Object types.


Defines

#define PLAYER   1
#define TRANSPORT   2
#define ROD   3
#define TREASURE   4
#define POTION   5
#define FOOD   6
#define POISON   7
#define BOOK   8
#define CLOCK   9
#define ARROW   13
#define BOW   14
#define WEAPON   15
#define ARMOUR   16
#define PEDESTAL   17
#define ALTAR   18
#define LOCKED_DOOR   20
#define SPECIAL_KEY   21
#define MAP   22
#define DOOR   23
#define KEY   24
#define TIMED_GATE   26
#define TRIGGER   27
#define GRIMREAPER   28
#define MAGIC_EAR   29
#define TRIGGER_BUTTON   30
#define TRIGGER_ALTAR   31
#define TRIGGER_PEDESTAL   32
#define SHIELD   33
#define HELMET   34
#define HORN   35
#define MONEY   36
#define CLASS   37
#define AMULET   39
#define PLAYERMOVER   40
#define TELEPORTER   41
#define CREATOR   42
#define SKILL   43
#define EXPERIENCE   44
#define EARTHWALL   45
#define GOLEM   46
#define THROWN_OBJ   48
#define BLINDNESS   49
#define GOD   50
#define DETECTOR   51
#define TRIGGER_MARKER   52
#define DEAD_OBJECT   53
#define DRINK   54
#define MARKER   55
#define HOLY_ALTAR   56
#define PLAYER_CHANGER   57
#define BATTLEGROUND   58
#define PEACEMAKER   59
#define GEM   60
#define FIREWALL   62
#define CHECK_INV   64
#define MOOD_FLOOR   65
#define EXIT   66
#define ENCOUNTER   67
#define SHOP_FLOOR   68
#define SHOP_MAT   69
#define RING   70
#define FLOOR   71
#define FLESH   72
#define INORGANIC   73
#define SKILL_TOOL   74
#define LIGHTER   75
#define WALL   77
#define MISC_OBJECT   79
#define MONSTER   80
#define LAMP   82
#define DUPLICATOR   83
#define SPELLBOOK   85
#define CLOAK   87
#define SPINNER   90
#define GATE   91
#define BUTTON   92
#define CF_HANDLE   93
#define HOLE   94
#define TRAPDOOR   95
#define SIGN   98
#define BOOTS   99
#define GLOVES   100
#define SPELL   101
#define SPELL_EFFECT   102
#define CONVERTER   103
#define BRACERS   104
#define POISONING   105
#define SAVEBED   106
#define WAND   109
#define SCROLL   111
#define DIRECTOR   112
#define GIRDLE   113
#define FORCE   114
#define POTION_EFFECT   115
#define EVENT_CONNECTOR   116
#define CLOSE_CON   121
#define CONTAINER   122
#define ARMOUR_IMPROVER   123
#define WEAPON_IMPROVER   124
#define SKILLSCROLL   130
#define DEEP_SWAMP   138
#define IDENTIFY_ALTAR   139
#define SHOP_INVENTORY   150
#define RUNE   154
#define TRAP   155
#define POWER_CRYSTAL   156
#define CORPSE   157
#define DISEASE   158
#define SYMPTOM   159
#define BUILDER   160
#define MATERIAL   161
#define OBJECT_TYPE_MAX   162

Detailed Description

Only add new values to this list if somewhere in the program code, it is actually needed. Just because you add a new monster does not mean it has to have a type defined here. That only needs to happen if in some .c file, it needs to do certain special actions based on the monster type, that can not be handled by any of the numerous flags. Also, if you add new entries, try and fill up the holes in this list. Additionally, when you add a new entry, include it in the table in common/item.c

type 0 is undefined and indicates non-valid type information.


Define Documentation

ALTAR   18

See Altar

Definition at line 130 of file define.h.

AMULET   39

See Amulet

Definition at line 152 of file define.h.

ARMOUR   16

See Breastplate Armor

Definition at line 128 of file define.h.

#define ARMOUR_IMPROVER   123

Definition at line 273 of file define.h.

ARROW   13

See Projectile

Definition at line 125 of file define.h.

BATTLEGROUND   58

battleground, by Andreas Vogl

See Battleground

Definition at line 183 of file define.h.

#define BLINDNESS   49

Definition at line 166 of file define.h.

BOOK   8

See Book

Definition at line 120 of file define.h.

BOOTS   99

See Boots

Definition at line 250 of file define.h.

BOW   14

See Shooting Weapon

Definition at line 126 of file define.h.

BRACERS   104

See Bracers

Definition at line 255 of file define.h.

#define BUILDER   160

Generic item builder, see subtypes below

Definition at line 298 of file define.h.

BUTTON   92

See Button

Definition at line 243 of file define.h.

CF_HANDLE   93

See Handle

Definition at line 244 of file define.h.

CHECK_INV   64

b.t. thomas@nomad.astro.psu.edu

See Inventory Checker

Definition at line 192 of file define.h.

CLASS   37

Object for applying character class modifications to someone

See Class Changer

Definition at line 149 of file define.h.

CLOAK   87

See Cloak

Definition at line 237 of file define.h.

CLOCK   9

See Clock

Definition at line 121 of file define.h.

#define CLOSE_CON   121

Eneq((at)csd.uu.se): Id for close_container archetype.

Definition at line 270 of file define.h.

CONTAINER   122

See Container

Definition at line 272 of file define.h.

CONVERTER   103

See Converter

Definition at line 254 of file define.h.

#define CORPSE   157

Definition at line 293 of file define.h.

CREATOR   42

See Creator

Definition at line 155 of file define.h.

#define DEAD_OBJECT   53

Definition at line 176 of file define.h.

DEEP_SWAMP   138

See Swamp

Definition at line 281 of file define.h.

DETECTOR   51

peterm: detector is an object which notices the presense of another object and is triggered like buttons.

See Detector

Definition at line 169 of file define.h.

DIRECTOR   112

See Director

Definition at line 263 of file define.h.

DISEASE   158

See Disease

Definition at line 295 of file define.h.

DOOR   23

See Door

Definition at line 135 of file define.h.

#define DRINK   54

Definition at line 177 of file define.h.

DUPLICATOR   83

Duplicator/multiplier object

See Duplicator

Definition at line 233 of file define.h.

#define EARTHWALL   45

Definition at line 162 of file define.h.

ENCOUNTER   67

See Floor (Encounter)

Definition at line 205 of file define.h.

EVENT_CONNECTOR   116

Lauwenmark: an invisible object holding a plugin event hook

See Event

Definition at line 268 of file define.h.

EXIT   66

See Exit

Definition at line 204 of file define.h.

#define EXPERIENCE   44

This is basically obsolete now. It used to contain experience for broad skill categories. This value is now automatically converted at load time.

Definition at line 157 of file define.h.

FIREWALL   62

See Magic Wall

Definition at line 190 of file define.h.

FLESH   72

animal 'body parts' -b.t.

See Flesh

Definition at line 210 of file define.h.

#define FLOOR   71

Floor tile -> native layer 0

Definition at line 209 of file define.h.

FOOD   6

See Food

Definition at line 118 of file define.h.

#define FORCE   114

Definition at line 265 of file define.h.

GATE   91

See Gate

Definition at line 242 of file define.h.

GEM   60

See Jewel

Definition at line 188 of file define.h.

GIRDLE   113

See Girdle

Definition at line 264 of file define.h.

GLOVES   100

See Gloves

Definition at line 251 of file define.h.

#define GOD   50

Definition at line 167 of file define.h.

#define GOLEM   46

Definition at line 163 of file define.h.

GRIMREAPER   28

See Monster (Grimreaper)

Definition at line 140 of file define.h.

HELMET   34

See Helmet

Definition at line 146 of file define.h.

HOLE   94

See Pit

Definition at line 245 of file define.h.

HOLY_ALTAR   56

See Holy Altar

Definition at line 181 of file define.h.

HORN   35

See Horn

Definition at line 147 of file define.h.

#define IDENTIFY_ALTAR   139

Definition at line 282 of file define.h.

INORGANIC   73

metals, minerals, dragon scales

See Inorganic

Definition at line 211 of file define.h.

KEY   24

See Key

Definition at line 136 of file define.h.

#define LAMP   82

Lamp

Definition at line 232 of file define.h.

#define LIGHTER   75

Definition at line 213 of file define.h.

LOCKED_DOOR   20

See Locked Door

Definition at line 132 of file define.h.

MAGIC_EAR   29

See Magic Ear

Definition at line 141 of file define.h.

#define MAP   22

Definition at line 134 of file define.h.

MARKER   55

inserts an invisible, weightless force into a player with a specified string.

See Marker

Definition at line 178 of file define.h.

#define MATERIAL   161

Material for building

Definition at line 300 of file define.h.

#define MISC_OBJECT   79

misc. objects are for objects without a function in the engine. Like statues, clocks, chairs... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here.

Definition at line 223 of file define.h.

MONEY   36

See Money

Definition at line 148 of file define.h.

#define MONSTER   80

A real, living creature

Definition at line 230 of file define.h.

MOOD_FLOOR   65

b.t. thomas@nomad.astro.psu.edu values of last_sp set how to change: 0 = furious, all monsters become aggressive 1 = angry, all but friendly become aggressive 2 = calm, all aggressive monsters calm down 3 = sleep, all monsters fall asleep 4 = charm, monsters become pets

See Mood Floor

Definition at line 193 of file define.h.

#define OBJECT_TYPE_MAX   162

Update if you add new types

Definition at line 302 of file define.h.

#define PEACEMAKER   59

Object owned by a player which can convert a monster into a peaceful being incapable of attack.

Definition at line 185 of file define.h.

PEDESTAL   17

See Pedestal

Definition at line 129 of file define.h.

#define PLAYER   1

Definition at line 113 of file define.h.

#define PLAYER_CHANGER   57

Definition at line 182 of file define.h.

PLAYERMOVER   40

See Mover

Definition at line 153 of file define.h.

POISON   7

See Poison Food

Definition at line 119 of file define.h.

#define POISONING   105

Definition at line 256 of file define.h.

POTION   5

See Potion

Definition at line 117 of file define.h.

#define POTION_EFFECT   115

A force, holding the effect of a potion

Definition at line 266 of file define.h.

POWER_CRYSTAL   156

See Power Crystal

Definition at line 292 of file define.h.

RING   70

See Ring

Definition at line 208 of file define.h.

ROD   3

See Rod

Definition at line 115 of file define.h.

RUNE   154

See Rune

Definition at line 289 of file define.h.

SAVEBED   106

See Savebed

Definition at line 257 of file define.h.

SCROLL   111

See Scroll

Definition at line 262 of file define.h.

SHIELD   33

See Shield

Definition at line 145 of file define.h.

SHOP_FLOOR   68

See Shop Floor

Definition at line 206 of file define.h.

#define SHOP_INVENTORY   150

Mark Wedel (mark@pyramid.com) Shop inventories

Definition at line 284 of file define.h.

SHOP_MAT   69

See Shop Mat

Definition at line 207 of file define.h.

SIGN   98

See Sign & Magic Mouth

Definition at line 249 of file define.h.

SKILL   43

Also see SKILL_TOOL (74) below

See Skill

Definition at line 156 of file define.h.

#define SKILL_TOOL   74

Allows the use of a skill

Definition at line 212 of file define.h.

SKILLSCROLL   130

can add a skill to player's inventory -bt.

See Skill Scroll

Definition at line 279 of file define.h.

SPECIAL_KEY   21

See Special Key

Definition at line 133 of file define.h.

SPELL   101

See Spell

Definition at line 252 of file define.h.

#define SPELL_EFFECT   102

Definition at line 253 of file define.h.

SPELLBOOK   85

See Spellbook

Definition at line 235 of file define.h.

SPINNER   90

See Spinner

Definition at line 241 of file define.h.

#define SYMPTOM   159

Definition at line 296 of file define.h.

TELEPORTER   41

See Teleporter

Definition at line 154 of file define.h.

#define THROWN_OBJ   48

Definition at line 165 of file define.h.

TIMED_GATE   26

See Timed Gate

Definition at line 138 of file define.h.

TRANSPORT   2

see doc/Developers/objects

See Transport

Definition at line 114 of file define.h.

TRAP   155

See Trap

Definition at line 290 of file define.h.

TRAPDOOR   95

See Trapdoor

Definition at line 246 of file define.h.

TREASURE   4

See Treasure

Definition at line 116 of file define.h.

TRIGGER   27

See Handle Trigger

Definition at line 139 of file define.h.

TRIGGER_ALTAR   31

See Altar Trigger

Definition at line 143 of file define.h.

TRIGGER_BUTTON   30

See Button Trigger

Definition at line 142 of file define.h.

TRIGGER_MARKER   52

inserts an invisible, weightless force into a player with a specified string WHEN TRIGGERED.

See Trigger Marker

Definition at line 173 of file define.h.

#define TRIGGER_PEDESTAL   32

Definition at line 144 of file define.h.

#define WALL   77

Wall. Put it always in layer 1 if not set is_floor

Definition at line 220 of file define.h.

WAND   109

See Wand & Staff

Definition at line 260 of file define.h.

WEAPON   15

See Weapon

Definition at line 127 of file define.h.

#define WEAPON_IMPROVER   124

Definition at line 274 of file define.h.


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