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/cvs/deliantra/server/include/define.h
Revision: 1.31
Committed: Sat Dec 23 06:41:39 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +3 -3 lines
Log Message:
- rename flags => flag (because its rpedominantly used singular),
- remove remaining use of the flags array semantics

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 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
116     * definitions)
117     */
118    
119 elmex 1.28 /* type 0 objects have the default behaviour */
120    
121 elmex 1.21 #define PLAYER 1
122     #define TRANSPORT 2 /* see pod/objects.pod */
123     #define ROD 3
124     #define TREASURE 4
125     #define POTION 5
126     #define FOOD 6
127     #define POISON 7
128     #define BOOK 8
129     #define CLOCK 9
130    
131     #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 LOCKED_DOOR 20
139     #define SPECIAL_KEY 21
140     #define MAP 22
141     #define DOOR 23
142     #define KEY 24
143    
144     #define TIMED_GATE 26
145     #define TRIGGER 27
146     #define GRIMREAPER 28
147     #define MAGIC_EAR 29
148     #define TRIGGER_BUTTON 30
149     #define TRIGGER_ALTAR 31
150     #define TRIGGER_PEDESTAL 32
151     #define SHIELD 33
152     #define HELMET 34
153     #define HORN 35
154     #define MONEY 36
155     #define CLASS 37 /* object for applying character class modifications to someone */
156     #define GRAVESTONE 38
157     #define AMULET 39
158     #define PLAYERMOVER 40
159     #define TELEPORTER 41
160     #define CREATOR 42
161     #define SKILL 43 /* also see SKILL_TOOL (74) below */
162 elmex 1.22
163 elmex 1.21 #define EARTHWALL 45
164     #define GOLEM 46
165    
166     #define THROWN_OBJ 48
167     #define BLINDNESS 49
168     #define GOD 50
169     #define DETECTOR 51 /* peterm: detector is an object
170     * which notices the presense of
171     * another object and is triggered
172     * like buttons.
173     */
174     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
175     * force into a player with a specified string WHEN TRIGGERED.
176     */
177     #define DEAD_OBJECT 53
178     #define DRINK 54
179     #define MARKER 55 /* inserts an invisible, weightless
180     * force into a player with a specified string.
181     */
182     #define HOLY_ALTAR 56
183     #define PLAYER_CHANGER 57
184     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
185    
186     #define PEACEMAKER 59 /* Object owned by a player which can convert
187     * a monster into a peaceful being incapable of attack.
188     */
189     #define GEM 60
190    
191     #define FIREWALL 62
192     #define ANVIL 63
193     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
194     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
195     * values of last_sp set how to change:
196     * 0 = furious, all monsters become aggressive
197     * 1 = angry, all but friendly become aggressive
198     * 2 = calm, all aggressive monsters calm down
199     * 3 = sleep, all monsters fall asleep
200     * 4 = charm, monsters become pets */
201     #define EXIT 66
202     #define ENCOUNTER 67
203     #define SHOP_FLOOR 68
204     #define SHOP_MAT 69
205     #define RING 70
206     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
207     #define FLESH 72 /* animal 'body parts' -b.t. */
208     #define INORGANIC 73 /* metals and minerals */
209     #define SKILL_TOOL 74 /* Allows the use of a skill */
210     #define LIGHTER 75
211 root 1.1
212 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
213    
214 elmex 1.21
215     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
216     in the engine. Like statues, clocks, chairs,...
217     If perhaps we create a function where we can sit
218     on chairs, we create a new type and remove all
219     chairs from here. */
220 elmex 1.25
221 elmex 1.21 #define LAMP 82 /* a lamp */
222     #define DUPLICATOR 83 /* duplicator/multiplier object */
223 elmex 1.27
224 elmex 1.21 #define SPELLBOOK 85
225 elmex 1.27
226 elmex 1.21 #define CLOAK 87
227    
228     #define SPINNER 90
229     #define GATE 91
230     #define BUTTON 92
231     #define CF_HANDLE 93
232     #define HOLE 94
233     #define TRAPDOOR 95
234    
235     #define SIGN 98
236     #define BOOTS 99
237     #define GLOVES 100
238     #define SPELL 101
239     #define SPELL_EFFECT 102
240     #define CONVERTER 103
241     #define BRACERS 104
242     #define POISONING 105
243     #define SAVEBED 106
244 elmex 1.26
245 elmex 1.21 #define WAND 109
246    
247     #define SCROLL 111
248     #define DIRECTOR 112
249     #define GIRDLE 113
250     #define FORCE 114
251     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
252     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
253    
254     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
255     #define CONTAINER 122
256     #define ARMOUR_IMPROVER 123
257     #define WEAPON_IMPROVER 124
258 root 1.1
259 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260     #define DEEP_SWAMP 138
261     #define IDENTIFY_ALTAR 139
262    
263     #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264    
265     #define RUNE 154
266     #define TRAP 155
267    
268     #define POWER_CRYSTAL 156
269     #define CORPSE 157
270    
271     #define DISEASE 158
272     #define SYMPTOM 159
273     #define BUILDER 160 /* Generic item builder, see subtypes */
274     #define MATERIAL 161 /* Material for building */
275    
276     #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277 elmex 1.23
278 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279     potions, alchemy, or magic works here (elmex) */
280 root 1.10
281 elmex 1.27 /* DEAD TYPES: */
282     //#define FBULLET 10
283     //#define FBALL 11
284     //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285     //#define CONFUSION 19
286     //#define MMISSILE 25
287     /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288     * experience for broad skill categories. This value
289     * is now automatically converteed at load time.
290     */
291     //#define BOMB 47
292     //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293    
294     /* random crossfire developer: The trap_part, wall, light_source,
295     * misc_object, monster, and spawn_generator
296     * types are not used in any archetypes,
297     * and should perhaps be removed.
298     *
299     * Wed Dec 20 13:35:24 CET 2006:
300     * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301     * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302     * renamed WALL to BUILDABLE_WALL.
303     */
304    
305     //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306     //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307     //#define MONSTER 80 /* yes, thats a real, living creature */
308     //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309     //#define TOOL 84 /* a tool for building objects */
310     //#define BUILDFAC 86 /* facilities for building objects */
311     //#define CONE 88
312     //#define AURA 89 /* aura spell object */
313     //#define WORD_OF_RECALL 96
314     //#define PARAIMAGE 97
315     //#define POISONCLOUD 107
316     //#define FIREHOLES 108
317     //#define ABILITY 110
318     /* unused: 125 - 129
319     * type 125 was MONEY_CHANGER
320     */
321     //#define CANCELLATION 141 /* not used with new spell code */
322     //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
323     //#define SWARM_SPELL 153
324     //#define GPS 162 /* Ground positionning system, moved to Python plugin */
325     //#define QUEST 164 /* See below for subtypes */
326    
327 root 1.1 /* END TYPE DEFINE */
328    
329 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
330 root 1.7
331 root 1.1 /* Subtypes for BUILDER */
332 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
333     #define ST_BD_REMOVE 2 /* Removes an item */
334 root 1.1
335     /* Subtypes for MATERIAL */
336 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
337     #define ST_MAT_WALL 2 /* Wall */
338     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
339 root 1.1
340     /* definitions for weapontypes */
341    
342 root 1.11 #define WEAP_HIT 0 /* the basic */
343     #define WEAP_SLASH 1 /* slash */
344     #define WEAP_PIERCE 2 /* arrows, stiletto */
345     #define WEAP_CLEAVE 3 /* axe */
346     #define WEAP_SLICE 4 /* katana */
347     #define WEAP_STAB 5 /* knife, dagger */
348     #define WEAP_WHIP 6 /* whips n chains */
349     #define WEAP_CRUSH 7 /* big hammers, flails */
350     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
351 root 1.10
352     typedef struct typedata
353     {
354     int number;
355     const char *name;
356     const char *name_pl;
357     int identifyskill;
358     int identifyskill2;
359 root 1.1 } typedata;
360    
361     extern const int ItemTypesSize;
362     extern typedata ItemTypes[];
363    
364     /* definitions for detailed pickup descriptions.
365     * The objective is to define intelligent groups of items that the
366     * user can pick up or leave as he likes. */
367    
368     /* 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     #define PU_INHIBIT 0x20000000
373     #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 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
427     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
428     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
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 root 1.11 #define BLANK_FACE_NAME "blank.111"
815     #define EMPTY_FACE_NAME "empty.111"
816     #define DARK_FACE1_NAME "dark1.111"
817     #define DARK_FACE2_NAME "dark2.111"
818     #define DARK_FACE3_NAME "dark3.111"
819     #define SMOOTH_FACE_NAME "default_smoothed.111"
820 root 1.1
821     /*
822     * Defines for the luck/random functions to make things more readable
823     */
824    
825 root 1.11 #define PREFER_HIGH 1
826     #define PREFER_LOW 0
827 root 1.1
828     /* Simple function we use below to keep adding to the same string
829     * but also make sure we don't overwrite that string.
830     */
831 root 1.10 static inline void
832     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
833 root 1.1 {
834 root 1.10 if (*curlen == (maxlen - 1))
835     return;
836    
837     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
838     dest[maxlen - 1] = 0;
839     *curlen += strlen (orig);
840    
841     if (*curlen > (maxlen - 1))
842     *curlen = maxlen - 1;
843 root 1.1 }
844    
845    
846     /* The SAFE versions of these call the safe_strcat function above.
847     * Ideally, all functions should use the SAFE functions, but they
848     * require some extra support in the calling function to remain as
849     * efficient.
850     */
851 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
852 root 1.1 if(variable) { \
853     int i,j=0; \
854     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
855     for(i=0; i<NROFATTACKS; i++) \
856     if(variable & (1<<i)) { \
857     if (j) \
858     safe_strcat(retbuf,", ", len, maxlen); \
859     else \
860     j = 1; \
861     safe_strcat(retbuf, attacks[i], len, maxlen); \
862     } \
863     safe_strcat(retbuf,")",len,maxlen); \
864     }
865 root 1.10
866 root 1.1
867     /* separated this from the common/item.c file. b.t. Dec 1995 */
868    
869 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
870 root 1.1 if(variable) { \
871     int i,j=0; \
872     strcat(retbuf,"(" name ": "); \
873     for(i=0; i<NROFATTACKS; i++) \
874     if(variable & (1<<i)) { \
875     if (j) \
876     strcat(retbuf,", "); \
877     else \
878     j = 1; \
879     strcat(retbuf, attacks[i]); \
880     } \
881     strcat(retbuf,")"); \
882     }
883 root 1.10
884    
885 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
886 root 1.1 if(variable) { \
887     int i,j=0; \
888     strcat(retbuf,"(" name ": "); \
889     for(i=0; i<NRSPELLPATHS; i++) \
890     if(variable & (1<<i)) { \
891     if (j) \
892     strcat(retbuf,", "); \
893     else \
894     j = 1; \
895     strcat(retbuf, spellpathnames[i]); \
896     } \
897     strcat(retbuf,")"); \
898     }
899    
900    
901 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
902 root 1.1 if(variable) { \
903     int i,j=0; \
904     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
905     for(i=0; i<NRSPELLPATHS; i++) \
906     if(variable & (1<<i)) { \
907     if (j) \
908     safe_strcat(retbuf,", ", len, maxlen); \
909     else \
910     j = 1; \
911     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
912     } \
913     safe_strcat(retbuf,")", len, maxlen); \
914     }
915    
916     /* Flags for apply_special() */
917 root 1.10 enum apply_flag
918     {
919     /* Basic flags, always use one of these */
920     AP_NULL = 0,
921     AP_APPLY = 1,
922     AP_UNAPPLY = 2,
923 root 1.1
924 root 1.10 AP_BASIC_FLAGS = 15,
925 root 1.1
926     /* Optional flags, for bitwise or with a basic flag */
927 root 1.10 AP_NO_MERGE = 16,
928     AP_IGNORE_CURSE = 32,
929     AP_PRINT = 64 /* Print what to do, don't actually do it */
930     /* Note this is supported in all the functions */
931 root 1.1 };
932    
933     /* Bitmask values for 'can_apply_object()' return values.
934     * the CAN_APPLY_ prefix is to just note what function the
935     * are returned from.
936     *
937     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
938     * location who doesn't have.
939     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
940     * this basically means one of the FLAGS are set saying you can't
941     * use this.
942     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
943     * if this object can do anything to use this object. If the value
944     * returned from can_apply_object() anded with the mask is non zero,
945     * then it is out of the control of this creature to use the item.
946     * otherwise it means that by unequipping stuff, they could apply the object
947     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
948     * this.
949     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
950     * unapplied before this can be applied. Think of switching to
951     * a bow but you have a sword & shield - both the sword and
952     * shield need to be uneqipped before you can do the bow.
953     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
954     * this one can be applied. Think of rings - human is wearing two
955     * rings and tries to apply one - there are two possible rings he
956     * could remove.
957     *
958     */
959 root 1.11 #define CAN_APPLY_NEVER 0x1
960     #define CAN_APPLY_RESTRICTION 0x2
961     #define CAN_APPLY_NOT_MASK 0xf
962     #define CAN_APPLY_UNAPPLY 0x10
963     #define CAN_APPLY_UNAPPLY_MULT 0x20
964     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
965 root 1.1
966     /* Cut off point of when an object is put on the active list or not */
967 root 1.11 #define MIN_ACTIVE_SPEED 0.00001
968 root 1.1
969     /*
970     * random() is much better than rand(). If you have random(), use it instead.
971     * You shouldn't need to change any of this
972     *
973     * 0.93.3: It looks like linux has random (previously, it was set below
974     * to use rand). Perhaps old version of linux lack rand? IF you run into
975     * problems, add || defined(__linux__) the #if immediately below.
976     *
977     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
978     * here.
979     */
980    
981 root 1.15 #define RANDOM() random()
982     #define SRANDOM(xyz) srandom(xyz)
983 root 1.1
984     /* Returns the weight of the given object. Note: it does not take the number of
985     * items (nrof) into account.
986     */
987 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
988 root 1.1
989    
990     /* Code fastening defines
991     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
992     * buf__ and increment buf__ position so it will point to the end of buf__.
993     * the '\0' caracter will not be put at end of buf__.
994     * use preparefastcat and finishfastcat on buf__ to prepare
995     * and clean up the string. (Lots faster than doing each time...)
996     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
997     * keep in mind FAST_STRNCAT is faster since length of second argument is
998     * kown in advance.
999     */
1000    
1001 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1002     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1003     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1004     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1005 root 1.1
1006     /* You may uncomment following define to check sanity of code.
1007     * But use as debug only (loses all speed gained by those macros)
1008     */
1009 root 1.10
1010 root 1.1 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1011     if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1012    
1013 root 1.10
1014    
1015    
1016    
1017    
1018    
1019 root 1.1 /*
1020     * Warning!
1021     * If you add message types here, don't forget
1022     * to keep the client up to date too!
1023     */
1024 root 1.10
1025    
1026 root 1.1 /* message types */
1027 root 1.11 #define MSG_TYPE_BOOK 1
1028     #define MSG_TYPE_CARD 2
1029     #define MSG_TYPE_PAPER 3
1030     #define MSG_TYPE_SIGN 4
1031     #define MSG_TYPE_MONUMENT 5
1032     #define MSG_TYPE_SCRIPTED_DIALOG 6
1033     #define MSG_TYPE_MOTD 7
1034     #define MSG_TYPE_ADMIN 8
1035     #define MSG_TYPE_LAST 9
1036 root 1.1
1037 root 1.11 #define MSG_SUBTYPE_NONE 0
1038 root 1.1
1039     /* book messages subtypes */
1040 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
1041     #define MSG_TYPE_BOOK_CLASP_2 2
1042     #define MSG_TYPE_BOOK_ELEGANT_1 3
1043     #define MSG_TYPE_BOOK_ELEGANT_2 4
1044     #define MSG_TYPE_BOOK_QUARTO_1 5
1045     #define MSG_TYPE_BOOK_QUARTO_2 6
1046     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1047     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1048     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1049     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1050     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1051 root 1.1
1052     /* card messages subtypes*/
1053 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
1054     #define MSG_TYPE_CARD_SIMPLE_2 2
1055     #define MSG_TYPE_CARD_SIMPLE_3 3
1056     #define MSG_TYPE_CARD_ELEGANT_1 4
1057     #define MSG_TYPE_CARD_ELEGANT_2 5
1058     #define MSG_TYPE_CARD_ELEGANT_3 6
1059     #define MSG_TYPE_CARD_STRANGE_1 7
1060     #define MSG_TYPE_CARD_STRANGE_2 8
1061     #define MSG_TYPE_CARD_STRANGE_3 9
1062     #define MSG_TYPE_CARD_MONEY_1 10
1063     #define MSG_TYPE_CARD_MONEY_2 11
1064     #define MSG_TYPE_CARD_MONEY_3 12
1065 root 1.1
1066     /* Paper messages subtypes */
1067 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
1068     #define MSG_TYPE_PAPER_NOTE_2 2
1069     #define MSG_TYPE_PAPER_NOTE_3 3
1070     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1071     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1072     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1073     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1074     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1075     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1076     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1077     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1078     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1079     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1080     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1081 root 1.1
1082     /* road signs messages subtypes */
1083 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1084     #define MSG_TYPE_SIGN_DIR_LEFT 2
1085     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1086     #define MSG_TYPE_SIGN_DIR_BOTH 4
1087 root 1.1
1088     /* stones and monument messages */
1089 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1090     #define MSG_TYPE_MONUMENT_STONE_2 2
1091     #define MSG_TYPE_MONUMENT_STONE_3 3
1092     #define MSG_TYPE_MONUMENT_STATUE_1 4
1093     #define MSG_TYPE_MONUMENT_STATUE_2 5
1094     #define MSG_TYPE_MONUMENT_STATUE_3 6
1095     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1096     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1097     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1098     #define MSG_TYPE_MONUMENT_WALL_1 10
1099     #define MSG_TYPE_MONUMENT_WALL_2 11
1100     #define MSG_TYPE_MONUMENT_WALL_3 12
1101 root 1.1
1102     /*some readable flags*/
1103    
1104     /* dialog messsage */
1105 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1106     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1107     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1108 root 1.1
1109     /* admin messages */
1110 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1111     #define MSG_TYPE_ADMIN_NEWS 2
1112 root 1.1
1113     #endif /* DEFINE_H */
1114 root 1.11