[Crossfire-wiki] [Crossfire DokuWiki] page added: dev:object_types

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A page in your DokuWiki was added or changed. Here are the details:

Date        : 2007/12/27 18:27
User        : kbulgrien
Edit Summary: Created copy of type information from define.h for reference.

======Notice======

  * This content was extracted from source code and may not be up-to-date.
    * SVN Revision 8051;  2007-12-27 18:17:01 -0600 (Thu, 27 Dec 2007)

======See Also======

  * Wiki
    * [[dev:objects#Types (type) & Subtypes (subtype)|dev:objects Types (type) & Subtypes (subtype)]]
  *  SVN
    * [[http://crossfire.svn.sourceforge.net/viewvc/crossfire/server/trunk/include/define.h|server/include/define.h]]

======server/include/define.h Excerpt======
  /**
   * @defgroup OBJECT_TYPE Object types.
   *
   * 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 PLAYER                      1
  #define TRANSPORT                   2     /* see doc/Developers/objects */
  #define ROD                         3
  #define TREASURE                    4
  #define POTION                      5
  #define FOOD                        6
  #define POISON                      7
  #define BOOK                        8
  #define CLOCK                       9
  /*#define FBULLET                   10 */
  /*#define FBALL                     11 */
  /*#define LIGHTNING                 12 */
  #define ARROW                       13
  #define BOW                         14
  #define WEAPON                      15
  #define ARMOUR                      16
  #define PEDESTAL                    17
  #define ALTAR                       18
  /*#define CONFUSION                 19 */
  #define LOCKED_DOOR                 20
  #define SPECIAL_KEY                 21
  #define MAP                         22
  #define DOOR                        23
  #define KEY                         24
  /*#define MMISSILE                  25 */
  #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    /* object for applying character class
                                             * modifications to someone */
  /*#define GRAVESTONE                38 */
  #define AMULET                      39
  #define PLAYERMOVER                 40
  #define TELEPORTER                  41
  #define CREATOR                     42
  #define SKILL                       43    /* also see SKILL_TOOL (74) below */
  #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. */
  #define EARTHWALL                   45
  #define GOLEM                       46
  /*#define BOMB                      47 */
  #define THROWN_OBJ                  48
  #define BLINDNESS                   49
  #define GOD                         50
  
  #define DETECTOR                    51    /* peterm:  detector is an object */
                                            /* which notices the presense of */
                                            /* another object and is triggered */
                                            /* like buttons.  */
  #define TRIGGER_MARKER              52    /* inserts an invisible, weightless */
                                            /* force into a player with a
                                             * specified string WHEN TRIGGERED. */
  #define DEAD_OBJECT                 53
  #define DRINK                       54
  #define MARKER                      55    /* inserts an invisible, weightless
                                             * force into a player with a
                                             * specified string. */
  #define HOLY_ALTAR                  56
  #define PLAYER_CHANGER              57
  #define BATTLEGROUND                58    /* battleground, by Andreas Vogl */
  
  #define PEACEMAKER                  59    /* Object owned by a player which can
                                             * convert a monster into a peaceful
                                             * being incapable of attack.  */
  #define GEM                         60
  /*#define FIRECHEST                 61 */ /* FIRECHEST folded into FIREWALL */
  #define FIREWALL                    62
  /*#define ANVIL                     63 */
  #define CHECK_INV                   64    /* b.t. thomas at nomad.astro.psu.edu */
  #define MOOD_FLOOR                  65    /* b.t. thomas at 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 */
  #define EXIT                        66
  #define ENCOUNTER                   67
  #define SHOP_FLOOR                  68
  #define SHOP_MAT                    69
  #define RING                        70
  #define FLOOR                       71    /* Floor tile -> native layer 0 */
  #define FLESH                       72    /* animal 'body parts' -b.t. */
  #define INORGANIC                   73    /* metals and minerals */
  #define SKILL_TOOL                  74    /* Allows the use of a skill */
  #define LIGHTER                     75
  
  /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
   * types are not used in any archetypes, and should perhaps be removed.
   */
  /*#define TRAP_PART                 76 */ /* Needed by set traps skill -b.t. */
  
  #define WALL                        77    /* 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    /* A real, living creature */
  /*#define SPAWN_GENERATOR           81 */ /* Spawn point or monster generator */
  #define LAMP                        82    /* Lamp */
  #define DUPLICATOR                  83    /* Duplicator/multiplier object */
  /*#define TOOL                      84 */ /* Tool for building objects */
  #define SPELLBOOK                   85
  /*#define BUILDFAC                  86 */ /* Facilities for building objects */
  #define CLOAK                       87
  /*#define CONE                      88 */
  /*#define AURA                      89 */ /* Aura spell object */
  
  #define SPINNER                     90
  #define GATE                        91
  #define BUTTON                      92
  #define CF_HANDLE                   93
  #define HOLE                        94
  #define TRAPDOOR                    95
  /*#define WORD_OF_RECALL            96 */
  /*#define PARAIMAGE                 97 */
  #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 POISONCLOUD               107*/
  /*#define FIREHOLES                 108*/
  #define WAND                        109
  /*#define ABILITY                   110*/
  #define SCROLL                      111
  #define DIRECTOR                    112
  #define GIRDLE                      113
  #define FORCE                       114
  #define POTION_EFFECT               115   /* A force, holding the effect of a
                                             * potion */
  #define EVENT_CONNECTOR             116   /* Lauwenmark: an invisible object
                                             * holding a plugin event hook */
  #define CLOSE_CON                   121   /* Eneq(@csd.uu.se): Id for
                                             * close_container archetype. */
  #define CONTAINER                   122
  #define ARMOUR_IMPROVER             123
  #define WEAPON_IMPROVER             124
  
  /* unused: 125 - 129
   * type 125 was MONEY_CHANGER
   */
  #define SKILLSCROLL                 130   /* can add a skill to player's
                                             * inventory -bt.*/
  #define DEEP_SWAMP                  138
  #define IDENTIFY_ALTAR              139
  /*#define CANCELLATION              141*/ /* not used with new spell code */
  #define SHOP_INVENTORY              150   /* Mark Wedel (mark at pyramid.com) Shop
                                             * inventories */
  /*#define BALL_LIGHTNING            151*/ /* peterm:  ball lightning and color
                                             * spray */
  /*#define SWARM_SPELL               153*/
  #define RUNE                        154
  #define TRAP                        155
  
  #define POWER_CRYSTAL               156
  #define CORPSE                      157
  
  #define DISEASE                     158
  #define SYMPTOM                     159
  
  #define BUILDER                     160   /* Generic item builder, see subtypes
                                             * below */
  #define MATERIAL                    161   /* Material for building */
  
  #define OBJECT_TYPE_MAX             161   /* Update if you add new types */
  /* END TYPE DEFINE */
  /*@}*/



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New Revision: http://wiki.metalforge.net/doku.php/dev:object_types

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