Difference for include/define.h from version 1.48 to 1.49


version 1.48 version 1.49
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 /*  /*
  * static char *rcsid_define_h =   * static char *rcsid_define_h =
  *   "$Id: define.h,v 1.48 2001/11/26 17:52:26 michtoen Exp $";   *   "$Id: define.h,v 1.49 2001/11/27 04:33:46 michtoen Exp $";
  */   */
   
 /*  /*
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 #define MAX_ANIMATIONS 64  #define MAX_ANIMATIONS 64
   
   #define MAX_NAME 16
   #define BIG_NAME 32
   #define MAX_EXT_TITLE 98
   
 /* Fatal variables: */  /* Fatal variables: */
 #define OUT_OF_MEMORY 0  #define OUT_OF_MEMORY 0
 #define MAP_ERROR 1  #define MAP_ERROR 1
 #define ARCHTABLE_TOO_SMALL 2  #define ARCHTABLE_TOO_SMALL 2
 #define TOO_MANY_ERRORS 3  #define TOO_MANY_ERRORS 3
   
   /* TYPE DEFINES */
 /* Only add new values to this list if somewhere in the program code,  /* 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   * 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   * mean it has to have a type defined here.  That only needs to happen
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  * flags   * flags
  * Also, if you add new entries, try and fill up the holes in this list.   * Also, if you add new entries, try and fill up the holes in this list.
  */   */
   
   /* type 0 will be undefined and shows a non valid type information */
   
 #define PLAYER 1  #define PLAYER 1
 #define BULLET 2  #define BULLET 2
 #define ROD 3  #define ROD 3
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 #define HELMET 34  #define HELMET 34
 #define HORN 35  #define HORN 35
 #define MONEY 36  #define MONEY 36
   
 #define CLASS 37  /* object for applying character class modifications to someone */  #define CLASS 37  /* object for applying character class modifications to someone */
   
   
   
 #define GRAVESTONE 38  #define GRAVESTONE 38
 #define AMULET 39  #define AMULET 39
 #define PLAYERMOVER 40  #define PLAYERMOVER 40
 #define TELEPORTER 41  #define TELEPORTER 41
 #define CREATOR 42  #define CREATOR 42
 #define SKILL 43 /* Skills are similar to abilites, but  #define SKILL 43 /* Skills are similar to abilites, but
  * not related to spells.  by njw@cs.city.ac.uk                        * not related to spells.  by njw@cs.city.ac.u */
  */  
 #define EXPERIENCE 44 /* An experience 'object'. Needed for multi-exp/skills  #define EXPERIENCE 44 /* An experience 'object'. Needed for multi-exp/skills
  * hack. -b.t. thomas@astro.psu.edu                        * hack. -b.t. thomas@astro.psu.edu */
           */  
 #define EARTHWALL 45  #define EARTHWALL 45
 #define GOLEM 46  #define GOLEM 46
 #define BOMB 47  #define BOMB 47
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 /*  peterm:  detector is an object which notices the presense of  /*  peterm:  detector is an object which notices the presense of
  another object and is triggered like buttons.  */   another object and is triggered like buttons.  */
 #define DETECTOR 51  #define DETECTOR 51
   
 #define SPEEDBALL 52  #define SPEEDBALL 52
 #define DEAD_OBJECT 53  #define DEAD_OBJECT 53
 #define DRINK 54  #define DRINK 54
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 #define BATTLEGROUND    58      /* battleground, by Andreas Vogl */  #define BATTLEGROUND    58      /* battleground, by Andreas Vogl */
   
 #define PEACEMAKER       59  /* Object owned by a player which can convert  #define PEACEMAKER       59  /* Object owned by a player which can convert
         a monster into a peaceful being incapable of                              a monster into a peaceful being incapable of attack.  */
         attack.  */  
 #define GEM 60  #define GEM 60
 #define FIRECHEST 61  #define FIRECHEST 61
 #define FIREWALL 62  #define FIREWALL 62
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  * 1 = angry, all but friendly become aggressive   * 1 = angry, all but friendly become aggressive
  * 2 = calm, all aggressive monsters calm down   * 2 = calm, all aggressive monsters calm down
  * 3 = sleep, all monsters fall asleep   * 3 = sleep, all monsters fall asleep
  * 4 = charm, monsters become pets                        * 4 = charm, monsters become pets */
  */  
 #define EXIT 66  #define EXIT 66
 #define ENCOUNTER 67  #define ENCOUNTER 67
 #define SHOP_FLOOR 68  #define SHOP_FLOOR 68
 #define SHOP_MAT 69  #define SHOP_MAT 69
 #define RING 70  #define RING 70
   
   #define FLOOR                   71 /* this is a floor tile -> native layer 0 */
   
 #define FLESH 72 /* animal 'body parts' -b.t. */  #define FLESH 72 /* animal 'body parts' -b.t. */
 #define INORGANIC 73 /* metals and minerals */   #define INORGANIC 73 /* metals and minerals */
   
 #define LIGHTER 75  #define LIGHTER 75
 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */   #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
   
   #define WALL                    77 /* this is a wall. put it always in layer 1 if not set is_floor */
   #define LIGHT_SOURCE            78 /* torches, lamps, etc. */
   #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. */
   #define MONSTER                 80 /* yes, thats a real, living creature */
   #define SPAWN_GENERATOR         81 /* a spawn point or monster generator object */
   
 #define SPELLBOOK 85  #define SPELLBOOK 85
   
 #define CLOAK 87  #define CLOAK 87
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 #define GIRDLE 113  #define GIRDLE 113
 #define FORCE 114  #define FORCE 114
 #define POTION_EFFECT   115    /* a force, holding the effect of a potion */  #define POTION_EFFECT   115    /* a force, holding the effect of a potion */
   #define CLOSE_CON             121    /* Eneq(@csd.uu.se): Id for close_container archetype. */
 /* Eneq(@csd.uu.se): Id for close_container archetype. */  
 #define CLOSE_CON 121  
 #define CONTAINER 122  #define CONTAINER 122
 #define ARMOUR_IMPROVER 123  #define ARMOUR_IMPROVER 123
 #define WEAPON_IMPROVER 124  #define WEAPON_IMPROVER 124
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 /* unused: 125 - 129  /* unused: 125 - 129
  * type 125 was MONEY_CHANGER   * type 125 was MONEY_CHANGER
  */   */
   
 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/  #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
   
 #define DEEP_SWAMP 138  #define DEEP_SWAMP 138
 #define IDENTIFY_ALTAR 139  #define IDENTIFY_ALTAR 139
   
 #define CANCELLATION 141  #define CANCELLATION 141
   #define MENU             150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
 /* Mark Wedel (mark@pyramid.com) Shop inventories */  #define BALL_LIGHTNING          151 /* peterm:  ball lightning and color spray */
 #define MENU 150  
   
 /* peterm:  ball lightning and color spray */  
 #define BALL_LIGHTNING 151  
   
 #define SWARM_SPELL 153  #define SWARM_SPELL 153
 #define RUNE 154  #define RUNE 154
   
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 #define DISEASE 158  #define DISEASE 158
 #define SYMPTOM 159  #define SYMPTOM 159
   /* END TYPE DEFINE */
   
 #define MAX_NAME 16  /* START SUB TYPE 1 DEFINE */
 #define BIG_NAME 32  /* for weapons, we should give out a warning msg when we have no sub_type1 >0 */
 #define MAX_EXT_TITLE 98  #define ST1_WEAPON_NON_MELEE    1 /* people without melee_weapon can use this */
   #define ST1_WEAPON_DAGGER       2 /* daggers should count to non melee_weapons */
   #define ST1_WEAPON_SWORD        3 /* put good dagger to heavy dagger = swords */
   #define ST1_WEAPON_AXE          4
   #define ST1_WEAPON_CHAINED      5
   #define ST1_WEAPON_MACE         6
   #define ST1_WEAPON_CLUB         7
   #define ST1_WEAPON_HAMMER       8
   
   /* for armors, we should give out a warning msg when we have no sub_type1 >0 */
   #define ST1_ARMOR_CLOTHES     1 /* thats the easiest: clothes, dress, tunic */
   #define ST1_ARMOR_JACKET      2 /* thats special armored clothes, etc */
   #define ST1_ARMOR_LEATHER     3
   #define ST1_ARMOR_HARDLEATHER 4
   #define ST1_ARMOR_MITHRIL     5
   #define ST1_ARMOR_SCALE       6
   #define ST1_ARMOR_CHAIN       7
   #define ST1_ARMOR_RING        8
   #define ST1_ARMOR_LIGHTPLATE  9
   #define ST1_ARMOR_PLATEMAIL   10
   #define ST1_ARMOR_FULLPLATE   11
   
   /* END SUB TYPE 1 DEFINE */
   
   
   /* START SUB TYPE 2 DEFINE */
   /* We can use this twice: This is for the server to use.
    * I insert a "double" function for st2. Default are flags,
    * but for special types we can use other values.
    * So be sure to check the type if we not use the default values.
    * Checking st2 should be in one single routine */
   
   #define ST2_FLAG_EATABLE 1 /* if this is set, we always send the item as type "FOOD" to client */
   
   /* END SUB TYPE 2 DEFINE */
   
 /* definitions for weapontypes */  /* definitions for weapontypes */
   


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