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/cvs/deliantra/server/include/define.h
Revision: 1.45
Committed: Sat Jan 27 02:19:37 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +2 -14 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.44 * CrossFire, A Multiplayer game
3 pippijn 1.40 *
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 pippijn 1.14 #include <autoconf.h>
38 root 1.1
39 root 1.11 #define FONTDIR ""
40     #define FONTNAME ""
41 root 1.1
42     /* Decstations have trouble with fabs()... */
43 root 1.44 #define FABS(x) fabs (x)
44 root 1.1
45 root 1.11 #ifdef __NetBSD__
46     # include <sys/param.h>
47     #endif
48     #ifndef MIN
49 root 1.41 # define MIN(x,y) min (x, y)
50 root 1.11 #endif
51     #ifndef MAX
52 root 1.41 # define MAX(x,y) max (x, y)
53 root 1.11 #endif
54 root 1.1
55     /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
56 root 1.11 #ifndef NAME_MAX
57     # define NAME_MAX 255
58     #endif
59 root 1.1
60     /* MAX3 is basically like MAX, but instead does 3 values. */
61 root 1.11 #ifndef MAX3
62     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63     #endif
64 root 1.1
65     /* MIN3 is basically like MIN, but instead does 3 values. */
66 root 1.11 #ifndef MIN3
67     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
68     #endif
69 root 1.10
70 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
71     #define MIN_STAT 1 /* The minimum legal value of any stat */
72 root 1.10
73 root 1.11 #define MAX_BUF 1024
74 root 1.10 /* Used for all kinds of things */
75 root 1.11 #define VERY_BIG_BUF 2048
76     #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
77     #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
78 root 1.10
79 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
80 root 1.10
81 root 1.11 #define MAX_ANIMATIONS 256
82 root 1.10
83 root 1.11 #define MAX_NAME 48
84     #define MAX_EXT_TITLE 98
85 root 1.1
86     /* Fatal variables: */
87 root 1.11 #define OUT_OF_MEMORY 0
88     #define MAP_ERROR 1
89     #define ARCHTABLE_TOO_SMALL 2
90     #define TOO_MANY_ERRORS 3
91 root 1.1
92     /* TYPE DEFINES */
93 root 1.10
94 root 1.1 /* Only add new values to this list if somewhere in the program code,
95     * it is actually needed. Just because you add a new monster does not
96     * mean it has to have a type defined here. That only needs to happen
97     * if in some .c file, it needs to do certain special actions based on
98     * the monster type, that can not be handled by any of the numerous
99     * flags
100     * Also, if you add new entries, try and fill up the holes in this list.
101     * Additionally, when you add a new entry, include it in the table in item.c
102     */
103    
104 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
105     * definitions)
106     */
107    
108 elmex 1.28 /* type 0 objects have the default behaviour */
109    
110 elmex 1.21 #define PLAYER 1
111     #define TRANSPORT 2 /* see pod/objects.pod */
112     #define ROD 3
113     #define TREASURE 4
114     #define POTION 5
115     #define FOOD 6
116     #define POISON 7
117     #define BOOK 8
118     #define CLOCK 9
119    
120     #define ARROW 13
121     #define BOW 14
122     #define WEAPON 15
123     #define ARMOUR 16
124     #define PEDESTAL 17
125     #define ALTAR 18
126    
127     #define LOCKED_DOOR 20
128     #define SPECIAL_KEY 21
129     #define MAP 22
130     #define DOOR 23
131     #define KEY 24
132    
133     #define TIMED_GATE 26
134     #define TRIGGER 27
135     #define GRIMREAPER 28
136     #define MAGIC_EAR 29
137     #define TRIGGER_BUTTON 30
138     #define TRIGGER_ALTAR 31
139     #define TRIGGER_PEDESTAL 32
140     #define SHIELD 33
141     #define HELMET 34
142     #define HORN 35
143     #define MONEY 36
144     #define CLASS 37 /* object for applying character class modifications to someone */
145     #define GRAVESTONE 38
146     #define AMULET 39
147     #define PLAYERMOVER 40
148     #define TELEPORTER 41
149     #define CREATOR 42
150     #define SKILL 43 /* also see SKILL_TOOL (74) below */
151 elmex 1.22
152 elmex 1.21 #define EARTHWALL 45
153     #define GOLEM 46
154    
155     #define THROWN_OBJ 48
156     #define BLINDNESS 49
157     #define GOD 50
158     #define DETECTOR 51 /* peterm: detector is an object
159     * which notices the presense of
160     * another object and is triggered
161     * like buttons.
162     */
163     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
164     * force into a player with a specified string WHEN TRIGGERED.
165     */
166     #define DEAD_OBJECT 53
167     #define DRINK 54
168     #define MARKER 55 /* inserts an invisible, weightless
169     * force into a player with a specified string.
170     */
171     #define HOLY_ALTAR 56
172     #define PLAYER_CHANGER 57
173     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
174    
175     #define PEACEMAKER 59 /* Object owned by a player which can convert
176     * a monster into a peaceful being incapable of attack.
177     */
178     #define GEM 60
179    
180     #define FIREWALL 62
181     #define ANVIL 63
182     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
183     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
184     * values of last_sp set how to change:
185     * 0 = furious, all monsters become aggressive
186     * 1 = angry, all but friendly become aggressive
187     * 2 = calm, all aggressive monsters calm down
188     * 3 = sleep, all monsters fall asleep
189     * 4 = charm, monsters become pets */
190     #define EXIT 66
191     #define ENCOUNTER 67
192     #define SHOP_FLOOR 68
193     #define SHOP_MAT 69
194     #define RING 70
195     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
196     #define FLESH 72 /* animal 'body parts' -b.t. */
197     #define INORGANIC 73 /* metals and minerals */
198     #define SKILL_TOOL 74 /* Allows the use of a skill */
199     #define LIGHTER 75
200 root 1.1
201 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
202    
203 elmex 1.21
204     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
205     in the engine. Like statues, clocks, chairs,...
206     If perhaps we create a function where we can sit
207     on chairs, we create a new type and remove all
208     chairs from here. */
209 elmex 1.25
210 elmex 1.21 #define LAMP 82 /* a lamp */
211     #define DUPLICATOR 83 /* duplicator/multiplier object */
212 elmex 1.27
213 elmex 1.21 #define SPELLBOOK 85
214 elmex 1.27
215 elmex 1.21 #define CLOAK 87
216    
217     #define SPINNER 90
218     #define GATE 91
219     #define BUTTON 92
220     #define CF_HANDLE 93
221     #define HOLE 94
222     #define TRAPDOOR 95
223    
224     #define SIGN 98
225     #define BOOTS 99
226     #define GLOVES 100
227     #define SPELL 101
228     #define SPELL_EFFECT 102
229     #define CONVERTER 103
230     #define BRACERS 104
231     #define POISONING 105
232     #define SAVEBED 106
233 elmex 1.26
234 elmex 1.21 #define WAND 109
235    
236     #define SCROLL 111
237     #define DIRECTOR 112
238     #define GIRDLE 113
239     #define FORCE 114
240     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
241     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
242    
243     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
244     #define CONTAINER 122
245     #define ARMOUR_IMPROVER 123
246     #define WEAPON_IMPROVER 124
247 root 1.1
248 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
249     #define DEEP_SWAMP 138
250     #define IDENTIFY_ALTAR 139
251    
252     #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
253    
254     #define RUNE 154
255     #define TRAP 155
256    
257     #define POWER_CRYSTAL 156
258     #define CORPSE 157
259    
260     #define DISEASE 158
261     #define SYMPTOM 159
262     #define BUILDER 160 /* Generic item builder, see subtypes */
263     #define MATERIAL 161 /* Material for building */
264    
265     #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
266 elmex 1.23
267 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
268     potions, alchemy, or magic works here (elmex) */
269 root 1.10
270 elmex 1.27 /* DEAD TYPES: */
271     //#define FBULLET 10
272     //#define FBALL 11
273     //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
274     //#define CONFUSION 19
275     //#define MMISSILE 25
276     /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
277     * experience for broad skill categories. This value
278     * is now automatically converteed at load time.
279     */
280     //#define BOMB 47
281     //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
282    
283     /* random crossfire developer: The trap_part, wall, light_source,
284     * misc_object, monster, and spawn_generator
285     * types are not used in any archetypes,
286     * and should perhaps be removed.
287     *
288     * Wed Dec 20 13:35:24 CET 2006:
289     * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
290     * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
291     * renamed WALL to BUILDABLE_WALL.
292     */
293    
294     //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
295     //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
296     //#define MONSTER 80 /* yes, thats a real, living creature */
297     //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
298     //#define TOOL 84 /* a tool for building objects */
299     //#define BUILDFAC 86 /* facilities for building objects */
300     //#define CONE 88
301     //#define AURA 89 /* aura spell object */
302     //#define WORD_OF_RECALL 96
303     //#define PARAIMAGE 97
304     //#define POISONCLOUD 107
305     //#define FIREHOLES 108
306     //#define ABILITY 110
307     /* unused: 125 - 129
308     * type 125 was MONEY_CHANGER
309     */
310     //#define CANCELLATION 141 /* not used with new spell code */
311     //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
312     //#define SWARM_SPELL 153
313     //#define GPS 162 /* Ground positionning system, moved to Python plugin */
314     //#define QUEST 164 /* See below for subtypes */
315    
316 root 1.1 /* END TYPE DEFINE */
317    
318 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
319 root 1.7
320 root 1.1 /* Subtypes for BUILDER */
321 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
322     #define ST_BD_REMOVE 2 /* Removes an item */
323 root 1.1
324     /* Subtypes for MATERIAL */
325 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
326     #define ST_MAT_WALL 2 /* Wall */
327     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
328 root 1.1
329     /* definitions for weapontypes */
330    
331 root 1.11 #define WEAP_HIT 0 /* the basic */
332     #define WEAP_SLASH 1 /* slash */
333     #define WEAP_PIERCE 2 /* arrows, stiletto */
334     #define WEAP_CLEAVE 3 /* axe */
335     #define WEAP_SLICE 4 /* katana */
336     #define WEAP_STAB 5 /* knife, dagger */
337     #define WEAP_WHIP 6 /* whips n chains */
338     #define WEAP_CRUSH 7 /* big hammers, flails */
339     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
340 root 1.10
341     typedef struct typedata
342     {
343     int number;
344     const char *name;
345     const char *name_pl;
346     int identifyskill;
347     int identifyskill2;
348 root 1.1 } typedata;
349    
350     extern const int ItemTypesSize;
351     extern typedata ItemTypes[];
352    
353     /* definitions for detailed pickup descriptions.
354     * The objective is to define intelligent groups of items that the
355     * user can pick up or leave as he likes. */
356    
357     /* high bit as flag for new pickup options */
358 root 1.11 #define PU_NOTHING 0x00000000
359 root 1.1
360 root 1.11 #define PU_DEBUG 0x10000000
361     #define PU_INHIBIT 0x20000000
362     #define PU_STOP 0x40000000
363     #define PU_NEWMODE 0x80000000
364    
365     #define PU_RATIO 0x0000000F
366    
367     #define PU_FOOD 0x00000010
368     #define PU_DRINK 0x00000020
369     #define PU_VALUABLES 0x00000040
370     #define PU_BOW 0x00000080
371    
372     #define PU_ARROW 0x00000100
373     #define PU_HELMET 0x00000200
374     #define PU_SHIELD 0x00000400
375     #define PU_ARMOUR 0x00000800
376    
377     #define PU_BOOTS 0x00001000
378     #define PU_GLOVES 0x00002000
379     #define PU_CLOAK 0x00004000
380     #define PU_KEY 0x00008000
381    
382     #define PU_MISSILEWEAPON 0x00010000
383     #define PU_ALLWEAPON 0x00020000
384     #define PU_MAGICAL 0x00040000
385     #define PU_POTION 0x00080000
386    
387     #define PU_SPELLBOOK 0x00100000
388     #define PU_SKILLSCROLL 0x00200000
389     #define PU_READABLES 0x00400000
390     #define PU_MAGIC_DEVICE 0x00800000
391 root 1.1
392 root 1.11 #define PU_NOT_CURSED 0x01000000
393     #define PU_JEWELS 0x02000000
394 root 1.13 #define PU_FLESH 0x04000000
395 root 1.1
396    
397     /* Instead of using arbitrary constants for indexing the
398     * freearr, add these values. <= SIZEOFFREE1 will get you
399     * within 1 space. <= SIZEOFFREE2 wll get you withing
400     * 2 spaces, and the entire array (< SIZEOFFREE) is
401     * three spaces
402     */
403 root 1.11 #define SIZEOFFREE1 8
404     #define SIZEOFFREE2 24
405     #define SIZEOFFREE 49
406 root 1.1
407 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
408 root 1.1
409 root 1.19 /*
410     * If any FLAG's are added or changed, make sure the flag_names structure in
411 root 1.1 * common/loader.l is updated.
412     */
413 root 1.10
414 root 1.1 /* Basic routines to do above */
415 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
416     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
417     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
418 root 1.10
419 root 1.1 /* the flags */
420    
421 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
422     #define FLAG_WIZ 1 /* Object has special privilegies */
423     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
424     #define FLAG_FREED 3 /* Object is in the list of free objects */
425     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
426     #define FLAG_APPLIED 5 /* Object is ready for use by living */
427     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
428     #define FLAG_USE_SHIELD 7
429 root 1.10 /* Can this creature use a shield? */
430    
431 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
432 root 1.10
433 root 1.41 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
434     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
435 root 1.10
436 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
437 root 1.10
438 root 1.41 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
439     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
440 root 1.10
441 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
442     #define FLAG_FRIENDLY 15 /* Will help players */
443 root 1.10
444 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
445     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
446     #define FLAG_AUTO_APPLY 18
447 root 1.10 /* Will be applied when created */
448 elmex 1.20 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
449 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
450     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
451     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
452     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
453     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
454 root 1.10
455 root 1.41 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
456     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
457     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
458 root 1.10
459 root 1.11 #define FLAG_IS_USED_UP 28
460 root 1.10 /* When (--food<0) the object will exit */
461 root 1.11 #define FLAG_IDENTIFIED 29
462 root 1.10 /* Player knows full info about item */
463 root 1.11 #define FLAG_REFLECTING 30
464 root 1.10 /* Object reflects from walls (lightning) */
465 root 1.11 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
466 root 1.1
467 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
468     #define FLAG_HITBACK 33 /* Object will hit back when hit */
469     #define FLAG_STARTEQUIP 34
470 root 1.10 /* Object was given to player at start */
471 root 1.11 #define FLAG_BLOCKSVIEW 35
472 root 1.10 /* Object blocks view */
473 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
474     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
475     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
476     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
477 root 1.10
478 root 1.11 #define FLAG_REFL_SPELL 40
479 root 1.10 /* Spells (some) will reflect from object */
480 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
481     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
482     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
483     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
484     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
485 root 1.10 but can still attack at a distance */
486    
487 root 1.41 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
488     thru this object as if it wasn't there */
489     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
490 root 1.10
491 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
492     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
493     #define FLAG_NO_DROP 50 /* Object can't be dropped */
494     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
495     #define FLAG_CAST_SPELL 52
496 root 1.10 /* (Monster) can learn and cast spells */
497 root 1.11 #define FLAG_USE_SCROLL 53
498 root 1.10 /* (Monster) can read scroll */
499 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
500     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
501 root 1.10
502 root 1.11 #define FLAG_USE_ARMOUR 56
503 root 1.10 /* (Monster) can wear armour/shield/helmet */
504 root 1.11 #define FLAG_USE_WEAPON 57
505 root 1.10 /* (Monster) can wield weapons */
506 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
507     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
508     #define FLAG_READY_BOW 60 /* not implemented yet */
509     #define FLAG_XRAYS 61 /* X-ray vision */
510     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
511     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
512 root 1.1
513 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
514     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
515     #define FLAG_SLEEP 66 /* NPC is sleeping */
516     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
517     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
518     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
519     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
520     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
521    
522     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
523     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
524     #define FLAG_CURSED 74 /* The object is cursed */
525     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
526     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
527     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
528     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
529     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
530    
531     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
532     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
533     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
534 root 1.10
535 root 1.1 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
536 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
537     #define FLAG_MAKE_INVIS 85
538 root 1.10 /* (Item) gives invisibility when applied */
539 root 1.11 #define FLAG_INV_LOCKED 86
540 root 1.10 /* Item will not be dropped from inventory */
541 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
542 root 1.10
543 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
544     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
545     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
546     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
547     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
548     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
549     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
550 root 1.10
551 root 1.41 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
552 root 1.1
553 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
554     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
555 root 1.10 * away (replaces ghosthit)
556     */
557 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
558 root 1.10 * detect cases were the server is trying
559     * to send an upditem when we have not
560     * actually sent the item.
561     */
562    
563 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
564 root 1.10 object */
565 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
566     #define FLAG_NO_ATTACK 101 /* monster don't attack */
567     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
568     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
569 root 1.38 * load_original_map() */
570 root 1.11 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
571 root 1.38 * the overlay, and is not subject to
572     * decay. */
573 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
574     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
575     #define FLAG_IS_WATER 107
576     #define FLAG_CONTENT_ON_GEN 108
577     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
578     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
579 root 1.37 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
580 root 1.44 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
581 root 1.32
582 root 1.38 #define NUM_FLAGS 113 /* Should always be equal to the last
583     * defined flag + 1. If you change this,
584     * make sure you update the flag_links
585     * in common/loader.l
586     */
587 root 1.1
588     /* Values can go up to 127 before the size of the flags array in the
589     * object structure needs to be enlarged.
590     * So there are 18 available flags slots
591     */
592    
593 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
594 root 1.10
595 root 1.1 /* If you add new movement types, you may need to update
596     * describe_item() so properly describe those types.
597     * change_abil() probably should be updated also.
598     */
599 root 1.11 #define MOVE_WALK 0x1 /* Object walks */
600     #define MOVE_FLY_LOW 0x2 /* Low flying object */
601     #define MOVE_FLY_HIGH 0x4 /* High flying object */
602     #define MOVE_FLYING 0x6
603 root 1.10 /* Combo of fly_low and fly_high */
604 root 1.11 #define MOVE_SWIM 0x8 /* Swimming object */
605     #define MOVE_BOAT 0x10 /* Boats/sailing */
606     #define MOVE_ALL 0x1f /* Mask of all movement types */
607 root 1.1
608     /* the normal assumption is that objects are walking/flying.
609     * So often we don't want to block movement, but still don't want
610     * to allow all types (swimming is rather specialized) - I also
611     * expect as more movement types show up, this is likely to get
612     * updated. Basically, this is the default for spaces that allow
613     * movement - anything but swimming right now. If you really
614     * want nothing at all, then can always set move_block to 0
615     */
616 root 1.11 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
617 root 1.1
618     /* typdef here to define type large enough to hold bitmask of
619     * all movement types. Make one declaration so easy to update.
620     * uint8 is defined yet, so just use what that would define it
621     * at anyways.
622     */
623 root 1.10 typedef unsigned char MoveType;
624 root 1.1
625     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
626     * Basically, ob2 has to block all of ob1 movement types.
627     */
628 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
629 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
630    
631     /* Basic macro to see if if ob1 can not move onto a space based
632     * on the 'type' move_block parameter
633     * Add check - if type is 0, don't stop anything from moving
634     * onto it.
635     *
636     */
637 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
638 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
639 root 1.1
640    
641 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
642     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
643     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
644 root 1.1
645     /* Note: These values are only a default value, resizing can change them */
646 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
647     #define LOOK_SIZE 6 /* ditto, but for the look-window */
648     #define MAX_INV_SIZE 40 /* For initializing arrays */
649     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
650    
651     #define EDITABLE(xyz) ((xyz)->arch->editable)
652    
653     #define E_MONSTER 0x00000001
654     #define E_EXIT 0x00000002
655     #define E_TREASURE 0x00000004
656     #define E_BACKGROUND 0x00000008
657     #define E_DOOR 0x00000010
658     #define E_SPECIAL 0x00000020
659     #define E_SHOP 0x00000040
660     #define E_NORMAL 0x00000080
661     #define E_FALSE_WALL 0x00000100
662     #define E_WALL 0x00000200
663     #define E_EQUIPMENT 0x00000400
664     #define E_OTHER 0x00000800
665     #define E_ARTIFACT 0x00001000
666    
667     #define EXIT_PATH(xyz) (xyz)->slaying
668     #define EXIT_LEVEL(xyz) (xyz)->stats.food
669     #define EXIT_X(xyz) (xyz)->stats.hp
670     #define EXIT_Y(xyz) (xyz)->stats.sp
671     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
672     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
673 root 1.1
674     /* for use by the lighting code */
675 root 1.41 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
676 root 1.8 * large values allow objects that can
677     * slow down the game */
678 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
679 root 1.10 * practical reason to exceed this */
680 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
681 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
682 root 1.1
683 root 1.11 #define F_BUY 0
684     #define F_SELL 1
685     #define F_TRUE 2 /* True value of item, unadjusted */
686     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
687     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
688     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
689     #define F_APPROX 32 /* flag to give a guess of item value */
690     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
691    
692     #define DIRX(xyz) freearr_x[(xyz)->direction]
693     #define DIRY(xyz) freearr_y[(xyz)->direction]
694    
695     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
696     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
697    
698     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
699     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
700     #define WEAPON_SPEED(xyz) (xyz)->last_sp
701 root 1.1
702     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
703     each of them signed char, concatenated in a int16 */
704 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
705     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
706     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
707     #define FIRE_DIRECTIONAL 0
708     #define FIRE_POSITIONAL 1
709 root 1.1
710     /******************************************************************************/
711     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
712     /******************************************************************************/
713     /* if your monsters start acting wierd, mail me */
714     /******************************************************************************/
715     /* the following definitions are for the attack_movement variable in monsters */
716     /* if the attack_variable movement is left out of the monster archetype, or is*/
717     /* set to zero */
718     /* the standard mode of movement from previous versions of crossfire will be */
719     /* used. the upper four bits of movement data are not in effect when the monst*/
720     /* er has an enemy. these should only be used for non agressive monsters. */
721     /* to program a monsters movement add the attack movement numbers to the movem*/
722     /* ment numbers example a monster that moves in a circle until attacked and */
723     /* then attacks from a distance: */
724     /* CIRCLE1 = 32 */
725     /* + DISTATT = 1 */
726     /* ------------------- */
727     /* attack_movement = 33 */
728     /******************************************************************************/
729 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
730 root 1.1 /* attack from a distance - good for missile users only */
731 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
732     #define HITRUN 3 /* run to then hit player then run away cyclicly */
733     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
734     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
735     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
736     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
737     #define WAIT2 8 /* monster does not try to move towards player if far */
738 root 1.1 /* maintains comfortable distance */
739 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
740 root 1.1 /* are set to this number, the monster follows a player */
741     /* until the owner calls it back or off */
742     /* player followed denoted by 0b->owner */
743     /* the monster will try to attack whatever the player is */
744     /* attacking, and will continue to do so until the owner */
745     /* calls off the monster - a key command will be */
746     /* inserted to do so */
747 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
748 root 1.1 /* are set to this number, the monster will move in a */
749     /* circle until it is attacked, or the enemy field is */
750 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
751 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
752     #define PACEH 64 /* The Monster will pace back and forth until attacked */
753 root 1.1 /* this is HORIZONTAL movement */
754 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
755 root 1.1 /* pace area is longer and the monster stops before */
756     /* changing directions */
757     /* this is HORIZONTAL movement */
758 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
759 root 1.1 /* it is stopped by an obstacle, then it chooses another */
760     /* direction. */
761 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
762     #define PACEV 128 /* The Monster will pace back and forth until attacked */
763 root 1.1 /* this is VERTICAL movement */
764 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
765 root 1.1 /* pace area is longer and the monster stops before */
766     /* changing directions */
767     /* this is VERTICAL movement */
768 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
769     #define HI4 240
770 root 1.1
771 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
772     #define EMPTY_FACE_NAME "empty.x11"
773     #define DARK_FACE1_NAME "dark1.x11"
774     #define DARK_FACE2_NAME "dark2.x11"
775     #define DARK_FACE3_NAME "dark3.x11"
776 root 1.11 #define SMOOTH_FACE_NAME "default_smoothed.111"
777 root 1.1
778     /*
779     * Defines for the luck/random functions to make things more readable
780     */
781    
782 root 1.11 #define PREFER_HIGH 1
783     #define PREFER_LOW 0
784 root 1.1
785     /* Simple function we use below to keep adding to the same string
786     * but also make sure we don't overwrite that string.
787     */
788 root 1.10 static inline void
789     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
790 root 1.1 {
791 root 1.10 if (*curlen == (maxlen - 1))
792     return;
793    
794     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
795     dest[maxlen - 1] = 0;
796     *curlen += strlen (orig);
797    
798     if (*curlen > (maxlen - 1))
799     *curlen = maxlen - 1;
800 root 1.1 }
801    
802    
803     /* The SAFE versions of these call the safe_strcat function above.
804     * Ideally, all functions should use the SAFE functions, but they
805     * require some extra support in the calling function to remain as
806     * efficient.
807     */
808 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
809 root 1.1 if(variable) { \
810     int i,j=0; \
811     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
812     for(i=0; i<NROFATTACKS; i++) \
813     if(variable & (1<<i)) { \
814     if (j) \
815     safe_strcat(retbuf,", ", len, maxlen); \
816     else \
817     j = 1; \
818     safe_strcat(retbuf, attacks[i], len, maxlen); \
819     } \
820     safe_strcat(retbuf,")",len,maxlen); \
821     }
822 root 1.10
823 root 1.1
824     /* separated this from the common/item.c file. b.t. Dec 1995 */
825    
826 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
827 root 1.1 if(variable) { \
828     int i,j=0; \
829     strcat(retbuf,"(" name ": "); \
830     for(i=0; i<NROFATTACKS; i++) \
831     if(variable & (1<<i)) { \
832     if (j) \
833     strcat(retbuf,", "); \
834     else \
835     j = 1; \
836     strcat(retbuf, attacks[i]); \
837     } \
838     strcat(retbuf,")"); \
839     }
840 root 1.10
841    
842 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
843 root 1.1 if(variable) { \
844     int i,j=0; \
845     strcat(retbuf,"(" name ": "); \
846     for(i=0; i<NRSPELLPATHS; i++) \
847     if(variable & (1<<i)) { \
848     if (j) \
849     strcat(retbuf,", "); \
850     else \
851     j = 1; \
852     strcat(retbuf, spellpathnames[i]); \
853     } \
854     strcat(retbuf,")"); \
855     }
856    
857    
858 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
859 root 1.1 if(variable) { \
860     int i,j=0; \
861     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
862     for(i=0; i<NRSPELLPATHS; i++) \
863     if(variable & (1<<i)) { \
864     if (j) \
865     safe_strcat(retbuf,", ", len, maxlen); \
866     else \
867     j = 1; \
868     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
869     } \
870     safe_strcat(retbuf,")", len, maxlen); \
871     }
872    
873     /* Flags for apply_special() */
874 root 1.10 enum apply_flag
875     {
876     /* Basic flags, always use one of these */
877     AP_NULL = 0,
878     AP_APPLY = 1,
879     AP_UNAPPLY = 2,
880 root 1.1
881 root 1.10 AP_BASIC_FLAGS = 15,
882 root 1.1
883     /* Optional flags, for bitwise or with a basic flag */
884 root 1.10 AP_NO_MERGE = 16,
885     AP_IGNORE_CURSE = 32,
886     AP_PRINT = 64 /* Print what to do, don't actually do it */
887     /* Note this is supported in all the functions */
888 root 1.1 };
889    
890     /* Bitmask values for 'can_apply_object()' return values.
891     * the CAN_APPLY_ prefix is to just note what function the
892     * are returned from.
893     *
894     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
895     * location who doesn't have.
896     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
897     * this basically means one of the FLAGS are set saying you can't
898     * use this.
899     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
900     * if this object can do anything to use this object. If the value
901     * returned from can_apply_object() anded with the mask is non zero,
902     * then it is out of the control of this creature to use the item.
903     * otherwise it means that by unequipping stuff, they could apply the object
904     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
905     * this.
906     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
907     * unapplied before this can be applied. Think of switching to
908     * a bow but you have a sword & shield - both the sword and
909     * shield need to be uneqipped before you can do the bow.
910     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
911     * this one can be applied. Think of rings - human is wearing two
912     * rings and tries to apply one - there are two possible rings he
913     * could remove.
914     *
915     */
916 root 1.11 #define CAN_APPLY_NEVER 0x1
917     #define CAN_APPLY_RESTRICTION 0x2
918     #define CAN_APPLY_NOT_MASK 0xf
919     #define CAN_APPLY_UNAPPLY 0x10
920     #define CAN_APPLY_UNAPPLY_MULT 0x20
921     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
922 root 1.1
923     /* Cut off point of when an object is put on the active list or not */
924 elmex 1.34 #define MIN_ACTIVE_SPEED 1e-5
925 root 1.1
926 root 1.45 #define RANDOM() (rndm.next () & 0xffffffU)
927     #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
928 root 1.1
929     /* Returns the weight of the given object. Note: it does not take the number of
930     * items (nrof) into account.
931     */
932 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
933 root 1.1
934    
935     /* Code fastening defines
936     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
937     * buf__ and increment buf__ position so it will point to the end of buf__.
938     * the '\0' caracter will not be put at end of buf__.
939     * use preparefastcat and finishfastcat on buf__ to prepare
940     * and clean up the string. (Lots faster than doing each time...)
941     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
942     * keep in mind FAST_STRNCAT is faster since length of second argument is
943     * kown in advance.
944     */
945    
946 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
947     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
948     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
949     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
950 root 1.1
951     /*
952     * Warning!
953     * If you add message types here, don't forget
954     * to keep the client up to date too!
955     */
956 root 1.10
957 root 1.1 /* message types */
958 root 1.11 #define MSG_TYPE_BOOK 1
959     #define MSG_TYPE_CARD 2
960     #define MSG_TYPE_PAPER 3
961     #define MSG_TYPE_SIGN 4
962     #define MSG_TYPE_MONUMENT 5
963     #define MSG_TYPE_SCRIPTED_DIALOG 6
964     #define MSG_TYPE_MOTD 7
965     #define MSG_TYPE_ADMIN 8
966     #define MSG_TYPE_LAST 9
967 root 1.1
968 root 1.11 #define MSG_SUBTYPE_NONE 0
969 root 1.1
970     /* book messages subtypes */
971 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
972     #define MSG_TYPE_BOOK_CLASP_2 2
973     #define MSG_TYPE_BOOK_ELEGANT_1 3
974     #define MSG_TYPE_BOOK_ELEGANT_2 4
975     #define MSG_TYPE_BOOK_QUARTO_1 5
976     #define MSG_TYPE_BOOK_QUARTO_2 6
977     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
978     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
979     #define MSG_TYPE_BOOK_SPELL_PYRO 9
980     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
981     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
982 root 1.1
983     /* card messages subtypes*/
984 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
985     #define MSG_TYPE_CARD_SIMPLE_2 2
986     #define MSG_TYPE_CARD_SIMPLE_3 3
987     #define MSG_TYPE_CARD_ELEGANT_1 4
988     #define MSG_TYPE_CARD_ELEGANT_2 5
989     #define MSG_TYPE_CARD_ELEGANT_3 6
990     #define MSG_TYPE_CARD_STRANGE_1 7
991     #define MSG_TYPE_CARD_STRANGE_2 8
992     #define MSG_TYPE_CARD_STRANGE_3 9
993     #define MSG_TYPE_CARD_MONEY_1 10
994     #define MSG_TYPE_CARD_MONEY_2 11
995     #define MSG_TYPE_CARD_MONEY_3 12
996 root 1.1
997     /* Paper messages subtypes */
998 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
999     #define MSG_TYPE_PAPER_NOTE_2 2
1000     #define MSG_TYPE_PAPER_NOTE_3 3
1001     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1002     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1003     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1004     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1005     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1006     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1007     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1008     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1009     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1010     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1011     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1012 root 1.1
1013     /* road signs messages subtypes */
1014 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1015     #define MSG_TYPE_SIGN_DIR_LEFT 2
1016     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1017     #define MSG_TYPE_SIGN_DIR_BOTH 4
1018 root 1.1
1019     /* stones and monument messages */
1020 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1021     #define MSG_TYPE_MONUMENT_STONE_2 2
1022     #define MSG_TYPE_MONUMENT_STONE_3 3
1023     #define MSG_TYPE_MONUMENT_STATUE_1 4
1024     #define MSG_TYPE_MONUMENT_STATUE_2 5
1025     #define MSG_TYPE_MONUMENT_STATUE_3 6
1026     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1027     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1028     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1029     #define MSG_TYPE_MONUMENT_WALL_1 10
1030     #define MSG_TYPE_MONUMENT_WALL_2 11
1031     #define MSG_TYPE_MONUMENT_WALL_3 12
1032 root 1.1
1033     /*some readable flags*/
1034    
1035     /* dialog messsage */
1036 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1037     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1038     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1039 root 1.1
1040     /* admin messages */
1041 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1042     #define MSG_TYPE_ADMIN_NEWS 2
1043 root 1.1
1044     #endif /* DEFINE_H */
1045 root 1.11