[Crossfire-wiki] [Crossfire DokuWiki] page added: dev:object_types
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Thu Dec 27 18:27:05 CST 2007
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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Old Revision: none
New Revision: http://wiki.metalforge.net/doku.php/dev:object_types
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