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Comparing deliantra/server/include/define.h (file contents):
Revision 1.26 by elmex, Wed Dec 20 14:11:42 2006 UTC vs.
Revision 1.38 by root, Thu Jan 11 01:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 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
110 * flags 111 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 112 * 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 113 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 114 */
114 115
115/* type 0 will be undefined and shows a non valid type information */ 116/* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
119
120/* type 0 objects have the default behaviour */
116 121
117#define PLAYER 1 122#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 123#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 124#define ROD 3
120#define TREASURE 4 125#define TREASURE 4
122#define FOOD 6 127#define FOOD 6
123#define POISON 7 128#define POISON 7
124#define BOOK 8 129#define BOOK 8
125#define CLOCK 9 130#define CLOCK 9
126 131
127/*#define FBULLET 10 */
128/*#define FBALL 11 */
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 132#define ARROW 13
132#define BOW 14 133#define BOW 14
133#define WEAPON 15 134#define WEAPON 15
134#define ARMOUR 16 135#define ARMOUR 16
135#define PEDESTAL 17 136#define PEDESTAL 17
136#define ALTAR 18 137#define ALTAR 18
137 138
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
142#define MAP 22 141#define MAP 22
143#define DOOR 23 142#define DOOR 23
144#define KEY 24 143#define KEY 24
145
146/*#define MMISSILE 25 */
147 144
148#define TIMED_GATE 26 145#define TIMED_GATE 26
149#define TRIGGER 27 146#define TRIGGER 27
150#define GRIMREAPER 28 147#define GRIMREAPER 28
151#define MAGIC_EAR 29 148#define MAGIC_EAR 29
162#define PLAYERMOVER 40 159#define PLAYERMOVER 40
163#define TELEPORTER 41 160#define TELEPORTER 41
164#define CREATOR 42 161#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 163
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 45 164#define EARTHWALL 45
173#define GOLEM 46 165#define GOLEM 46
174 166
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 167#define THROWN_OBJ 48
177#define BLINDNESS 49 168#define BLINDNESS 49
178#define GOD 50 169#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 170#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 171 * which notices the presense of
195 186
196#define PEACEMAKER 59 /* Object owned by a player which can convert 187#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 188 * a monster into a peaceful being incapable of attack.
198 */ 189 */
199#define GEM 60 190#define GEM 60
200
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202 191
203#define FIREWALL 62 192#define FIREWALL 62
204#define ANVIL 63 193#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 194#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 195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
219#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 211#define LIGHTER 75
223 212
213#define BUILDABLE_WALL 77 /* this is a buildable wall */
214
215
216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
217 in the engine. Like statues, clocks, chairs,...
218 If perhaps we create a function where we can sit
219 on chairs, we create a new type and remove all
220 chairs from here. */
221
222#define LAMP 82 /* a lamp */
223#define DUPLICATOR 83 /* duplicator/multiplier object */
224
225#define SPELLBOOK 85
226
227#define CLOAK 87
228
229#define SPINNER 90
230#define GATE 91
231#define BUTTON 92
232#define CF_HANDLE 93
233#define HOLE 94
234#define TRAPDOOR 95
235
236#define SIGN 98
237#define BOOTS 99
238#define GLOVES 100
239#define SPELL 101
240#define SPELL_EFFECT 102
241#define CONVERTER 103
242#define BRACERS 104
243#define POISONING 105
244#define SAVEBED 106
245
246#define WAND 109
247
248#define SCROLL 111
249#define DIRECTOR 112
250#define GIRDLE 113
251#define FORCE 114
252#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 */
254
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122
257#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124
259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
224/* random crossfire developer: The trap_part, wall, light_source, 295/* random crossfire developer: The trap_part, wall, light_source,
225 * misc_object, monster, and spawn_generator 296 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes, 297 * types are not used in any archetypes,
227 * and should perhaps be removed. 298 * and should perhaps be removed.
228 * 299 *
231 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
232 * renamed WALL to BUILDABLE_WALL. 303 * renamed WALL to BUILDABLE_WALL.
233 */ 304 */
234 305
235//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 306//#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. */ 307//#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 */ 308//#define MONSTER 80 /* yes, thats a real, living creature */
247//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 309//#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 */ 310//#define TOOL 84 /* a tool for building objects */
252#define SPELLBOOK 85
253#define BUILDFAC 86 /* facilities for building objects */ 311//#define BUILDFAC 86 /* facilities for building objects */
254#define CLOAK 87
255
256/*#define CONE 88 */ 312//#define CONE 88
257/*#define AURA 89 */ /* aura spell object */ 313//#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 */ 314//#define WORD_OF_RECALL 96
267/*#define PARAIMAGE 97 */ 315//#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
279// #define POISONCLOUD 107 316//#define POISONCLOUD 107
280// #define FIREHOLES 108 317//#define FIREHOLES 108
281
282#define WAND 109
283
284/*#define ABILITY 110*/ 318//#define ABILITY 110
285#define SCROLL 111
286#define DIRECTOR 112
287#define GIRDLE 113
288#define FORCE 114
289#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
290#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
291
292#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
293#define CONTAINER 122
294#define ARMOUR_IMPROVER 123
295#define WEAPON_IMPROVER 124
296
297/* unused: 125 - 129 319/* unused: 125 - 129
298 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
299 */ 321 */
300
301#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
302#define DEEP_SWAMP 138
303#define IDENTIFY_ALTAR 139
304
305/*#define CANCELLATION 141 */ /* not used with new spell code */ 322//#define CANCELLATION 141 /* not used with new spell code */
306
307#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
308
309/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
310/*#define SWARM_SPELL 153*/ 324//#define SWARM_SPELL 153
311
312#define RUNE 154
313#define TRAP 155
314
315#define POWER_CRYSTAL 156
316#define CORPSE 157
317
318#define DISEASE 158
319#define SYMPTOM 159
320#define BUILDER 160 /* Generic item builder, see subtypes */
321#define MATERIAL 161 /* Material for building */
322
323/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
324#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
325
326/*#define QUEST 164 */ /* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
327
328#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
329 potions, alchemy, or magic works here (elmex) */
330 327
331/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
332 329
333#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
334 331
425 * If any FLAG's are added or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
426 * common/loader.l is updated. 423 * common/loader.l is updated.
427 */ 424 */
428 425
429/* Basic routines to do above */ 426/* Basic routines to do above */
430#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 430
434/* the flags */ 431/* the flags */
435 432
436#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
437#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
584 object */ 581 object */
585#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 582#define FLAG_NEUTRAL 100 /* monster is from type neutral */
586#define FLAG_NO_ATTACK 101 /* monster don't attack */ 583#define FLAG_NO_ATTACK 101 /* monster don't attack */
587#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 584#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
588#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 585#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
589 * load_original_map() */ 586 * load_original_map() */
590#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 587#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
591 * the overlay, and is not subject to 588 * the overlay, and is not subject to
592 * decay. */ 589 * decay. */
593#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 590#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
594#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 591#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
595#define FLAG_IS_WATER 107 592#define FLAG_IS_WATER 107
596#define FLAG_CONTENT_ON_GEN 108 593#define FLAG_CONTENT_ON_GEN 108
597#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 594#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
598#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 595#define FLAG_IS_BUILDABLE 110 /* Can build on item */
599#define FLAG_AFK 111 /* Player is AFK */ 596#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
597#define FLAG_NO_SAVE 112 // item doesn't get saved with map
598
600#define NUM_FLAGS 111 /* Should always be equal to the last 599#define NUM_FLAGS 113 /* Should always be equal to the last
601 * defined flag. If you change this, 600 * defined flag + 1. If you change this,
602 * make sure you update the flag_links 601 * make sure you update the flag_links
603 * in common/loader.l 602 * in common/loader.l
604 */ 603 */
605 604
606/* Values can go up to 127 before the size of the flags array in the 605/* Values can go up to 127 before the size of the flags array in the
607 * object structure needs to be enlarged. 606 * object structure needs to be enlarged.
608 * So there are 18 available flags slots 607 * So there are 18 available flags slots
609 */ 608 */
813 /* changing directions */ 812 /* changing directions */
814 /* this is VERTICAL movement */ 813 /* this is VERTICAL movement */
815#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 814#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
816#define HI4 240 815#define HI4 240
817 816
818/*
819 * Use of the state-variable in player objects:
820 */
821
822#define ST_PLAYING 0
823#define ST_PLAY_AGAIN 1
824#define ST_ROLL_STAT 2
825#define ST_CHANGE_CLASS 3
826#define ST_CONFIRM_QUIT 4
827#define ST_CONFIGURE 5
828#define ST_GET_NAME 6
829#define ST_GET_PASSWORD 7
830#define ST_CONFIRM_PASSWORD 8
831#define ST_GET_PARTY_PASSWORD 10
832
833#define BLANK_FACE_NAME "blank.111" 817#define BLANK_FACE_NAME "blank.x11"
834#define EMPTY_FACE_NAME "empty.111" 818#define EMPTY_FACE_NAME "empty.x11"
835#define DARK_FACE1_NAME "dark1.111" 819#define DARK_FACE1_NAME "dark1.x11"
836#define DARK_FACE2_NAME "dark2.111" 820#define DARK_FACE2_NAME "dark2.x11"
837#define DARK_FACE3_NAME "dark3.111" 821#define DARK_FACE3_NAME "dark3.x11"
838#define SMOOTH_FACE_NAME "default_smoothed.111" 822#define SMOOTH_FACE_NAME "default_smoothed.111"
839 823
840/* 824/*
841 * Defines for the luck/random functions to make things more readable 825 * Defines for the luck/random functions to make things more readable
842 */ 826 */
981#define CAN_APPLY_UNAPPLY 0x10 965#define CAN_APPLY_UNAPPLY 0x10
982#define CAN_APPLY_UNAPPLY_MULT 0x20 966#define CAN_APPLY_UNAPPLY_MULT 0x20
983#define CAN_APPLY_UNAPPLY_CHOICE 0x40 967#define CAN_APPLY_UNAPPLY_CHOICE 0x40
984 968
985/* Cut off point of when an object is put on the active list or not */ 969/* Cut off point of when an object is put on the active list or not */
986#define MIN_ACTIVE_SPEED 0.00001 970#define MIN_ACTIVE_SPEED 1e-5
987 971
988/* 972/*
989 * random() is much better than rand(). If you have random(), use it instead. 973 * random() is much better than rand(). If you have random(), use it instead.
990 * You shouldn't need to change any of this 974 * You shouldn't need to change any of this
991 * 975 *

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