types.h (8605B)
1 #define PLAYER 1 2 #define TRANSPORT 2 /* see pod/objects.pod */ 3 #define ROD 3 4 #define TREASURE 4 5 #define POTION 5 6 #define FOOD 6 7 #define POISON 7 8 #define BOOK 8 9 #define CLOCK 9 10 #define VEIN 10 // deliantra: mineral/ore/whatever vein 11 #define RANGED 11 // deliantra: other range item (skill based) 12 #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ 13 #define ARROW 13 14 #define BOW 14 15 #define WEAPON 15 16 #define ARMOUR 16 17 #define PEDESTAL 17 18 #define ALTAR 18 19 #define T_MATCH 19 20 #define LOCKED_DOOR 20 21 #define SPECIAL_KEY 21 22 #define MAP 22 23 #define DOOR 23 24 #define KEY 24 25 #define PHYSICS 25 // deliantra: "things that move" 26 #define TIMED_GATE 26 27 #define TRIGGER 27 28 #define GRIMREAPER 28 29 #define MAGIC_EAR 29 30 #define TRIGGER_BUTTON 30 31 #define TRIGGER_ALTAR 31 32 #define TRIGGER_PEDESTAL 32 33 #define SHIELD 33 34 #define HELMET 34 35 #define HORN 35 36 #define MONEY 36 37 #define CLASS 37 /* object for applying character class modifications to someone */ 38 #define GRAVESTONE 38 39 #define AMULET 39 40 #define PLAYERMOVER 40 41 #define TELEPORTER 41 42 #define CREATOR 42 43 #define SKILL 43 /* also see SKILL_TOOL (74) below */ 44 #define IDENTIFY_ALTAR 44 45 #define EARTHWALL 45 46 #define GOLEM 46 47 #define DEEP_SWAMP 47 48 #define THROWN_OBJ 48 49 #define BLINDNESS 49 50 #define GOD 50 51 #define DETECTOR 51 /* peterm: detector is an object 52 * which notices the presense of 53 * another object and is triggered 54 * like buttons. 55 */ 56 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless 57 * force into a player with a specified string WHEN TRIGGERED. 58 */ 59 #define DEAD_OBJECT 53 60 #define DRINK 54 61 #define MARKER 55 /* inserts an invisible, weightless 62 * force into a player with a specified string. 63 */ 64 #define HOLY_ALTAR 56 65 #define PLAYER_CHANGER 57 66 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 67 68 #define PEACEMAKER 59 /* Object owned by a player which can convert 69 * a monster into a peaceful being incapable of attack. 70 */ 71 #define GEM 60 72 #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 73 #define FIREWALL 62 74 #define ANVIL 63 75 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 76 #define MOOD_FLOOR 65 /* 77 * values of last_sp set how to change: 78 * 0 = furious, all monsters become aggressive 79 * 1 = angry, all but friendly become aggressive 80 * 2 = calm, all aggressive monsters calm down 81 * 3 = sleep, all monsters fall asleep 82 * 4 = charm, monsters become pets 83 * 5 = destroy monsters 84 * 6 = destroy pets / friendlies 85 */ 86 #define EXIT 66 87 #define ENCOUNTER 67 88 #define SHOP_FLOOR 68 89 #define SHOP_MAT 69 90 #define RING 70 91 //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? 92 #define FLESH 72 /* animal 'body parts' -b.t. */ 93 #define INORGANIC 73 /* metals and minerals */ 94 #define SKILL_TOOL 74 /* Allows the use of a skill */ 95 #define LIGHTER 75 96 //76 97 #define BUILDABLE_WALL 77 /* this is a buildable wall */ 98 //78 99 #define MISC_OBJECT 79 /* misc. objects are for objects without a function 100 in the engine. Like statues, clocks, chairs,... 101 If perhaps we create a function where we can sit 102 on chairs, we create a new type and remove all 103 chairs from here. */ 104 //80 105 #define TORCH 81 /* a torch */ 106 #define LAMP 82 /* a lamp */ 107 #define DUPLICATOR 83 /* duplicator/multiplier object */ 108 //84 109 #define SPELLBOOK 85 110 //86 111 #define CLOAK 87 112 #define MAPSCRIPT 88 /* A perl-scripted connectable */ 113 #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, 114 potions, alchemy, or magic works here (elmex) */ 115 #define SPINNER 90 116 #define GATE 91 117 #define BUTTON 92 118 #define T_HANDLE 93 119 #define HOLE 94 120 #define TRAPDOOR 95 121 #define RUNE 96 122 #define TRAP 97 123 #define SIGN 98 124 #define BOOTS 99 125 #define GLOVES 100 126 #define SPELL 101 127 #define SPELL_EFFECT 102 128 #define CONVERTER 103 129 #define BRACERS 104 130 #define POISONING 105 131 #define SAVEBED 106 132 #define DISEASE 107 133 #define SYMPTOM 108 134 #define WAND 109 135 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 136 #define SCROLL 111 137 #define DIRECTOR 112 138 #define GIRDLE 113 139 #define FORCE 114 140 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 141 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 142 #define ITEM_TRANSFORMER 117 /* Transforming one item with another */ 143 #define POWER_CRYSTAL 118 144 #define CORPSE 119 145 //120 146 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 147 #define CONTAINER 122 148 #define ARMOUR_IMPROVER 123 149 #define WEAPON_IMPROVER 124 150 #define BUILDER 125 /* Generic item builder, see subtypes */ 151 #define MATERIAL 126 /* Material for building */