twistile

The beginnings of a server for a tile-based game using Crossfire assets.
git clone https://code.literati.org/twistile.git
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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 */