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/cvs/deliantra/server/include/define.h
Revision: 1.42
Committed: Thu Jan 18 19:32:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +2 -2 lines
Log Message:
just experimenting

File Contents

# User Rev Content
1 root 1.1 /*
2 pippijn 1.40 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24 root 1.1
25     /* This file is best viewed with a window width of about 100 character */
26    
27     /* This file is really too large. With all the .h files
28     * around, this file should be better split between them - things
29     * that deal with objects should be in objects.h, things dealing
30     * with players in player.h, etc. As it is, everything just seems
31     * to be dumped in here.
32     */
33    
34     #ifndef DEFINE_H
35 root 1.11 #define DEFINE_H
36 root 1.1
37     /*
38     * Crossfire requires ANSI-C, but some compilers "forget" to define it.
39     * Thus the prototypes made by cextract don't get included correctly.
40     */
41 root 1.11 #if !defined(__STDC__)
42 root 1.10
43 root 1.1 /* Removed # from start of following line. makedepend was picking it up.
44     * The following should still hopefully result in an error.
45     */
46     error - Your ANSI C compiler should be defining __STDC__;
47 root 1.11 #endif
48 root 1.1
49 pippijn 1.14 #include <autoconf.h>
50 root 1.1
51 root 1.11 #define FONTDIR ""
52     #define FONTNAME ""
53 root 1.1
54     /* Decstations have trouble with fabs()... */
55 root 1.11 #define FABS(x) ((x)<0?-(x):(x))
56 root 1.1
57 root 1.11 #ifdef __NetBSD__
58     # include <sys/param.h>
59     #endif
60     #ifndef MIN
61 root 1.41 # define MIN(x,y) min (x, y)
62 root 1.11 #endif
63     #ifndef MAX
64 root 1.41 # define MAX(x,y) max (x, y)
65 root 1.11 #endif
66 root 1.1
67     /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
68 root 1.11 #ifndef NAME_MAX
69     # define NAME_MAX 255
70     #endif
71 root 1.1
72     /* MAX3 is basically like MAX, but instead does 3 values. */
73 root 1.11 #ifndef MAX3
74     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
75     #endif
76 root 1.1
77     /* MIN3 is basically like MIN, but instead does 3 values. */
78 root 1.11 #ifndef MIN3
79     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
80     #endif
81 root 1.10
82 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
83     #define MIN_STAT 1 /* The minimum legal value of any stat */
84 root 1.10
85 root 1.11 #define MAX_BUF 1024
86 root 1.10 /* Used for all kinds of things */
87 root 1.11 #define VERY_BIG_BUF 2048
88     #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
89     #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
90 root 1.10
91 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
92 root 1.10
93 root 1.11 #define MAX_ANIMATIONS 256
94 root 1.10
95 root 1.11 #define MAX_NAME 48
96     #define MAX_EXT_TITLE 98
97 root 1.1
98     /* Fatal variables: */
99 root 1.11 #define OUT_OF_MEMORY 0
100     #define MAP_ERROR 1
101     #define ARCHTABLE_TOO_SMALL 2
102     #define TOO_MANY_ERRORS 3
103 root 1.1
104     /* TYPE DEFINES */
105 root 1.10
106 root 1.1 /* Only add new values to this list if somewhere in the program code,
107     * it is actually needed. Just because you add a new monster does not
108     * mean it has to have a type defined here. That only needs to happen
109     * if in some .c file, it needs to do certain special actions based on
110     * the monster type, that can not be handled by any of the numerous
111     * flags
112     * Also, if you add new entries, try and fill up the holes in this list.
113     * Additionally, when you add a new entry, include it in the table in item.c
114     */
115    
116 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
117     * definitions)
118     */
119    
120 elmex 1.28 /* type 0 objects have the default behaviour */
121    
122 elmex 1.21 #define PLAYER 1
123     #define TRANSPORT 2 /* see pod/objects.pod */
124     #define ROD 3
125     #define TREASURE 4
126     #define POTION 5
127     #define FOOD 6
128     #define POISON 7
129     #define BOOK 8
130     #define CLOCK 9
131    
132     #define ARROW 13
133     #define BOW 14
134     #define WEAPON 15
135     #define ARMOUR 16
136     #define PEDESTAL 17
137     #define ALTAR 18
138    
139     #define LOCKED_DOOR 20
140     #define SPECIAL_KEY 21
141     #define MAP 22
142     #define DOOR 23
143     #define KEY 24
144    
145     #define TIMED_GATE 26
146     #define TRIGGER 27
147     #define GRIMREAPER 28
148     #define MAGIC_EAR 29
149     #define TRIGGER_BUTTON 30
150     #define TRIGGER_ALTAR 31
151     #define TRIGGER_PEDESTAL 32
152     #define SHIELD 33
153     #define HELMET 34
154     #define HORN 35
155     #define MONEY 36
156     #define CLASS 37 /* object for applying character class modifications to someone */
157     #define GRAVESTONE 38
158     #define AMULET 39
159     #define PLAYERMOVER 40
160     #define TELEPORTER 41
161     #define CREATOR 42
162     #define SKILL 43 /* also see SKILL_TOOL (74) below */
163 elmex 1.22
164 elmex 1.21 #define EARTHWALL 45
165     #define GOLEM 46
166    
167     #define THROWN_OBJ 48
168     #define BLINDNESS 49
169     #define GOD 50
170     #define DETECTOR 51 /* peterm: detector is an object
171     * which notices the presense of
172     * another object and is triggered
173     * like buttons.
174     */
175     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
176     * force into a player with a specified string WHEN TRIGGERED.
177     */
178     #define DEAD_OBJECT 53
179     #define DRINK 54
180     #define MARKER 55 /* inserts an invisible, weightless
181     * force into a player with a specified string.
182     */
183     #define HOLY_ALTAR 56
184     #define PLAYER_CHANGER 57
185     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
186    
187     #define PEACEMAKER 59 /* Object owned by a player which can convert
188     * a monster into a peaceful being incapable of attack.
189     */
190     #define GEM 60
191    
192     #define FIREWALL 62
193     #define ANVIL 63
194     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
195     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
196     * values of last_sp set how to change:
197     * 0 = furious, all monsters become aggressive
198     * 1 = angry, all but friendly become aggressive
199     * 2 = calm, all aggressive monsters calm down
200     * 3 = sleep, all monsters fall asleep
201     * 4 = charm, monsters become pets */
202     #define EXIT 66
203     #define ENCOUNTER 67
204     #define SHOP_FLOOR 68
205     #define SHOP_MAT 69
206     #define RING 70
207     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
208     #define FLESH 72 /* animal 'body parts' -b.t. */
209     #define INORGANIC 73 /* metals and minerals */
210     #define SKILL_TOOL 74 /* Allows the use of a skill */
211     #define LIGHTER 75
212 root 1.1
213 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
214    
215 elmex 1.21
216     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
217     in the engine. Like statues, clocks, chairs,...
218     If perhaps we create a function where we can sit
219     on chairs, we create a new type and remove all
220     chairs from here. */
221 elmex 1.25
222 elmex 1.21 #define LAMP 82 /* a lamp */
223     #define DUPLICATOR 83 /* duplicator/multiplier object */
224 elmex 1.27
225 elmex 1.21 #define SPELLBOOK 85
226 elmex 1.27
227 elmex 1.21 #define CLOAK 87
228    
229     #define SPINNER 90
230     #define GATE 91
231     #define BUTTON 92
232     #define CF_HANDLE 93
233     #define HOLE 94
234     #define TRAPDOOR 95
235    
236     #define SIGN 98
237     #define BOOTS 99
238     #define GLOVES 100
239     #define SPELL 101
240     #define SPELL_EFFECT 102
241     #define CONVERTER 103
242     #define BRACERS 104
243     #define POISONING 105
244     #define SAVEBED 106
245 elmex 1.26
246 elmex 1.21 #define WAND 109
247    
248     #define SCROLL 111
249     #define DIRECTOR 112
250     #define GIRDLE 113
251     #define FORCE 114
252     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254    
255     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256     #define CONTAINER 122
257     #define ARMOUR_IMPROVER 123
258     #define WEAPON_IMPROVER 124
259 root 1.1
260 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261     #define DEEP_SWAMP 138
262     #define IDENTIFY_ALTAR 139
263    
264     #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265    
266     #define RUNE 154
267     #define TRAP 155
268    
269     #define POWER_CRYSTAL 156
270     #define CORPSE 157
271    
272     #define DISEASE 158
273     #define SYMPTOM 159
274     #define BUILDER 160 /* Generic item builder, see subtypes */
275     #define MATERIAL 161 /* Material for building */
276    
277     #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 elmex 1.23
279 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280     potions, alchemy, or magic works here (elmex) */
281 root 1.10
282 elmex 1.27 /* DEAD TYPES: */
283     //#define FBULLET 10
284     //#define FBALL 11
285     //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286     //#define CONFUSION 19
287     //#define MMISSILE 25
288     /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289     * experience for broad skill categories. This value
290     * is now automatically converteed at load time.
291     */
292     //#define BOMB 47
293     //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294    
295     /* random crossfire developer: The trap_part, wall, light_source,
296     * misc_object, monster, and spawn_generator
297     * types are not used in any archetypes,
298     * and should perhaps be removed.
299     *
300     * Wed Dec 20 13:35:24 CET 2006:
301     * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302     * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303     * renamed WALL to BUILDABLE_WALL.
304     */
305    
306     //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307     //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308     //#define MONSTER 80 /* yes, thats a real, living creature */
309     //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310     //#define TOOL 84 /* a tool for building objects */
311     //#define BUILDFAC 86 /* facilities for building objects */
312     //#define CONE 88
313     //#define AURA 89 /* aura spell object */
314     //#define WORD_OF_RECALL 96
315     //#define PARAIMAGE 97
316     //#define POISONCLOUD 107
317     //#define FIREHOLES 108
318     //#define ABILITY 110
319     /* unused: 125 - 129
320     * type 125 was MONEY_CHANGER
321     */
322     //#define CANCELLATION 141 /* not used with new spell code */
323     //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
324     //#define SWARM_SPELL 153
325     //#define GPS 162 /* Ground positionning system, moved to Python plugin */
326     //#define QUEST 164 /* See below for subtypes */
327    
328 root 1.1 /* END TYPE DEFINE */
329    
330 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
331 root 1.7
332 root 1.1 /* Subtypes for BUILDER */
333 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
334     #define ST_BD_REMOVE 2 /* Removes an item */
335 root 1.1
336     /* Subtypes for MATERIAL */
337 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
338     #define ST_MAT_WALL 2 /* Wall */
339     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
340 root 1.1
341     /* definitions for weapontypes */
342    
343 root 1.11 #define WEAP_HIT 0 /* the basic */
344     #define WEAP_SLASH 1 /* slash */
345     #define WEAP_PIERCE 2 /* arrows, stiletto */
346     #define WEAP_CLEAVE 3 /* axe */
347     #define WEAP_SLICE 4 /* katana */
348     #define WEAP_STAB 5 /* knife, dagger */
349     #define WEAP_WHIP 6 /* whips n chains */
350     #define WEAP_CRUSH 7 /* big hammers, flails */
351     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
352 root 1.10
353     typedef struct typedata
354     {
355     int number;
356     const char *name;
357     const char *name_pl;
358     int identifyskill;
359     int identifyskill2;
360 root 1.1 } typedata;
361    
362     extern const int ItemTypesSize;
363     extern typedata ItemTypes[];
364    
365     /* definitions for detailed pickup descriptions.
366     * The objective is to define intelligent groups of items that the
367     * user can pick up or leave as he likes. */
368    
369     /* high bit as flag for new pickup options */
370 root 1.11 #define PU_NOTHING 0x00000000
371 root 1.1
372 root 1.11 #define PU_DEBUG 0x10000000
373     #define PU_INHIBIT 0x20000000
374     #define PU_STOP 0x40000000
375     #define PU_NEWMODE 0x80000000
376    
377     #define PU_RATIO 0x0000000F
378    
379     #define PU_FOOD 0x00000010
380     #define PU_DRINK 0x00000020
381     #define PU_VALUABLES 0x00000040
382     #define PU_BOW 0x00000080
383    
384     #define PU_ARROW 0x00000100
385     #define PU_HELMET 0x00000200
386     #define PU_SHIELD 0x00000400
387     #define PU_ARMOUR 0x00000800
388    
389     #define PU_BOOTS 0x00001000
390     #define PU_GLOVES 0x00002000
391     #define PU_CLOAK 0x00004000
392     #define PU_KEY 0x00008000
393    
394     #define PU_MISSILEWEAPON 0x00010000
395     #define PU_ALLWEAPON 0x00020000
396     #define PU_MAGICAL 0x00040000
397     #define PU_POTION 0x00080000
398    
399     #define PU_SPELLBOOK 0x00100000
400     #define PU_SKILLSCROLL 0x00200000
401     #define PU_READABLES 0x00400000
402     #define PU_MAGIC_DEVICE 0x00800000
403 root 1.1
404 root 1.11 #define PU_NOT_CURSED 0x01000000
405     #define PU_JEWELS 0x02000000
406 root 1.13 #define PU_FLESH 0x04000000
407 root 1.1
408    
409     /* Instead of using arbitrary constants for indexing the
410     * freearr, add these values. <= SIZEOFFREE1 will get you
411     * within 1 space. <= SIZEOFFREE2 wll get you withing
412     * 2 spaces, and the entire array (< SIZEOFFREE) is
413     * three spaces
414     */
415 root 1.11 #define SIZEOFFREE1 8
416     #define SIZEOFFREE2 24
417     #define SIZEOFFREE 49
418 root 1.1
419 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
420 root 1.1
421 root 1.19 /*
422     * If any FLAG's are added or changed, make sure the flag_names structure in
423 root 1.1 * common/loader.l is updated.
424     */
425 root 1.10
426 root 1.1 /* Basic routines to do above */
427 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
428     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
429     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
430 root 1.10
431 root 1.1 /* the flags */
432    
433 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
434     #define FLAG_WIZ 1 /* Object has special privilegies */
435     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
436     #define FLAG_FREED 3 /* Object is in the list of free objects */
437     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
438     #define FLAG_APPLIED 5 /* Object is ready for use by living */
439     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
440     #define FLAG_USE_SHIELD 7
441 root 1.10 /* Can this creature use a shield? */
442    
443 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
444 root 1.10
445 root 1.41 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
446     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447 root 1.10
448 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
449 root 1.10
450 root 1.41 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
451     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452 root 1.10
453 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
454     #define FLAG_FRIENDLY 15 /* Will help players */
455 root 1.10
456 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
458     #define FLAG_AUTO_APPLY 18
459 root 1.10 /* Will be applied when created */
460 elmex 1.20 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
461 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
462     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
464     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
466 root 1.10
467 root 1.41 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
468     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
469     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
470 root 1.10
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 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
480     #define FLAG_HITBACK 33 /* Object will hit back when hit */
481     #define FLAG_STARTEQUIP 34
482 root 1.10 /* Object was given to player at start */
483 root 1.11 #define FLAG_BLOCKSVIEW 35
484 root 1.10 /* Object blocks view */
485 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
486     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
487     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
488     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
489 root 1.10
490 root 1.11 #define FLAG_REFL_SPELL 40
491 root 1.10 /* Spells (some) will reflect from object */
492 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
493     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
494     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
495     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
496     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
497 root 1.10 but can still attack at a distance */
498    
499 root 1.41 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
500     thru this object as if it wasn't there */
501     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
502 root 1.10
503 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
504     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
505     #define FLAG_NO_DROP 50 /* Object can't be dropped */
506     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
507     #define FLAG_CAST_SPELL 52
508 root 1.10 /* (Monster) can learn and cast spells */
509 root 1.11 #define FLAG_USE_SCROLL 53
510 root 1.10 /* (Monster) can read scroll */
511 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
512     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
513 root 1.10
514 root 1.11 #define FLAG_USE_ARMOUR 56
515 root 1.10 /* (Monster) can wear armour/shield/helmet */
516 root 1.11 #define FLAG_USE_WEAPON 57
517 root 1.10 /* (Monster) can wield weapons */
518 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
519     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
520     #define FLAG_READY_BOW 60 /* not implemented yet */
521     #define FLAG_XRAYS 61 /* X-ray vision */
522     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
523     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
524 root 1.1
525 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
526     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
527     #define FLAG_SLEEP 66 /* NPC is sleeping */
528     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
529     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
530     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
531     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
532     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
533    
534     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
535     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
536     #define FLAG_CURSED 74 /* The object is cursed */
537     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
538     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
539     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
540     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
541     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
542    
543     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
544     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
545     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546 root 1.10
547 root 1.1 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
548 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
549     #define FLAG_MAKE_INVIS 85
550 root 1.10 /* (Item) gives invisibility when applied */
551 root 1.11 #define FLAG_INV_LOCKED 86
552 root 1.10 /* Item will not be dropped from inventory */
553 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
554 root 1.10
555 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
556     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
557     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
558     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
559     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
560     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
561     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
562 root 1.10
563 root 1.41 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
564 root 1.1
565 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
566     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
567 root 1.10 * away (replaces ghosthit)
568     */
569 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
570 root 1.10 * detect cases were the server is trying
571     * to send an upditem when we have not
572     * actually sent the item.
573     */
574    
575 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
576 root 1.10 object */
577 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
578     #define FLAG_NO_ATTACK 101 /* monster don't attack */
579     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
580     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
581 root 1.38 * load_original_map() */
582 root 1.11 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
583 root 1.38 * the overlay, and is not subject to
584     * decay. */
585 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
586     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
587     #define FLAG_IS_WATER 107
588     #define FLAG_CONTENT_ON_GEN 108
589     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
590     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
591 root 1.37 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592 root 1.38 #define FLAG_NO_SAVE 112 // item doesn't get saved with map
593 root 1.32
594 root 1.38 #define NUM_FLAGS 113 /* Should always be equal to the last
595     * defined flag + 1. If you change this,
596     * make sure you update the flag_links
597     * in common/loader.l
598     */
599 root 1.1
600     /* Values can go up to 127 before the size of the flags array in the
601     * object structure needs to be enlarged.
602     * So there are 18 available flags slots
603     */
604    
605 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
606 root 1.10
607 root 1.1 /* If you add new movement types, you may need to update
608     * describe_item() so properly describe those types.
609     * change_abil() probably should be updated also.
610     */
611 root 1.11 #define MOVE_WALK 0x1 /* Object walks */
612     #define MOVE_FLY_LOW 0x2 /* Low flying object */
613     #define MOVE_FLY_HIGH 0x4 /* High flying object */
614     #define MOVE_FLYING 0x6
615 root 1.10 /* Combo of fly_low and fly_high */
616 root 1.11 #define MOVE_SWIM 0x8 /* Swimming object */
617     #define MOVE_BOAT 0x10 /* Boats/sailing */
618     #define MOVE_ALL 0x1f /* Mask of all movement types */
619 root 1.1
620     /* the normal assumption is that objects are walking/flying.
621     * So often we don't want to block movement, but still don't want
622     * to allow all types (swimming is rather specialized) - I also
623     * expect as more movement types show up, this is likely to get
624     * updated. Basically, this is the default for spaces that allow
625     * movement - anything but swimming right now. If you really
626     * want nothing at all, then can always set move_block to 0
627     */
628 root 1.11 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
629 root 1.1
630     /* typdef here to define type large enough to hold bitmask of
631     * all movement types. Make one declaration so easy to update.
632     * uint8 is defined yet, so just use what that would define it
633     * at anyways.
634     */
635 root 1.10 typedef unsigned char MoveType;
636 root 1.1
637     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
638     * Basically, ob2 has to block all of ob1 movement types.
639     */
640 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
641 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
642    
643     /* Basic macro to see if if ob1 can not move onto a space based
644     * on the 'type' move_block parameter
645     * Add check - if type is 0, don't stop anything from moving
646     * onto it.
647     *
648     */
649 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
650 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
651 root 1.1
652    
653 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
654     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
655     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
656 root 1.1
657     /* Note: These values are only a default value, resizing can change them */
658 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
659     #define LOOK_SIZE 6 /* ditto, but for the look-window */
660     #define MAX_INV_SIZE 40 /* For initializing arrays */
661     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
662    
663     #define EDITABLE(xyz) ((xyz)->arch->editable)
664    
665     #define E_MONSTER 0x00000001
666     #define E_EXIT 0x00000002
667     #define E_TREASURE 0x00000004
668     #define E_BACKGROUND 0x00000008
669     #define E_DOOR 0x00000010
670     #define E_SPECIAL 0x00000020
671     #define E_SHOP 0x00000040
672     #define E_NORMAL 0x00000080
673     #define E_FALSE_WALL 0x00000100
674     #define E_WALL 0x00000200
675     #define E_EQUIPMENT 0x00000400
676     #define E_OTHER 0x00000800
677     #define E_ARTIFACT 0x00001000
678    
679     #define EXIT_PATH(xyz) (xyz)->slaying
680     #define EXIT_LEVEL(xyz) (xyz)->stats.food
681     #define EXIT_X(xyz) (xyz)->stats.hp
682     #define EXIT_Y(xyz) (xyz)->stats.sp
683     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
684     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
685 root 1.1
686     /* for use by the lighting code */
687 root 1.41 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
688 root 1.8 * large values allow objects that can
689     * slow down the game */
690 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
691 root 1.10 * practical reason to exceed this */
692 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
693 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
694 root 1.1
695 root 1.11 #define F_BUY 0
696     #define F_SELL 1
697     #define F_TRUE 2 /* True value of item, unadjusted */
698     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
699     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
700     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
701     #define F_APPROX 32 /* flag to give a guess of item value */
702     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
703    
704     #define DIRX(xyz) freearr_x[(xyz)->direction]
705     #define DIRY(xyz) freearr_y[(xyz)->direction]
706    
707     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
708     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
709    
710     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
711     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
712     #define WEAPON_SPEED(xyz) (xyz)->last_sp
713 root 1.1
714     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
715     each of them signed char, concatenated in a int16 */
716 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
717     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
718     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
719     #define FIRE_DIRECTIONAL 0
720     #define FIRE_POSITIONAL 1
721 root 1.1
722     /******************************************************************************/
723     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
724     /******************************************************************************/
725     /* if your monsters start acting wierd, mail me */
726     /******************************************************************************/
727     /* the following definitions are for the attack_movement variable in monsters */
728     /* if the attack_variable movement is left out of the monster archetype, or is*/
729     /* set to zero */
730     /* the standard mode of movement from previous versions of crossfire will be */
731     /* used. the upper four bits of movement data are not in effect when the monst*/
732     /* er has an enemy. these should only be used for non agressive monsters. */
733     /* to program a monsters movement add the attack movement numbers to the movem*/
734     /* ment numbers example a monster that moves in a circle until attacked and */
735     /* then attacks from a distance: */
736     /* CIRCLE1 = 32 */
737     /* + DISTATT = 1 */
738     /* ------------------- */
739     /* attack_movement = 33 */
740     /******************************************************************************/
741 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
742 root 1.1 /* attack from a distance - good for missile users only */
743 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
744     #define HITRUN 3 /* run to then hit player then run away cyclicly */
745     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
746     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
747     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
748     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
749     #define WAIT2 8 /* monster does not try to move towards player if far */
750 root 1.1 /* maintains comfortable distance */
751 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
752 root 1.1 /* are set to this number, the monster follows a player */
753     /* until the owner calls it back or off */
754     /* player followed denoted by 0b->owner */
755     /* the monster will try to attack whatever the player is */
756     /* attacking, and will continue to do so until the owner */
757     /* calls off the monster - a key command will be */
758     /* inserted to do so */
759 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
760 root 1.1 /* are set to this number, the monster will move in a */
761     /* circle until it is attacked, or the enemy field is */
762 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
763 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
764     #define PACEH 64 /* The Monster will pace back and forth until attacked */
765 root 1.1 /* this is HORIZONTAL movement */
766 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
767 root 1.1 /* pace area is longer and the monster stops before */
768     /* changing directions */
769     /* this is HORIZONTAL movement */
770 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
771 root 1.1 /* it is stopped by an obstacle, then it chooses another */
772     /* direction. */
773 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
774     #define PACEV 128 /* The Monster will pace back and forth until attacked */
775 root 1.1 /* this is VERTICAL movement */
776 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
777 root 1.1 /* pace area is longer and the monster stops before */
778     /* changing directions */
779     /* this is VERTICAL movement */
780 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
781     #define HI4 240
782 root 1.1
783 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
784     #define EMPTY_FACE_NAME "empty.x11"
785     #define DARK_FACE1_NAME "dark1.x11"
786     #define DARK_FACE2_NAME "dark2.x11"
787     #define DARK_FACE3_NAME "dark3.x11"
788 root 1.11 #define SMOOTH_FACE_NAME "default_smoothed.111"
789 root 1.1
790     /*
791     * Defines for the luck/random functions to make things more readable
792     */
793    
794 root 1.11 #define PREFER_HIGH 1
795     #define PREFER_LOW 0
796 root 1.1
797     /* Simple function we use below to keep adding to the same string
798     * but also make sure we don't overwrite that string.
799     */
800 root 1.10 static inline void
801     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
802 root 1.1 {
803 root 1.10 if (*curlen == (maxlen - 1))
804     return;
805    
806     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
807     dest[maxlen - 1] = 0;
808     *curlen += strlen (orig);
809    
810     if (*curlen > (maxlen - 1))
811     *curlen = maxlen - 1;
812 root 1.1 }
813    
814    
815     /* The SAFE versions of these call the safe_strcat function above.
816     * Ideally, all functions should use the SAFE functions, but they
817     * require some extra support in the calling function to remain as
818     * efficient.
819     */
820 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
821 root 1.1 if(variable) { \
822     int i,j=0; \
823     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
824     for(i=0; i<NROFATTACKS; i++) \
825     if(variable & (1<<i)) { \
826     if (j) \
827     safe_strcat(retbuf,", ", len, maxlen); \
828     else \
829     j = 1; \
830     safe_strcat(retbuf, attacks[i], len, maxlen); \
831     } \
832     safe_strcat(retbuf,")",len,maxlen); \
833     }
834 root 1.10
835 root 1.1
836     /* separated this from the common/item.c file. b.t. Dec 1995 */
837    
838 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
839 root 1.1 if(variable) { \
840     int i,j=0; \
841     strcat(retbuf,"(" name ": "); \
842     for(i=0; i<NROFATTACKS; i++) \
843     if(variable & (1<<i)) { \
844     if (j) \
845     strcat(retbuf,", "); \
846     else \
847     j = 1; \
848     strcat(retbuf, attacks[i]); \
849     } \
850     strcat(retbuf,")"); \
851     }
852 root 1.10
853    
854 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
855 root 1.1 if(variable) { \
856     int i,j=0; \
857     strcat(retbuf,"(" name ": "); \
858     for(i=0; i<NRSPELLPATHS; i++) \
859     if(variable & (1<<i)) { \
860     if (j) \
861     strcat(retbuf,", "); \
862     else \
863     j = 1; \
864     strcat(retbuf, spellpathnames[i]); \
865     } \
866     strcat(retbuf,")"); \
867     }
868    
869    
870 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
871 root 1.1 if(variable) { \
872     int i,j=0; \
873     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
874     for(i=0; i<NRSPELLPATHS; i++) \
875     if(variable & (1<<i)) { \
876     if (j) \
877     safe_strcat(retbuf,", ", len, maxlen); \
878     else \
879     j = 1; \
880     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
881     } \
882     safe_strcat(retbuf,")", len, maxlen); \
883     }
884    
885     /* Flags for apply_special() */
886 root 1.10 enum apply_flag
887     {
888     /* Basic flags, always use one of these */
889     AP_NULL = 0,
890     AP_APPLY = 1,
891     AP_UNAPPLY = 2,
892 root 1.1
893 root 1.10 AP_BASIC_FLAGS = 15,
894 root 1.1
895     /* Optional flags, for bitwise or with a basic flag */
896 root 1.10 AP_NO_MERGE = 16,
897     AP_IGNORE_CURSE = 32,
898     AP_PRINT = 64 /* Print what to do, don't actually do it */
899     /* Note this is supported in all the functions */
900 root 1.1 };
901    
902     /* Bitmask values for 'can_apply_object()' return values.
903     * the CAN_APPLY_ prefix is to just note what function the
904     * are returned from.
905     *
906     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
907     * location who doesn't have.
908     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
909     * this basically means one of the FLAGS are set saying you can't
910     * use this.
911     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
912     * if this object can do anything to use this object. If the value
913     * returned from can_apply_object() anded with the mask is non zero,
914     * then it is out of the control of this creature to use the item.
915     * otherwise it means that by unequipping stuff, they could apply the object
916     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
917     * this.
918     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
919     * unapplied before this can be applied. Think of switching to
920     * a bow but you have a sword & shield - both the sword and
921     * shield need to be uneqipped before you can do the bow.
922     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
923     * this one can be applied. Think of rings - human is wearing two
924     * rings and tries to apply one - there are two possible rings he
925     * could remove.
926     *
927     */
928 root 1.11 #define CAN_APPLY_NEVER 0x1
929     #define CAN_APPLY_RESTRICTION 0x2
930     #define CAN_APPLY_NOT_MASK 0xf
931     #define CAN_APPLY_UNAPPLY 0x10
932     #define CAN_APPLY_UNAPPLY_MULT 0x20
933     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
934 root 1.1
935     /* Cut off point of when an object is put on the active list or not */
936 elmex 1.34 #define MIN_ACTIVE_SPEED 1e-5
937 root 1.1
938     /*
939     * random() is much better than rand(). If you have random(), use it instead.
940     * You shouldn't need to change any of this
941     *
942     * 0.93.3: It looks like linux has random (previously, it was set below
943     * to use rand). Perhaps old version of linux lack rand? IF you run into
944     * problems, add || defined(__linux__) the #if immediately below.
945     *
946     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
947     * here.
948     */
949    
950 root 1.42 #define RANDOM() rndm.next ()
951     #define SRANDOM(xyz) //TODO, get rid of
952 root 1.1
953     /* Returns the weight of the given object. Note: it does not take the number of
954     * items (nrof) into account.
955     */
956 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
957 root 1.1
958    
959     /* Code fastening defines
960     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
961     * buf__ and increment buf__ position so it will point to the end of buf__.
962     * the '\0' caracter will not be put at end of buf__.
963     * use preparefastcat and finishfastcat on buf__ to prepare
964     * and clean up the string. (Lots faster than doing each time...)
965     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
966     * keep in mind FAST_STRNCAT is faster since length of second argument is
967     * kown in advance.
968     */
969    
970 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
971     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
972     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
973     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
974 root 1.1
975     /*
976     * Warning!
977     * If you add message types here, don't forget
978     * to keep the client up to date too!
979     */
980 root 1.10
981 root 1.1 /* message types */
982 root 1.11 #define MSG_TYPE_BOOK 1
983     #define MSG_TYPE_CARD 2
984     #define MSG_TYPE_PAPER 3
985     #define MSG_TYPE_SIGN 4
986     #define MSG_TYPE_MONUMENT 5
987     #define MSG_TYPE_SCRIPTED_DIALOG 6
988     #define MSG_TYPE_MOTD 7
989     #define MSG_TYPE_ADMIN 8
990     #define MSG_TYPE_LAST 9
991 root 1.1
992 root 1.11 #define MSG_SUBTYPE_NONE 0
993 root 1.1
994     /* book messages subtypes */
995 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
996     #define MSG_TYPE_BOOK_CLASP_2 2
997     #define MSG_TYPE_BOOK_ELEGANT_1 3
998     #define MSG_TYPE_BOOK_ELEGANT_2 4
999     #define MSG_TYPE_BOOK_QUARTO_1 5
1000     #define MSG_TYPE_BOOK_QUARTO_2 6
1001     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1002     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1003     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1004     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1005     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1006 root 1.1
1007     /* card messages subtypes*/
1008 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
1009     #define MSG_TYPE_CARD_SIMPLE_2 2
1010     #define MSG_TYPE_CARD_SIMPLE_3 3
1011     #define MSG_TYPE_CARD_ELEGANT_1 4
1012     #define MSG_TYPE_CARD_ELEGANT_2 5
1013     #define MSG_TYPE_CARD_ELEGANT_3 6
1014     #define MSG_TYPE_CARD_STRANGE_1 7
1015     #define MSG_TYPE_CARD_STRANGE_2 8
1016     #define MSG_TYPE_CARD_STRANGE_3 9
1017     #define MSG_TYPE_CARD_MONEY_1 10
1018     #define MSG_TYPE_CARD_MONEY_2 11
1019     #define MSG_TYPE_CARD_MONEY_3 12
1020 root 1.1
1021     /* Paper messages subtypes */
1022 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
1023     #define MSG_TYPE_PAPER_NOTE_2 2
1024     #define MSG_TYPE_PAPER_NOTE_3 3
1025     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1026     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1027     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1028     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1029     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1030     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1031     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1032     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1033     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1034     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1035     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1036 root 1.1
1037     /* road signs messages subtypes */
1038 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1039     #define MSG_TYPE_SIGN_DIR_LEFT 2
1040     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1041     #define MSG_TYPE_SIGN_DIR_BOTH 4
1042 root 1.1
1043     /* stones and monument messages */
1044 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1045     #define MSG_TYPE_MONUMENT_STONE_2 2
1046     #define MSG_TYPE_MONUMENT_STONE_3 3
1047     #define MSG_TYPE_MONUMENT_STATUE_1 4
1048     #define MSG_TYPE_MONUMENT_STATUE_2 5
1049     #define MSG_TYPE_MONUMENT_STATUE_3 6
1050     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1051     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1052     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1053     #define MSG_TYPE_MONUMENT_WALL_1 10
1054     #define MSG_TYPE_MONUMENT_WALL_2 11
1055     #define MSG_TYPE_MONUMENT_WALL_3 12
1056 root 1.1
1057     /*some readable flags*/
1058    
1059     /* dialog messsage */
1060 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1061     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1062     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1063 root 1.1
1064     /* admin messages */
1065 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1066     #define MSG_TYPE_ADMIN_NEWS 2
1067 root 1.1
1068     #endif /* DEFINE_H */
1069 root 1.11