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/cvs/deliantra/server/include/define.h
Revision: 1.5
Committed: Tue Aug 15 17:35:50 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.4: +2 -1 lines
Log Message:
removed P_SAFE_MAP and added P_SAFE as map flag set by an item with type SAFE_FLOOR (165)

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_define_h =
3 elmex 1.3 * "$Id$";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* This file is best viewed with a window width of about 100 character */
30    
31     /* This file is really too large. With all the .h files
32     * around, this file should be better split between them - things
33     * that deal with objects should be in objects.h, things dealing
34     * with players in player.h, etc. As it is, everything just seems
35     * to be dumped in here.
36     */
37    
38     #ifndef DEFINE_H
39     #define DEFINE_H
40    
41     /*
42     * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43     * Thus the prototypes made by cextract don't get included correctly.
44     */
45     #if !defined(__STDC__)
46     /* Removed # from start of following line. makedepend was picking it up.
47     * The following should still hopefully result in an error.
48     */
49     error - Your ANSI C compiler should be defining __STDC__;
50     #endif
51    
52     #ifndef WIN32 /* ---win32 exclude unix configuration part */
53     #include <autoconf.h>
54     #endif
55    
56     #define FONTDIR ""
57     #define FONTNAME ""
58    
59     /* Decstations have trouble with fabs()... */
60     #define FABS(x) ((x)<0?-(x):(x))
61    
62     #ifdef __NetBSD__
63     #include <sys/param.h>
64     #endif
65     #ifndef MIN
66     #define MIN(x,y) ((x)<(y)?(x):(y))
67     #endif
68     #ifndef MAX
69     #define MAX(x,y) ((x)>(y)?(x):(y))
70     #endif
71    
72     /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73     #ifndef NAME_MAX
74     #define NAME_MAX 255
75     #endif
76    
77     /* MAX3 is basically like MAX, but instead does 3 values. */
78     #ifndef MAX3
79     #define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80     #endif
81    
82     /* MIN3 is basically like MIN, but instead does 3 values. */
83     #ifndef MIN3
84     #define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85     #endif
86    
87     #define MAX_STAT 30 /* The maximum legal value of any stat */
88     #define MIN_STAT 1 /* The minimum legal value of any stat */
89    
90 root 1.2 #define MAX_BUF 1024 /* Used for all kinds of things */
91     #define VERY_BIG_BUF 2048
92 root 1.1 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93     #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94    
95     #define FONTSIZE 3000 /* Max chars in font */
96    
97     #define MAX_ANIMATIONS 256
98    
99     #define MAX_NAME 48
100     #define BIG_NAME 32
101     #define MAX_EXT_TITLE 98
102    
103     /* Fatal variables: */
104     #define OUT_OF_MEMORY 0
105     #define MAP_ERROR 1
106     #define ARCHTABLE_TOO_SMALL 2
107     #define TOO_MANY_ERRORS 3
108    
109     /* TYPE DEFINES */
110     /* Only add new values to this list if somewhere in the program code,
111     * it is actually needed. Just because you add a new monster does not
112     * mean it has to have a type defined here. That only needs to happen
113     * if in some .c file, it needs to do certain special actions based on
114     * the monster type, that can not be handled by any of the numerous
115     * flags
116     * Also, if you add new entries, try and fill up the holes in this list.
117     * Additionally, when you add a new entry, include it in the table in item.c
118     */
119    
120     /* type 0 will be undefined and shows a non valid type information */
121    
122     #define PLAYER 1
123 elmex 1.3 #define TRANSPORT 2 /* see doc/Developers/objects */
124 root 1.1 #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     /*#define FBULLET 10 */
132     /*#define FBALL 11 */
133     #define LIGHTNING 12
134     #define ARROW 13
135     #define BOW 14
136     #define WEAPON 15
137     #define ARMOUR 16
138     #define PEDESTAL 17
139     #define ALTAR 18
140 elmex 1.4 /*#define CONFUSION 19 */
141 root 1.1 #define LOCKED_DOOR 20
142     #define SPECIAL_KEY 21
143     #define MAP 22
144     #define DOOR 23
145     #define KEY 24
146     /*#define MMISSILE 25 */
147     #define TIMED_GATE 26
148     #define TRIGGER 27
149     #define GRIMREAPER 28
150     #define MAGIC_EAR 29
151     #define TRIGGER_BUTTON 30
152     #define TRIGGER_ALTAR 31
153     #define TRIGGER_PEDESTAL 32
154     #define SHIELD 33
155     #define HELMET 34
156     #define HORN 35
157     #define MONEY 36
158     #define CLASS 37 /* object for applying character class modifications to someone */
159     #define GRAVESTONE 38
160     #define AMULET 39
161     #define PLAYERMOVER 40
162     #define TELEPORTER 41
163     #define CREATOR 42
164     #define SKILL 43 /* also see SKILL_TOOL (74) below */
165     #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
166     /* experience for broad skill categories. This value */
167     /* is now automatically converteed at load time. */
168     #define EARTHWALL 45
169     #define GOLEM 46
170     /*#define BOMB 47 */
171     #define THROWN_OBJ 48
172     #define BLINDNESS 49
173     #define GOD 50
174    
175     #define DETECTOR 51 /* peterm: detector is an object */
176     /* which notices the presense of */
177     /* another object and is triggered */
178     /* like buttons. */
179     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180     /* force into a player with a specified string WHEN TRIGGERED. */
181     #define DEAD_OBJECT 53
182     #define DRINK 54
183     #define MARKER 55 /* inserts an invisible, weightless */
184     /* force into a player with a specified string. */
185     #define HOLY_ALTAR 56
186     #define PLAYER_CHANGER 57
187     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188    
189     #define PEACEMAKER 59 /* Object owned by a player which can convert */
190     /* a monster into a peaceful being incapable of attack. */
191     #define GEM 60
192     /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
193     #define FIREWALL 62
194     #define ANVIL 63
195     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197     * values of last_sp set how to change:
198     * 0 = furious, all monsters become aggressive
199     * 1 = angry, all but friendly become aggressive
200     * 2 = calm, all aggressive monsters calm down
201     * 3 = sleep, all monsters fall asleep
202     * 4 = charm, monsters become pets */
203     #define EXIT 66
204     #define ENCOUNTER 67
205     #define SHOP_FLOOR 68
206     #define SHOP_MAT 69
207     #define RING 70
208     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
209     #define FLESH 72 /* animal 'body parts' -b.t. */
210     #define INORGANIC 73 /* metals and minerals */
211     #define SKILL_TOOL 74 /* Allows the use of a skill */
212     #define LIGHTER 75
213    
214     /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215     * types are not used in any archetypes, and should perhaps be removed.
216     */
217     #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218    
219     #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220     #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
222     in the engine. Like statues, clocks, chairs,...
223     If perhaps we create a function where we can sit
224     on chairs, we create a new type and remove all
225     chairs from here. */
226     #define MONSTER 80 /* yes, thats a real, living creature */
227     #define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
228     #define LAMP 82 /* a lamp */
229     #define DUPLICATOR 83 /* duplicator/multiplier object */
230     #define TOOL 84 /* a tool for building objects */
231     #define SPELLBOOK 85
232     #define BUILDFAC 86 /* facilities for building objects */
233     #define CLOAK 87
234     /*#define CONE 88 */
235     /*#define AURA 89 *//* aura spell object */
236    
237     #define SPINNER 90
238     #define GATE 91
239     #define BUTTON 92
240     #define CF_HANDLE 93
241     #define HOLE 94
242     #define TRAPDOOR 95
243     /*#define WORD_OF_RECALL 96 */
244     /*#define PARAIMAGE 97 */
245     #define SIGN 98
246     #define BOOTS 99
247     #define GLOVES 100
248     #define SPELL 101
249     #define SPELL_EFFECT 102
250     #define CONVERTER 103
251     #define BRACERS 104
252     #define POISONING 105
253     #define SAVEBED 106
254     #define POISONCLOUD 107
255     #define FIREHOLES 108
256     #define WAND 109
257     /*#define ABILITY 110*/
258     #define SCROLL 111
259     #define DIRECTOR 112
260     #define GIRDLE 113
261     #define FORCE 114
262     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
264     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265     #define CONTAINER 122
266     #define ARMOUR_IMPROVER 123
267     #define WEAPON_IMPROVER 124
268    
269     /* unused: 125 - 129
270     * type 125 was MONEY_CHANGER
271     */
272     #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
273     #define DEEP_SWAMP 138
274     #define IDENTIFY_ALTAR 139
275     /*#define CANCELLATION 141*/ /* not used with new spell code */
276     #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277     /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
278     /*#define SWARM_SPELL 153*/
279     #define RUNE 154
280     #define TRAP 155
281    
282     #define POWER_CRYSTAL 156
283     #define CORPSE 157
284    
285     #define DISEASE 158
286     #define SYMPTOM 159
287     #define BUILDER 160 /* Generic item builder, see subtypes */
288     #define MATERIAL 161 /* Material for building */
289     /* #define GPS 162 Ground positionning system, moved to Python plugin */
290     #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291     #define QUEST 164 /* See below for subtypes */
292 elmex 1.5 #define SAFE_FLOOR 165 /* This is a safe floor, means that neither bombs,
293     potions, alchemy, or magic works here (elmex) */
294 root 1.1 /* END TYPE DEFINE */
295    
296     /* Subtypes for BUILDER */
297     #define ST_BD_BUILD 1 /* Builds an item */
298     #define ST_BD_REMOVE 2 /* Removes an item */
299    
300     /* Subtypes for MATERIAL */
301     #define ST_MAT_FLOOR 1 /* Floor */
302     #define ST_MAT_WALL 2 /* Wall */
303     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
304    
305     /* Subtypes for QUEST */
306     #define QUEST_IN_PROGRESS 1
307     #define QUEST_DONE_QUEST 2
308     #define QUEST_DONE_TASK 3
309     #define QUEST_START_QUEST 4
310     #define QUEST_END_QUEST 5
311     #define QUEST_START_TASK 6
312     #define QUEST_END_TASK 7
313     #define QUEST_OVERRIDE 8
314     #define QUEST_ON_ACTIVATE 9
315    
316     /* definitions for weapontypes */
317    
318     #define WEAP_HIT 0 /* the basic */
319     #define WEAP_SLASH 1 /* slash */
320     #define WEAP_PIERCE 2 /* arrows, stiletto */
321     #define WEAP_CLEAVE 3 /* axe */
322     #define WEAP_SLICE 4 /* katana */
323     #define WEAP_STAB 5 /* knife, dagger */
324     #define WEAP_WHIP 6 /* whips n chains */
325     #define WEAP_CRUSH 7 /* big hammers, flails */
326     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
327    
328     typedef struct typedata {
329     int number;
330     const char *name;
331     const char *name_pl;
332     int identifyskill;
333     int identifyskill2;
334     } typedata;
335    
336     extern const int ItemTypesSize;
337     extern typedata ItemTypes[];
338    
339     /* definitions for detailed pickup descriptions.
340     * The objective is to define intelligent groups of items that the
341     * user can pick up or leave as he likes. */
342    
343     /* high bit as flag for new pickup options */
344     #define PU_NOTHING 0x00000000
345    
346     #define PU_DEBUG 0x10000000
347     #define PU_INHIBIT 0x20000000
348     #define PU_STOP 0x40000000
349     #define PU_NEWMODE 0x80000000
350    
351     #define PU_RATIO 0x0000000F
352    
353     #define PU_FOOD 0x00000010
354     #define PU_DRINK 0x00000020
355     #define PU_VALUABLES 0x00000040
356     #define PU_BOW 0x00000080
357    
358     #define PU_ARROW 0x00000100
359     #define PU_HELMET 0x00000200
360     #define PU_SHIELD 0x00000400
361     #define PU_ARMOUR 0x00000800
362    
363     #define PU_BOOTS 0x00001000
364     #define PU_GLOVES 0x00002000
365     #define PU_CLOAK 0x00004000
366     #define PU_KEY 0x00008000
367    
368     #define PU_MISSILEWEAPON 0x00010000
369     #define PU_ALLWEAPON 0x00020000
370     #define PU_MAGICAL 0x00040000
371     #define PU_POTION 0x00080000
372    
373     #define PU_SPELLBOOK 0x00100000
374     #define PU_SKILLSCROLL 0x00200000
375     #define PU_READABLES 0x00400000
376     #define PU_MAGIC_DEVICE 0x00800000
377    
378     #define PU_NOT_CURSED 0x01000000
379     #define PU_JEWELS 0x02000000
380    
381    
382     /* Instead of using arbitrary constants for indexing the
383     * freearr, add these values. <= SIZEOFFREE1 will get you
384     * within 1 space. <= SIZEOFFREE2 wll get you withing
385     * 2 spaces, and the entire array (< SIZEOFFREE) is
386     * three spaces
387     */
388     #define SIZEOFFREE1 8
389     #define SIZEOFFREE2 24
390     #define SIZEOFFREE 49
391    
392     #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393    
394     /* Flag structure now changed.
395     * Each flag is now a bit offset, starting at zero. The macros
396     * will update/read the appropriate flag element in the object
397     * structure.
398     *
399     * Hopefully, since these offsets are integer constants set at run time,
400     * the compiler will reduce the macros something as simple as the
401     * old system was.
402     *
403     * Flags now have FLAG as the prefix. This to be clearer, and also
404     * to make sure F_ names are not still being used anyplace.
405     *
406     * The macros below assume that the flag size for each element is 32
407     * bits. IF it is smaller, bad things will happen. See structs.h
408     * for more info.
409     *
410     * All functions should use the macros below. In process of converting
411     * to the new system, I find several files that did not use the previous
412     * macros.
413     *
414     * If any FLAG's are or changed, make sure the flag_names structure in
415     * common/loader.l is updated.
416     *
417     * flags[0] is 0 to 31
418     * flags[1] is 32 to 63
419     * flags[2] is 64 to 95
420     * flags[3] is 96 to 127
421     */
422     /* Basic routines to do above */
423     #define SET_FLAG(xyz, p) \
424     ((xyz)->flags[p/32] |= (1U << (p % 32)))
425     #define CLEAR_FLAG(xyz, p) \
426     ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
427     #define QUERY_FLAG(xyz, p) \
428     ((xyz)->flags[p/32] & (1U << (p % 32)))
429     #define COMPARE_FLAGS(p,q) \
430     ( \
431     ((p)->flags[0] == (q)->flags[0]) && \
432     ((p)->flags[1] == (q)->flags[1]) && \
433     ((p)->flags[2] == (q)->flags[2]) && \
434     ((p)->flags[3] == (q)->flags[3]) \
435     )
436     /* convenience macros to determine what kind of things we are dealing with */
437    
438     #define IS_WEAPON(op) \
439     (op->type == ARROW || op->type == BOW || op->type == WEAPON)
440    
441     #define IS_ARMOR(op) \
442     (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
443     op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
444     op->type == BRACERS || op->type == GIRDLE)
445    
446     #define IS_LIVE(op) \
447     ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
448     (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
449     !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
450    
451     #define IS_ARROW(op) \
452     (op->type==ARROW || \
453     (op->type==SPELL_EFFECT && \
454     (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
455    
456     /* This return TRUE if object has still randomitems which
457     * could be expanded.
458     */
459     #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460    
461     /* the flags */
462    
463     #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
464     #define FLAG_WIZ 1 /* Object has special privilegies */
465     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
466     #define FLAG_FREED 3 /* Object is in the list of free objects */
467     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
468     #define FLAG_APPLIED 5 /* Object is ready for use by living */
469     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
470     #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
471    
472     #define FLAG_NO_PICK 8 /* Object can't be picked up */
473     /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
474     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
475     #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
476     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
477     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
478     #define FLAG_MONSTER 14 /* Will attack players */
479     #define FLAG_FRIENDLY 15 /* Will help players */
480    
481     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
482     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
483     #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
484     #define FLAG_TREASURE 19 /* Will generate treasure when applied */
485     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
486     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
487     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
488     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
489     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
490     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
491     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
492     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
493     #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */
494     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
495     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
496     #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/
497    
498     /* Start of values in flags[1] */
499     #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
500     #define FLAG_HITBACK 33 /* Object will hit back when hit */
501     #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
502     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
503     #define FLAG_UNDEAD 36 /* Monster is undead */
504     #define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/
505     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
506     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
507    
508     #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
509     #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
510     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
511     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
512     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
513     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
514     but can still attack at a distance */
515     /*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \
516     thru this object as if it wasn't there */
517     /*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
518    
519     #define FLAG_PICK_UP 48 /* Can pick up */
520     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
521     #define FLAG_NO_DROP 50 /* Object can't be dropped */
522     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
523     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
524     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
525     #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
526     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
527    
528     #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
529     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
530     #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
531     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
532     #define FLAG_READY_BOW 60 /* not implemented yet */
533     #define FLAG_XRAYS 61 /* X-ray vision */
534     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
535     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
536    
537     /* Start of values in flags[2] */
538     #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
539     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
540     #define FLAG_SLEEP 66 /* NPC is sleeping */
541     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
542     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
543     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
544     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
545     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
546    
547     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
548     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
549     #define FLAG_CURSED 74 /* The object is cursed */
550     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
551     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
552     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
553     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
554     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
555    
556     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
557     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
558     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
559     /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
560     #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
561     #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
562     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
563     #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
564    
565     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
566     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
567     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
568     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
569     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
570     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
571     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
572     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
573    
574     /* Start of values in flags[3] */
575     #define FLAG_NO_STEAL 96 /* Item can't be stolen */
576     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
577     * away (replaces ghosthit)
578     */
579     #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
580     * detect cases were the server is trying
581     * to send an upditem when we have not
582     * actually sent the item.
583     */
584    
585     #define FLAG_BERSERK 99 /* monster will attack closest living
586     object */
587     #define FLAG_NEUTRAL 100 /* monster is from type neutral */
588     #define FLAG_NO_ATTACK 101 /* monster don't attack */
589     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
590     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
591     * load_original_map() */
592     #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
593     * the overlay, and is not subject to
594     * decay. */
595     #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
596     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
597     #define FLAG_IS_WATER 107
598     #define FLAG_CONTENT_ON_GEN 108
599     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/
600     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
601     #define FLAG_AFK 111 /* Player is AFK */
602     #define NUM_FLAGS 111 /* Should always be equal to the last
603     * defined flag. If you change this,
604     * make sure you update the flag_links
605     * in common/loader.l
606     */
607    
608     /* Values can go up to 127 before the size of the flags array in the
609     * object structure needs to be enlarged.
610     * So there are 18 available flags slots
611     */
612    
613    
614     #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
615    
616     #if 0
617     /* These should no longer be needed - access move_slow_penalty
618     * directly.
619     */
620     #define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
621     #define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
622     #endif
623    
624     /* If you add new movement types, you may need to update
625     * describe_item() so properly describe those types.
626     * change_abil() probably should be updated also.
627     */
628     #define MOVE_WALK 0x1 /* Object walks */
629     #define MOVE_FLY_LOW 0x2 /* Low flying object */
630     #define MOVE_FLY_HIGH 0x4 /* High flying object */
631     #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */
632     #define MOVE_SWIM 0x8 /* Swimming object */
633 elmex 1.3 #define MOVE_BOAT 0x10 /* Boats/sailing */
634     #define MOVE_ALL 0x1f /* Mask of all movement types */
635 root 1.1
636     /* the normal assumption is that objects are walking/flying.
637     * So often we don't want to block movement, but still don't want
638     * to allow all types (swimming is rather specialized) - I also
639     * expect as more movement types show up, this is likely to get
640     * updated. Basically, this is the default for spaces that allow
641     * movement - anything but swimming right now. If you really
642     * want nothing at all, then can always set move_block to 0
643     */
644     #define MOVE_BLOCK_DEFAULT MOVE_SWIM
645    
646     /* typdef here to define type large enough to hold bitmask of
647     * all movement types. Make one declaration so easy to update.
648     * uint8 is defined yet, so just use what that would define it
649     * at anyways.
650     */
651     typedef unsigned char MoveType;
652    
653     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
654     * Basically, ob2 has to block all of ob1 movement types.
655     */
656     #define OB_MOVE_BLOCK(ob1, ob2) \
657     ((ob1->move_type & ob2->move_block) == ob1->move_type)
658    
659     /* Basic macro to see if if ob1 can not move onto a space based
660     * on the 'type' move_block parameter
661     * Add check - if type is 0, don't stop anything from moving
662     * onto it.
663     *
664     */
665     #define OB_TYPE_MOVE_BLOCK(ob1, type) \
666     ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
667    
668    
669     #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
670     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
671     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
672    
673     /* Note: These values are only a default value, resizing can change them */
674     #define INV_SIZE 12 /* How many items can be viewed in inventory */
675     #define LOOK_SIZE 6 /* ditto, but for the look-window */
676     #define MAX_INV_SIZE 40 /* For initializing arrays */
677     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
678    
679     #define EDITABLE(xyz) ((xyz)->arch->editable)
680    
681     #define E_MONSTER 0x00000001
682     #define E_EXIT 0x00000002
683     #define E_TREASURE 0x00000004
684     #define E_BACKGROUND 0x00000008
685     #define E_DOOR 0x00000010
686     #define E_SPECIAL 0x00000020
687     #define E_SHOP 0x00000040
688     #define E_NORMAL 0x00000080
689     #define E_FALSE_WALL 0x00000100
690     #define E_WALL 0x00000200
691     #define E_EQUIPMENT 0x00000400
692     #define E_OTHER 0x00000800
693     #define E_ARTIFACT 0x00001000
694    
695     #define EXIT_PATH(xyz) (xyz)->slaying
696     #define EXIT_LEVEL(xyz) (xyz)->stats.food
697     #define EXIT_X(xyz) (xyz)->stats.hp
698     #define EXIT_Y(xyz) (xyz)->stats.sp
699     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
700     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
701    
702     /* for use by the lighting code */
703     #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
704     * large values allow objects that can
705     * slow down the game */
706     #define MAX_DARKNESS 5 /* maximum map darkness, there is no
707     * practical reason to exceed this */
708     #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
709     MAX_LIGHT_RADII:(xyz)->glow_radius;
710    
711     #define F_BUY 0
712     #define F_SELL 1
713     #define F_TRUE 2 /* True value of item, unadjusted */
714     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
715     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
716     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
717     #define F_APPROX 32 /* flag to give a guess of item value */
718     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
719    
720     #define DIRX(xyz) freearr_x[(xyz)->direction]
721     #define DIRY(xyz) freearr_y[(xyz)->direction]
722    
723     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
724     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
725    
726     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
727     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
728     #define WEAPON_SPEED(xyz) (xyz)->last_sp
729    
730     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
731     each of them signed char, concatenated in a int16 */
732     #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
733     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
734     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
735     #define FIRE_DIRECTIONAL 0
736     #define FIRE_POSITIONAL 1
737    
738     /******************************************************************************/
739     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
740     /******************************************************************************/
741     /* if your monsters start acting wierd, mail me */
742     /******************************************************************************/
743     /* the following definitions are for the attack_movement variable in monsters */
744     /* if the attack_variable movement is left out of the monster archetype, or is*/
745     /* set to zero */
746     /* the standard mode of movement from previous versions of crossfire will be */
747     /* used. the upper four bits of movement data are not in effect when the monst*/
748     /* er has an enemy. these should only be used for non agressive monsters. */
749     /* to program a monsters movement add the attack movement numbers to the movem*/
750     /* ment numbers example a monster that moves in a circle until attacked and */
751     /* then attacks from a distance: */
752     /* CIRCLE1 = 32 */
753     /* + DISTATT = 1 */
754     /* ------------------- */
755     /* attack_movement = 33 */
756     /******************************************************************************/
757     #define DISTATT 1 /* move toward a player if far, but mantain some space, */
758     /* attack from a distance - good for missile users only */
759     #define RUNATT 2 /* run but attack if player catches up to object */
760     #define HITRUN 3 /* run to then hit player then run away cyclicly */
761     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
762     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
763     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
764     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
765     #define WAIT2 8 /* monster does not try to move towards player if far */
766     /* maintains comfortable distance */
767     #define PETMOVE 16 /* if the upper four bits of attack_movement */
768     /* are set to this number, the monster follows a player */
769     /* until the owner calls it back or off */
770     /* player followed denoted by 0b->owner */
771     /* the monster will try to attack whatever the player is */
772     /* attacking, and will continue to do so until the owner */
773     /* calls off the monster - a key command will be */
774     /* inserted to do so */
775     #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
776     /* are set to this number, the monster will move in a */
777     /* circle until it is attacked, or the enemy field is */
778     /* set, this is good for non-aggressive monsters and NPC */
779     #define CIRCLE2 48 /* same as above but a larger circle is used */
780     #define PACEH 64 /* The Monster will pace back and forth until attacked */
781     /* this is HORIZONTAL movement */
782     #define PACEH2 80 /* the monster will pace as above but the length of the */
783     /* pace area is longer and the monster stops before */
784     /* changing directions */
785     /* this is HORIZONTAL movement */
786     #define RANDO 96 /* the monster will go in a random direction until */
787     /* it is stopped by an obstacle, then it chooses another */
788     /* direction. */
789     #define RANDO2 112 /* constantly move in a different random direction */
790     #define PACEV 128 /* The Monster will pace back and forth until attacked */
791     /* this is VERTICAL movement */
792     #define PACEV2 144 /* the monster will pace as above but the length of the */
793     /* pace area is longer and the monster stops before */
794     /* changing directions */
795     /* this is VERTICAL movement */
796     #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
797     #define HI4 240
798    
799     /*
800     * Use of the state-variable in player objects:
801     */
802    
803     #define ST_PLAYING 0
804     #define ST_PLAY_AGAIN 1
805     #define ST_ROLL_STAT 2
806     #define ST_CHANGE_CLASS 3
807     #define ST_CONFIRM_QUIT 4
808     #define ST_CONFIGURE 5
809     #define ST_GET_NAME 6
810     #define ST_GET_PASSWORD 7
811     #define ST_CONFIRM_PASSWORD 8
812     #define ST_GET_PARTY_PASSWORD 10
813    
814     #define BLANK_FACE_NAME "blank.111"
815     #define EMPTY_FACE_NAME "empty.111"
816     #define DARK_FACE1_NAME "dark1.111"
817     #define DARK_FACE2_NAME "dark2.111"
818     #define DARK_FACE3_NAME "dark3.111"
819     #define SMOOTH_FACE_NAME "default_smoothed.111"
820    
821     /*
822     * Defines for the luck/random functions to make things more readable
823     */
824    
825     #define PREFER_HIGH 1
826     #define PREFER_LOW 0
827    
828     /* Simple function we use below to keep adding to the same string
829     * but also make sure we don't overwrite that string.
830     */
831     static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
832     {
833     if (*curlen == (maxlen-1)) return;
834     strncpy(dest+*curlen, orig, maxlen-*curlen-1);
835     dest[maxlen-1]=0;
836     *curlen += strlen(orig);
837     if (*curlen>(maxlen-1)) *curlen=maxlen-1;
838     }
839    
840    
841     /* The SAFE versions of these call the safe_strcat function above.
842     * Ideally, all functions should use the SAFE functions, but they
843     * require some extra support in the calling function to remain as
844     * efficient.
845     */
846     #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
847     if(variable) { \
848     int i,j=0; \
849     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
850     for(i=0; i<NROFATTACKS; i++) \
851     if(variable & (1<<i)) { \
852     if (j) \
853     safe_strcat(retbuf,", ", len, maxlen); \
854     else \
855     j = 1; \
856     safe_strcat(retbuf, attacks[i], len, maxlen); \
857     } \
858     safe_strcat(retbuf,")",len,maxlen); \
859     }
860    
861    
862     /* separated this from the common/item.c file. b.t. Dec 1995 */
863    
864     #define DESCRIBE_ABILITY(retbuf, variable, name) \
865     if(variable) { \
866     int i,j=0; \
867     strcat(retbuf,"(" name ": "); \
868     for(i=0; i<NROFATTACKS; i++) \
869     if(variable & (1<<i)) { \
870     if (j) \
871     strcat(retbuf,", "); \
872     else \
873     j = 1; \
874     strcat(retbuf, attacks[i]); \
875     } \
876     strcat(retbuf,")"); \
877     }
878    
879    
880     #define DESCRIBE_PATH(retbuf, variable, name) \
881     if(variable) { \
882     int i,j=0; \
883     strcat(retbuf,"(" name ": "); \
884     for(i=0; i<NRSPELLPATHS; i++) \
885     if(variable & (1<<i)) { \
886     if (j) \
887     strcat(retbuf,", "); \
888     else \
889     j = 1; \
890     strcat(retbuf, spellpathnames[i]); \
891     } \
892     strcat(retbuf,")"); \
893     }
894    
895    
896     #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
897     if(variable) { \
898     int i,j=0; \
899     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
900     for(i=0; i<NRSPELLPATHS; i++) \
901     if(variable & (1<<i)) { \
902     if (j) \
903     safe_strcat(retbuf,", ", len, maxlen); \
904     else \
905     j = 1; \
906     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
907     } \
908     safe_strcat(retbuf,")", len, maxlen); \
909     }
910    
911     /* Flags for apply_special() */
912     enum apply_flag {
913     /* Basic flags, always use one of these */
914     AP_NULL = 0,
915     AP_APPLY = 1,
916     AP_UNAPPLY = 2,
917    
918     AP_BASIC_FLAGS = 15,
919    
920     /* Optional flags, for bitwise or with a basic flag */
921     AP_NO_MERGE = 16,
922     AP_IGNORE_CURSE = 32,
923     AP_PRINT = 64 /* Print what to do, don't actually do it */
924     /* Note this is supported in all the functions */
925    
926     };
927    
928     /* Bitmask values for 'can_apply_object()' return values.
929     * the CAN_APPLY_ prefix is to just note what function the
930     * are returned from.
931     *
932     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
933     * location who doesn't have.
934     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
935     * this basically means one of the FLAGS are set saying you can't
936     * use this.
937     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
938     * if this object can do anything to use this object. If the value
939     * returned from can_apply_object() anded with the mask is non zero,
940     * then it is out of the control of this creature to use the item.
941     * otherwise it means that by unequipping stuff, they could apply the object
942     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
943     * this.
944     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
945     * unapplied before this can be applied. Think of switching to
946     * a bow but you have a sword & shield - both the sword and
947     * shield need to be uneqipped before you can do the bow.
948     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
949     * this one can be applied. Think of rings - human is wearing two
950     * rings and tries to apply one - there are two possible rings he
951     * could remove.
952     *
953     */
954     #define CAN_APPLY_NEVER 0x1
955     #define CAN_APPLY_RESTRICTION 0x2
956     #define CAN_APPLY_NOT_MASK 0xf
957     #define CAN_APPLY_UNAPPLY 0x10
958     #define CAN_APPLY_UNAPPLY_MULT 0x20
959     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
960    
961     /* Cut off point of when an object is put on the active list or not */
962     #define MIN_ACTIVE_SPEED 0.00001
963    
964     /*
965     * random() is much better than rand(). If you have random(), use it instead.
966     * You shouldn't need to change any of this
967     *
968     * 0.93.3: It looks like linux has random (previously, it was set below
969     * to use rand). Perhaps old version of linux lack rand? IF you run into
970     * problems, add || defined(__linux__) the #if immediately below.
971     *
972     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
973     * here.
974     */
975    
976     #ifdef HAVE_SRANDOM
977     #define RANDOM() random()
978     #define SRANDOM(xyz) srandom(xyz)
979     #else
980     # ifdef HAVE_SRAND48
981     # define RANDOM() lrand48()
982     # define SRANDOM(xyz) srand48(xyz)
983     # else
984     # ifdef HAVE_SRAND
985     # define RANDOM() rand()
986     # define SRANDOM(xyz) srand(xyz)
987     # else
988     # error "Could not find a usable random routine"
989     # endif
990     # endif
991     #endif
992    
993     /* Returns the weight of the given object. Note: it does not take the number of
994     * items (nrof) into account.
995     */
996     #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
997    
998    
999     /* Code fastening defines
1000     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1001     * buf__ and increment buf__ position so it will point to the end of buf__.
1002     * the '\0' caracter will not be put at end of buf__.
1003     * use preparefastcat and finishfastcat on buf__ to prepare
1004     * and clean up the string. (Lots faster than doing each time...)
1005     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1006     * keep in mind FAST_STRNCAT is faster since length of second argument is
1007     * kown in advance.
1008     */
1009    
1010     #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1011     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1012     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1013     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1014    
1015     /* You may uncomment following define to check sanity of code.
1016     * But use as debug only (loses all speed gained by those macros)
1017     */
1018     /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1019     if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1020    
1021    
1022    
1023    
1024    
1025    
1026    
1027     /*
1028     * Warning!
1029     * If you add message types here, don't forget
1030     * to keep the client up to date too!
1031     */
1032    
1033    
1034     /* message types */
1035     #define MSG_TYPE_BOOK 1
1036     #define MSG_TYPE_CARD 2
1037     #define MSG_TYPE_PAPER 3
1038     #define MSG_TYPE_SIGN 4
1039     #define MSG_TYPE_MONUMENT 5
1040     #define MSG_TYPE_SCRIPTED_DIALOG 6
1041     #define MSG_TYPE_MOTD 7
1042     #define MSG_TYPE_ADMIN 8
1043     #define MSG_TYPE_LAST 9
1044    
1045     #define MSG_SUBTYPE_NONE 0
1046    
1047     /* book messages subtypes */
1048     #define MSG_TYPE_BOOK_CLASP_1 1
1049     #define MSG_TYPE_BOOK_CLASP_2 2
1050     #define MSG_TYPE_BOOK_ELEGANT_1 3
1051     #define MSG_TYPE_BOOK_ELEGANT_2 4
1052     #define MSG_TYPE_BOOK_QUARTO_1 5
1053     #define MSG_TYPE_BOOK_QUARTO_2 6
1054     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1055     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1056     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1057     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1058     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1059    
1060     /* card messages subtypes*/
1061     #define MSG_TYPE_CARD_SIMPLE_1 1
1062     #define MSG_TYPE_CARD_SIMPLE_2 2
1063     #define MSG_TYPE_CARD_SIMPLE_3 3
1064     #define MSG_TYPE_CARD_ELEGANT_1 4
1065     #define MSG_TYPE_CARD_ELEGANT_2 5
1066     #define MSG_TYPE_CARD_ELEGANT_3 6
1067     #define MSG_TYPE_CARD_STRANGE_1 7
1068     #define MSG_TYPE_CARD_STRANGE_2 8
1069     #define MSG_TYPE_CARD_STRANGE_3 9
1070     #define MSG_TYPE_CARD_MONEY_1 10
1071     #define MSG_TYPE_CARD_MONEY_2 11
1072     #define MSG_TYPE_CARD_MONEY_3 12
1073    
1074     /* Paper messages subtypes */
1075     #define MSG_TYPE_PAPER_NOTE_1 1
1076     #define MSG_TYPE_PAPER_NOTE_2 2
1077     #define MSG_TYPE_PAPER_NOTE_3 3
1078     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1079     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1080     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1081     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1082     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1083     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1084     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1085     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1086     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1087     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1088     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1089    
1090     /* road signs messages subtypes */
1091     #define MSG_TYPE_SIGN_BASIC 1
1092     #define MSG_TYPE_SIGN_DIR_LEFT 2
1093     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1094     #define MSG_TYPE_SIGN_DIR_BOTH 4
1095    
1096     /* stones and monument messages */
1097     #define MSG_TYPE_MONUMENT_STONE_1 1
1098     #define MSG_TYPE_MONUMENT_STONE_2 2
1099     #define MSG_TYPE_MONUMENT_STONE_3 3
1100     #define MSG_TYPE_MONUMENT_STATUE_1 4
1101     #define MSG_TYPE_MONUMENT_STATUE_2 5
1102     #define MSG_TYPE_MONUMENT_STATUE_3 6
1103     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1104     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1105     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1106     #define MSG_TYPE_MONUMENT_WALL_1 10
1107     #define MSG_TYPE_MONUMENT_WALL_2 11
1108     #define MSG_TYPE_MONUMENT_WALL_3 12
1109    
1110     /*some readable flags*/
1111    
1112     /* dialog messsage */
1113     #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/
1114     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/
1115     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/
1116    
1117     /* admin messages */
1118     #define MSG_TYPE_ADMIN_RULES 1
1119     #define MSG_TYPE_ADMIN_NEWS 2
1120    
1121     #endif /* DEFINE_H */