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/cvs/deliantra/server/include/define.h
Revision: 1.23
Committed: Wed Dec 20 11:20:50 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.22: +4 -2 lines
Log Message:
removed QUEST and LIGHTNING types.

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.17 The authors can be reached via e-mail at crossfire@schmorp.de
22 root 1.1 */
23    
24     /* This file is best viewed with a window width of about 100 character */
25    
26     /* This file is really too large. With all the .h files
27     * around, this file should be better split between them - things
28     * that deal with objects should be in objects.h, things dealing
29     * with players in player.h, etc. As it is, everything just seems
30     * to be dumped in here.
31     */
32    
33     #ifndef DEFINE_H
34 root 1.11 #define DEFINE_H
35 root 1.1
36     /*
37     * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38     * Thus the prototypes made by cextract don't get included correctly.
39     */
40 root 1.11 #if !defined(__STDC__)
41 root 1.10
42 root 1.1 /* Removed # from start of following line. makedepend was picking it up.
43     * The following should still hopefully result in an error.
44     */
45     error - Your ANSI C compiler should be defining __STDC__;
46 root 1.11 #endif
47 root 1.1
48 pippijn 1.14 #include <autoconf.h>
49 root 1.1
50 root 1.11 #define FONTDIR ""
51     #define FONTNAME ""
52 root 1.1
53     /* Decstations have trouble with fabs()... */
54 root 1.11 #define FABS(x) ((x)<0?-(x):(x))
55 root 1.1
56 root 1.11 #ifdef __NetBSD__
57     # include <sys/param.h>
58     #endif
59     #ifndef MIN
60     # define MIN(x,y) ((x)<(y)?(x):(y))
61     #endif
62     #ifndef MAX
63     # define MAX(x,y) ((x)>(y)?(x):(y))
64     #endif
65 root 1.1
66     /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67 root 1.11 #ifndef NAME_MAX
68     # define NAME_MAX 255
69     #endif
70 root 1.1
71     /* MAX3 is basically like MAX, but instead does 3 values. */
72 root 1.11 #ifndef MAX3
73     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74     #endif
75 root 1.1
76     /* MIN3 is basically like MIN, but instead does 3 values. */
77 root 1.11 #ifndef MIN3
78     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79     #endif
80 root 1.10
81 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
82     #define MIN_STAT 1 /* The minimum legal value of any stat */
83 root 1.10
84 root 1.11 #define MAX_BUF 1024
85 root 1.10 /* Used for all kinds of things */
86 root 1.11 #define VERY_BIG_BUF 2048
87     #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
88     #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89 root 1.10
90 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
91 root 1.10
92 root 1.11 #define MAX_ANIMATIONS 256
93 root 1.10
94 root 1.11 #define MAX_NAME 48
95     #define MAX_EXT_TITLE 98
96 root 1.1
97     /* Fatal variables: */
98 root 1.11 #define OUT_OF_MEMORY 0
99     #define MAP_ERROR 1
100     #define ARCHTABLE_TOO_SMALL 2
101     #define TOO_MANY_ERRORS 3
102 root 1.1
103     /* TYPE DEFINES */
104 root 1.10
105 root 1.1 /* Only add new values to this list if somewhere in the program code,
106     * it is actually needed. Just because you add a new monster does not
107     * mean it has to have a type defined here. That only needs to happen
108     * if in some .c file, it needs to do certain special actions based on
109     * the monster type, that can not be handled by any of the numerous
110     * flags
111     * Also, if you add new entries, try and fill up the holes in this list.
112     * Additionally, when you add a new entry, include it in the table in item.c
113     */
114    
115     /* type 0 will be undefined and shows a non valid type information */
116    
117 elmex 1.21 #define PLAYER 1
118     #define TRANSPORT 2 /* see pod/objects.pod */
119     #define ROD 3
120     #define TREASURE 4
121     #define POTION 5
122     #define FOOD 6
123     #define POISON 7
124     #define BOOK 8
125     #define CLOCK 9
126    
127     /*#define FBULLET 10 */
128     /*#define FBALL 11 */
129    
130 elmex 1.23 /*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131 elmex 1.21 #define ARROW 13
132     #define BOW 14
133     #define WEAPON 15
134     #define ARMOUR 16
135     #define PEDESTAL 17
136     #define ALTAR 18
137    
138     /*#define CONFUSION 19 */
139    
140     #define LOCKED_DOOR 20
141     #define SPECIAL_KEY 21
142     #define MAP 22
143     #define DOOR 23
144     #define KEY 24
145    
146     /*#define MMISSILE 25 */
147    
148     #define TIMED_GATE 26
149     #define TRIGGER 27
150     #define GRIMREAPER 28
151     #define MAGIC_EAR 29
152     #define TRIGGER_BUTTON 30
153     #define TRIGGER_ALTAR 31
154     #define TRIGGER_PEDESTAL 32
155     #define SHIELD 33
156     #define HELMET 34
157     #define HORN 35
158     #define MONEY 36
159     #define CLASS 37 /* object for applying character class modifications to someone */
160     #define GRAVESTONE 38
161     #define AMULET 39
162     #define PLAYERMOVER 40
163     #define TELEPORTER 41
164     #define CREATOR 42
165     #define SKILL 43 /* also see SKILL_TOOL (74) below */
166 elmex 1.22
167     /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168     * experience for broad skill categories. This value
169     * is now automatically converteed at load time.
170     */
171    
172 elmex 1.21 #define EARTHWALL 45
173     #define GOLEM 46
174    
175     /*#define BOMB 47 */
176     #define THROWN_OBJ 48
177     #define BLINDNESS 49
178     #define GOD 50
179     #define DETECTOR 51 /* peterm: detector is an object
180     * which notices the presense of
181     * another object and is triggered
182     * like buttons.
183     */
184     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
185     * force into a player with a specified string WHEN TRIGGERED.
186     */
187     #define DEAD_OBJECT 53
188     #define DRINK 54
189     #define MARKER 55 /* inserts an invisible, weightless
190     * force into a player with a specified string.
191     */
192     #define HOLY_ALTAR 56
193     #define PLAYER_CHANGER 57
194     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
195    
196     #define PEACEMAKER 59 /* Object owned by a player which can convert
197     * a monster into a peaceful being incapable of attack.
198     */
199     #define GEM 60
200    
201     /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202    
203     #define FIREWALL 62
204     #define ANVIL 63
205     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
206     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
207     * values of last_sp set how to change:
208     * 0 = furious, all monsters become aggressive
209     * 1 = angry, all but friendly become aggressive
210     * 2 = calm, all aggressive monsters calm down
211     * 3 = sleep, all monsters fall asleep
212     * 4 = charm, monsters become pets */
213     #define EXIT 66
214     #define ENCOUNTER 67
215     #define SHOP_FLOOR 68
216     #define SHOP_MAT 69
217     #define RING 70
218     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
219     #define FLESH 72 /* animal 'body parts' -b.t. */
220     #define INORGANIC 73 /* metals and minerals */
221     #define SKILL_TOOL 74 /* Allows the use of a skill */
222     #define LIGHTER 75
223 root 1.1
224     /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
225     * types are not used in any archetypes, and should perhaps be removed.
226     */
227 root 1.10
228 elmex 1.21 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
229    
230     #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
231     #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
232     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
233     in the engine. Like statues, clocks, chairs,...
234     If perhaps we create a function where we can sit
235     on chairs, we create a new type and remove all
236     chairs from here. */
237     #define MONSTER 80 /* yes, thats a real, living creature */
238     #define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
239     #define LAMP 82 /* a lamp */
240     #define DUPLICATOR 83 /* duplicator/multiplier object */
241     #define TOOL 84 /* a tool for building objects */
242     #define SPELLBOOK 85
243     #define BUILDFAC 86 /* facilities for building objects */
244     #define CLOAK 87
245    
246     /*#define CONE 88 */
247     /*#define AURA 89 */ /* aura spell object */
248    
249     #define SPINNER 90
250     #define GATE 91
251     #define BUTTON 92
252     #define CF_HANDLE 93
253     #define HOLE 94
254     #define TRAPDOOR 95
255    
256     /*#define WORD_OF_RECALL 96 */
257     /*#define PARAIMAGE 97 */
258    
259     #define SIGN 98
260     #define BOOTS 99
261     #define GLOVES 100
262     #define SPELL 101
263     #define SPELL_EFFECT 102
264     #define CONVERTER 103
265     #define BRACERS 104
266     #define POISONING 105
267     #define SAVEBED 106
268     #define POISONCLOUD 107
269     #define FIREHOLES 108
270     #define WAND 109
271    
272     /*#define ABILITY 110*/
273     #define SCROLL 111
274     #define DIRECTOR 112
275     #define GIRDLE 113
276     #define FORCE 114
277     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
278     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
279    
280     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
281     #define CONTAINER 122
282     #define ARMOUR_IMPROVER 123
283     #define WEAPON_IMPROVER 124
284 root 1.1
285     /* unused: 125 - 129
286     * type 125 was MONEY_CHANGER
287     */
288 elmex 1.21
289     #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
290     #define DEEP_SWAMP 138
291     #define IDENTIFY_ALTAR 139
292    
293     /*#define CANCELLATION 141 */ /* not used with new spell code */
294    
295     #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296    
297     /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
298     /*#define SWARM_SPELL 153*/
299    
300     #define RUNE 154
301     #define TRAP 155
302    
303     #define POWER_CRYSTAL 156
304     #define CORPSE 157
305    
306     #define DISEASE 158
307     #define SYMPTOM 159
308     #define BUILDER 160 /* Generic item builder, see subtypes */
309     #define MATERIAL 161 /* Material for building */
310    
311     /* #define GPS 162 Ground positionning system, moved to Python plugin */
312     #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313 elmex 1.23
314     /*#define QUEST 164 */ /* See below for subtypes */
315    
316 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
317     potions, alchemy, or magic works here (elmex) */
318 root 1.10
319 root 1.1 /* END TYPE DEFINE */
320    
321 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
322 root 1.7
323 root 1.1 /* Subtypes for BUILDER */
324 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
325     #define ST_BD_REMOVE 2 /* Removes an item */
326 root 1.1
327     /* Subtypes for MATERIAL */
328 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
329     #define ST_MAT_WALL 2 /* Wall */
330     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
331 root 1.1
332     /* definitions for weapontypes */
333    
334 root 1.11 #define WEAP_HIT 0 /* the basic */
335     #define WEAP_SLASH 1 /* slash */
336     #define WEAP_PIERCE 2 /* arrows, stiletto */
337     #define WEAP_CLEAVE 3 /* axe */
338     #define WEAP_SLICE 4 /* katana */
339     #define WEAP_STAB 5 /* knife, dagger */
340     #define WEAP_WHIP 6 /* whips n chains */
341     #define WEAP_CRUSH 7 /* big hammers, flails */
342     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
343 root 1.10
344     typedef struct typedata
345     {
346     int number;
347     const char *name;
348     const char *name_pl;
349     int identifyskill;
350     int identifyskill2;
351 root 1.1 } typedata;
352    
353     extern const int ItemTypesSize;
354     extern typedata ItemTypes[];
355    
356     /* definitions for detailed pickup descriptions.
357     * The objective is to define intelligent groups of items that the
358     * user can pick up or leave as he likes. */
359    
360     /* high bit as flag for new pickup options */
361 root 1.11 #define PU_NOTHING 0x00000000
362 root 1.1
363 root 1.11 #define PU_DEBUG 0x10000000
364     #define PU_INHIBIT 0x20000000
365     #define PU_STOP 0x40000000
366     #define PU_NEWMODE 0x80000000
367    
368     #define PU_RATIO 0x0000000F
369    
370     #define PU_FOOD 0x00000010
371     #define PU_DRINK 0x00000020
372     #define PU_VALUABLES 0x00000040
373     #define PU_BOW 0x00000080
374    
375     #define PU_ARROW 0x00000100
376     #define PU_HELMET 0x00000200
377     #define PU_SHIELD 0x00000400
378     #define PU_ARMOUR 0x00000800
379    
380     #define PU_BOOTS 0x00001000
381     #define PU_GLOVES 0x00002000
382     #define PU_CLOAK 0x00004000
383     #define PU_KEY 0x00008000
384    
385     #define PU_MISSILEWEAPON 0x00010000
386     #define PU_ALLWEAPON 0x00020000
387     #define PU_MAGICAL 0x00040000
388     #define PU_POTION 0x00080000
389    
390     #define PU_SPELLBOOK 0x00100000
391     #define PU_SKILLSCROLL 0x00200000
392     #define PU_READABLES 0x00400000
393     #define PU_MAGIC_DEVICE 0x00800000
394 root 1.1
395 root 1.11 #define PU_NOT_CURSED 0x01000000
396     #define PU_JEWELS 0x02000000
397 root 1.13 #define PU_FLESH 0x04000000
398 root 1.1
399    
400     /* Instead of using arbitrary constants for indexing the
401     * freearr, add these values. <= SIZEOFFREE1 will get you
402     * within 1 space. <= SIZEOFFREE2 wll get you withing
403     * 2 spaces, and the entire array (< SIZEOFFREE) is
404     * three spaces
405     */
406 root 1.11 #define SIZEOFFREE1 8
407     #define SIZEOFFREE2 24
408     #define SIZEOFFREE 49
409 root 1.1
410 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
411 root 1.1
412 root 1.19 /*
413     * If any FLAG's are added or changed, make sure the flag_names structure in
414 root 1.1 * common/loader.l is updated.
415     */
416 root 1.10
417 root 1.1 /* Basic routines to do above */
418 root 1.18 #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
419     #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
420     #define QUERY_FLAG(obj, flag) (obj)->flags[flag]
421 root 1.10
422 root 1.1 /* the flags */
423    
424 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
425     #define FLAG_WIZ 1 /* Object has special privilegies */
426     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
427     #define FLAG_FREED 3 /* Object is in the list of free objects */
428     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
429     #define FLAG_APPLIED 5 /* Object is ready for use by living */
430     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
431     #define FLAG_USE_SHIELD 7
432 root 1.10 /* Can this creature use a shield? */
433    
434 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
435 root 1.10
436     /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
437    
438     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
439 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
440 root 1.10
441     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
442    
443     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
444 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
445     #define FLAG_FRIENDLY 15 /* Will help players */
446 root 1.10
447 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
448     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
449     #define FLAG_AUTO_APPLY 18
450 root 1.10 /* Will be applied when created */
451 elmex 1.20 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
452 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
453     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
454     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
455     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
456     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
457 root 1.10
458     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
459    
460     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
461    
462     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
463 root 1.11 #define FLAG_IS_USED_UP 28
464 root 1.10 /* When (--food<0) the object will exit */
465 root 1.11 #define FLAG_IDENTIFIED 29
466 root 1.10 /* Player knows full info about item */
467 root 1.11 #define FLAG_REFLECTING 30
468 root 1.10 /* Object reflects from walls (lightning) */
469 root 1.11 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
470 root 1.1
471     /* Start of values in flags[1] */
472 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
473     #define FLAG_HITBACK 33 /* Object will hit back when hit */
474     #define FLAG_STARTEQUIP 34
475 root 1.10 /* Object was given to player at start */
476 root 1.11 #define FLAG_BLOCKSVIEW 35
477 root 1.10 /* Object blocks view */
478 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
479     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
480     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
481     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
482 root 1.10
483 root 1.11 #define FLAG_REFL_SPELL 40
484 root 1.10 /* Spells (some) will reflect from object */
485 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
486     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
487     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
488     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
489     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
490 root 1.10 but can still attack at a distance */
491    
492     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
493     thru this object as if it wasn't there */
494    
495     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
496    
497 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
498     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
499     #define FLAG_NO_DROP 50 /* Object can't be dropped */
500     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
501     #define FLAG_CAST_SPELL 52
502 root 1.10 /* (Monster) can learn and cast spells */
503 root 1.11 #define FLAG_USE_SCROLL 53
504 root 1.10 /* (Monster) can read scroll */
505 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
506     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
507 root 1.10
508 root 1.11 #define FLAG_USE_ARMOUR 56
509 root 1.10 /* (Monster) can wear armour/shield/helmet */
510 root 1.11 #define FLAG_USE_WEAPON 57
511 root 1.10 /* (Monster) can wield weapons */
512 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
513     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
514     #define FLAG_READY_BOW 60 /* not implemented yet */
515     #define FLAG_XRAYS 61 /* X-ray vision */
516     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
517     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
518 root 1.1
519     /* Start of values in flags[2] */
520 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
521     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
522     #define FLAG_SLEEP 66 /* NPC is sleeping */
523     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
524     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
525     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
526     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
527     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
528    
529     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
530     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
531     #define FLAG_CURSED 74 /* The object is cursed */
532     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
533     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
534     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
535     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
536     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
537    
538     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
539     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
540     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
541 root 1.10
542 root 1.1 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
543 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
544     #define FLAG_MAKE_INVIS 85
545 root 1.10 /* (Item) gives invisibility when applied */
546 root 1.11 #define FLAG_INV_LOCKED 86
547 root 1.10 /* Item will not be dropped from inventory */
548 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
549 root 1.10
550 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
551     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
552     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
553     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
554     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
555     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
556     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
557 root 1.10
558     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
559 root 1.1
560     /* Start of values in flags[3] */
561 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
562     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
563 root 1.10 * away (replaces ghosthit)
564     */
565 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
566 root 1.10 * detect cases were the server is trying
567     * to send an upditem when we have not
568     * actually sent the item.
569     */
570    
571 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
572 root 1.10 object */
573 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
574     #define FLAG_NO_ATTACK 101 /* monster don't attack */
575     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
577 root 1.10 * load_original_map() */
578 root 1.11 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
579 root 1.10 * the overlay, and is not subject to
580     * decay. */
581 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
582     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
583     #define FLAG_IS_WATER 107
584     #define FLAG_CONTENT_ON_GEN 108
585     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
586     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
587     #define FLAG_AFK 111 /* Player is AFK */
588     #define NUM_FLAGS 111 /* Should always be equal to the last
589 root 1.10 * defined flag. If you change this,
590     * make sure you update the flag_links
591     * in common/loader.l
592     */
593 root 1.1
594     /* Values can go up to 127 before the size of the flags array in the
595     * object structure needs to be enlarged.
596     * So there are 18 available flags slots
597     */
598    
599    
600 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
601 root 1.10
602 root 1.11 #if 0
603 root 1.1
604     /* These should no longer be needed - access move_slow_penalty
605     * directly.
606     */
607 root 1.11 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
608     # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
609     #endif
610 root 1.1
611     /* If you add new movement types, you may need to update
612     * describe_item() so properly describe those types.
613     * change_abil() probably should be updated also.
614     */
615 root 1.11 #define MOVE_WALK 0x1 /* Object walks */
616     #define MOVE_FLY_LOW 0x2 /* Low flying object */
617     #define MOVE_FLY_HIGH 0x4 /* High flying object */
618     #define MOVE_FLYING 0x6
619 root 1.10 /* Combo of fly_low and fly_high */
620 root 1.11 #define MOVE_SWIM 0x8 /* Swimming object */
621     #define MOVE_BOAT 0x10 /* Boats/sailing */
622     #define MOVE_ALL 0x1f /* Mask of all movement types */
623 root 1.1
624     /* the normal assumption is that objects are walking/flying.
625     * So often we don't want to block movement, but still don't want
626     * to allow all types (swimming is rather specialized) - I also
627     * expect as more movement types show up, this is likely to get
628     * updated. Basically, this is the default for spaces that allow
629     * movement - anything but swimming right now. If you really
630     * want nothing at all, then can always set move_block to 0
631     */
632 root 1.11 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
633 root 1.1
634     /* typdef here to define type large enough to hold bitmask of
635     * all movement types. Make one declaration so easy to update.
636     * uint8 is defined yet, so just use what that would define it
637     * at anyways.
638     */
639 root 1.10 typedef unsigned char MoveType;
640 root 1.1
641     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
642     * Basically, ob2 has to block all of ob1 movement types.
643     */
644 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
645 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
646    
647     /* Basic macro to see if if ob1 can not move onto a space based
648     * on the 'type' move_block parameter
649     * Add check - if type is 0, don't stop anything from moving
650     * onto it.
651     *
652     */
653 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
654 root 1.1 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
655    
656    
657 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
658     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
659     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
660 root 1.1
661     /* Note: These values are only a default value, resizing can change them */
662 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
663     #define LOOK_SIZE 6 /* ditto, but for the look-window */
664     #define MAX_INV_SIZE 40 /* For initializing arrays */
665     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
666    
667     #define EDITABLE(xyz) ((xyz)->arch->editable)
668    
669     #define E_MONSTER 0x00000001
670     #define E_EXIT 0x00000002
671     #define E_TREASURE 0x00000004
672     #define E_BACKGROUND 0x00000008
673     #define E_DOOR 0x00000010
674     #define E_SPECIAL 0x00000020
675     #define E_SHOP 0x00000040
676     #define E_NORMAL 0x00000080
677     #define E_FALSE_WALL 0x00000100
678     #define E_WALL 0x00000200
679     #define E_EQUIPMENT 0x00000400
680     #define E_OTHER 0x00000800
681     #define E_ARTIFACT 0x00001000
682    
683     #define EXIT_PATH(xyz) (xyz)->slaying
684     #define EXIT_LEVEL(xyz) (xyz)->stats.food
685     #define EXIT_X(xyz) (xyz)->stats.hp
686     #define EXIT_Y(xyz) (xyz)->stats.sp
687     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
688     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
689 root 1.1
690     /* for use by the lighting code */
691 root 1.11 #define MAX_LIGHT_RADII 4
692 root 1.10 /* max radii for 'light' object, really
693 root 1.8 * large values allow objects that can
694     * slow down the game */
695 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
696 root 1.10 * practical reason to exceed this */
697 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
698 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
699 root 1.1
700 root 1.11 #define F_BUY 0
701     #define F_SELL 1
702     #define F_TRUE 2 /* True value of item, unadjusted */
703     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
704     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
705     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
706     #define F_APPROX 32 /* flag to give a guess of item value */
707     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
708    
709     #define DIRX(xyz) freearr_x[(xyz)->direction]
710     #define DIRY(xyz) freearr_y[(xyz)->direction]
711    
712     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
713     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
714    
715     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
716     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
717     #define WEAPON_SPEED(xyz) (xyz)->last_sp
718 root 1.1
719     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
720     each of them signed char, concatenated in a int16 */
721 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
722     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
723     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
724     #define FIRE_DIRECTIONAL 0
725     #define FIRE_POSITIONAL 1
726 root 1.1
727     /******************************************************************************/
728 root 1.10
729 root 1.1 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
730 root 1.10
731 root 1.1 /******************************************************************************/
732 root 1.10
733 root 1.1 /* if your monsters start acting wierd, mail me */
734 root 1.10
735 root 1.1 /******************************************************************************/
736 root 1.10
737 root 1.1 /* the following definitions are for the attack_movement variable in monsters */
738 root 1.10
739 root 1.1 /* if the attack_variable movement is left out of the monster archetype, or is*/
740 root 1.10
741 root 1.1 /* set to zero */
742 root 1.10
743 root 1.1 /* the standard mode of movement from previous versions of crossfire will be */
744 root 1.10
745 root 1.1 /* used. the upper four bits of movement data are not in effect when the monst*/
746 root 1.10
747 root 1.1 /* er has an enemy. these should only be used for non agressive monsters. */
748 root 1.10
749 root 1.1 /* to program a monsters movement add the attack movement numbers to the movem*/
750 root 1.10
751 root 1.1 /* ment numbers example a monster that moves in a circle until attacked and */
752 root 1.10
753 root 1.1 /* then attacks from a distance: */
754 root 1.10
755 root 1.1 /* CIRCLE1 = 32 */
756 root 1.10
757 root 1.1 /* + DISTATT = 1 */
758 root 1.10
759 root 1.1 /* ------------------- */
760 root 1.10
761 root 1.1 /* attack_movement = 33 */
762 root 1.10
763 root 1.1 /******************************************************************************/
764 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
765 root 1.1 /* attack from a distance - good for missile users only */
766 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
767     #define HITRUN 3 /* run to then hit player then run away cyclicly */
768     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
769     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
770     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
771     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
772     #define WAIT2 8 /* monster does not try to move towards player if far */
773 root 1.1 /* maintains comfortable distance */
774 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
775 root 1.1 /* are set to this number, the monster follows a player */
776     /* until the owner calls it back or off */
777     /* player followed denoted by 0b->owner */
778     /* the monster will try to attack whatever the player is */
779     /* attacking, and will continue to do so until the owner */
780     /* calls off the monster - a key command will be */
781     /* inserted to do so */
782 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
783 root 1.1 /* are set to this number, the monster will move in a */
784     /* circle until it is attacked, or the enemy field is */
785 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
786 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
787     #define PACEH 64 /* The Monster will pace back and forth until attacked */
788 root 1.1 /* this is HORIZONTAL movement */
789 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
790 root 1.1 /* pace area is longer and the monster stops before */
791     /* changing directions */
792     /* this is HORIZONTAL movement */
793 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
794 root 1.1 /* it is stopped by an obstacle, then it chooses another */
795     /* direction. */
796 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
797     #define PACEV 128 /* The Monster will pace back and forth until attacked */
798 root 1.1 /* this is VERTICAL movement */
799 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
800 root 1.1 /* pace area is longer and the monster stops before */
801     /* changing directions */
802     /* this is VERTICAL movement */
803 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
804     #define HI4 240
805 root 1.1
806     /*
807     * Use of the state-variable in player objects:
808     */
809    
810 root 1.11 #define ST_PLAYING 0
811     #define ST_PLAY_AGAIN 1
812     #define ST_ROLL_STAT 2
813     #define ST_CHANGE_CLASS 3
814     #define ST_CONFIRM_QUIT 4
815     #define ST_CONFIGURE 5
816     #define ST_GET_NAME 6
817     #define ST_GET_PASSWORD 7
818     #define ST_CONFIRM_PASSWORD 8
819     #define ST_GET_PARTY_PASSWORD 10
820    
821     #define BLANK_FACE_NAME "blank.111"
822     #define EMPTY_FACE_NAME "empty.111"
823     #define DARK_FACE1_NAME "dark1.111"
824     #define DARK_FACE2_NAME "dark2.111"
825     #define DARK_FACE3_NAME "dark3.111"
826     #define SMOOTH_FACE_NAME "default_smoothed.111"
827 root 1.1
828     /*
829     * Defines for the luck/random functions to make things more readable
830     */
831    
832 root 1.11 #define PREFER_HIGH 1
833     #define PREFER_LOW 0
834 root 1.1
835     /* Simple function we use below to keep adding to the same string
836     * but also make sure we don't overwrite that string.
837     */
838 root 1.10 static inline void
839     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
840 root 1.1 {
841 root 1.10 if (*curlen == (maxlen - 1))
842     return;
843    
844     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
845     dest[maxlen - 1] = 0;
846     *curlen += strlen (orig);
847    
848     if (*curlen > (maxlen - 1))
849     *curlen = maxlen - 1;
850 root 1.1 }
851    
852    
853     /* The SAFE versions of these call the safe_strcat function above.
854     * Ideally, all functions should use the SAFE functions, but they
855     * require some extra support in the calling function to remain as
856     * efficient.
857     */
858 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
859 root 1.1 if(variable) { \
860     int i,j=0; \
861     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
862     for(i=0; i<NROFATTACKS; i++) \
863     if(variable & (1<<i)) { \
864     if (j) \
865     safe_strcat(retbuf,", ", len, maxlen); \
866     else \
867     j = 1; \
868     safe_strcat(retbuf, attacks[i], len, maxlen); \
869     } \
870     safe_strcat(retbuf,")",len,maxlen); \
871     }
872 root 1.10
873 root 1.1
874     /* separated this from the common/item.c file. b.t. Dec 1995 */
875    
876 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
877 root 1.1 if(variable) { \
878     int i,j=0; \
879     strcat(retbuf,"(" name ": "); \
880     for(i=0; i<NROFATTACKS; i++) \
881     if(variable & (1<<i)) { \
882     if (j) \
883     strcat(retbuf,", "); \
884     else \
885     j = 1; \
886     strcat(retbuf, attacks[i]); \
887     } \
888     strcat(retbuf,")"); \
889     }
890 root 1.10
891    
892 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
893 root 1.1 if(variable) { \
894     int i,j=0; \
895     strcat(retbuf,"(" name ": "); \
896     for(i=0; i<NRSPELLPATHS; i++) \
897     if(variable & (1<<i)) { \
898     if (j) \
899     strcat(retbuf,", "); \
900     else \
901     j = 1; \
902     strcat(retbuf, spellpathnames[i]); \
903     } \
904     strcat(retbuf,")"); \
905     }
906    
907    
908 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
909 root 1.1 if(variable) { \
910     int i,j=0; \
911     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
912     for(i=0; i<NRSPELLPATHS; i++) \
913     if(variable & (1<<i)) { \
914     if (j) \
915     safe_strcat(retbuf,", ", len, maxlen); \
916     else \
917     j = 1; \
918     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
919     } \
920     safe_strcat(retbuf,")", len, maxlen); \
921     }
922    
923     /* Flags for apply_special() */
924 root 1.10 enum apply_flag
925     {
926     /* Basic flags, always use one of these */
927     AP_NULL = 0,
928     AP_APPLY = 1,
929     AP_UNAPPLY = 2,
930 root 1.1
931 root 1.10 AP_BASIC_FLAGS = 15,
932 root 1.1
933     /* Optional flags, for bitwise or with a basic flag */
934 root 1.10 AP_NO_MERGE = 16,
935     AP_IGNORE_CURSE = 32,
936     AP_PRINT = 64 /* Print what to do, don't actually do it */
937     /* Note this is supported in all the functions */
938 root 1.1 };
939    
940     /* Bitmask values for 'can_apply_object()' return values.
941     * the CAN_APPLY_ prefix is to just note what function the
942     * are returned from.
943     *
944     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
945     * location who doesn't have.
946     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
947     * this basically means one of the FLAGS are set saying you can't
948     * use this.
949     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
950     * if this object can do anything to use this object. If the value
951     * returned from can_apply_object() anded with the mask is non zero,
952     * then it is out of the control of this creature to use the item.
953     * otherwise it means that by unequipping stuff, they could apply the object
954     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
955     * this.
956     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
957     * unapplied before this can be applied. Think of switching to
958     * a bow but you have a sword & shield - both the sword and
959     * shield need to be uneqipped before you can do the bow.
960     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
961     * this one can be applied. Think of rings - human is wearing two
962     * rings and tries to apply one - there are two possible rings he
963     * could remove.
964     *
965     */
966 root 1.11 #define CAN_APPLY_NEVER 0x1
967     #define CAN_APPLY_RESTRICTION 0x2
968     #define CAN_APPLY_NOT_MASK 0xf
969     #define CAN_APPLY_UNAPPLY 0x10
970     #define CAN_APPLY_UNAPPLY_MULT 0x20
971     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
972 root 1.1
973     /* Cut off point of when an object is put on the active list or not */
974 root 1.11 #define MIN_ACTIVE_SPEED 0.00001
975 root 1.1
976     /*
977     * random() is much better than rand(). If you have random(), use it instead.
978     * You shouldn't need to change any of this
979     *
980     * 0.93.3: It looks like linux has random (previously, it was set below
981     * to use rand). Perhaps old version of linux lack rand? IF you run into
982     * problems, add || defined(__linux__) the #if immediately below.
983     *
984     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
985     * here.
986     */
987    
988 root 1.15 #define RANDOM() random()
989     #define SRANDOM(xyz) srandom(xyz)
990 root 1.1
991     /* Returns the weight of the given object. Note: it does not take the number of
992     * items (nrof) into account.
993     */
994 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
995 root 1.1
996    
997     /* Code fastening defines
998     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
999     * buf__ and increment buf__ position so it will point to the end of buf__.
1000     * the '\0' caracter will not be put at end of buf__.
1001     * use preparefastcat and finishfastcat on buf__ to prepare
1002     * and clean up the string. (Lots faster than doing each time...)
1003     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1004     * keep in mind FAST_STRNCAT is faster since length of second argument is
1005     * kown in advance.
1006     */
1007    
1008 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1010     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1011     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012 root 1.1
1013     /* You may uncomment following define to check sanity of code.
1014     * But use as debug only (loses all speed gained by those macros)
1015     */
1016 root 1.10
1017 root 1.1 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018     if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019    
1020 root 1.10
1021    
1022    
1023    
1024    
1025    
1026 root 1.1 /*
1027     * Warning!
1028     * If you add message types here, don't forget
1029     * to keep the client up to date too!
1030     */
1031 root 1.10
1032    
1033 root 1.1 /* message types */
1034 root 1.11 #define MSG_TYPE_BOOK 1
1035     #define MSG_TYPE_CARD 2
1036     #define MSG_TYPE_PAPER 3
1037     #define MSG_TYPE_SIGN 4
1038     #define MSG_TYPE_MONUMENT 5
1039     #define MSG_TYPE_SCRIPTED_DIALOG 6
1040     #define MSG_TYPE_MOTD 7
1041     #define MSG_TYPE_ADMIN 8
1042     #define MSG_TYPE_LAST 9
1043 root 1.1
1044 root 1.11 #define MSG_SUBTYPE_NONE 0
1045 root 1.1
1046     /* book messages subtypes */
1047 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
1048     #define MSG_TYPE_BOOK_CLASP_2 2
1049     #define MSG_TYPE_BOOK_ELEGANT_1 3
1050     #define MSG_TYPE_BOOK_ELEGANT_2 4
1051     #define MSG_TYPE_BOOK_QUARTO_1 5
1052     #define MSG_TYPE_BOOK_QUARTO_2 6
1053     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1054     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1055     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1056     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1057     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1058 root 1.1
1059     /* card messages subtypes*/
1060 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
1061     #define MSG_TYPE_CARD_SIMPLE_2 2
1062     #define MSG_TYPE_CARD_SIMPLE_3 3
1063     #define MSG_TYPE_CARD_ELEGANT_1 4
1064     #define MSG_TYPE_CARD_ELEGANT_2 5
1065     #define MSG_TYPE_CARD_ELEGANT_3 6
1066     #define MSG_TYPE_CARD_STRANGE_1 7
1067     #define MSG_TYPE_CARD_STRANGE_2 8
1068     #define MSG_TYPE_CARD_STRANGE_3 9
1069     #define MSG_TYPE_CARD_MONEY_1 10
1070     #define MSG_TYPE_CARD_MONEY_2 11
1071     #define MSG_TYPE_CARD_MONEY_3 12
1072 root 1.1
1073     /* Paper messages subtypes */
1074 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
1075     #define MSG_TYPE_PAPER_NOTE_2 2
1076     #define MSG_TYPE_PAPER_NOTE_3 3
1077     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1078     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1079     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1080     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1081     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1082     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1083     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1084     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1085     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1086     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1087     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1088 root 1.1
1089     /* road signs messages subtypes */
1090 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1091     #define MSG_TYPE_SIGN_DIR_LEFT 2
1092     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1093     #define MSG_TYPE_SIGN_DIR_BOTH 4
1094 root 1.1
1095     /* stones and monument messages */
1096 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1097     #define MSG_TYPE_MONUMENT_STONE_2 2
1098     #define MSG_TYPE_MONUMENT_STONE_3 3
1099     #define MSG_TYPE_MONUMENT_STATUE_1 4
1100     #define MSG_TYPE_MONUMENT_STATUE_2 5
1101     #define MSG_TYPE_MONUMENT_STATUE_3 6
1102     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1103     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1104     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1105     #define MSG_TYPE_MONUMENT_WALL_1 10
1106     #define MSG_TYPE_MONUMENT_WALL_2 11
1107     #define MSG_TYPE_MONUMENT_WALL_3 12
1108 root 1.1
1109     /*some readable flags*/
1110    
1111     /* dialog messsage */
1112 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1113     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1114     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1115 root 1.1
1116     /* admin messages */
1117 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1118     #define MSG_TYPE_ADMIN_NEWS 2
1119 root 1.1
1120     #endif /* DEFINE_H */
1121 root 1.11