ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
Revision: 1.61
Committed: Mon Jun 4 13:04:00 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +2 -4 lines
Log Message:
- archetype is now a subclass of object.
- store archetypes in an object_vector.
- use a different startegy for archetype loading
  (reloading is MOST CERTAINLY broken).

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.60 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 pippijn 1.40 *
4 root 1.60 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.40 *
8 root 1.60 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.40 *
13 root 1.60 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.40 *
18 root 1.60 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.40 */
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 root 1.61 // maximum length of an object name in the protocol
56     #define NAME_LEN 127
57 root 1.1
58     /* MAX3 is basically like MAX, but instead does 3 values. */
59 root 1.11 #ifndef MAX3
60     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
61     #endif
62 root 1.1
63     /* MIN3 is basically like MIN, but instead does 3 values. */
64 root 1.11 #ifndef MIN3
65     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
66     #endif
67 root 1.10
68 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
69     #define MIN_STAT 1 /* The minimum legal value of any stat */
70 root 1.10
71 root 1.54 //TODO: not only use more reasonable values, also enforce them
72 root 1.56 #define MIN_WC -120
73     #define MAX_WC 120
74     #define MIN_AC -120
75     #define MAX_AC 120
76 root 1.54 #define MIN_DAM 0
77 root 1.55 #define MAX_DAM 200
78 root 1.54
79 root 1.11 #define MAX_BUF 1024
80 root 1.10 /* Used for all kinds of things */
81 root 1.11 #define VERY_BIG_BUF 2048
82     #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
83     #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
84 root 1.10
85 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
86 root 1.10
87 root 1.11 #define MAX_ANIMATIONS 256
88 root 1.10
89 root 1.11 #define MAX_NAME 48
90     #define MAX_EXT_TITLE 98
91 root 1.1
92     /* Fatal variables: */
93 root 1.46 //TODO: remove all calls to fatal and replace them by cleanup
94 root 1.11 #define OUT_OF_MEMORY 0
95     #define MAP_ERROR 1
96 root 1.46 #define ARCHTABLE_TOO_SMALL 2 // unused
97 root 1.11 #define TOO_MANY_ERRORS 3
98 root 1.1
99     /* TYPE DEFINES */
100 root 1.10
101 root 1.1 /* Only add new values to this list if somewhere in the program code,
102     * it is actually needed. Just because you add a new monster does not
103     * mean it has to have a type defined here. That only needs to happen
104     * if in some .c file, it needs to do certain special actions based on
105     * the monster type, that can not be handled by any of the numerous
106     * flags
107     * Also, if you add new entries, try and fill up the holes in this list.
108     * Additionally, when you add a new entry, include it in the table in item.c
109     */
110    
111 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
112     * definitions)
113     */
114    
115 elmex 1.28 /* type 0 objects have the default behaviour */
116    
117 elmex 1.21 #define PLAYER 1
118     #define TRANSPORT 2 /* see pod/objects.pod */
119     #define ROD 3
120     #define TREASURE 4
121     #define POTION 5
122     #define FOOD 6
123     #define POISON 7
124     #define BOOK 8
125     #define CLOCK 9
126    
127     #define ARROW 13
128     #define BOW 14
129     #define WEAPON 15
130     #define ARMOUR 16
131     #define PEDESTAL 17
132     #define ALTAR 18
133    
134     #define LOCKED_DOOR 20
135     #define SPECIAL_KEY 21
136     #define MAP 22
137     #define DOOR 23
138     #define KEY 24
139    
140     #define TIMED_GATE 26
141     #define TRIGGER 27
142     #define GRIMREAPER 28
143     #define MAGIC_EAR 29
144     #define TRIGGER_BUTTON 30
145     #define TRIGGER_ALTAR 31
146     #define TRIGGER_PEDESTAL 32
147     #define SHIELD 33
148     #define HELMET 34
149     #define HORN 35
150     #define MONEY 36
151     #define CLASS 37 /* object for applying character class modifications to someone */
152     #define GRAVESTONE 38
153     #define AMULET 39
154     #define PLAYERMOVER 40
155     #define TELEPORTER 41
156     #define CREATOR 42
157     #define SKILL 43 /* also see SKILL_TOOL (74) below */
158 elmex 1.22
159 elmex 1.21 #define EARTHWALL 45
160     #define GOLEM 46
161    
162     #define THROWN_OBJ 48
163     #define BLINDNESS 49
164     #define GOD 50
165     #define DETECTOR 51 /* peterm: detector is an object
166     * which notices the presense of
167     * another object and is triggered
168     * like buttons.
169     */
170     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
171     * force into a player with a specified string WHEN TRIGGERED.
172     */
173     #define DEAD_OBJECT 53
174     #define DRINK 54
175     #define MARKER 55 /* inserts an invisible, weightless
176     * force into a player with a specified string.
177     */
178     #define HOLY_ALTAR 56
179     #define PLAYER_CHANGER 57
180     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
181    
182     #define PEACEMAKER 59 /* Object owned by a player which can convert
183     * a monster into a peaceful being incapable of attack.
184     */
185     #define GEM 60
186    
187     #define FIREWALL 62
188     #define ANVIL 63
189     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
190     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
191     * values of last_sp set how to change:
192     * 0 = furious, all monsters become aggressive
193     * 1 = angry, all but friendly become aggressive
194     * 2 = calm, all aggressive monsters calm down
195     * 3 = sleep, all monsters fall asleep
196     * 4 = charm, monsters become pets */
197     #define EXIT 66
198     #define ENCOUNTER 67
199     #define SHOP_FLOOR 68
200     #define SHOP_MAT 69
201     #define RING 70
202     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
203     #define FLESH 72 /* animal 'body parts' -b.t. */
204     #define INORGANIC 73 /* metals and minerals */
205     #define SKILL_TOOL 74 /* Allows the use of a skill */
206     #define LIGHTER 75
207 root 1.1
208 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
209    
210 elmex 1.21
211     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
212     in the engine. Like statues, clocks, chairs,...
213     If perhaps we create a function where we can sit
214     on chairs, we create a new type and remove all
215     chairs from here. */
216 elmex 1.25
217 elmex 1.21 #define LAMP 82 /* a lamp */
218     #define DUPLICATOR 83 /* duplicator/multiplier object */
219 elmex 1.27
220 elmex 1.21 #define SPELLBOOK 85
221 elmex 1.27
222 elmex 1.21 #define CLOAK 87
223    
224     #define SPINNER 90
225     #define GATE 91
226     #define BUTTON 92
227     #define CF_HANDLE 93
228     #define HOLE 94
229     #define TRAPDOOR 95
230    
231     #define SIGN 98
232     #define BOOTS 99
233     #define GLOVES 100
234     #define SPELL 101
235     #define SPELL_EFFECT 102
236     #define CONVERTER 103
237     #define BRACERS 104
238     #define POISONING 105
239     #define SAVEBED 106
240 elmex 1.26
241 elmex 1.21 #define WAND 109
242    
243     #define SCROLL 111
244     #define DIRECTOR 112
245     #define GIRDLE 113
246     #define FORCE 114
247     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
248     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
249    
250     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
251     #define CONTAINER 122
252     #define ARMOUR_IMPROVER 123
253     #define WEAPON_IMPROVER 124
254 root 1.1
255 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
256     #define DEEP_SWAMP 138
257     #define IDENTIFY_ALTAR 139
258    
259     #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
260    
261     #define RUNE 154
262     #define TRAP 155
263    
264     #define POWER_CRYSTAL 156
265     #define CORPSE 157
266    
267     #define DISEASE 158
268     #define SYMPTOM 159
269     #define BUILDER 160 /* Generic item builder, see subtypes */
270     #define MATERIAL 161 /* Material for building */
271    
272     #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
273 elmex 1.23
274 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
275     potions, alchemy, or magic works here (elmex) */
276 root 1.10
277 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
278    
279 elmex 1.27 /* DEAD TYPES: */
280     //#define FBULLET 10
281     //#define FBALL 11
282     //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283     //#define CONFUSION 19
284     //#define MMISSILE 25
285     /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286     * experience for broad skill categories. This value
287     * is now automatically converteed at load time.
288     */
289     //#define BOMB 47
290     //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291    
292     /* random crossfire developer: The trap_part, wall, light_source,
293     * misc_object, monster, and spawn_generator
294     * types are not used in any archetypes,
295     * and should perhaps be removed.
296     *
297     * Wed Dec 20 13:35:24 CET 2006:
298 root 1.51 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 elmex 1.27 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300     * renamed WALL to BUILDABLE_WALL.
301     */
302    
303     //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304     //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305     //#define MONSTER 80 /* yes, thats a real, living creature */
306     //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307     //#define TOOL 84 /* a tool for building objects */
308     //#define BUILDFAC 86 /* facilities for building objects */
309     //#define CONE 88
310     //#define AURA 89 /* aura spell object */
311     //#define WORD_OF_RECALL 96
312     //#define PARAIMAGE 97
313     //#define POISONCLOUD 107
314     //#define FIREHOLES 108
315     //#define ABILITY 110
316     /* unused: 125 - 129
317     * type 125 was MONEY_CHANGER
318     */
319     //#define CANCELLATION 141 /* not used with new spell code */
320     //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
321     //#define SWARM_SPELL 153
322     //#define GPS 162 /* Ground positionning system, moved to Python plugin */
323     //#define QUEST 164 /* See below for subtypes */
324    
325 root 1.1 /* END TYPE DEFINE */
326    
327 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
328 root 1.7
329 root 1.1 /* Subtypes for BUILDER */
330 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
331     #define ST_BD_REMOVE 2 /* Removes an item */
332 root 1.1
333     /* Subtypes for MATERIAL */
334 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
335     #define ST_MAT_WALL 2 /* Wall */
336     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
337 root 1.1
338     /* definitions for weapontypes */
339    
340 root 1.11 #define WEAP_HIT 0 /* the basic */
341     #define WEAP_SLASH 1 /* slash */
342     #define WEAP_PIERCE 2 /* arrows, stiletto */
343     #define WEAP_CLEAVE 3 /* axe */
344     #define WEAP_SLICE 4 /* katana */
345     #define WEAP_STAB 5 /* knife, dagger */
346     #define WEAP_WHIP 6 /* whips n chains */
347     #define WEAP_CRUSH 7 /* big hammers, flails */
348     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
349 root 1.10
350     typedef struct typedata
351     {
352     int number;
353     const char *name;
354     const char *name_pl;
355     int identifyskill;
356     int identifyskill2;
357 root 1.1 } typedata;
358    
359     extern const int ItemTypesSize;
360     extern typedata ItemTypes[];
361    
362     /* definitions for detailed pickup descriptions.
363     * The objective is to define intelligent groups of items that the
364     * user can pick up or leave as he likes. */
365    
366     /* high bit as flag for new pickup options */
367 root 1.11 #define PU_NOTHING 0x00000000
368 root 1.1
369 root 1.11 #define PU_DEBUG 0x10000000
370     #define PU_INHIBIT 0x20000000
371     #define PU_STOP 0x40000000
372     #define PU_NEWMODE 0x80000000
373    
374     #define PU_RATIO 0x0000000F
375    
376     #define PU_FOOD 0x00000010
377     #define PU_DRINK 0x00000020
378     #define PU_VALUABLES 0x00000040
379     #define PU_BOW 0x00000080
380    
381     #define PU_ARROW 0x00000100
382     #define PU_HELMET 0x00000200
383     #define PU_SHIELD 0x00000400
384     #define PU_ARMOUR 0x00000800
385    
386     #define PU_BOOTS 0x00001000
387     #define PU_GLOVES 0x00002000
388     #define PU_CLOAK 0x00004000
389     #define PU_KEY 0x00008000
390    
391     #define PU_MISSILEWEAPON 0x00010000
392     #define PU_ALLWEAPON 0x00020000
393     #define PU_MAGICAL 0x00040000
394     #define PU_POTION 0x00080000
395    
396     #define PU_SPELLBOOK 0x00100000
397     #define PU_SKILLSCROLL 0x00200000
398     #define PU_READABLES 0x00400000
399     #define PU_MAGIC_DEVICE 0x00800000
400 root 1.1
401 root 1.11 #define PU_NOT_CURSED 0x01000000
402     #define PU_JEWELS 0x02000000
403 root 1.13 #define PU_FLESH 0x04000000
404 root 1.1
405    
406     /* Instead of using arbitrary constants for indexing the
407     * freearr, add these values. <= SIZEOFFREE1 will get you
408     * within 1 space. <= SIZEOFFREE2 wll get you withing
409     * 2 spaces, and the entire array (< SIZEOFFREE) is
410     * three spaces
411     */
412 root 1.11 #define SIZEOFFREE1 8
413     #define SIZEOFFREE2 24
414     #define SIZEOFFREE 49
415 root 1.1
416 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
417 root 1.1
418 root 1.19 /*
419     * If any FLAG's are added or changed, make sure the flag_names structure in
420 root 1.1 * common/loader.l is updated.
421     */
422 root 1.10
423 root 1.1 /* Basic routines to do above */
424 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
425     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
426     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
427 root 1.10
428 root 1.1 /* the flags */
429    
430 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
431     #define FLAG_WIZ 1 /* Object has special privilegies */
432     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
433     #define FLAG_FREED 3 /* Object is in the list of free objects */
434 root 1.57 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
435 root 1.11 #define FLAG_APPLIED 5 /* Object is ready for use by living */
436     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
437     #define FLAG_USE_SHIELD 7
438 root 1.10 /* Can this creature use a shield? */
439    
440 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
441 root 1.10
442 root 1.41 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
443     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444 root 1.10
445 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
446 root 1.10
447 root 1.41 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
448     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449 root 1.10
450 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
451     #define FLAG_FRIENDLY 15 /* Will help players */
452 root 1.10
453 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
454     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
455     #define FLAG_AUTO_APPLY 18
456 root 1.10 /* Will be applied when created */
457 root 1.52 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
458 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
459     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
460     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
461     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
462     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
463 root 1.10
464 root 1.41 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
465     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
466     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467 root 1.10
468 root 1.11 #define FLAG_IS_USED_UP 28
469 root 1.10 /* When (--food<0) the object will exit */
470 root 1.11 #define FLAG_IDENTIFIED 29
471 root 1.10 /* Player knows full info about item */
472 root 1.11 #define FLAG_REFLECTING 30
473 root 1.10 /* Object reflects from walls (lightning) */
474 root 1.11 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
475 root 1.1
476 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
477     #define FLAG_HITBACK 33 /* Object will hit back when hit */
478     #define FLAG_STARTEQUIP 34
479 root 1.10 /* Object was given to player at start */
480 root 1.11 #define FLAG_BLOCKSVIEW 35
481 root 1.10 /* Object blocks view */
482 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
483     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
484     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
485     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
486 root 1.10
487 root 1.11 #define FLAG_REFL_SPELL 40
488 root 1.10 /* Spells (some) will reflect from object */
489 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
490     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
491     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
492     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
493     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
494 root 1.10 but can still attack at a distance */
495    
496 root 1.41 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
497     thru this object as if it wasn't there */
498     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
499 root 1.10
500 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
501     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
502     #define FLAG_NO_DROP 50 /* Object can't be dropped */
503     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
504     #define FLAG_CAST_SPELL 52
505 root 1.10 /* (Monster) can learn and cast spells */
506 root 1.11 #define FLAG_USE_SCROLL 53
507 root 1.10 /* (Monster) can read scroll */
508 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
509     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
510 root 1.10
511 root 1.11 #define FLAG_USE_ARMOUR 56
512 root 1.10 /* (Monster) can wear armour/shield/helmet */
513 root 1.11 #define FLAG_USE_WEAPON 57
514 root 1.10 /* (Monster) can wield weapons */
515 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
516     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
517 root 1.53 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
518 root 1.11 #define FLAG_XRAYS 61 /* X-ray vision */
519     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
520     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
521 root 1.1
522 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
523     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
524     #define FLAG_SLEEP 66 /* NPC is sleeping */
525     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
526     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
527     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
528     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
529     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
530    
531     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
532     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
533     #define FLAG_CURSED 74 /* The object is cursed */
534     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
535     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
536     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
537     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
538     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
539    
540     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
541     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
542     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
543 root 1.10
544 root 1.52 #define FLAG_PRECIOUS 83 // object is precious (pets)
545 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
546     #define FLAG_MAKE_INVIS 85
547 root 1.10 /* (Item) gives invisibility when applied */
548 root 1.11 #define FLAG_INV_LOCKED 86
549 root 1.10 /* Item will not be dropped from inventory */
550 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
551 root 1.10
552 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
553     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
554     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
555     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
556     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
557     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
558     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
559 root 1.10
560 root 1.41 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
561 root 1.1
562 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
563     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
564 root 1.10 * away (replaces ghosthit)
565     */
566 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
567 root 1.10 * detect cases were the server is trying
568     * to send an upditem when we have not
569     * actually sent the item.
570     */
571    
572 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
573 root 1.10 object */
574 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
575     #define FLAG_NO_ATTACK 101 /* monster don't attack */
576     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
578 root 1.38 * load_original_map() */
579 root 1.11 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
580 root 1.38 * the overlay, and is not subject to
581     * decay. */
582 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
583     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
584     #define FLAG_IS_WATER 107
585     #define FLAG_CONTENT_ON_GEN 108
586     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
587     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
588 root 1.37 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589 root 1.44 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
590 root 1.32
591 root 1.38 #define NUM_FLAGS 113 /* Should always be equal to the last
592     * defined flag + 1. If you change this,
593     * make sure you update the flag_links
594     * in common/loader.l
595     */
596 root 1.1
597     /* Values can go up to 127 before the size of the flags array in the
598     * object structure needs to be enlarged.
599     * So there are 18 available flags slots
600     */
601    
602 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
603 root 1.10
604 root 1.1 /* If you add new movement types, you may need to update
605     * describe_item() so properly describe those types.
606     * change_abil() probably should be updated also.
607     */
608 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
609     #define MOVE_FLY_LOW 0x02 /* Low flying object */
610     #define MOVE_FLY_HIGH 0x04 /* High flying object */
611     #define MOVE_FLYING 0x06
612 root 1.10 /* Combo of fly_low and fly_high */
613 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
614 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
615 root 1.50 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616    
617     #define MOVE_ALL 0x3f /* Mask of all movement types */
618 root 1.1
619     /* typdef here to define type large enough to hold bitmask of
620     * all movement types. Make one declaration so easy to update.
621     * uint8 is defined yet, so just use what that would define it
622     * at anyways.
623     */
624 root 1.10 typedef unsigned char MoveType;
625 root 1.1
626     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
627     * Basically, ob2 has to block all of ob1 movement types.
628     */
629 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
630 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
631    
632     /* Basic macro to see if if ob1 can not move onto a space based
633     * on the 'type' move_block parameter
634     * Add check - if type is 0, don't stop anything from moving
635     * onto it.
636     *
637     */
638 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
639 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
640 root 1.1
641    
642 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
643     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
644     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
645 root 1.1
646     /* Note: These values are only a default value, resizing can change them */
647 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
648     #define LOOK_SIZE 6 /* ditto, but for the look-window */
649     #define MAX_INV_SIZE 40 /* For initializing arrays */
650     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
651    
652     #define EDITABLE(xyz) ((xyz)->arch->editable)
653    
654     #define E_MONSTER 0x00000001
655     #define E_EXIT 0x00000002
656     #define E_TREASURE 0x00000004
657     #define E_BACKGROUND 0x00000008
658     #define E_DOOR 0x00000010
659     #define E_SPECIAL 0x00000020
660     #define E_SHOP 0x00000040
661     #define E_NORMAL 0x00000080
662     #define E_FALSE_WALL 0x00000100
663     #define E_WALL 0x00000200
664     #define E_EQUIPMENT 0x00000400
665     #define E_OTHER 0x00000800
666     #define E_ARTIFACT 0x00001000
667    
668     #define EXIT_PATH(xyz) (xyz)->slaying
669     #define EXIT_LEVEL(xyz) (xyz)->stats.food
670     #define EXIT_X(xyz) (xyz)->stats.hp
671     #define EXIT_Y(xyz) (xyz)->stats.sp
672     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
673     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
674 root 1.1
675     /* for use by the lighting code */
676 root 1.41 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
677 root 1.8 * large values allow objects that can
678     * slow down the game */
679 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
680 root 1.10 * practical reason to exceed this */
681 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
682 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
683 root 1.1
684 root 1.11 #define F_BUY 0
685     #define F_SELL 1
686     #define F_TRUE 2 /* True value of item, unadjusted */
687     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
688     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
689     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
690     #define F_APPROX 32 /* flag to give a guess of item value */
691     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
692    
693     #define DIRX(xyz) freearr_x[(xyz)->direction]
694     #define DIRY(xyz) freearr_y[(xyz)->direction]
695    
696     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
697     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
698    
699     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
700     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
701     #define WEAPON_SPEED(xyz) (xyz)->last_sp
702 root 1.1
703     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
704     each of them signed char, concatenated in a int16 */
705 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
706     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
707     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
708     #define FIRE_DIRECTIONAL 0
709     #define FIRE_POSITIONAL 1
710 root 1.1
711     /******************************************************************************/
712     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
713     /******************************************************************************/
714     /* if your monsters start acting wierd, mail me */
715     /******************************************************************************/
716     /* the following definitions are for the attack_movement variable in monsters */
717     /* if the attack_variable movement is left out of the monster archetype, or is*/
718     /* set to zero */
719     /* the standard mode of movement from previous versions of crossfire will be */
720     /* used. the upper four bits of movement data are not in effect when the monst*/
721     /* er has an enemy. these should only be used for non agressive monsters. */
722     /* to program a monsters movement add the attack movement numbers to the movem*/
723     /* ment numbers example a monster that moves in a circle until attacked and */
724     /* then attacks from a distance: */
725     /* CIRCLE1 = 32 */
726     /* + DISTATT = 1 */
727     /* ------------------- */
728     /* attack_movement = 33 */
729     /******************************************************************************/
730 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
731 root 1.1 /* attack from a distance - good for missile users only */
732 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
733     #define HITRUN 3 /* run to then hit player then run away cyclicly */
734     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
735     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
736     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
737     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
738     #define WAIT2 8 /* monster does not try to move towards player if far */
739 root 1.1 /* maintains comfortable distance */
740 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
741 root 1.1 /* are set to this number, the monster follows a player */
742     /* until the owner calls it back or off */
743     /* player followed denoted by 0b->owner */
744     /* the monster will try to attack whatever the player is */
745     /* attacking, and will continue to do so until the owner */
746     /* calls off the monster - a key command will be */
747     /* inserted to do so */
748 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
749 root 1.1 /* are set to this number, the monster will move in a */
750     /* circle until it is attacked, or the enemy field is */
751 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
752 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
753     #define PACEH 64 /* The Monster will pace back and forth until attacked */
754 root 1.1 /* this is HORIZONTAL movement */
755 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
756 root 1.1 /* pace area is longer and the monster stops before */
757     /* changing directions */
758     /* this is HORIZONTAL movement */
759 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
760 root 1.1 /* it is stopped by an obstacle, then it chooses another */
761     /* direction. */
762 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
763     #define PACEV 128 /* The Monster will pace back and forth until attacked */
764 root 1.1 /* this is VERTICAL movement */
765 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
766 root 1.1 /* pace area is longer and the monster stops before */
767     /* changing directions */
768     /* this is VERTICAL movement */
769 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
770     #define HI4 240
771 root 1.1
772 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
773     #define EMPTY_FACE_NAME "empty.x11"
774 root 1.1
775     /*
776     * Defines for the luck/random functions to make things more readable
777     */
778    
779 root 1.11 #define PREFER_HIGH 1
780     #define PREFER_LOW 0
781 root 1.1
782     /* Simple function we use below to keep adding to the same string
783     * but also make sure we don't overwrite that string.
784     */
785 root 1.10 static inline void
786     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
787 root 1.1 {
788 root 1.10 if (*curlen == (maxlen - 1))
789     return;
790    
791     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
792     dest[maxlen - 1] = 0;
793     *curlen += strlen (orig);
794    
795     if (*curlen > (maxlen - 1))
796     *curlen = maxlen - 1;
797 root 1.1 }
798    
799    
800     /* The SAFE versions of these call the safe_strcat function above.
801     * Ideally, all functions should use the SAFE functions, but they
802     * require some extra support in the calling function to remain as
803     * efficient.
804     */
805 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
806 root 1.1 if(variable) { \
807     int i,j=0; \
808     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
809     for(i=0; i<NROFATTACKS; i++) \
810     if(variable & (1<<i)) { \
811     if (j) \
812     safe_strcat(retbuf,", ", len, maxlen); \
813     else \
814     j = 1; \
815     safe_strcat(retbuf, attacks[i], len, maxlen); \
816     } \
817     safe_strcat(retbuf,")",len,maxlen); \
818     }
819 root 1.10
820 root 1.1
821     /* separated this from the common/item.c file. b.t. Dec 1995 */
822    
823 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
824 root 1.1 if(variable) { \
825     int i,j=0; \
826     strcat(retbuf,"(" name ": "); \
827     for(i=0; i<NROFATTACKS; i++) \
828     if(variable & (1<<i)) { \
829     if (j) \
830     strcat(retbuf,", "); \
831     else \
832     j = 1; \
833     strcat(retbuf, attacks[i]); \
834     } \
835     strcat(retbuf,")"); \
836     }
837 root 1.10
838    
839 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
840 root 1.1 if(variable) { \
841     int i,j=0; \
842     strcat(retbuf,"(" name ": "); \
843     for(i=0; i<NRSPELLPATHS; i++) \
844     if(variable & (1<<i)) { \
845     if (j) \
846     strcat(retbuf,", "); \
847     else \
848     j = 1; \
849     strcat(retbuf, spellpathnames[i]); \
850     } \
851     strcat(retbuf,")"); \
852     }
853    
854    
855 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
856 root 1.1 if(variable) { \
857     int i,j=0; \
858     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
859     for(i=0; i<NRSPELLPATHS; i++) \
860     if(variable & (1<<i)) { \
861     if (j) \
862     safe_strcat(retbuf,", ", len, maxlen); \
863     else \
864     j = 1; \
865     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
866     } \
867     safe_strcat(retbuf,")", len, maxlen); \
868     }
869    
870     /* Flags for apply_special() */
871 root 1.10 enum apply_flag
872     {
873 root 1.58 /* Basic flags/mode, always use one of these */
874     AP_TOGGLE = 0,
875     AP_APPLY = 1,
876 root 1.10 AP_UNAPPLY = 2,
877 root 1.1
878 root 1.58 AP_BASIC_FLAGS = 0x0f,
879 root 1.1
880     /* Optional flags, for bitwise or with a basic flag */
881 root 1.58 AP_NO_MERGE = 0x10,
882     AP_IGNORE_CURSE = 0x20,
883     AP_PRINT = 0x40, /* Print what to do, don't actually do it */
884     AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
885 root 1.1 };
886    
887     /* Bitmask values for 'can_apply_object()' return values.
888     * the CAN_APPLY_ prefix is to just note what function the
889     * are returned from.
890     *
891     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
892     * location who doesn't have.
893     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
894     * this basically means one of the FLAGS are set saying you can't
895     * use this.
896     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
897     * if this object can do anything to use this object. If the value
898     * returned from can_apply_object() anded with the mask is non zero,
899     * then it is out of the control of this creature to use the item.
900     * otherwise it means that by unequipping stuff, they could apply the object
901     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
902     * this.
903     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
904     * unapplied before this can be applied. Think of switching to
905     * a bow but you have a sword & shield - both the sword and
906     * shield need to be uneqipped before you can do the bow.
907     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
908     * this one can be applied. Think of rings - human is wearing two
909     * rings and tries to apply one - there are two possible rings he
910     * could remove.
911     *
912     */
913 root 1.11 #define CAN_APPLY_NEVER 0x1
914     #define CAN_APPLY_RESTRICTION 0x2
915     #define CAN_APPLY_NOT_MASK 0xf
916     #define CAN_APPLY_UNAPPLY 0x10
917     #define CAN_APPLY_UNAPPLY_MULT 0x20
918     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 root 1.1
920     /* Cut off point of when an object is put on the active list or not */
921 elmex 1.34 #define MIN_ACTIVE_SPEED 1e-5
922 root 1.1
923 root 1.45 #define RANDOM() (rndm.next () & 0xffffffU)
924     #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925 root 1.1
926     /* Returns the weight of the given object. Note: it does not take the number of
927     * items (nrof) into account.
928     */
929 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
930 root 1.1
931    
932     /* Code fastening defines
933     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
934     * buf__ and increment buf__ position so it will point to the end of buf__.
935     * the '\0' caracter will not be put at end of buf__.
936     * use preparefastcat and finishfastcat on buf__ to prepare
937     * and clean up the string. (Lots faster than doing each time...)
938     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
939     * keep in mind FAST_STRNCAT is faster since length of second argument is
940     * kown in advance.
941     */
942    
943 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
944     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
945     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
946     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
947 root 1.1
948     /*
949     * Warning!
950     * If you add message types here, don't forget
951     * to keep the client up to date too!
952     */
953 root 1.10
954 root 1.1 /* message types */
955 root 1.11 #define MSG_TYPE_BOOK 1
956     #define MSG_TYPE_CARD 2
957     #define MSG_TYPE_PAPER 3
958     #define MSG_TYPE_SIGN 4
959     #define MSG_TYPE_MONUMENT 5
960     #define MSG_TYPE_SCRIPTED_DIALOG 6
961     #define MSG_TYPE_MOTD 7
962     #define MSG_TYPE_ADMIN 8
963     #define MSG_TYPE_LAST 9
964 root 1.1
965 root 1.11 #define MSG_SUBTYPE_NONE 0
966 root 1.1
967     /* book messages subtypes */
968 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
969     #define MSG_TYPE_BOOK_CLASP_2 2
970     #define MSG_TYPE_BOOK_ELEGANT_1 3
971     #define MSG_TYPE_BOOK_ELEGANT_2 4
972     #define MSG_TYPE_BOOK_QUARTO_1 5
973     #define MSG_TYPE_BOOK_QUARTO_2 6
974     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
975     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
976     #define MSG_TYPE_BOOK_SPELL_PYRO 9
977     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
978     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
979 root 1.1
980     /* card messages subtypes*/
981 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
982     #define MSG_TYPE_CARD_SIMPLE_2 2
983     #define MSG_TYPE_CARD_SIMPLE_3 3
984     #define MSG_TYPE_CARD_ELEGANT_1 4
985     #define MSG_TYPE_CARD_ELEGANT_2 5
986     #define MSG_TYPE_CARD_ELEGANT_3 6
987     #define MSG_TYPE_CARD_STRANGE_1 7
988     #define MSG_TYPE_CARD_STRANGE_2 8
989     #define MSG_TYPE_CARD_STRANGE_3 9
990     #define MSG_TYPE_CARD_MONEY_1 10
991     #define MSG_TYPE_CARD_MONEY_2 11
992     #define MSG_TYPE_CARD_MONEY_3 12
993 root 1.1
994     /* Paper messages subtypes */
995 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
996     #define MSG_TYPE_PAPER_NOTE_2 2
997     #define MSG_TYPE_PAPER_NOTE_3 3
998     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
999     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1000     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1001     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1002     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1003     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1004     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1005     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1006     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1007     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1008     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1009 root 1.1
1010     /* road signs messages subtypes */
1011 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1012     #define MSG_TYPE_SIGN_DIR_LEFT 2
1013     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1014     #define MSG_TYPE_SIGN_DIR_BOTH 4
1015 root 1.1
1016     /* stones and monument messages */
1017 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1018     #define MSG_TYPE_MONUMENT_STONE_2 2
1019     #define MSG_TYPE_MONUMENT_STONE_3 3
1020     #define MSG_TYPE_MONUMENT_STATUE_1 4
1021     #define MSG_TYPE_MONUMENT_STATUE_2 5
1022     #define MSG_TYPE_MONUMENT_STATUE_3 6
1023     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1024     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1025     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1026     #define MSG_TYPE_MONUMENT_WALL_1 10
1027     #define MSG_TYPE_MONUMENT_WALL_2 11
1028     #define MSG_TYPE_MONUMENT_WALL_3 12
1029 root 1.1
1030     /*some readable flags*/
1031    
1032     /* dialog messsage */
1033 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1034     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1035     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1036 root 1.1
1037     /* admin messages */
1038 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1039     #define MSG_TYPE_ADMIN_NEWS 2
1040 root 1.1
1041     #endif /* DEFINE_H */
1042 root 1.11