Atrinik Server 2.5
Defines
Type defines

Defines

#define PLAYER   1
#define BULLET   2
#define ROD   3
#define TREASURE   4
#define POTION   5
#define FOOD   6
#define POISON   7
#define BOOK   8
#define CLOCK   9
#define MATERIAL   10
#define DUPLICATOR   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 DOOR   20
#define KEY   21
#define MAP   22
#define MMISSILE   25
#define TIMED_GATE   26
#define TRIGGER   27
#define MAGIC_MIRROR   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
#define GRAVESTONE   38
#define AMULET   39
#define PLAYERMOVER   40
#define TELEPORTER   41
#define CREATOR   42
#define SKILL   43
#define EXPERIENCE   44
#define BOMB   47
#define THROWN_OBJ   48
#define BLINDNESS   49
#define GOD   50
#define DETECTOR   51
#define SKILL_ITEM   52
#define DEAD_OBJECT   53
#define DRINK   54
#define MARKER   55
#define HOLY_ALTAR   56
#define PEARL   59
#define GEM   60
#define FIREWALL   62
#define CHECK_INV   64
#define MOOD_FLOOR   65
#define EXIT   66
#define SHOP_FLOOR   68
#define SHOP_MAT   69
#define RING   70
#define FLOOR   71
#define FLESH   72
#define INORGANIC   73
#define LIGHT_APPLY   74
#define LIGHTER   75
#define WALL   77
#define LIGHT_SOURCE   78
#define MISC_OBJECT   79
#define MONSTER   80
#define SPAWN_POINT   81
#define LIGHT_REFILL   82
#define SPAWN_POINT_MOB   83
#define SPAWN_POINT_INFO   84
#define SPELLBOOK   85
#define ORGANIC   86
#define CLOAK   87
#define CONE   88
#define SPINNER   90
#define GATE   91
#define BUTTON   92
#define HANDLE   93
#define PIT   94
#define TRAPDOOR   95
#define WORD_OF_RECALL   96
#define SIGN   98
#define BOOTS   99
#define GLOVES   100
#define BASE_INFO   101
#define RANDOM_DROP   102
#define CONVERTER   103
#define BRACERS   104
#define POISONING   105
#define SAVEBED   106
#define WAND   109
#define ABILITY   110
#define SCROLL   111
#define DIRECTOR   112
#define GIRDLE   113
#define FORCE   114
#define POTION_EFFECT   115
#define JEWEL   116
#define NUGGET   117
#define EVENT_OBJECT   118
#define WAYPOINT_OBJECT   119
#define QUEST_CONTAINER   120
#define CLOSE_CON   121
#define CONTAINER   122
#define ARMOUR_IMPROVER   123
#define WEAPON_IMPROVER   124
#define WEALTH   125
#define BEACON   126
#define MAP_EVENT_OBJ   127
#define SKILLSCROLL   130
#define DEEP_SWAMP   138
#define IDENTIFY_ALTAR   139
#define COMPASS   151
#define MAP_INFO   152
#define SWARM_SPELL   153
#define RUNE   154
#define CLIENT_MAP_INFO   155
#define POWER_CRYSTAL   156
#define CORPSE   157
#define DISEASE   158
#define SYMPTOM   159
#define VOID_CONTAINER   255

Detailed Description

Type Defines

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.

Type 0 will be undefined and show a non valid type information.

Currently unused types to fill: 63, 67, 76, 97, 108, 128, 129, 131, 132, 133, 134, 135, 136, 137, 140, 142, 143, 144, 145, 146, 147, 148, 149, 150, 155, 151, 141, 107, 89, 61, 57, 45, 28, 46, 24.


Define Documentation

ABILITY   110

Ability.

See Ability

Definition at line 457 of file define.h.

ALTAR   18

Altar.

See Altar

Definition at line 209 of file define.h.

AMULET   39

An amulet.

See Amulet

Definition at line 264 of file define.h.

ARMOUR   16

Armour.

See Brestplate Armour

Definition at line 203 of file define.h.

#define ARMOUR_IMPROVER   123

Armour improver scroll.

Definition at line 496 of file define.h.

ARROW   13

An arrow.

See Projectile

Definition at line 194 of file define.h.

#define BASE_INFO   101

This object holds the real base stats of monsters.

Definition at line 432 of file define.h.

#define BEACON   126

A beacon.

Definition at line 506 of file define.h.

#define BLINDNESS   49

Blindness force object.

Definition at line 288 of file define.h.

#define BOMB   47

Bomb.

Definition at line 282 of file define.h.

BOOK   8

Book.

See Book

Definition at line 179 of file define.h.

BOOTS   99

Boots.

See Boots

Definition at line 426 of file define.h.

BOW   14

Bow.

See Shooting Weapon

Definition at line 197 of file define.h.

BRACERS   104

Bracers.

See Bracers

Definition at line 445 of file define.h.

#define BULLET   2

A fired spell bullet.

Definition at line 161 of file define.h.

BUTTON   92

Button.

See Button

Definition at line 407 of file define.h.

CHECK_INV   64

Inventory checker.

See Inventory Checker

Definition at line 323 of file define.h.

#define CLASS   37

Object for applying character class modifications to someone.

Definition at line 258 of file define.h.

#define CLIENT_MAP_INFO   155

Client map information.

Definition at line 533 of file define.h.

CLOAK   87

A cloak.

See Cloak

Definition at line 395 of file define.h.

CLOCK   9

Clock. Shows the in-game time.

See Clock

Definition at line 182 of file define.h.

#define CLOSE_CON   121

Id for close_container archetype.

Definition at line 490 of file define.h.

#define COMPASS   151

Compass.

Definition at line 521 of file define.h.

CONE   88

Cone spell.

See Damager

Definition at line 398 of file define.h.

#define CONFUSION   19

Confusion force.

Definition at line 212 of file define.h.

CONTAINER   122

A container.

See Container

Definition at line 493 of file define.h.

CONVERTER   103

Convert one object into another.

See Converter

Definition at line 442 of file define.h.

#define CORPSE   157

Corpse.

Definition at line 539 of file define.h.

CREATOR   42

Object fields and flags used by this type.

Field/Flag Explanation
connected What connection number will trigger the creator.
living::hp How many times it may create before stopping.
FLAG_LIFESAVE If set, it'll never disappear but will go on creating everytime it's triggered.
object::other_arch The object to create on top of the creator.

Creator object.

See Creator

Definition at line 273 of file define.h.

#define DEAD_OBJECT   53

Players become a DEAD_OBJECT when they logout.

Definition at line 301 of file define.h.

DEEP_SWAMP   138

Deep swamp.

See Swamp

Definition at line 515 of file define.h.

DETECTOR   51

Object fields and flags used by this type.

Field/Flag Explanation
object::slaying Name of the thing the detector is to look for.
object::speed Frequency of 'glances'.
connected Connected value of detector.
living::sp 1 if detection sets buttons, -1 if detection unsets buttons.

Detector is an object which notices the presence of another object and is triggered like buttons.

See Detector

Definition at line 295 of file define.h.

DIRECTOR   112

Director.

See Director

Definition at line 463 of file define.h.

DISEASE   158

Object fields and flags used by this type.

Field/Flag Explanation
object::attack Attack type(s) of the disease, for example, attack_godpower 100.
object::other_arch Object created and dropped when symptom moves.
object::title When the "disease" infects something, it will print "title victim!!!" to the player who owns the "disease".
living::wc The chance of someone in range catching the disease, divided by 127.
object::magic The range at which infection may occur. If negative, the range is NOT level dependent.
object::stats What stats are reduced by the disease (str, con, ...)
living::maxhp How long the disease will persist if the host dies and "drops" it, in "disease moves", i.e., moves of the disease. If negative, permanent.
object::value The counter for maxhp, it starts at maxhp and drops...
living::dam How much damage it does. If positive, it is straight damage. If negative, a percentage.
living::maxgrace How long in "disease moves" the disease lasts in the host, if negative, permanent until cured.
living::food If negative, disease is permanent. Otherwise, decreases at <speed>, disease goes away at food = 0, set to "maxgrace" on infection.
object::speed The speed of the disease, how fast "disease moves" occur.
object::last_sp The lethargy imposed on the player by the disease. A lethargy of "1" reduces the players speed to 1% of its normal value.
living::maxsp How much mana is sapped per "disease move". If negative, a percentage is taken.
living::ac Every "disease move" the severity of the symptoms are increased by ac / 100. (severity = 1 + (accumlated_progression) / 100)
object::last_eat Increases food usage if negative.
object::last_heal If nonzero, disease does NOT grant immunity when it runs out.
living::exp Experience awarded when plague cured.
living::hp Reduces regeneration of disease-bearer.
living::sp Reduces spellpoint regeneration.
object::name Name of the plague.
object::msg What the plague says when it strikes.
object::race Species/race the plague strikes (* = everything).
object::level General description of the plague's deadliness
living::wc Reduction in wc per generation of disease. This builds in a self-limiting factor.

Disease.

See Disease

Definition at line 542 of file define.h.

#define DOOR   20

Door.

Definition at line 215 of file define.h.

DRINK   54

Drink.

See Drink

Definition at line 304 of file define.h.

#define DUPLICATOR   11

Duplicator.

Definition at line 188 of file define.h.

EVENT_OBJECT   118

Event/script object.

See Event Object

Definition at line 481 of file define.h.

EXIT   66

Stairs, holes, portals, etc.

See Exit

Definition at line 337 of file define.h.

#define EXPERIENCE   44

An experience object.

Definition at line 279 of file define.h.

FIREWALL   62

Fire wall.

See Magic Wall

Definition at line 320 of file define.h.

FLESH   72

Animal body parts.

See Flesh

Definition at line 352 of file define.h.

FLOOR   71

This is a floor tile.

See Floor

Definition at line 349 of file define.h.

FOOD   6

Food.

See Food

Definition at line 173 of file define.h.

#define FORCE   114

A generic force object.

Definition at line 469 of file define.h.

GATE   91

Gate.

See Gate

Definition at line 404 of file define.h.

GEM   60

Gem.

See Gems

Definition at line 317 of file define.h.

GIRDLE   113

Girdle.

See Girdle

Definition at line 466 of file define.h.

GLOVES   100

Gloves.

See Gloves

Definition at line 429 of file define.h.

#define GOD   50

God.

Definition at line 291 of file define.h.

#define GRAVESTONE   38

Objects that appear on place of player's death.

Definition at line 261 of file define.h.

HANDLE   93

Handle.

See Handle

Definition at line 410 of file define.h.

HELMET   34

Helmet.

See Helmet

Definition at line 249 of file define.h.

HOLY_ALTAR   56

Holy altar.

See Holy Altar

Definition at line 311 of file define.h.

HORN   35

Horn.

See Horn

Definition at line 252 of file define.h.

#define IDENTIFY_ALTAR   139

Identification altar.

Definition at line 518 of file define.h.

INORGANIC   73

Metals and minerals.

See Inorganic

Definition at line 355 of file define.h.

JEWEL   116

A jewel.

See Jewels

Definition at line 475 of file define.h.

#define KEY   21

Key to unlock a locked door.

Definition at line 218 of file define.h.

LIGHT_APPLY   74

Light source for players - torch, lantern, etc.

See Applyable Light

Definition at line 358 of file define.h.

LIGHT_REFILL   82

Refilling item for LIGHT_APPLY.

See Light Refill Object

Definition at line 380 of file define.h.

LIGHT_SOURCE   78

Light source on a map (invisible light).

See Light Source

Definition at line 367 of file define.h.

#define LIGHTER   75

Lighter.

Definition at line 361 of file define.h.

#define LIGHTNING   12

Lightning.

Definition at line 191 of file define.h.

MAGIC_EAR   29

Magic ear.

See Magic Ear

Definition at line 234 of file define.h.

#define MAGIC_MIRROR   28

A magic mirror which allows you to see objects on a different coordinate.

Definition at line 231 of file define.h.

#define MAP_EVENT_OBJ   127

Map event object.

Definition at line 509 of file define.h.

#define MAP_INFO   152

Map information object.

Definition at line 524 of file define.h.

MARKER   55

Object fields and flags used by this type.

Field/Flag Explanation
living::hp How many times the marker will work. If zero, infinite, otherwise every time the marker grants a mark, the value is decremented and when reached zero, the marker is removed.

Inserts an invisible, weightless force into a player with a specified string.

See Marker

Definition at line 308 of file define.h.

#define MATERIAL   10

Material used for the construction skill.

Definition at line 185 of file define.h.

MISC_OBJECT   79

Miscellaneous objects are for objects without a function in the engine, like statues, clocks, chairs, etc.

See Misc Object

Definition at line 371 of file define.h.

#define MMISSILE   25

Magic missile.

Definition at line 222 of file define.h.

MONEY   36

Money (copper, silver, etc).

See Money

Definition at line 255 of file define.h.

MONSTER   80

A real living creature.

See Monster & NPC

Definition at line 374 of file define.h.

MOOD_FLOOR   65

Object fields and flags used by this type.

Field/Flag Explanation
object::last_sp Used to differentiate mood floors. Value meanings:
  • 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.

Mood floor can affect how monsters behave once they step on it.

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

See Mood Floor

Definition at line 334 of file define.h.

NUGGET   117

Nugget.

See Nuggets

Definition at line 478 of file define.h.

ORGANIC   86

Body parts which can't be eaten - dragon scales for example

See Organic

Definition at line 392 of file define.h.

#define PEARL   59

Pearl.

Definition at line 314 of file define.h.

PEDESTAL   17

Pedestal.

See Pedestal

Definition at line 206 of file define.h.

PIT   94

Pit is like an exit, but it does damage to alive object falling into it.

See Pit

Definition at line 414 of file define.h.

#define PLAYER   1

The object is a player object.

Definition at line 158 of file define.h.

PLAYERMOVER   40

Object fields and flags used by this type.

Field/Flag Explanation
object::direction Direction the activating object will be moved to, if zero, a random one will be chosen. Perhaps useful for a dance club.
object::speed How often it will move objects.
FLAG_LIFESAVE If set, it'll disappear after living::hp + 1 moves.
living::maxsp, living::sp If both are set, it'll paralyze the victim for living::maxsp * his speed / object::speed

Player mover.

See Mover

Definition at line 267 of file define.h.

POISON   7

Poison.

See Poison Food

Definition at line 176 of file define.h.

#define POISONING   105

Poison force.

Definition at line 448 of file define.h.

POTION   5

Potion.

See Potion

Definition at line 170 of file define.h.

#define POTION_EFFECT   115

A force, holding the effect of a potion.

Definition at line 472 of file define.h.

POWER_CRYSTAL   156

Power crystal.

See Power Crystal

Definition at line 536 of file define.h.

QUEST_CONTAINER   120

Used to store quest information in players.

See Quest Container

Definition at line 487 of file define.h.

RANDOM_DROP   102

Only used for spawn point monsters:

If found inside the monster, there is a random chance based on the object's weight limit to drop the object's inventory into the monster.

See Random Drop Container

Definition at line 439 of file define.h.

RING   70

A ring.

See Ring

Definition at line 346 of file define.h.

ROD   3

Rod.

See Rod

Definition at line 164 of file define.h.

RUNE   154

Rune.

See Rune & Trap

Definition at line 530 of file define.h.

SAVEBED   106

A savebed.

See Savebed

Definition at line 451 of file define.h.

SCROLL   111

Scroll.

See Scroll

Definition at line 460 of file define.h.

SHIELD   33

Shield.

See Shield

Definition at line 246 of file define.h.

SHOP_FLOOR   68

Object fields and flags used by this type.

Field/Flag Explanation
object::randomitems If not NULL, will be the goods to generate on map load.
FLAG_AUTO_APPLY If set, will generate goods from object::randomitems on map load.
FLAG_CURSED If set, randomly generated goods will not be clone items.
living::exp Quality level of randomly generated goods, if 0, will use map's difficulty.
FLAG_DAMNED If set, generated goods will never become artifacts.
FLAG_IS_MAGICAL If set, the shop floor will be a unique shop; items dropped will stay there until someone buys them or the map resets.

Shop floor.

See Shop Floor

Definition at line 340 of file define.h.

SHOP_MAT   69

Shop mat.

See Shop Mat

Definition at line 343 of file define.h.

SIGN   98

Sign.

See Sign & MagicMouth

Definition at line 423 of file define.h.

#define SKILL   43

Skill object.

Definition at line 276 of file define.h.

#define SKILL_ITEM   52

Item required to be equipped in order to use a skill.

Definition at line 298 of file define.h.

#define SKILLSCROLL   130

Can teach player a skill it holds.

Definition at line 512 of file define.h.

SPAWN_POINT   81

A spawn point object.

See Spawn Point

Definition at line 377 of file define.h.

#define SPAWN_POINT_INFO   84

Used to find spawn point where monster came from.

Definition at line 386 of file define.h.

SPAWN_POINT_MOB   83

Monster inside a spawn point.

See Spawn Point Monster

Definition at line 383 of file define.h.

SPELLBOOK   85

Spell book.

See Spellbook

Definition at line 389 of file define.h.

SPINNER   90

Spinner.

See Spinner

Definition at line 401 of file define.h.

#define SWARM_SPELL   153

A swarm spell.

Definition at line 527 of file define.h.

#define SYMPTOM   159

Object fields and flags used by this type.

Field/Flag Explanation
object::stats Modify stats
living::hp Modify regen
object::value Progression counter (multiplier = value / 100)
living::food Modify food use (from object::last_eat in DISEASE)
living::maxsp Suck mana (as noted for DISEASE)
object::last_sp Lethargy
object::msg What to say
object::speed Speed of movement, from DISEASE

Disease symptom.

Definition at line 545 of file define.h.

TELEPORTER   41

Teleporter.

See Teleporter

Definition at line 270 of file define.h.

#define THROWN_OBJ   48

Thrown object.

Definition at line 285 of file define.h.

TIMED_GATE   26

Object fields and flags used by this type.

Field/Flag Explanation
living::hp How long a gate is open/closed.
living::maxhp Initial value for living::hp.
living::sp If zero the gate is closed, if 1 the gate is open.

Timed gate.

See Timed Gate

Definition at line 225 of file define.h.

TRAPDOOR   95

A trapdoor.

See Trapdoor

Definition at line 417 of file define.h.

TREASURE   4

An object that will generate treasure.

See Treasure

Definition at line 167 of file define.h.

TRIGGER   27

Trigger.

See Handle Trigger

Definition at line 228 of file define.h.

TRIGGER_ALTAR   31

Trigger altar.

See Altar Trigger

Definition at line 240 of file define.h.

TRIGGER_BUTTON   30

Trigger button.

See Trigger Button

Definition at line 237 of file define.h.

TRIGGER_PEDESTAL   32

Trigger pedestal.

See Trigger Pedestal

Definition at line 243 of file define.h.

#define VOID_CONTAINER   255

Pure internal system object.

Definition at line 548 of file define.h.

WALL   77

This is a wall.

See Wall

Definition at line 364 of file define.h.

WAND   109

Wand.

See Wand & Staff

Definition at line 454 of file define.h.

WAYPOINT_OBJECT   119

Waypoint object.

See Waypoint Object

Definition at line 484 of file define.h.

#define WEALTH   125

This is a raw wealth object. When generated it's transformed into real money depending on the environment where it's generated.

Definition at line 503 of file define.h.

WEAPON   15

Weapon.

See Weapon

Definition at line 200 of file define.h.

#define WEAPON_IMPROVER   124

Weapon improver scroll.

Definition at line 499 of file define.h.

#define WORD_OF_RECALL   96

Special force for word of recall.

Definition at line 420 of file define.h.