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/cvs/deliantra/server/include/define.h
Revision: 1.8
Committed: Tue Aug 29 08:01:36 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +50 -50 lines
Log Message:
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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 root 1.8 /* experience for broad skill categories. This value */
167     /* is now automatically converteed at load time. */
168 root 1.1 #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 root 1.8 /* which notices the presense of */
177     /* another object and is triggered */
178     /* like buttons. */
179 root 1.1 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 root 1.8 /* force into a player with a specified string WHEN TRIGGERED. */
181 root 1.1 #define DEAD_OBJECT 53
182     #define DRINK 54
183     #define MARKER 55 /* inserts an invisible, weightless */
184 root 1.8 /* force into a player with a specified string. */
185 root 1.1 #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 root 1.8 /* a monster into a peaceful being incapable of attack. */
191 root 1.1 #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 root 1.8 * 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 root 1.1 #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 1.6 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 elmex 1.5 potions, alchemy, or magic works here (elmex) */
294 root 1.1 /* END TYPE DEFINE */
295    
296 root 1.7 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
297    
298 root 1.1 /* Subtypes for BUILDER */
299     #define ST_BD_BUILD 1 /* Builds an item */
300     #define ST_BD_REMOVE 2 /* Removes an item */
301    
302     /* Subtypes for MATERIAL */
303     #define ST_MAT_FLOOR 1 /* Floor */
304     #define ST_MAT_WALL 2 /* Wall */
305     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
306    
307     /* Subtypes for QUEST */
308     #define QUEST_IN_PROGRESS 1
309     #define QUEST_DONE_QUEST 2
310     #define QUEST_DONE_TASK 3
311     #define QUEST_START_QUEST 4
312     #define QUEST_END_QUEST 5
313     #define QUEST_START_TASK 6
314     #define QUEST_END_TASK 7
315     #define QUEST_OVERRIDE 8
316     #define QUEST_ON_ACTIVATE 9
317    
318     /* definitions for weapontypes */
319    
320     #define WEAP_HIT 0 /* the basic */
321     #define WEAP_SLASH 1 /* slash */
322     #define WEAP_PIERCE 2 /* arrows, stiletto */
323     #define WEAP_CLEAVE 3 /* axe */
324     #define WEAP_SLICE 4 /* katana */
325     #define WEAP_STAB 5 /* knife, dagger */
326     #define WEAP_WHIP 6 /* whips n chains */
327     #define WEAP_CRUSH 7 /* big hammers, flails */
328     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
329    
330     typedef struct typedata {
331     int number;
332     const char *name;
333     const char *name_pl;
334     int identifyskill;
335     int identifyskill2;
336     } typedata;
337    
338     extern const int ItemTypesSize;
339     extern typedata ItemTypes[];
340    
341     /* definitions for detailed pickup descriptions.
342     * The objective is to define intelligent groups of items that the
343     * user can pick up or leave as he likes. */
344    
345     /* high bit as flag for new pickup options */
346     #define PU_NOTHING 0x00000000
347    
348     #define PU_DEBUG 0x10000000
349     #define PU_INHIBIT 0x20000000
350     #define PU_STOP 0x40000000
351     #define PU_NEWMODE 0x80000000
352    
353     #define PU_RATIO 0x0000000F
354    
355     #define PU_FOOD 0x00000010
356     #define PU_DRINK 0x00000020
357     #define PU_VALUABLES 0x00000040
358     #define PU_BOW 0x00000080
359    
360     #define PU_ARROW 0x00000100
361     #define PU_HELMET 0x00000200
362     #define PU_SHIELD 0x00000400
363     #define PU_ARMOUR 0x00000800
364    
365     #define PU_BOOTS 0x00001000
366     #define PU_GLOVES 0x00002000
367     #define PU_CLOAK 0x00004000
368     #define PU_KEY 0x00008000
369    
370     #define PU_MISSILEWEAPON 0x00010000
371     #define PU_ALLWEAPON 0x00020000
372     #define PU_MAGICAL 0x00040000
373     #define PU_POTION 0x00080000
374    
375     #define PU_SPELLBOOK 0x00100000
376     #define PU_SKILLSCROLL 0x00200000
377     #define PU_READABLES 0x00400000
378     #define PU_MAGIC_DEVICE 0x00800000
379    
380     #define PU_NOT_CURSED 0x01000000
381     #define PU_JEWELS 0x02000000
382    
383    
384     /* Instead of using arbitrary constants for indexing the
385     * freearr, add these values. <= SIZEOFFREE1 will get you
386     * within 1 space. <= SIZEOFFREE2 wll get you withing
387     * 2 spaces, and the entire array (< SIZEOFFREE) is
388     * three spaces
389     */
390     #define SIZEOFFREE1 8
391     #define SIZEOFFREE2 24
392     #define SIZEOFFREE 49
393    
394     #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395    
396     /* Flag structure now changed.
397     * Each flag is now a bit offset, starting at zero. The macros
398     * will update/read the appropriate flag element in the object
399     * structure.
400     *
401     * Hopefully, since these offsets are integer constants set at run time,
402     * the compiler will reduce the macros something as simple as the
403     * old system was.
404     *
405     * Flags now have FLAG as the prefix. This to be clearer, and also
406     * to make sure F_ names are not still being used anyplace.
407     *
408     * The macros below assume that the flag size for each element is 32
409     * bits. IF it is smaller, bad things will happen. See structs.h
410     * for more info.
411     *
412     * All functions should use the macros below. In process of converting
413     * to the new system, I find several files that did not use the previous
414     * macros.
415     *
416     * If any FLAG's are or changed, make sure the flag_names structure in
417     * common/loader.l is updated.
418     *
419     * flags[0] is 0 to 31
420     * flags[1] is 32 to 63
421     * flags[2] is 64 to 95
422     * flags[3] is 96 to 127
423     */
424     /* Basic routines to do above */
425     #define SET_FLAG(xyz, p) \
426 root 1.8 ((xyz)->flags[p/32] |= (1U << (p % 32)))
427 root 1.1 #define CLEAR_FLAG(xyz, p) \
428 root 1.8 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
429 root 1.1 #define QUERY_FLAG(xyz, p) \
430 root 1.8 ((xyz)->flags[p/32] & (1U << (p % 32)))
431 root 1.1 #define COMPARE_FLAGS(p,q) \
432 root 1.8 ( \
433     ((p)->flags[0] == (q)->flags[0]) && \
434     ((p)->flags[1] == (q)->flags[1]) && \
435     ((p)->flags[2] == (q)->flags[2]) && \
436     ((p)->flags[3] == (q)->flags[3]) \
437     )
438 root 1.1 /* convenience macros to determine what kind of things we are dealing with */
439    
440     #define IS_WEAPON(op) \
441 root 1.8 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
442 root 1.1
443     #define IS_ARMOR(op) \
444 root 1.8 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
445     op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
446     op->type == BRACERS || op->type == GIRDLE)
447 root 1.1
448     #define IS_LIVE(op) \
449 root 1.8 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
450     (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
451     !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
452 root 1.1
453     #define IS_ARROW(op) \
454 root 1.8 (op->type==ARROW || \
455     (op->type==SPELL_EFFECT && \
456     (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
457 root 1.1
458     /* This return TRUE if object has still randomitems which
459     * could be expanded.
460     */
461     #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
462    
463     /* the flags */
464    
465     #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
466     #define FLAG_WIZ 1 /* Object has special privilegies */
467     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
468     #define FLAG_FREED 3 /* Object is in the list of free objects */
469     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
470     #define FLAG_APPLIED 5 /* Object is ready for use by living */
471     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
472     #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
473    
474     #define FLAG_NO_PICK 8 /* Object can't be picked up */
475     /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
476     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
477     #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
478     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
479     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
480     #define FLAG_MONSTER 14 /* Will attack players */
481     #define FLAG_FRIENDLY 15 /* Will help players */
482    
483     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
484     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
485     #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
486     #define FLAG_TREASURE 19 /* Will generate treasure when applied */
487     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
488     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
489     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
490     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
491     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
492     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
493     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
494     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
495     #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */
496     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
497     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
498     #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/
499    
500     /* Start of values in flags[1] */
501     #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
502     #define FLAG_HITBACK 33 /* Object will hit back when hit */
503     #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
504     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
505     #define FLAG_UNDEAD 36 /* Monster is undead */
506     #define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/
507     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
508     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
509    
510     #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
511     #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
512     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
513     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
514     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
515     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
516 root 1.8 but can still attack at a distance */
517 root 1.1 /*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \
518 root 1.8 thru this object as if it wasn't there */
519 root 1.1 /*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
520    
521     #define FLAG_PICK_UP 48 /* Can pick up */
522     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
523     #define FLAG_NO_DROP 50 /* Object can't be dropped */
524     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
525     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
526     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
527     #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
528     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
529    
530     #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
531     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
532     #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
533     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
534     #define FLAG_READY_BOW 60 /* not implemented yet */
535     #define FLAG_XRAYS 61 /* X-ray vision */
536     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
537     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
538    
539     /* Start of values in flags[2] */
540     #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
541     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
542     #define FLAG_SLEEP 66 /* NPC is sleeping */
543     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
544     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
545     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
546     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
547     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
548    
549     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
550     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
551     #define FLAG_CURSED 74 /* The object is cursed */
552     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
553     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
554     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
555     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
556     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
557    
558     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
559     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
560     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
561     /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
562     #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
563     #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
564     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
565     #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
566    
567     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
568     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
569     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
570     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
571     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
572     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
573     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
574     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
575    
576     /* Start of values in flags[3] */
577     #define FLAG_NO_STEAL 96 /* Item can't be stolen */
578     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
579 root 1.8 * away (replaces ghosthit)
580     */
581 root 1.1 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
582 root 1.8 * detect cases were the server is trying
583     * to send an upditem when we have not
584     * actually sent the item.
585     */
586 root 1.1
587     #define FLAG_BERSERK 99 /* monster will attack closest living
588 root 1.8 object */
589 root 1.1 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
590     #define FLAG_NO_ATTACK 101 /* monster don't attack */
591     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
592     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
593 root 1.8 * load_original_map() */
594 root 1.1 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
595 root 1.8 * the overlay, and is not subject to
596     * decay. */
597 root 1.1 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
598     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
599     #define FLAG_IS_WATER 107
600     #define FLAG_CONTENT_ON_GEN 108
601     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/
602     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
603     #define FLAG_AFK 111 /* Player is AFK */
604     #define NUM_FLAGS 111 /* Should always be equal to the last
605     * defined flag. If you change this,
606     * make sure you update the flag_links
607     * in common/loader.l
608     */
609    
610     /* Values can go up to 127 before the size of the flags array in the
611     * object structure needs to be enlarged.
612     * So there are 18 available flags slots
613     */
614    
615    
616     #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
617    
618     #if 0
619     /* These should no longer be needed - access move_slow_penalty
620     * directly.
621     */
622     #define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
623     #define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
624     #endif
625    
626     /* If you add new movement types, you may need to update
627     * describe_item() so properly describe those types.
628     * change_abil() probably should be updated also.
629     */
630     #define MOVE_WALK 0x1 /* Object walks */
631     #define MOVE_FLY_LOW 0x2 /* Low flying object */
632     #define MOVE_FLY_HIGH 0x4 /* High flying object */
633     #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */
634     #define MOVE_SWIM 0x8 /* Swimming object */
635 elmex 1.3 #define MOVE_BOAT 0x10 /* Boats/sailing */
636     #define MOVE_ALL 0x1f /* Mask of all movement types */
637 root 1.1
638     /* the normal assumption is that objects are walking/flying.
639     * So often we don't want to block movement, but still don't want
640     * to allow all types (swimming is rather specialized) - I also
641     * expect as more movement types show up, this is likely to get
642     * updated. Basically, this is the default for spaces that allow
643     * movement - anything but swimming right now. If you really
644     * want nothing at all, then can always set move_block to 0
645     */
646     #define MOVE_BLOCK_DEFAULT MOVE_SWIM
647    
648     /* typdef here to define type large enough to hold bitmask of
649     * all movement types. Make one declaration so easy to update.
650     * uint8 is defined yet, so just use what that would define it
651     * at anyways.
652     */
653     typedef unsigned char MoveType;
654    
655     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
656     * Basically, ob2 has to block all of ob1 movement types.
657     */
658     #define OB_MOVE_BLOCK(ob1, ob2) \
659     ((ob1->move_type & ob2->move_block) == ob1->move_type)
660    
661     /* Basic macro to see if if ob1 can not move onto a space based
662     * on the 'type' move_block parameter
663     * Add check - if type is 0, don't stop anything from moving
664     * onto it.
665     *
666     */
667     #define OB_TYPE_MOVE_BLOCK(ob1, type) \
668     ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
669    
670    
671     #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
672     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
673     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
674    
675     /* Note: These values are only a default value, resizing can change them */
676     #define INV_SIZE 12 /* How many items can be viewed in inventory */
677     #define LOOK_SIZE 6 /* ditto, but for the look-window */
678     #define MAX_INV_SIZE 40 /* For initializing arrays */
679     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
680    
681     #define EDITABLE(xyz) ((xyz)->arch->editable)
682    
683     #define E_MONSTER 0x00000001
684     #define E_EXIT 0x00000002
685     #define E_TREASURE 0x00000004
686     #define E_BACKGROUND 0x00000008
687     #define E_DOOR 0x00000010
688     #define E_SPECIAL 0x00000020
689     #define E_SHOP 0x00000040
690     #define E_NORMAL 0x00000080
691     #define E_FALSE_WALL 0x00000100
692     #define E_WALL 0x00000200
693     #define E_EQUIPMENT 0x00000400
694     #define E_OTHER 0x00000800
695     #define E_ARTIFACT 0x00001000
696    
697     #define EXIT_PATH(xyz) (xyz)->slaying
698     #define EXIT_LEVEL(xyz) (xyz)->stats.food
699     #define EXIT_X(xyz) (xyz)->stats.hp
700     #define EXIT_Y(xyz) (xyz)->stats.sp
701     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
702     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
703    
704     /* for use by the lighting code */
705     #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
706 root 1.8 * large values allow objects that can
707     * slow down the game */
708 root 1.1 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
709 root 1.8 * practical reason to exceed this */
710 root 1.1 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
711 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
712 root 1.1
713     #define F_BUY 0
714     #define F_SELL 1
715     #define F_TRUE 2 /* True value of item, unadjusted */
716     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
717     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
718     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
719     #define F_APPROX 32 /* flag to give a guess of item value */
720     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
721    
722     #define DIRX(xyz) freearr_x[(xyz)->direction]
723     #define DIRY(xyz) freearr_y[(xyz)->direction]
724    
725     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
726     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
727    
728     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
729     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
730     #define WEAPON_SPEED(xyz) (xyz)->last_sp
731    
732     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
733     each of them signed char, concatenated in a int16 */
734     #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
735     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
736     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
737     #define FIRE_DIRECTIONAL 0
738     #define FIRE_POSITIONAL 1
739    
740     /******************************************************************************/
741     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
742     /******************************************************************************/
743     /* if your monsters start acting wierd, mail me */
744     /******************************************************************************/
745     /* the following definitions are for the attack_movement variable in monsters */
746     /* if the attack_variable movement is left out of the monster archetype, or is*/
747     /* set to zero */
748     /* the standard mode of movement from previous versions of crossfire will be */
749     /* used. the upper four bits of movement data are not in effect when the monst*/
750     /* er has an enemy. these should only be used for non agressive monsters. */
751     /* to program a monsters movement add the attack movement numbers to the movem*/
752     /* ment numbers example a monster that moves in a circle until attacked and */
753     /* then attacks from a distance: */
754     /* CIRCLE1 = 32 */
755     /* + DISTATT = 1 */
756     /* ------------------- */
757     /* attack_movement = 33 */
758     /******************************************************************************/
759     #define DISTATT 1 /* move toward a player if far, but mantain some space, */
760     /* attack from a distance - good for missile users only */
761     #define RUNATT 2 /* run but attack if player catches up to object */
762     #define HITRUN 3 /* run to then hit player then run away cyclicly */
763     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
764     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
765     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
766     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
767     #define WAIT2 8 /* monster does not try to move towards player if far */
768     /* maintains comfortable distance */
769     #define PETMOVE 16 /* if the upper four bits of attack_movement */
770     /* are set to this number, the monster follows a player */
771     /* until the owner calls it back or off */
772     /* player followed denoted by 0b->owner */
773     /* the monster will try to attack whatever the player is */
774     /* attacking, and will continue to do so until the owner */
775     /* calls off the monster - a key command will be */
776     /* inserted to do so */
777     #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
778     /* are set to this number, the monster will move in a */
779     /* circle until it is attacked, or the enemy field is */
780     /* set, this is good for non-aggressive monsters and NPC */
781     #define CIRCLE2 48 /* same as above but a larger circle is used */
782     #define PACEH 64 /* The Monster will pace back and forth until attacked */
783     /* this is HORIZONTAL movement */
784     #define PACEH2 80 /* the monster will pace as above but the length of the */
785     /* pace area is longer and the monster stops before */
786     /* changing directions */
787     /* this is HORIZONTAL movement */
788     #define RANDO 96 /* the monster will go in a random direction until */
789     /* it is stopped by an obstacle, then it chooses another */
790     /* direction. */
791     #define RANDO2 112 /* constantly move in a different random direction */
792     #define PACEV 128 /* The Monster will pace back and forth until attacked */
793     /* this is VERTICAL movement */
794     #define PACEV2 144 /* the monster will pace as above but the length of the */
795     /* pace area is longer and the monster stops before */
796     /* changing directions */
797     /* this is VERTICAL movement */
798     #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
799     #define HI4 240
800    
801     /*
802     * Use of the state-variable in player objects:
803     */
804    
805     #define ST_PLAYING 0
806     #define ST_PLAY_AGAIN 1
807     #define ST_ROLL_STAT 2
808     #define ST_CHANGE_CLASS 3
809     #define ST_CONFIRM_QUIT 4
810     #define ST_CONFIGURE 5
811     #define ST_GET_NAME 6
812     #define ST_GET_PASSWORD 7
813     #define ST_CONFIRM_PASSWORD 8
814     #define ST_GET_PARTY_PASSWORD 10
815    
816     #define BLANK_FACE_NAME "blank.111"
817     #define EMPTY_FACE_NAME "empty.111"
818     #define DARK_FACE1_NAME "dark1.111"
819     #define DARK_FACE2_NAME "dark2.111"
820     #define DARK_FACE3_NAME "dark3.111"
821     #define SMOOTH_FACE_NAME "default_smoothed.111"
822    
823     /*
824     * Defines for the luck/random functions to make things more readable
825     */
826    
827     #define PREFER_HIGH 1
828     #define PREFER_LOW 0
829    
830     /* Simple function we use below to keep adding to the same string
831     * but also make sure we don't overwrite that string.
832     */
833     static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
834     {
835     if (*curlen == (maxlen-1)) return;
836     strncpy(dest+*curlen, orig, maxlen-*curlen-1);
837     dest[maxlen-1]=0;
838     *curlen += strlen(orig);
839     if (*curlen>(maxlen-1)) *curlen=maxlen-1;
840     }
841    
842    
843     /* The SAFE versions of these call the safe_strcat function above.
844     * Ideally, all functions should use the SAFE functions, but they
845     * require some extra support in the calling function to remain as
846     * efficient.
847     */
848     #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
849     if(variable) { \
850     int i,j=0; \
851     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
852     for(i=0; i<NROFATTACKS; i++) \
853     if(variable & (1<<i)) { \
854     if (j) \
855     safe_strcat(retbuf,", ", len, maxlen); \
856     else \
857     j = 1; \
858     safe_strcat(retbuf, attacks[i], len, maxlen); \
859     } \
860     safe_strcat(retbuf,")",len,maxlen); \
861     }
862    
863    
864     /* separated this from the common/item.c file. b.t. Dec 1995 */
865    
866     #define DESCRIBE_ABILITY(retbuf, variable, name) \
867     if(variable) { \
868     int i,j=0; \
869     strcat(retbuf,"(" name ": "); \
870     for(i=0; i<NROFATTACKS; i++) \
871     if(variable & (1<<i)) { \
872     if (j) \
873     strcat(retbuf,", "); \
874     else \
875     j = 1; \
876     strcat(retbuf, attacks[i]); \
877     } \
878     strcat(retbuf,")"); \
879     }
880    
881    
882     #define DESCRIBE_PATH(retbuf, variable, name) \
883     if(variable) { \
884     int i,j=0; \
885     strcat(retbuf,"(" name ": "); \
886     for(i=0; i<NRSPELLPATHS; i++) \
887     if(variable & (1<<i)) { \
888     if (j) \
889     strcat(retbuf,", "); \
890     else \
891     j = 1; \
892     strcat(retbuf, spellpathnames[i]); \
893     } \
894     strcat(retbuf,")"); \
895     }
896    
897    
898     #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
899     if(variable) { \
900     int i,j=0; \
901     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
902     for(i=0; i<NRSPELLPATHS; i++) \
903     if(variable & (1<<i)) { \
904     if (j) \
905     safe_strcat(retbuf,", ", len, maxlen); \
906     else \
907     j = 1; \
908     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
909     } \
910     safe_strcat(retbuf,")", len, maxlen); \
911     }
912    
913     /* Flags for apply_special() */
914     enum apply_flag {
915     /* Basic flags, always use one of these */
916     AP_NULL = 0,
917     AP_APPLY = 1,
918     AP_UNAPPLY = 2,
919    
920     AP_BASIC_FLAGS = 15,
921    
922     /* Optional flags, for bitwise or with a basic flag */
923     AP_NO_MERGE = 16,
924     AP_IGNORE_CURSE = 32,
925     AP_PRINT = 64 /* Print what to do, don't actually do it */
926 root 1.8 /* Note this is supported in all the functions */
927 root 1.1
928     };
929    
930     /* Bitmask values for 'can_apply_object()' return values.
931     * the CAN_APPLY_ prefix is to just note what function the
932     * are returned from.
933     *
934     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
935     * location who doesn't have.
936     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
937     * this basically means one of the FLAGS are set saying you can't
938     * use this.
939     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
940     * if this object can do anything to use this object. If the value
941     * returned from can_apply_object() anded with the mask is non zero,
942     * then it is out of the control of this creature to use the item.
943     * otherwise it means that by unequipping stuff, they could apply the object
944     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
945     * this.
946     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
947     * unapplied before this can be applied. Think of switching to
948     * a bow but you have a sword & shield - both the sword and
949     * shield need to be uneqipped before you can do the bow.
950     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
951     * this one can be applied. Think of rings - human is wearing two
952     * rings and tries to apply one - there are two possible rings he
953     * could remove.
954     *
955     */
956     #define CAN_APPLY_NEVER 0x1
957     #define CAN_APPLY_RESTRICTION 0x2
958     #define CAN_APPLY_NOT_MASK 0xf
959     #define CAN_APPLY_UNAPPLY 0x10
960     #define CAN_APPLY_UNAPPLY_MULT 0x20
961     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
962    
963     /* Cut off point of when an object is put on the active list or not */
964     #define MIN_ACTIVE_SPEED 0.00001
965    
966     /*
967     * random() is much better than rand(). If you have random(), use it instead.
968     * You shouldn't need to change any of this
969     *
970     * 0.93.3: It looks like linux has random (previously, it was set below
971     * to use rand). Perhaps old version of linux lack rand? IF you run into
972     * problems, add || defined(__linux__) the #if immediately below.
973     *
974     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
975     * here.
976     */
977    
978     #ifdef HAVE_SRANDOM
979     #define RANDOM() random()
980     #define SRANDOM(xyz) srandom(xyz)
981     #else
982     # ifdef HAVE_SRAND48
983     # define RANDOM() lrand48()
984     # define SRANDOM(xyz) srand48(xyz)
985     # else
986     # ifdef HAVE_SRAND
987     # define RANDOM() rand()
988     # define SRANDOM(xyz) srand(xyz)
989     # else
990     # error "Could not find a usable random routine"
991     # endif
992     # endif
993     #endif
994    
995     /* Returns the weight of the given object. Note: it does not take the number of
996     * items (nrof) into account.
997     */
998     #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
999    
1000    
1001     /* Code fastening defines
1002     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1003     * buf__ and increment buf__ position so it will point to the end of buf__.
1004     * the '\0' caracter will not be put at end of buf__.
1005     * use preparefastcat and finishfastcat on buf__ to prepare
1006     * and clean up the string. (Lots faster than doing each time...)
1007     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1008     * keep in mind FAST_STRNCAT is faster since length of second argument is
1009     * kown in advance.
1010     */
1011    
1012     #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1013     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1014     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1015     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1016    
1017     /* You may uncomment following define to check sanity of code.
1018     * But use as debug only (loses all speed gained by those macros)
1019     */
1020     /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1021     if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1022    
1023    
1024    
1025    
1026    
1027    
1028    
1029     /*
1030     * Warning!
1031     * If you add message types here, don't forget
1032     * to keep the client up to date too!
1033     */
1034    
1035    
1036     /* message types */
1037     #define MSG_TYPE_BOOK 1
1038     #define MSG_TYPE_CARD 2
1039     #define MSG_TYPE_PAPER 3
1040     #define MSG_TYPE_SIGN 4
1041     #define MSG_TYPE_MONUMENT 5
1042     #define MSG_TYPE_SCRIPTED_DIALOG 6
1043     #define MSG_TYPE_MOTD 7
1044     #define MSG_TYPE_ADMIN 8
1045     #define MSG_TYPE_LAST 9
1046    
1047     #define MSG_SUBTYPE_NONE 0
1048    
1049     /* book messages subtypes */
1050     #define MSG_TYPE_BOOK_CLASP_1 1
1051     #define MSG_TYPE_BOOK_CLASP_2 2
1052     #define MSG_TYPE_BOOK_ELEGANT_1 3
1053     #define MSG_TYPE_BOOK_ELEGANT_2 4
1054     #define MSG_TYPE_BOOK_QUARTO_1 5
1055     #define MSG_TYPE_BOOK_QUARTO_2 6
1056     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1057     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1058     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1059     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1060     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1061    
1062     /* card messages subtypes*/
1063     #define MSG_TYPE_CARD_SIMPLE_1 1
1064     #define MSG_TYPE_CARD_SIMPLE_2 2
1065     #define MSG_TYPE_CARD_SIMPLE_3 3
1066     #define MSG_TYPE_CARD_ELEGANT_1 4
1067     #define MSG_TYPE_CARD_ELEGANT_2 5
1068     #define MSG_TYPE_CARD_ELEGANT_3 6
1069     #define MSG_TYPE_CARD_STRANGE_1 7
1070     #define MSG_TYPE_CARD_STRANGE_2 8
1071     #define MSG_TYPE_CARD_STRANGE_3 9
1072     #define MSG_TYPE_CARD_MONEY_1 10
1073     #define MSG_TYPE_CARD_MONEY_2 11
1074     #define MSG_TYPE_CARD_MONEY_3 12
1075    
1076     /* Paper messages subtypes */
1077     #define MSG_TYPE_PAPER_NOTE_1 1
1078     #define MSG_TYPE_PAPER_NOTE_2 2
1079     #define MSG_TYPE_PAPER_NOTE_3 3
1080     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1081     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1082     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1083     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1084     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1085     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1086     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1087     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1088     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1089     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1090     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1091    
1092     /* road signs messages subtypes */
1093     #define MSG_TYPE_SIGN_BASIC 1
1094     #define MSG_TYPE_SIGN_DIR_LEFT 2
1095     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1096     #define MSG_TYPE_SIGN_DIR_BOTH 4
1097    
1098     /* stones and monument messages */
1099     #define MSG_TYPE_MONUMENT_STONE_1 1
1100     #define MSG_TYPE_MONUMENT_STONE_2 2
1101     #define MSG_TYPE_MONUMENT_STONE_3 3
1102     #define MSG_TYPE_MONUMENT_STATUE_1 4
1103     #define MSG_TYPE_MONUMENT_STATUE_2 5
1104     #define MSG_TYPE_MONUMENT_STATUE_3 6
1105     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1106     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1107     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1108     #define MSG_TYPE_MONUMENT_WALL_1 10
1109     #define MSG_TYPE_MONUMENT_WALL_2 11
1110     #define MSG_TYPE_MONUMENT_WALL_3 12
1111    
1112     /*some readable flags*/
1113    
1114     /* dialog messsage */
1115     #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/
1116     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/
1117     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/
1118    
1119     /* admin messages */
1120     #define MSG_TYPE_ADMIN_RULES 1
1121     #define MSG_TYPE_ADMIN_NEWS 2
1122    
1123     #endif /* DEFINE_H */