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1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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1.17 |
The authors can be reached via e-mail at crossfire@schmorp.de |
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1.1 |
*/ |
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/* This file is best viewed with a window width of about 100 character */ |
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/* This file is really too large. With all the .h files |
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* around, this file should be better split between them - things |
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* that deal with objects should be in objects.h, things dealing |
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* with players in player.h, etc. As it is, everything just seems |
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* to be dumped in here. |
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*/ |
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#ifndef DEFINE_H |
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1.11 |
#define DEFINE_H |
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1.1 |
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/* |
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* Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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* Thus the prototypes made by cextract don't get included correctly. |
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*/ |
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1.11 |
#if !defined(__STDC__) |
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1.10 |
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1.1 |
/* Removed # from start of following line. makedepend was picking it up. |
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* The following should still hopefully result in an error. |
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*/ |
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error - Your ANSI C compiler should be defining __STDC__; |
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1.11 |
#endif |
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1.1 |
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pippijn |
1.14 |
#include <autoconf.h> |
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1.1 |
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1.11 |
#define FONTDIR "" |
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#define FONTNAME "" |
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1.1 |
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/* Decstations have trouble with fabs()... */ |
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1.11 |
#define FABS(x) ((x)<0?-(x):(x)) |
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1.1 |
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1.11 |
#ifdef __NetBSD__ |
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# include <sys/param.h> |
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#endif |
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#ifndef MIN |
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# define MIN(x,y) ((x)<(y)?(x):(y)) |
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#endif |
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#ifndef MAX |
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# define MAX(x,y) ((x)>(y)?(x):(y)) |
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#endif |
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1.1 |
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/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
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1.11 |
#ifndef NAME_MAX |
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# define NAME_MAX 255 |
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#endif |
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1.1 |
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/* MAX3 is basically like MAX, but instead does 3 values. */ |
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1.11 |
#ifndef MAX3 |
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# define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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#endif |
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1.1 |
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/* MIN3 is basically like MIN, but instead does 3 values. */ |
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1.11 |
#ifndef MIN3 |
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# define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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#endif |
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1.10 |
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1.11 |
#define MAX_STAT 30 /* The maximum legal value of any stat */ |
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#define MIN_STAT 1 /* The minimum legal value of any stat */ |
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1.10 |
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1.11 |
#define MAX_BUF 1024 |
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1.10 |
/* Used for all kinds of things */ |
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1.11 |
#define VERY_BIG_BUF 2048 |
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#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
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#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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1.10 |
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1.11 |
#define FONTSIZE 3000 /* Max chars in font */ |
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1.10 |
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1.11 |
#define MAX_ANIMATIONS 256 |
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1.10 |
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1.11 |
#define MAX_NAME 48 |
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#define MAX_EXT_TITLE 98 |
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1.1 |
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/* Fatal variables: */ |
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1.11 |
#define OUT_OF_MEMORY 0 |
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#define MAP_ERROR 1 |
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#define ARCHTABLE_TOO_SMALL 2 |
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#define TOO_MANY_ERRORS 3 |
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1.1 |
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/* TYPE DEFINES */ |
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1.10 |
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1.1 |
/* Only add new values to this list if somewhere in the program code, |
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* it is actually needed. Just because you add a new monster does not |
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* mean it has to have a type defined here. That only needs to happen |
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* if in some .c file, it needs to do certain special actions based on |
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* the monster type, that can not be handled by any of the numerous |
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* flags |
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* Also, if you add new entries, try and fill up the holes in this list. |
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* Additionally, when you add a new entry, include it in the table in item.c |
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*/ |
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/* type 0 will be undefined and shows a non valid type information */ |
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elmex |
1.27 |
/* USED TYPES: (for dead types please look at the bottom of the type |
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* definitions) |
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*/ |
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elmex |
1.21 |
#define PLAYER 1 |
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#define TRANSPORT 2 /* see pod/objects.pod */ |
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#define ROD 3 |
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#define TREASURE 4 |
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#define POTION 5 |
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#define FOOD 6 |
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#define POISON 7 |
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#define BOOK 8 |
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#define CLOCK 9 |
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#define ARROW 13 |
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#define BOW 14 |
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#define WEAPON 15 |
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#define ARMOUR 16 |
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#define PEDESTAL 17 |
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#define ALTAR 18 |
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#define LOCKED_DOOR 20 |
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#define SPECIAL_KEY 21 |
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#define MAP 22 |
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#define DOOR 23 |
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#define KEY 24 |
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#define TIMED_GATE 26 |
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#define TRIGGER 27 |
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#define GRIMREAPER 28 |
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#define MAGIC_EAR 29 |
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#define TRIGGER_BUTTON 30 |
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#define TRIGGER_ALTAR 31 |
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#define TRIGGER_PEDESTAL 32 |
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#define SHIELD 33 |
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#define HELMET 34 |
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#define HORN 35 |
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#define MONEY 36 |
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#define CLASS 37 /* object for applying character class modifications to someone */ |
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#define GRAVESTONE 38 |
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#define AMULET 39 |
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#define PLAYERMOVER 40 |
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#define TELEPORTER 41 |
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#define CREATOR 42 |
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#define SKILL 43 /* also see SKILL_TOOL (74) below */ |
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elmex |
1.22 |
|
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elmex |
1.21 |
#define EARTHWALL 45 |
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#define GOLEM 46 |
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#define THROWN_OBJ 48 |
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#define BLINDNESS 49 |
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#define GOD 50 |
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#define DETECTOR 51 /* peterm: detector is an object |
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* which notices the presense of |
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* another object and is triggered |
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* like buttons. |
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*/ |
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#define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
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* force into a player with a specified string WHEN TRIGGERED. |
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*/ |
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#define DEAD_OBJECT 53 |
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#define DRINK 54 |
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#define MARKER 55 /* inserts an invisible, weightless |
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* force into a player with a specified string. |
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*/ |
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#define HOLY_ALTAR 56 |
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#define PLAYER_CHANGER 57 |
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#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
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#define PEACEMAKER 59 /* Object owned by a player which can convert |
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* a monster into a peaceful being incapable of attack. |
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*/ |
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#define GEM 60 |
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#define FIREWALL 62 |
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#define ANVIL 63 |
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#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
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#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
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* values of last_sp set how to change: |
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* 0 = furious, all monsters become aggressive |
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* 1 = angry, all but friendly become aggressive |
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* 2 = calm, all aggressive monsters calm down |
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* 3 = sleep, all monsters fall asleep |
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* 4 = charm, monsters become pets */ |
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#define EXIT 66 |
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#define ENCOUNTER 67 |
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#define SHOP_FLOOR 68 |
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#define SHOP_MAT 69 |
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#define RING 70 |
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#define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
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#define FLESH 72 /* animal 'body parts' -b.t. */ |
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#define INORGANIC 73 /* metals and minerals */ |
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#define SKILL_TOOL 74 /* Allows the use of a skill */ |
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#define LIGHTER 75 |
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1.1 |
|
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elmex |
1.25 |
#define BUILDABLE_WALL 77 /* this is a buildable wall */ |
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elmex |
1.21 |
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#define MISC_OBJECT 79 /* misc. objects are for objects without a function |
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in the engine. Like statues, clocks, chairs,... |
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If perhaps we create a function where we can sit |
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on chairs, we create a new type and remove all |
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chairs from here. */ |
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elmex |
1.25 |
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elmex |
1.21 |
#define LAMP 82 /* a lamp */ |
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#define DUPLICATOR 83 /* duplicator/multiplier object */ |
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elmex |
1.27 |
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elmex |
1.21 |
#define SPELLBOOK 85 |
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elmex |
1.27 |
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elmex |
1.21 |
#define CLOAK 87 |
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#define SPINNER 90 |
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#define GATE 91 |
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#define BUTTON 92 |
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#define CF_HANDLE 93 |
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#define HOLE 94 |
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#define TRAPDOOR 95 |
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#define SIGN 98 |
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#define BOOTS 99 |
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#define GLOVES 100 |
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#define SPELL 101 |
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#define SPELL_EFFECT 102 |
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#define CONVERTER 103 |
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#define BRACERS 104 |
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#define POISONING 105 |
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#define SAVEBED 106 |
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elmex |
1.26 |
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elmex |
1.21 |
#define WAND 109 |
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#define SCROLL 111 |
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#define DIRECTOR 112 |
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#define GIRDLE 113 |
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#define FORCE 114 |
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#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
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#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
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#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
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#define CONTAINER 122 |
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#define ARMOUR_IMPROVER 123 |
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#define WEAPON_IMPROVER 124 |
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root |
1.1 |
|
259 |
elmex |
1.21 |
#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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#define DEEP_SWAMP 138 |
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#define IDENTIFY_ALTAR 139 |
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#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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265 |
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#define RUNE 154 |
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#define TRAP 155 |
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#define POWER_CRYSTAL 156 |
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#define CORPSE 157 |
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#define DISEASE 158 |
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#define SYMPTOM 159 |
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#define BUILDER 160 /* Generic item builder, see subtypes */ |
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#define MATERIAL 161 /* Material for building */ |
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276 |
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#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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elmex |
1.23 |
|
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elmex |
1.21 |
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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potions, alchemy, or magic works here (elmex) */ |
280 |
root |
1.10 |
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281 |
elmex |
1.27 |
/* DEAD TYPES: */ |
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//#define FBULLET 10 |
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//#define FBALL 11 |
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//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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//#define CONFUSION 19 |
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//#define MMISSILE 25 |
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/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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* experience for broad skill categories. This value |
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* is now automatically converteed at load time. |
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*/ |
291 |
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//#define BOMB 47 |
292 |
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//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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/* random crossfire developer: The trap_part, wall, light_source, |
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* misc_object, monster, and spawn_generator |
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* types are not used in any archetypes, |
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* and should perhaps be removed. |
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* |
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* Wed Dec 20 13:35:24 CET 2006: |
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* elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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* monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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* renamed WALL to BUILDABLE_WALL. |
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*/ |
304 |
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305 |
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//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
307 |
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//#define MONSTER 80 /* yes, thats a real, living creature */ |
308 |
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//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
309 |
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//#define TOOL 84 /* a tool for building objects */ |
310 |
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//#define BUILDFAC 86 /* facilities for building objects */ |
311 |
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//#define CONE 88 |
312 |
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//#define AURA 89 /* aura spell object */ |
313 |
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//#define WORD_OF_RECALL 96 |
314 |
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//#define PARAIMAGE 97 |
315 |
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//#define POISONCLOUD 107 |
316 |
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//#define FIREHOLES 108 |
317 |
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//#define ABILITY 110 |
318 |
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/* unused: 125 - 129 |
319 |
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* type 125 was MONEY_CHANGER |
320 |
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*/ |
321 |
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//#define CANCELLATION 141 /* not used with new spell code */ |
322 |
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//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
323 |
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//#define SWARM_SPELL 153 |
324 |
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//#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
325 |
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//#define QUEST 164 /* See below for subtypes */ |
326 |
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327 |
root |
1.1 |
/* END TYPE DEFINE */ |
328 |
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329 |
root |
1.11 |
#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
330 |
root |
1.7 |
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331 |
root |
1.1 |
/* Subtypes for BUILDER */ |
332 |
root |
1.11 |
#define ST_BD_BUILD 1 /* Builds an item */ |
333 |
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#define ST_BD_REMOVE 2 /* Removes an item */ |
334 |
root |
1.1 |
|
335 |
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/* Subtypes for MATERIAL */ |
336 |
root |
1.11 |
#define ST_MAT_FLOOR 1 /* Floor */ |
337 |
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#define ST_MAT_WALL 2 /* Wall */ |
338 |
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#define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
339 |
root |
1.1 |
|
340 |
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/* definitions for weapontypes */ |
341 |
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342 |
root |
1.11 |
#define WEAP_HIT 0 /* the basic */ |
343 |
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#define WEAP_SLASH 1 /* slash */ |
344 |
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#define WEAP_PIERCE 2 /* arrows, stiletto */ |
345 |
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#define WEAP_CLEAVE 3 /* axe */ |
346 |
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#define WEAP_SLICE 4 /* katana */ |
347 |
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#define WEAP_STAB 5 /* knife, dagger */ |
348 |
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#define WEAP_WHIP 6 /* whips n chains */ |
349 |
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#define WEAP_CRUSH 7 /* big hammers, flails */ |
350 |
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#define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
351 |
root |
1.10 |
|
352 |
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typedef struct typedata |
353 |
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{ |
354 |
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int number; |
355 |
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const char *name; |
356 |
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const char *name_pl; |
357 |
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int identifyskill; |
358 |
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int identifyskill2; |
359 |
root |
1.1 |
} typedata; |
360 |
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361 |
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extern const int ItemTypesSize; |
362 |
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extern typedata ItemTypes[]; |
363 |
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364 |
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/* definitions for detailed pickup descriptions. |
365 |
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* The objective is to define intelligent groups of items that the |
366 |
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* user can pick up or leave as he likes. */ |
367 |
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368 |
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/* high bit as flag for new pickup options */ |
369 |
root |
1.11 |
#define PU_NOTHING 0x00000000 |
370 |
root |
1.1 |
|
371 |
root |
1.11 |
#define PU_DEBUG 0x10000000 |
372 |
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#define PU_INHIBIT 0x20000000 |
373 |
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#define PU_STOP 0x40000000 |
374 |
|
|
#define PU_NEWMODE 0x80000000 |
375 |
|
|
|
376 |
|
|
#define PU_RATIO 0x0000000F |
377 |
|
|
|
378 |
|
|
#define PU_FOOD 0x00000010 |
379 |
|
|
#define PU_DRINK 0x00000020 |
380 |
|
|
#define PU_VALUABLES 0x00000040 |
381 |
|
|
#define PU_BOW 0x00000080 |
382 |
|
|
|
383 |
|
|
#define PU_ARROW 0x00000100 |
384 |
|
|
#define PU_HELMET 0x00000200 |
385 |
|
|
#define PU_SHIELD 0x00000400 |
386 |
|
|
#define PU_ARMOUR 0x00000800 |
387 |
|
|
|
388 |
|
|
#define PU_BOOTS 0x00001000 |
389 |
|
|
#define PU_GLOVES 0x00002000 |
390 |
|
|
#define PU_CLOAK 0x00004000 |
391 |
|
|
#define PU_KEY 0x00008000 |
392 |
|
|
|
393 |
|
|
#define PU_MISSILEWEAPON 0x00010000 |
394 |
|
|
#define PU_ALLWEAPON 0x00020000 |
395 |
|
|
#define PU_MAGICAL 0x00040000 |
396 |
|
|
#define PU_POTION 0x00080000 |
397 |
|
|
|
398 |
|
|
#define PU_SPELLBOOK 0x00100000 |
399 |
|
|
#define PU_SKILLSCROLL 0x00200000 |
400 |
|
|
#define PU_READABLES 0x00400000 |
401 |
|
|
#define PU_MAGIC_DEVICE 0x00800000 |
402 |
root |
1.1 |
|
403 |
root |
1.11 |
#define PU_NOT_CURSED 0x01000000 |
404 |
|
|
#define PU_JEWELS 0x02000000 |
405 |
root |
1.13 |
#define PU_FLESH 0x04000000 |
406 |
root |
1.1 |
|
407 |
|
|
|
408 |
|
|
/* Instead of using arbitrary constants for indexing the |
409 |
|
|
* freearr, add these values. <= SIZEOFFREE1 will get you |
410 |
|
|
* within 1 space. <= SIZEOFFREE2 wll get you withing |
411 |
|
|
* 2 spaces, and the entire array (< SIZEOFFREE) is |
412 |
|
|
* three spaces |
413 |
|
|
*/ |
414 |
root |
1.11 |
#define SIZEOFFREE1 8 |
415 |
|
|
#define SIZEOFFREE2 24 |
416 |
|
|
#define SIZEOFFREE 49 |
417 |
root |
1.1 |
|
418 |
root |
1.11 |
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
419 |
root |
1.1 |
|
420 |
root |
1.19 |
/* |
421 |
|
|
* If any FLAG's are added or changed, make sure the flag_names structure in |
422 |
root |
1.1 |
* common/loader.l is updated. |
423 |
|
|
*/ |
424 |
root |
1.10 |
|
425 |
root |
1.1 |
/* Basic routines to do above */ |
426 |
root |
1.18 |
#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 |
427 |
|
|
#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 |
428 |
|
|
#define QUERY_FLAG(obj, flag) (obj)->flags[flag] |
429 |
root |
1.10 |
|
430 |
root |
1.1 |
/* the flags */ |
431 |
|
|
|
432 |
root |
1.11 |
#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 |
|
|
#define FLAG_WIZ 1 /* Object has special privilegies */ |
434 |
|
|
#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
435 |
|
|
#define FLAG_FREED 3 /* Object is in the list of free objects */ |
436 |
|
|
#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
437 |
|
|
#define FLAG_APPLIED 5 /* Object is ready for use by living */ |
438 |
|
|
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
439 |
|
|
#define FLAG_USE_SHIELD 7 |
440 |
root |
1.10 |
/* Can this creature use a shield? */ |
441 |
|
|
|
442 |
root |
1.11 |
#define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 |
root |
1.10 |
|
444 |
|
|
/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
445 |
|
|
|
446 |
|
|
/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
447 |
root |
1.11 |
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
448 |
root |
1.10 |
|
449 |
|
|
/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
450 |
|
|
|
451 |
|
|
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
452 |
root |
1.11 |
#define FLAG_MONSTER 14 /* Will attack players */ |
453 |
|
|
#define FLAG_FRIENDLY 15 /* Will help players */ |
454 |
root |
1.10 |
|
455 |
root |
1.11 |
#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 |
|
|
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 |
|
|
#define FLAG_AUTO_APPLY 18 |
458 |
root |
1.10 |
/* Will be applied when created */ |
459 |
elmex |
1.20 |
// not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
460 |
root |
1.11 |
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
461 |
|
|
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 |
|
|
#define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 |
|
|
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 |
|
|
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 |
root |
1.10 |
|
466 |
|
|
/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
467 |
|
|
|
468 |
|
|
/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
469 |
|
|
|
470 |
|
|
/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
471 |
root |
1.11 |
#define FLAG_IS_USED_UP 28 |
472 |
root |
1.10 |
/* When (--food<0) the object will exit */ |
473 |
root |
1.11 |
#define FLAG_IDENTIFIED 29 |
474 |
root |
1.10 |
/* Player knows full info about item */ |
475 |
root |
1.11 |
#define FLAG_REFLECTING 30 |
476 |
root |
1.10 |
/* Object reflects from walls (lightning) */ |
477 |
root |
1.11 |
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
478 |
root |
1.1 |
|
479 |
|
|
/* Start of values in flags[1] */ |
480 |
root |
1.11 |
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
481 |
|
|
#define FLAG_HITBACK 33 /* Object will hit back when hit */ |
482 |
|
|
#define FLAG_STARTEQUIP 34 |
483 |
root |
1.10 |
/* Object was given to player at start */ |
484 |
root |
1.11 |
#define FLAG_BLOCKSVIEW 35 |
485 |
root |
1.10 |
/* Object blocks view */ |
486 |
root |
1.11 |
#define FLAG_UNDEAD 36 /* Monster is undead */ |
487 |
|
|
#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
488 |
|
|
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
489 |
|
|
#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
490 |
root |
1.10 |
|
491 |
root |
1.11 |
#define FLAG_REFL_SPELL 40 |
492 |
root |
1.10 |
/* Spells (some) will reflect from object */ |
493 |
root |
1.11 |
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
494 |
|
|
#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
495 |
|
|
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
496 |
|
|
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
497 |
|
|
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
498 |
root |
1.10 |
but can still attack at a distance */ |
499 |
|
|
|
500 |
|
|
/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
501 |
|
|
thru this object as if it wasn't there */ |
502 |
|
|
|
503 |
|
|
/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
504 |
|
|
|
505 |
root |
1.11 |
#define FLAG_PICK_UP 48 /* Can pick up */ |
506 |
|
|
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
507 |
|
|
#define FLAG_NO_DROP 50 /* Object can't be dropped */ |
508 |
|
|
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
509 |
|
|
#define FLAG_CAST_SPELL 52 |
510 |
root |
1.10 |
/* (Monster) can learn and cast spells */ |
511 |
root |
1.11 |
#define FLAG_USE_SCROLL 53 |
512 |
root |
1.10 |
/* (Monster) can read scroll */ |
513 |
root |
1.11 |
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
514 |
|
|
#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
515 |
root |
1.10 |
|
516 |
root |
1.11 |
#define FLAG_USE_ARMOUR 56 |
517 |
root |
1.10 |
/* (Monster) can wear armour/shield/helmet */ |
518 |
root |
1.11 |
#define FLAG_USE_WEAPON 57 |
519 |
root |
1.10 |
/* (Monster) can wield weapons */ |
520 |
root |
1.11 |
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
521 |
|
|
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
522 |
|
|
#define FLAG_READY_BOW 60 /* not implemented yet */ |
523 |
|
|
#define FLAG_XRAYS 61 /* X-ray vision */ |
524 |
|
|
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
525 |
|
|
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
526 |
root |
1.1 |
|
527 |
|
|
/* Start of values in flags[2] */ |
528 |
root |
1.11 |
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
529 |
|
|
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
530 |
|
|
#define FLAG_SLEEP 66 /* NPC is sleeping */ |
531 |
|
|
#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
532 |
|
|
#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
533 |
|
|
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
534 |
|
|
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
535 |
|
|
#define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
536 |
|
|
|
537 |
|
|
#define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
538 |
|
|
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
539 |
|
|
#define FLAG_CURSED 74 /* The object is cursed */ |
540 |
|
|
#define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
541 |
|
|
#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
542 |
|
|
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
543 |
|
|
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
544 |
|
|
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
545 |
|
|
|
546 |
|
|
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
547 |
|
|
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
548 |
|
|
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
549 |
root |
1.10 |
|
550 |
root |
1.1 |
/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
551 |
root |
1.11 |
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
552 |
|
|
#define FLAG_MAKE_INVIS 85 |
553 |
root |
1.10 |
/* (Item) gives invisibility when applied */ |
554 |
root |
1.11 |
#define FLAG_INV_LOCKED 86 |
555 |
root |
1.10 |
/* Item will not be dropped from inventory */ |
556 |
root |
1.11 |
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
557 |
root |
1.10 |
|
558 |
root |
1.11 |
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
559 |
|
|
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
560 |
|
|
#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
561 |
|
|
#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
562 |
|
|
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
563 |
|
|
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
564 |
|
|
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
565 |
root |
1.10 |
|
566 |
|
|
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
567 |
root |
1.1 |
|
568 |
|
|
/* Start of values in flags[3] */ |
569 |
root |
1.11 |
#define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
570 |
|
|
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
571 |
root |
1.10 |
* away (replaces ghosthit) |
572 |
|
|
*/ |
573 |
root |
1.11 |
#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
574 |
root |
1.10 |
* detect cases were the server is trying |
575 |
|
|
* to send an upditem when we have not |
576 |
|
|
* actually sent the item. |
577 |
|
|
*/ |
578 |
|
|
|
579 |
root |
1.11 |
#define FLAG_BERSERK 99 /* monster will attack closest living |
580 |
root |
1.10 |
object */ |
581 |
root |
1.11 |
#define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
582 |
|
|
#define FLAG_NO_ATTACK 101 /* monster don't attack */ |
583 |
|
|
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
584 |
|
|
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
585 |
root |
1.10 |
* load_original_map() */ |
586 |
root |
1.11 |
#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
587 |
root |
1.10 |
* the overlay, and is not subject to |
588 |
|
|
* decay. */ |
589 |
root |
1.11 |
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
590 |
|
|
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
591 |
|
|
#define FLAG_IS_WATER 107 |
592 |
|
|
#define FLAG_CONTENT_ON_GEN 108 |
593 |
|
|
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
594 |
|
|
#define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
595 |
|
|
#define FLAG_AFK 111 /* Player is AFK */ |
596 |
|
|
#define NUM_FLAGS 111 /* Should always be equal to the last |
597 |
root |
1.10 |
* defined flag. If you change this, |
598 |
|
|
* make sure you update the flag_links |
599 |
|
|
* in common/loader.l |
600 |
|
|
*/ |
601 |
root |
1.1 |
|
602 |
|
|
/* Values can go up to 127 before the size of the flags array in the |
603 |
|
|
* object structure needs to be enlarged. |
604 |
|
|
* So there are 18 available flags slots |
605 |
|
|
*/ |
606 |
|
|
|
607 |
|
|
|
608 |
root |
1.11 |
#define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
609 |
root |
1.10 |
|
610 |
root |
1.11 |
#if 0 |
611 |
root |
1.1 |
|
612 |
|
|
/* These should no longer be needed - access move_slow_penalty |
613 |
|
|
* directly. |
614 |
|
|
*/ |
615 |
root |
1.11 |
# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
616 |
|
|
# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
617 |
|
|
#endif |
618 |
root |
1.1 |
|
619 |
|
|
/* If you add new movement types, you may need to update |
620 |
|
|
* describe_item() so properly describe those types. |
621 |
|
|
* change_abil() probably should be updated also. |
622 |
|
|
*/ |
623 |
root |
1.11 |
#define MOVE_WALK 0x1 /* Object walks */ |
624 |
|
|
#define MOVE_FLY_LOW 0x2 /* Low flying object */ |
625 |
|
|
#define MOVE_FLY_HIGH 0x4 /* High flying object */ |
626 |
|
|
#define MOVE_FLYING 0x6 |
627 |
root |
1.10 |
/* Combo of fly_low and fly_high */ |
628 |
root |
1.11 |
#define MOVE_SWIM 0x8 /* Swimming object */ |
629 |
|
|
#define MOVE_BOAT 0x10 /* Boats/sailing */ |
630 |
|
|
#define MOVE_ALL 0x1f /* Mask of all movement types */ |
631 |
root |
1.1 |
|
632 |
|
|
/* the normal assumption is that objects are walking/flying. |
633 |
|
|
* So often we don't want to block movement, but still don't want |
634 |
|
|
* to allow all types (swimming is rather specialized) - I also |
635 |
|
|
* expect as more movement types show up, this is likely to get |
636 |
|
|
* updated. Basically, this is the default for spaces that allow |
637 |
|
|
* movement - anything but swimming right now. If you really |
638 |
|
|
* want nothing at all, then can always set move_block to 0 |
639 |
|
|
*/ |
640 |
root |
1.11 |
#define MOVE_BLOCK_DEFAULT MOVE_SWIM |
641 |
root |
1.1 |
|
642 |
|
|
/* typdef here to define type large enough to hold bitmask of |
643 |
|
|
* all movement types. Make one declaration so easy to update. |
644 |
|
|
* uint8 is defined yet, so just use what that would define it |
645 |
|
|
* at anyways. |
646 |
|
|
*/ |
647 |
root |
1.10 |
typedef unsigned char MoveType; |
648 |
root |
1.1 |
|
649 |
|
|
/* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
650 |
|
|
* Basically, ob2 has to block all of ob1 movement types. |
651 |
|
|
*/ |
652 |
root |
1.11 |
#define OB_MOVE_BLOCK(ob1, ob2) \ |
653 |
root |
1.1 |
((ob1->move_type & ob2->move_block) == ob1->move_type) |
654 |
|
|
|
655 |
|
|
/* Basic macro to see if if ob1 can not move onto a space based |
656 |
|
|
* on the 'type' move_block parameter |
657 |
|
|
* Add check - if type is 0, don't stop anything from moving |
658 |
|
|
* onto it. |
659 |
|
|
* |
660 |
|
|
*/ |
661 |
root |
1.11 |
#define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
662 |
root |
1.1 |
( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
663 |
|
|
|
664 |
|
|
|
665 |
root |
1.11 |
#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
666 |
|
|
#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
667 |
|
|
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
668 |
root |
1.1 |
|
669 |
|
|
/* Note: These values are only a default value, resizing can change them */ |
670 |
root |
1.11 |
#define INV_SIZE 12 /* How many items can be viewed in inventory */ |
671 |
|
|
#define LOOK_SIZE 6 /* ditto, but for the look-window */ |
672 |
|
|
#define MAX_INV_SIZE 40 /* For initializing arrays */ |
673 |
|
|
#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
674 |
|
|
|
675 |
|
|
#define EDITABLE(xyz) ((xyz)->arch->editable) |
676 |
|
|
|
677 |
|
|
#define E_MONSTER 0x00000001 |
678 |
|
|
#define E_EXIT 0x00000002 |
679 |
|
|
#define E_TREASURE 0x00000004 |
680 |
|
|
#define E_BACKGROUND 0x00000008 |
681 |
|
|
#define E_DOOR 0x00000010 |
682 |
|
|
#define E_SPECIAL 0x00000020 |
683 |
|
|
#define E_SHOP 0x00000040 |
684 |
|
|
#define E_NORMAL 0x00000080 |
685 |
|
|
#define E_FALSE_WALL 0x00000100 |
686 |
|
|
#define E_WALL 0x00000200 |
687 |
|
|
#define E_EQUIPMENT 0x00000400 |
688 |
|
|
#define E_OTHER 0x00000800 |
689 |
|
|
#define E_ARTIFACT 0x00001000 |
690 |
|
|
|
691 |
|
|
#define EXIT_PATH(xyz) (xyz)->slaying |
692 |
|
|
#define EXIT_LEVEL(xyz) (xyz)->stats.food |
693 |
|
|
#define EXIT_X(xyz) (xyz)->stats.hp |
694 |
|
|
#define EXIT_Y(xyz) (xyz)->stats.sp |
695 |
|
|
#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
696 |
|
|
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
697 |
root |
1.1 |
|
698 |
|
|
/* for use by the lighting code */ |
699 |
root |
1.11 |
#define MAX_LIGHT_RADII 4 |
700 |
root |
1.10 |
/* max radii for 'light' object, really |
701 |
root |
1.8 |
* large values allow objects that can |
702 |
|
|
* slow down the game */ |
703 |
root |
1.11 |
#define MAX_DARKNESS 5 /* maximum map darkness, there is no |
704 |
root |
1.10 |
* practical reason to exceed this */ |
705 |
root |
1.11 |
#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
706 |
root |
1.8 |
MAX_LIGHT_RADII:(xyz)->glow_radius; |
707 |
root |
1.1 |
|
708 |
root |
1.11 |
#define F_BUY 0 |
709 |
|
|
#define F_SELL 1 |
710 |
|
|
#define F_TRUE 2 /* True value of item, unadjusted */ |
711 |
|
|
#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
712 |
|
|
#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
713 |
|
|
#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
714 |
|
|
#define F_APPROX 32 /* flag to give a guess of item value */ |
715 |
|
|
#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
716 |
|
|
|
717 |
|
|
#define DIRX(xyz) freearr_x[(xyz)->direction] |
718 |
|
|
#define DIRY(xyz) freearr_y[(xyz)->direction] |
719 |
|
|
|
720 |
|
|
#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
721 |
|
|
#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
722 |
|
|
|
723 |
|
|
#define ARMOUR_SPEED(xyz) (xyz)->last_sp |
724 |
|
|
#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
725 |
|
|
#define WEAPON_SPEED(xyz) (xyz)->last_sp |
726 |
root |
1.1 |
|
727 |
|
|
/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
728 |
|
|
each of them signed char, concatenated in a int16 */ |
729 |
root |
1.11 |
#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
730 |
|
|
#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
731 |
|
|
#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
732 |
|
|
#define FIRE_DIRECTIONAL 0 |
733 |
|
|
#define FIRE_POSITIONAL 1 |
734 |
root |
1.1 |
|
735 |
|
|
/******************************************************************************/ |
736 |
root |
1.10 |
|
737 |
root |
1.1 |
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
738 |
root |
1.10 |
|
739 |
root |
1.1 |
/******************************************************************************/ |
740 |
root |
1.10 |
|
741 |
root |
1.1 |
/* if your monsters start acting wierd, mail me */ |
742 |
root |
1.10 |
|
743 |
root |
1.1 |
/******************************************************************************/ |
744 |
root |
1.10 |
|
745 |
root |
1.1 |
/* the following definitions are for the attack_movement variable in monsters */ |
746 |
root |
1.10 |
|
747 |
root |
1.1 |
/* if the attack_variable movement is left out of the monster archetype, or is*/ |
748 |
root |
1.10 |
|
749 |
root |
1.1 |
/* set to zero */ |
750 |
root |
1.10 |
|
751 |
root |
1.1 |
/* the standard mode of movement from previous versions of crossfire will be */ |
752 |
root |
1.10 |
|
753 |
root |
1.1 |
/* used. the upper four bits of movement data are not in effect when the monst*/ |
754 |
root |
1.10 |
|
755 |
root |
1.1 |
/* er has an enemy. these should only be used for non agressive monsters. */ |
756 |
root |
1.10 |
|
757 |
root |
1.1 |
/* to program a monsters movement add the attack movement numbers to the movem*/ |
758 |
root |
1.10 |
|
759 |
root |
1.1 |
/* ment numbers example a monster that moves in a circle until attacked and */ |
760 |
root |
1.10 |
|
761 |
root |
1.1 |
/* then attacks from a distance: */ |
762 |
root |
1.10 |
|
763 |
root |
1.1 |
/* CIRCLE1 = 32 */ |
764 |
root |
1.10 |
|
765 |
root |
1.1 |
/* + DISTATT = 1 */ |
766 |
root |
1.10 |
|
767 |
root |
1.1 |
/* ------------------- */ |
768 |
root |
1.10 |
|
769 |
root |
1.1 |
/* attack_movement = 33 */ |
770 |
root |
1.10 |
|
771 |
root |
1.1 |
/******************************************************************************/ |
772 |
root |
1.11 |
#define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
773 |
root |
1.1 |
/* attack from a distance - good for missile users only */ |
774 |
root |
1.11 |
#define RUNATT 2 /* run but attack if player catches up to object */ |
775 |
|
|
#define HITRUN 3 /* run to then hit player then run away cyclicly */ |
776 |
|
|
#define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
777 |
|
|
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
778 |
|
|
#define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
779 |
|
|
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
780 |
|
|
#define WAIT2 8 /* monster does not try to move towards player if far */ |
781 |
root |
1.1 |
/* maintains comfortable distance */ |
782 |
root |
1.11 |
#define PETMOVE 16 /* if the upper four bits of attack_movement */ |
783 |
root |
1.1 |
/* are set to this number, the monster follows a player */ |
784 |
|
|
/* until the owner calls it back or off */ |
785 |
|
|
/* player followed denoted by 0b->owner */ |
786 |
|
|
/* the monster will try to attack whatever the player is */ |
787 |
|
|
/* attacking, and will continue to do so until the owner */ |
788 |
|
|
/* calls off the monster - a key command will be */ |
789 |
|
|
/* inserted to do so */ |
790 |
root |
1.11 |
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
791 |
root |
1.1 |
/* are set to this number, the monster will move in a */ |
792 |
|
|
/* circle until it is attacked, or the enemy field is */ |
793 |
root |
1.10 |
/* set, this is good for non-aggressive monsters and NPC */ |
794 |
root |
1.11 |
#define CIRCLE2 48 /* same as above but a larger circle is used */ |
795 |
|
|
#define PACEH 64 /* The Monster will pace back and forth until attacked */ |
796 |
root |
1.1 |
/* this is HORIZONTAL movement */ |
797 |
root |
1.11 |
#define PACEH2 80 /* the monster will pace as above but the length of the */ |
798 |
root |
1.1 |
/* pace area is longer and the monster stops before */ |
799 |
|
|
/* changing directions */ |
800 |
|
|
/* this is HORIZONTAL movement */ |
801 |
root |
1.11 |
#define RANDO 96 /* the monster will go in a random direction until */ |
802 |
root |
1.1 |
/* it is stopped by an obstacle, then it chooses another */ |
803 |
|
|
/* direction. */ |
804 |
root |
1.11 |
#define RANDO2 112 /* constantly move in a different random direction */ |
805 |
|
|
#define PACEV 128 /* The Monster will pace back and forth until attacked */ |
806 |
root |
1.1 |
/* this is VERTICAL movement */ |
807 |
root |
1.11 |
#define PACEV2 144 /* the monster will pace as above but the length of the */ |
808 |
root |
1.1 |
/* pace area is longer and the monster stops before */ |
809 |
|
|
/* changing directions */ |
810 |
|
|
/* this is VERTICAL movement */ |
811 |
root |
1.11 |
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
812 |
|
|
#define HI4 240 |
813 |
root |
1.1 |
|
814 |
|
|
/* |
815 |
|
|
* Use of the state-variable in player objects: |
816 |
|
|
*/ |
817 |
|
|
|
818 |
root |
1.11 |
#define ST_PLAYING 0 |
819 |
|
|
#define ST_PLAY_AGAIN 1 |
820 |
|
|
#define ST_ROLL_STAT 2 |
821 |
|
|
#define ST_CHANGE_CLASS 3 |
822 |
|
|
#define ST_CONFIRM_QUIT 4 |
823 |
|
|
#define ST_CONFIGURE 5 |
824 |
|
|
#define ST_GET_NAME 6 |
825 |
|
|
#define ST_GET_PASSWORD 7 |
826 |
|
|
#define ST_CONFIRM_PASSWORD 8 |
827 |
|
|
#define ST_GET_PARTY_PASSWORD 10 |
828 |
|
|
|
829 |
|
|
#define BLANK_FACE_NAME "blank.111" |
830 |
|
|
#define EMPTY_FACE_NAME "empty.111" |
831 |
|
|
#define DARK_FACE1_NAME "dark1.111" |
832 |
|
|
#define DARK_FACE2_NAME "dark2.111" |
833 |
|
|
#define DARK_FACE3_NAME "dark3.111" |
834 |
|
|
#define SMOOTH_FACE_NAME "default_smoothed.111" |
835 |
root |
1.1 |
|
836 |
|
|
/* |
837 |
|
|
* Defines for the luck/random functions to make things more readable |
838 |
|
|
*/ |
839 |
|
|
|
840 |
root |
1.11 |
#define PREFER_HIGH 1 |
841 |
|
|
#define PREFER_LOW 0 |
842 |
root |
1.1 |
|
843 |
|
|
/* Simple function we use below to keep adding to the same string |
844 |
|
|
* but also make sure we don't overwrite that string. |
845 |
|
|
*/ |
846 |
root |
1.10 |
static inline void |
847 |
|
|
safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
848 |
root |
1.1 |
{ |
849 |
root |
1.10 |
if (*curlen == (maxlen - 1)) |
850 |
|
|
return; |
851 |
|
|
|
852 |
|
|
strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
853 |
|
|
dest[maxlen - 1] = 0; |
854 |
|
|
*curlen += strlen (orig); |
855 |
|
|
|
856 |
|
|
if (*curlen > (maxlen - 1)) |
857 |
|
|
*curlen = maxlen - 1; |
858 |
root |
1.1 |
} |
859 |
|
|
|
860 |
|
|
|
861 |
|
|
/* The SAFE versions of these call the safe_strcat function above. |
862 |
|
|
* Ideally, all functions should use the SAFE functions, but they |
863 |
|
|
* require some extra support in the calling function to remain as |
864 |
|
|
* efficient. |
865 |
|
|
*/ |
866 |
root |
1.11 |
#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
867 |
root |
1.1 |
if(variable) { \ |
868 |
|
|
int i,j=0; \ |
869 |
|
|
safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
870 |
|
|
for(i=0; i<NROFATTACKS; i++) \ |
871 |
|
|
if(variable & (1<<i)) { \ |
872 |
|
|
if (j) \ |
873 |
|
|
safe_strcat(retbuf,", ", len, maxlen); \ |
874 |
|
|
else \ |
875 |
|
|
j = 1; \ |
876 |
|
|
safe_strcat(retbuf, attacks[i], len, maxlen); \ |
877 |
|
|
} \ |
878 |
|
|
safe_strcat(retbuf,")",len,maxlen); \ |
879 |
|
|
} |
880 |
root |
1.10 |
|
881 |
root |
1.1 |
|
882 |
|
|
/* separated this from the common/item.c file. b.t. Dec 1995 */ |
883 |
|
|
|
884 |
root |
1.11 |
#define DESCRIBE_ABILITY(retbuf, variable, name) \ |
885 |
root |
1.1 |
if(variable) { \ |
886 |
|
|
int i,j=0; \ |
887 |
|
|
strcat(retbuf,"(" name ": "); \ |
888 |
|
|
for(i=0; i<NROFATTACKS; i++) \ |
889 |
|
|
if(variable & (1<<i)) { \ |
890 |
|
|
if (j) \ |
891 |
|
|
strcat(retbuf,", "); \ |
892 |
|
|
else \ |
893 |
|
|
j = 1; \ |
894 |
|
|
strcat(retbuf, attacks[i]); \ |
895 |
|
|
} \ |
896 |
|
|
strcat(retbuf,")"); \ |
897 |
|
|
} |
898 |
root |
1.10 |
|
899 |
|
|
|
900 |
root |
1.11 |
#define DESCRIBE_PATH(retbuf, variable, name) \ |
901 |
root |
1.1 |
if(variable) { \ |
902 |
|
|
int i,j=0; \ |
903 |
|
|
strcat(retbuf,"(" name ": "); \ |
904 |
|
|
for(i=0; i<NRSPELLPATHS; i++) \ |
905 |
|
|
if(variable & (1<<i)) { \ |
906 |
|
|
if (j) \ |
907 |
|
|
strcat(retbuf,", "); \ |
908 |
|
|
else \ |
909 |
|
|
j = 1; \ |
910 |
|
|
strcat(retbuf, spellpathnames[i]); \ |
911 |
|
|
} \ |
912 |
|
|
strcat(retbuf,")"); \ |
913 |
|
|
} |
914 |
|
|
|
915 |
|
|
|
916 |
root |
1.11 |
#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
917 |
root |
1.1 |
if(variable) { \ |
918 |
|
|
int i,j=0; \ |
919 |
|
|
safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
920 |
|
|
for(i=0; i<NRSPELLPATHS; i++) \ |
921 |
|
|
if(variable & (1<<i)) { \ |
922 |
|
|
if (j) \ |
923 |
|
|
safe_strcat(retbuf,", ", len, maxlen); \ |
924 |
|
|
else \ |
925 |
|
|
j = 1; \ |
926 |
|
|
safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
927 |
|
|
} \ |
928 |
|
|
safe_strcat(retbuf,")", len, maxlen); \ |
929 |
|
|
} |
930 |
|
|
|
931 |
|
|
/* Flags for apply_special() */ |
932 |
root |
1.10 |
enum apply_flag |
933 |
|
|
{ |
934 |
|
|
/* Basic flags, always use one of these */ |
935 |
|
|
AP_NULL = 0, |
936 |
|
|
AP_APPLY = 1, |
937 |
|
|
AP_UNAPPLY = 2, |
938 |
root |
1.1 |
|
939 |
root |
1.10 |
AP_BASIC_FLAGS = 15, |
940 |
root |
1.1 |
|
941 |
|
|
/* Optional flags, for bitwise or with a basic flag */ |
942 |
root |
1.10 |
AP_NO_MERGE = 16, |
943 |
|
|
AP_IGNORE_CURSE = 32, |
944 |
|
|
AP_PRINT = 64 /* Print what to do, don't actually do it */ |
945 |
|
|
/* Note this is supported in all the functions */ |
946 |
root |
1.1 |
}; |
947 |
|
|
|
948 |
|
|
/* Bitmask values for 'can_apply_object()' return values. |
949 |
|
|
* the CAN_APPLY_ prefix is to just note what function the |
950 |
|
|
* are returned from. |
951 |
|
|
* |
952 |
|
|
* CAN_APPLY_NEVER: who will never be able to use this - requires a body |
953 |
|
|
* location who doesn't have. |
954 |
|
|
* CAN_APPLY_RESTRICTION: There is some restriction from using this item - |
955 |
|
|
* this basically means one of the FLAGS are set saying you can't |
956 |
|
|
* use this. |
957 |
|
|
* CAN_APPLY_NOT_MASK - this can be used to check the return value to see |
958 |
|
|
* if this object can do anything to use this object. If the value |
959 |
|
|
* returned from can_apply_object() anded with the mask is non zero, |
960 |
|
|
* then it is out of the control of this creature to use the item. |
961 |
|
|
* otherwise it means that by unequipping stuff, they could apply the object |
962 |
|
|
* CAN_APPLY_UNAPPLY: Player needs to unapply something before applying |
963 |
|
|
* this. |
964 |
|
|
* CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be |
965 |
|
|
* unapplied before this can be applied. Think of switching to |
966 |
|
|
* a bow but you have a sword & shield - both the sword and |
967 |
|
|
* shield need to be uneqipped before you can do the bow. |
968 |
|
|
* CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before |
969 |
|
|
* this one can be applied. Think of rings - human is wearing two |
970 |
|
|
* rings and tries to apply one - there are two possible rings he |
971 |
|
|
* could remove. |
972 |
|
|
* |
973 |
|
|
*/ |
974 |
root |
1.11 |
#define CAN_APPLY_NEVER 0x1 |
975 |
|
|
#define CAN_APPLY_RESTRICTION 0x2 |
976 |
|
|
#define CAN_APPLY_NOT_MASK 0xf |
977 |
|
|
#define CAN_APPLY_UNAPPLY 0x10 |
978 |
|
|
#define CAN_APPLY_UNAPPLY_MULT 0x20 |
979 |
|
|
#define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
980 |
root |
1.1 |
|
981 |
|
|
/* Cut off point of when an object is put on the active list or not */ |
982 |
root |
1.11 |
#define MIN_ACTIVE_SPEED 0.00001 |
983 |
root |
1.1 |
|
984 |
|
|
/* |
985 |
|
|
* random() is much better than rand(). If you have random(), use it instead. |
986 |
|
|
* You shouldn't need to change any of this |
987 |
|
|
* |
988 |
|
|
* 0.93.3: It looks like linux has random (previously, it was set below |
989 |
|
|
* to use rand). Perhaps old version of linux lack rand? IF you run into |
990 |
|
|
* problems, add || defined(__linux__) the #if immediately below. |
991 |
|
|
* |
992 |
|
|
* 0.94.2 - you probably shouldn't need to change any of the rand stuff |
993 |
|
|
* here. |
994 |
|
|
*/ |
995 |
|
|
|
996 |
root |
1.15 |
#define RANDOM() random() |
997 |
|
|
#define SRANDOM(xyz) srandom(xyz) |
998 |
root |
1.1 |
|
999 |
|
|
/* Returns the weight of the given object. Note: it does not take the number of |
1000 |
|
|
* items (nrof) into account. |
1001 |
|
|
*/ |
1002 |
root |
1.11 |
#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
1003 |
root |
1.1 |
|
1004 |
|
|
|
1005 |
|
|
/* Code fastening defines |
1006 |
|
|
* FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
1007 |
|
|
* buf__ and increment buf__ position so it will point to the end of buf__. |
1008 |
|
|
* the '\0' caracter will not be put at end of buf__. |
1009 |
|
|
* use preparefastcat and finishfastcat on buf__ to prepare |
1010 |
|
|
* and clean up the string. (Lots faster than doing each time...) |
1011 |
|
|
* If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
1012 |
|
|
* keep in mind FAST_STRNCAT is faster since length of second argument is |
1013 |
|
|
* kown in advance. |
1014 |
|
|
*/ |
1015 |
|
|
|
1016 |
root |
1.11 |
#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1017 |
|
|
#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1018 |
|
|
#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1019 |
|
|
#define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1020 |
root |
1.1 |
|
1021 |
|
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/* You may uncomment following define to check sanity of code. |
1022 |
|
|
* But use as debug only (loses all speed gained by those macros) |
1023 |
|
|
*/ |
1024 |
root |
1.10 |
|
1025 |
root |
1.1 |
/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
1026 |
|
|
if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
1027 |
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1028 |
root |
1.10 |
|
1029 |
|
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|
1030 |
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|
1031 |
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|
1032 |
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|
1033 |
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1034 |
root |
1.1 |
/* |
1035 |
|
|
* Warning! |
1036 |
|
|
* If you add message types here, don't forget |
1037 |
|
|
* to keep the client up to date too! |
1038 |
|
|
*/ |
1039 |
root |
1.10 |
|
1040 |
|
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|
1041 |
root |
1.1 |
/* message types */ |
1042 |
root |
1.11 |
#define MSG_TYPE_BOOK 1 |
1043 |
|
|
#define MSG_TYPE_CARD 2 |
1044 |
|
|
#define MSG_TYPE_PAPER 3 |
1045 |
|
|
#define MSG_TYPE_SIGN 4 |
1046 |
|
|
#define MSG_TYPE_MONUMENT 5 |
1047 |
|
|
#define MSG_TYPE_SCRIPTED_DIALOG 6 |
1048 |
|
|
#define MSG_TYPE_MOTD 7 |
1049 |
|
|
#define MSG_TYPE_ADMIN 8 |
1050 |
|
|
#define MSG_TYPE_LAST 9 |
1051 |
root |
1.1 |
|
1052 |
root |
1.11 |
#define MSG_SUBTYPE_NONE 0 |
1053 |
root |
1.1 |
|
1054 |
|
|
/* book messages subtypes */ |
1055 |
root |
1.11 |
#define MSG_TYPE_BOOK_CLASP_1 1 |
1056 |
|
|
#define MSG_TYPE_BOOK_CLASP_2 2 |
1057 |
|
|
#define MSG_TYPE_BOOK_ELEGANT_1 3 |
1058 |
|
|
#define MSG_TYPE_BOOK_ELEGANT_2 4 |
1059 |
|
|
#define MSG_TYPE_BOOK_QUARTO_1 5 |
1060 |
|
|
#define MSG_TYPE_BOOK_QUARTO_2 6 |
1061 |
|
|
#define MSG_TYPE_BOOK_SPELL_EVOKER 7 |
1062 |
|
|
#define MSG_TYPE_BOOK_SPELL_PRAYER 8 |
1063 |
|
|
#define MSG_TYPE_BOOK_SPELL_PYRO 9 |
1064 |
|
|
#define MSG_TYPE_BOOK_SPELL_SORCERER 10 |
1065 |
|
|
#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 |
1066 |
root |
1.1 |
|
1067 |
|
|
/* card messages subtypes*/ |
1068 |
root |
1.11 |
#define MSG_TYPE_CARD_SIMPLE_1 1 |
1069 |
|
|
#define MSG_TYPE_CARD_SIMPLE_2 2 |
1070 |
|
|
#define MSG_TYPE_CARD_SIMPLE_3 3 |
1071 |
|
|
#define MSG_TYPE_CARD_ELEGANT_1 4 |
1072 |
|
|
#define MSG_TYPE_CARD_ELEGANT_2 5 |
1073 |
|
|
#define MSG_TYPE_CARD_ELEGANT_3 6 |
1074 |
|
|
#define MSG_TYPE_CARD_STRANGE_1 7 |
1075 |
|
|
#define MSG_TYPE_CARD_STRANGE_2 8 |
1076 |
|
|
#define MSG_TYPE_CARD_STRANGE_3 9 |
1077 |
|
|
#define MSG_TYPE_CARD_MONEY_1 10 |
1078 |
|
|
#define MSG_TYPE_CARD_MONEY_2 11 |
1079 |
|
|
#define MSG_TYPE_CARD_MONEY_3 12 |
1080 |
root |
1.1 |
|
1081 |
|
|
/* Paper messages subtypes */ |
1082 |
root |
1.11 |
#define MSG_TYPE_PAPER_NOTE_1 1 |
1083 |
|
|
#define MSG_TYPE_PAPER_NOTE_2 2 |
1084 |
|
|
#define MSG_TYPE_PAPER_NOTE_3 3 |
1085 |
|
|
#define MSG_TYPE_PAPER_LETTER_OLD_1 4 |
1086 |
|
|
#define MSG_TYPE_PAPER_LETTER_OLD_2 5 |
1087 |
|
|
#define MSG_TYPE_PAPER_LETTER_NEW_1 6 |
1088 |
|
|
#define MSG_TYPE_PAPER_LETTER_NEW_2 7 |
1089 |
|
|
#define MSG_TYPE_PAPER_ENVELOPE_1 8 |
1090 |
|
|
#define MSG_TYPE_PAPER_ENVELOPE_2 9 |
1091 |
|
|
#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 |
1092 |
|
|
#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 |
1093 |
|
|
#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 |
1094 |
|
|
#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 |
1095 |
|
|
#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 |
1096 |
root |
1.1 |
|
1097 |
|
|
/* road signs messages subtypes */ |
1098 |
root |
1.11 |
#define MSG_TYPE_SIGN_BASIC 1 |
1099 |
|
|
#define MSG_TYPE_SIGN_DIR_LEFT 2 |
1100 |
|
|
#define MSG_TYPE_SIGN_DIR_RIGHT 3 |
1101 |
|
|
#define MSG_TYPE_SIGN_DIR_BOTH 4 |
1102 |
root |
1.1 |
|
1103 |
|
|
/* stones and monument messages */ |
1104 |
root |
1.11 |
#define MSG_TYPE_MONUMENT_STONE_1 1 |
1105 |
|
|
#define MSG_TYPE_MONUMENT_STONE_2 2 |
1106 |
|
|
#define MSG_TYPE_MONUMENT_STONE_3 3 |
1107 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_1 4 |
1108 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_2 5 |
1109 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_3 6 |
1110 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 |
1111 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 |
1112 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 |
1113 |
|
|
#define MSG_TYPE_MONUMENT_WALL_1 10 |
1114 |
|
|
#define MSG_TYPE_MONUMENT_WALL_2 11 |
1115 |
|
|
#define MSG_TYPE_MONUMENT_WALL_3 12 |
1116 |
root |
1.1 |
|
1117 |
|
|
/*some readable flags*/ |
1118 |
|
|
|
1119 |
|
|
/* dialog messsage */ |
1120 |
root |
1.11 |
#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ |
1121 |
|
|
#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ |
1122 |
|
|
#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ |
1123 |
root |
1.1 |
|
1124 |
|
|
/* admin messages */ |
1125 |
root |
1.11 |
#define MSG_TYPE_ADMIN_RULES 1 |
1126 |
|
|
#define MSG_TYPE_ADMIN_NEWS 2 |
1127 |
root |
1.1 |
|
1128 |
|
|
#endif /* DEFINE_H */ |
1129 |
root |
1.11 |
|