version 1.48 | | version 1.49 |
---|
| | |
/* | | /* |
* 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 $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
| | |
#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 |
| | |
* 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 |
| | |
#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 |
| | |
/* 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 |
| | |
#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 |
| | |
* 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 |
| | |
#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 |
| | |
/* 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 |
| | |
| | |
| | |
#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 */ |
| | |