTER 80 220
228 /* yes, thats a real, living creature */ 221#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 223
234#define SPELLBOOK 85 224#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 225
238/*#define CONE 88 */ 226#define CLOAK 87
239 227
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 228#define SPINNER 90
243#define GATE 91 229#define GATE 91
244#define BUTTON 92 230#define BUTTON 92
245#define CF_HANDLE 93 231#define CF_HANDLE 93
246#define HOLE 94 232#define HOLE 94
247#define TRAPDOOR 95 233#define TRAPDOOR 95
248 234
249/*#define WORD_OF_RECALL 96 */ 235#define SIGN 98
250 236#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 237#define GLOVES 100
255#define SPELL 101 238#define SPELL 101
256#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
257#define CONVERTER 103 240#define CONVERTER 103
258#define BRACERS 104 241#define BRACERS 104
259#define POISONING 105 242#define POISONING 105
260#define SAVEBED 106 243#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 244
265/*#define ABILITY 110*/ 245#define WAND 109
246
266#define SCROLL 111 247#define SCROLL 111
267#define DIRECTOR 112 248#define DIRECTOR 112
268#define GIRDLE 113 249#define GIRDLE 113
269#define FORCE 114 250#define FORCE 114
270#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 */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 252#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
253
272#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. */
273#define CONTAINER 122 255#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 256#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 257#define WEAPON_IMPROVER 124
276 258
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
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
277/* unused: 125 - 129 318/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 319 * type 125 was MONEY_CHANGER
279 */ 320 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 321//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 323//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 325//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 326
307/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
308 328
309#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
310 330
789 /* changing directions */ 809 /* changing directions */
790 /* this is VERTICAL movement */ 810 /* this is VERTICAL movement */
791#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 */
792#define HI4 240 812#define HI4 240
793 813
794/*
795 * Use of the state-variable in player objects:
796 */
797
798#define ST_PLAYING 0
799#define ST_PLAY_AGAIN 1
800#define ST_ROLL_STAT 2
801#define ST_CHANGE_CLASS 3
802#define ST_CONFIRM_QUIT 4
803#define ST_CONFIGURE 5
804#define ST_GET_NAME 6
805#define ST_GET_PASSWORD 7
806#define ST_CONFIRM_PASSWORD 8
807#define ST_GET_PARTY_PASSWORD 10
808
809#define BLANK_FACE_NAME "blank.111" 814#define BLANK_FACE_NAME "blank.111"
810#define EMPTY_FACE_NAME "empty.111" 815#define EMPTY_FACE_NAME "empty.111"
811#define DARK_FACE1_NAME "dark1.111" 816#define DARK_FACE1_NAME "dark1.111"
812#define DARK_FACE2_NAME "dark2.111" 817#define DARK_FACE2_NAME "dark2.111"
813#define DARK_FACE3_NAME "dark3.111" 818#define DARK_FACE3_NAME "dark3.111"

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