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/* |
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* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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* Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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|
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/* This file is best viewed with a window width of about 100 character */ |
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|
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/* This file is really too large. With all the .h files |
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* around, this file should be better split between them - things |
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* that deal with objects should be in objects.h, things dealing |
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* with players in player.h, etc. As it is, everything just seems |
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* to be dumped in here. |
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*/ |
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|
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#ifndef DEFINE_H |
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#define DEFINE_H |
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|
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#include <autoconf.h> |
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|
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#define FONTDIR "" |
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#define FONTNAME "" |
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|
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/* Decstations have trouble with fabs()... */ |
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#define FABS(x) fabs (x) |
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|
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#ifdef __NetBSD__ |
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# include <sys/param.h> |
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#endif |
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#ifndef MIN |
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# define MIN(x,y) min (x, y) |
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#endif |
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#ifndef MAX |
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# define MAX(x,y) max (x, y) |
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#endif |
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|
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// maximum length of an object name in the protocol |
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#define NAME_LEN 127 |
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|
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/* MAX3 is basically like MAX, but instead does 3 values. */ |
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#ifndef MAX3 |
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# define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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#endif |
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|
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/* MIN3 is basically like MIN, but instead does 3 values. */ |
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#ifndef MIN3 |
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# define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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#endif |
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|
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#define MAX_STAT 30 /* The maximum legal value of any stat */ |
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#define MIN_STAT 1 /* The minimum legal value of any stat */ |
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|
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//TODO: not only use more reasonable values, also enforce them |
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#define MIN_WC -120 |
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#define MAX_WC 120 |
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#define MIN_AC -120 |
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#define MAX_AC 120 |
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#define MIN_DAM 0 |
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#define MAX_DAM 200 |
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|
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#define MAX_BUF 1024 |
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/* Used for all kinds of things */ |
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#define VERY_BIG_BUF 2048 |
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#define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
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#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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|
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#define FONTSIZE 3000 /* Max chars in font */ |
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|
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#define MAX_ANIMATIONS 256 |
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|
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#define MAX_NAME 48 |
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#define MAX_EXT_TITLE 98 |
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|
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/* Fatal variables: */ |
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//TODO: remove all calls to fatal and replace them by cleanup |
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#define OUT_OF_MEMORY 0 |
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#define MAP_ERROR 1 |
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#define ARCHTABLE_TOO_SMALL 2 // unused |
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#define TOO_MANY_ERRORS 3 |
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|
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/* TYPE DEFINES */ |
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|
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/* Only add new values to this list if somewhere in the program code, |
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* it is actually needed. Just because you add a new monster does not |
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* mean it has to have a type defined here. That only needs to happen |
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* if in some .c file, it needs to do certain special actions based on |
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* the monster type, that can not be handled by any of the numerous |
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* flags |
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* Also, if you add new entries, try and fill up the holes in this list. |
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* Additionally, when you add a new entry, include it in the table in item.c |
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*/ |
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|
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/* USED TYPES: (for dead types please look at the bottom of the type |
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* definitions) |
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*/ |
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|
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/* type 0 objects have the default behaviour */ |
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|
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#define PLAYER 1 |
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#define TRANSPORT 2 /* see pod/objects.pod */ |
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#define ROD 3 |
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#define TREASURE 4 |
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#define POTION 5 |
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#define FOOD 6 |
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#define POISON 7 |
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#define BOOK 8 |
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#define CLOCK 9 |
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|
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#define ARROW 13 |
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#define BOW 14 |
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#define WEAPON 15 |
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#define ARMOUR 16 |
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#define PEDESTAL 17 |
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#define ALTAR 18 |
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|
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#define LOCKED_DOOR 20 |
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#define SPECIAL_KEY 21 |
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#define MAP 22 |
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#define DOOR 23 |
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#define KEY 24 |
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|
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#define TIMED_GATE 26 |
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#define TRIGGER 27 |
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#define GRIMREAPER 28 |
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#define MAGIC_EAR 29 |
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#define TRIGGER_BUTTON 30 |
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#define TRIGGER_ALTAR 31 |
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#define TRIGGER_PEDESTAL 32 |
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#define SHIELD 33 |
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#define HELMET 34 |
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#define HORN 35 |
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#define MONEY 36 |
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#define CLASS 37 /* object for applying character class modifications to someone */ |
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#define GRAVESTONE 38 |
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#define AMULET 39 |
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#define PLAYERMOVER 40 |
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#define TELEPORTER 41 |
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#define CREATOR 42 |
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#define SKILL 43 /* also see SKILL_TOOL (74) below */ |
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|
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#define EARTHWALL 45 |
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#define GOLEM 46 |
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|
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#define THROWN_OBJ 48 |
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#define BLINDNESS 49 |
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#define GOD 50 |
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#define DETECTOR 51 /* peterm: detector is an object |
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* which notices the presense of |
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* another object and is triggered |
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* like buttons. |
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*/ |
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#define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
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* force into a player with a specified string WHEN TRIGGERED. |
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*/ |
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#define DEAD_OBJECT 53 |
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#define DRINK 54 |
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#define MARKER 55 /* inserts an invisible, weightless |
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* force into a player with a specified string. |
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*/ |
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#define HOLY_ALTAR 56 |
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#define PLAYER_CHANGER 57 |
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#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
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|
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#define PEACEMAKER 59 /* Object owned by a player which can convert |
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* a monster into a peaceful being incapable of attack. |
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*/ |
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#define GEM 60 |
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|
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#define FIREWALL 62 |
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#define ANVIL 63 |
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#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
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#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
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* values of last_sp set how to change: |
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* 0 = furious, all monsters become aggressive |
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* 1 = angry, all but friendly become aggressive |
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* 2 = calm, all aggressive monsters calm down |
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* 3 = sleep, all monsters fall asleep |
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* 4 = charm, monsters become pets */ |
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#define EXIT 66 |
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#define ENCOUNTER 67 |
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#define SHOP_FLOOR 68 |
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#define SHOP_MAT 69 |
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#define RING 70 |
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#define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
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#define FLESH 72 /* animal 'body parts' -b.t. */ |
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#define INORGANIC 73 /* metals and minerals */ |
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#define SKILL_TOOL 74 /* Allows the use of a skill */ |
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#define LIGHTER 75 |
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|
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#define BUILDABLE_WALL 77 /* this is a buildable wall */ |
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|
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|
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#define MISC_OBJECT 79 /* misc. objects are for objects without a function |
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in the engine. Like statues, clocks, chairs,... |
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If perhaps we create a function where we can sit |
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on chairs, we create a new type and remove all |
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chairs from here. */ |
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|
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#define LAMP 82 /* a lamp */ |
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#define DUPLICATOR 83 /* duplicator/multiplier object */ |
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|
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#define SPELLBOOK 85 |
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|
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#define CLOAK 87 |
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|
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#define SPINNER 90 |
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#define GATE 91 |
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#define BUTTON 92 |
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#define CF_HANDLE 93 |
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#define HOLE 94 |
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#define TRAPDOOR 95 |
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|
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#define SIGN 98 |
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#define BOOTS 99 |
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#define GLOVES 100 |
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#define SPELL 101 |
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#define SPELL_EFFECT 102 |
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#define CONVERTER 103 |
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#define BRACERS 104 |
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#define POISONING 105 |
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#define SAVEBED 106 |
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|
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#define WAND 109 |
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|
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#define SCROLL 111 |
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#define DIRECTOR 112 |
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#define GIRDLE 113 |
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#define FORCE 114 |
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#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
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#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
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|
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#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
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#define CONTAINER 122 |
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#define ARMOUR_IMPROVER 123 |
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#define WEAPON_IMPROVER 124 |
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|
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#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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#define DEEP_SWAMP 138 |
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#define IDENTIFY_ALTAR 139 |
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|
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#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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|
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#define RUNE 154 |
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#define TRAP 155 |
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|
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#define POWER_CRYSTAL 156 |
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#define CORPSE 157 |
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|
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#define DISEASE 158 |
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#define SYMPTOM 159 |
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#define BUILDER 160 /* Generic item builder, see subtypes */ |
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#define MATERIAL 161 /* Material for building */ |
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|
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#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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|
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#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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potions, alchemy, or magic works here (elmex) */ |
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|
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#define NUM_TYPES 166 // must be max(type) + 1 |
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|
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/* DEAD TYPES: */ |
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//#define FBULLET 10 |
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//#define FBALL 11 |
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//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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//#define CONFUSION 19 |
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//#define MMISSILE 25 |
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/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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* experience for broad skill categories. This value |
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* is now automatically converteed at load time. |
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*/ |
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//#define BOMB 47 |
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//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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|
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/* random crossfire developer: The trap_part, wall, light_source, |
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* misc_object, monster, and spawn_generator |
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* types are not used in any archetypes, |
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* and should perhaps be removed. |
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* |
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* Wed Dec 20 13:35:24 CET 2006: |
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* elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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* monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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* renamed WALL to BUILDABLE_WALL. |
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*/ |
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|
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//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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//#define MONSTER 80 /* yes, thats a real, living creature */ |
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//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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//#define TOOL 84 /* a tool for building objects */ |
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//#define BUILDFAC 86 /* facilities for building objects */ |
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//#define CONE 88 |
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//#define AURA 89 /* aura spell object */ |
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//#define WORD_OF_RECALL 96 |
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//#define PARAIMAGE 97 |
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//#define POISONCLOUD 107 |
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//#define FIREHOLES 108 |
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//#define ABILITY 110 |
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/* unused: 125 - 129 |
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* type 125 was MONEY_CHANGER |
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*/ |
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//#define CANCELLATION 141 /* not used with new spell code */ |
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//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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//#define SWARM_SPELL 153 |
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//#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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//#define QUEST 164 /* See below for subtypes */ |
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|
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/* END TYPE DEFINE */ |
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|
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#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
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|
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/* Subtypes for BUILDER */ |
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#define ST_BD_BUILD 1 /* Builds an item */ |
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#define ST_BD_REMOVE 2 /* Removes an item */ |
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|
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/* Subtypes for MATERIAL */ |
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#define ST_MAT_FLOOR 1 /* Floor */ |
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#define ST_MAT_WALL 2 /* Wall */ |
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#define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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|
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/* definitions for weapontypes */ |
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|
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#define WEAP_HIT 0 /* the basic */ |
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#define WEAP_SLASH 1 /* slash */ |
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#define WEAP_PIERCE 2 /* arrows, stiletto */ |
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#define WEAP_CLEAVE 3 /* axe */ |
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#define WEAP_SLICE 4 /* katana */ |
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#define WEAP_STAB 5 /* knife, dagger */ |
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#define WEAP_WHIP 6 /* whips n chains */ |
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#define WEAP_CRUSH 7 /* big hammers, flails */ |
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#define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
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|
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typedef struct typedata |
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{ |
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int number; |
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const char *name; |
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const char *name_pl; |
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int identifyskill; |
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int identifyskill2; |
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} typedata; |
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|
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extern const int ItemTypesSize; |
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extern typedata ItemTypes[]; |
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|
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/* definitions for detailed pickup descriptions. |
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* The objective is to define intelligent groups of items that the |
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* user can pick up or leave as he likes. */ |
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|
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/* high bit as flag for new pickup options */ |
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#define PU_NOTHING 0x00000000 |
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|
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#define PU_DEBUG 0x10000000 |
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#define PU_INHIBIT 0x20000000 |
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#define PU_STOP 0x40000000 |
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#define PU_NEWMODE 0x80000000 |
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|
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#define PU_RATIO 0x0000000F |
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|
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#define PU_FOOD 0x00000010 |
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#define PU_DRINK 0x00000020 |
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#define PU_VALUABLES 0x00000040 |
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#define PU_BOW 0x00000080 |
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|
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#define PU_ARROW 0x00000100 |
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#define PU_HELMET 0x00000200 |
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#define PU_SHIELD 0x00000400 |
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#define PU_ARMOUR 0x00000800 |
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|
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#define PU_BOOTS 0x00001000 |
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#define PU_GLOVES 0x00002000 |
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#define PU_CLOAK 0x00004000 |
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#define PU_KEY 0x00008000 |
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|
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#define PU_MISSILEWEAPON 0x00010000 |
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#define PU_ALLWEAPON 0x00020000 |
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#define PU_MAGICAL 0x00040000 |
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#define PU_POTION 0x00080000 |
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|
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#define PU_SPELLBOOK 0x00100000 |
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#define PU_SKILLSCROLL 0x00200000 |
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#define PU_READABLES 0x00400000 |
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#define PU_MAGIC_DEVICE 0x00800000 |
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|
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#define PU_NOT_CURSED 0x01000000 |
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#define PU_JEWELS 0x02000000 |
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#define PU_FLESH 0x04000000 |
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|
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|
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/* Instead of using arbitrary constants for indexing the |
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* freearr, add these values. <= SIZEOFFREE1 will get you |
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* within 1 space. <= SIZEOFFREE2 wll get you withing |
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* 2 spaces, and the entire array (< SIZEOFFREE) is |
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* three spaces |
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*/ |
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#define SIZEOFFREE1 8 |
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#define SIZEOFFREE2 24 |
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#define SIZEOFFREE 49 |
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|
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#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
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|
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/* |
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* If any FLAG's are added or changed, make sure the flag_names structure in |
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* common/loader.l is updated. |
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*/ |
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|
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/* Basic routines to do above */ |
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#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
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#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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#define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
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|
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/* the flags */ |
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|
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#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
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#define FLAG_WIZ 1 /* Object has special privilegies */ |
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#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
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#define FLAG_FREED 3 /* Object is in the list of free objects */ |
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//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
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#define FLAG_APPLIED 5 /* Object is ready for use by living */ |
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#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
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#define FLAG_USE_SHIELD 7 |
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/* Can this creature use a shield? */ |
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|
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#define FLAG_NO_PICK 8 /* Object can't be picked up */ |
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|
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/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
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/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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|
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#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
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|
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/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
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/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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|
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#define FLAG_MONSTER 14 /* Will attack players */ |
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#define FLAG_FRIENDLY 15 /* Will help players */ |
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|
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#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
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#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
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#define FLAG_AUTO_APPLY 18 |
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/* Will be applied when created */ |
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#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
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#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
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#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
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#define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
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#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
461 |
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
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|
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/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
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/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
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/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
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|
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#define FLAG_IS_USED_UP 28 |
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/* When (--food<0) the object will exit */ |
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#define FLAG_IDENTIFIED 29 |
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/* Player knows full info about item */ |
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#define FLAG_REFLECTING 30 |
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/* Object reflects from walls (lightning) */ |
473 |
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
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|
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#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
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#define FLAG_HITBACK 33 /* Object will hit back when hit */ |
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#define FLAG_STARTEQUIP 34 |
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/* Object was given to player at start */ |
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#define FLAG_BLOCKSVIEW 35 |
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/* Object blocks view */ |
481 |
#define FLAG_UNDEAD 36 /* Monster is undead */ |
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#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
483 |
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
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#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
485 |
|
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#define FLAG_REFL_SPELL 40 |
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/* Spells (some) will reflect from object */ |
488 |
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
489 |
#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
490 |
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
491 |
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
492 |
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
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but can still attack at a distance */ |
494 |
|
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/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
496 |
thru this object as if it wasn't there */ |
497 |
/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
498 |
|
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#define FLAG_PICK_UP 48 /* Can pick up */ |
500 |
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
501 |
#define FLAG_NO_DROP 50 /* Object can't be dropped */ |
502 |
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
503 |
#define FLAG_CAST_SPELL 52 |
504 |
/* (Monster) can learn and cast spells */ |
505 |
#define FLAG_USE_SCROLL 53 |
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/* (Monster) can read scroll */ |
507 |
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
508 |
#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
509 |
|
510 |
#define FLAG_USE_ARMOUR 56 |
511 |
/* (Monster) can wear armour/shield/helmet */ |
512 |
#define FLAG_USE_WEAPON 57 |
513 |
/* (Monster) can wield weapons */ |
514 |
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
515 |
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
516 |
#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
517 |
#define FLAG_XRAYS 61 /* X-ray vision */ |
518 |
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
519 |
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
520 |
|
521 |
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
522 |
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
523 |
#define FLAG_SLEEP 66 /* NPC is sleeping */ |
524 |
#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
525 |
#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
526 |
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
527 |
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
528 |
#define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
529 |
|
530 |
#define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
531 |
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
532 |
#define FLAG_CURSED 74 /* The object is cursed */ |
533 |
#define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
534 |
#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
535 |
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
536 |
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
537 |
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
538 |
|
539 |
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
540 |
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
541 |
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
542 |
|
543 |
#define FLAG_PRECIOUS 83 // object is precious (pets) |
544 |
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
545 |
#define FLAG_MAKE_INVIS 85 |
546 |
/* (Item) gives invisibility when applied */ |
547 |
#define FLAG_INV_LOCKED 86 |
548 |
/* Item will not be dropped from inventory */ |
549 |
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
550 |
|
551 |
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
552 |
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
553 |
#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
554 |
#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
555 |
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
556 |
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
557 |
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
558 |
|
559 |
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
560 |
|
561 |
#define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
562 |
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
563 |
* away (replaces ghosthit) |
564 |
*/ |
565 |
#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
566 |
* detect cases were the server is trying |
567 |
* to send an upditem when we have not |
568 |
* actually sent the item. |
569 |
*/ |
570 |
|
571 |
#define FLAG_BERSERK 99 /* monster will attack closest living |
572 |
object */ |
573 |
#define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
574 |
#define FLAG_NO_ATTACK 101 /* monster don't attack */ |
575 |
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
576 |
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
577 |
* load_original_map() */ |
578 |
#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
579 |
* the overlay, and is not subject to |
580 |
* decay. */ |
581 |
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
582 |
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
583 |
#define FLAG_IS_WATER 107 |
584 |
#define FLAG_CONTENT_ON_GEN 108 |
585 |
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
586 |
#define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
587 |
#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
588 |
#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
589 |
|
590 |
#define NUM_FLAGS 113 /* Should always be equal to the last |
591 |
* defined flag + 1. If you change this, |
592 |
* make sure you update the flag_links |
593 |
* in common/loader.l |
594 |
*/ |
595 |
|
596 |
/* Values can go up to 127 before the size of the flags array in the |
597 |
* object structure needs to be enlarged. |
598 |
* So there are 18 available flags slots |
599 |
*/ |
600 |
|
601 |
#define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
602 |
|
603 |
/* If you add new movement types, you may need to update |
604 |
* describe_item() so properly describe those types. |
605 |
* change_abil() probably should be updated also. |
606 |
*/ |
607 |
#define MOVE_WALK 0x01 /* Object walks */ |
608 |
#define MOVE_FLY_LOW 0x02 /* Low flying object */ |
609 |
#define MOVE_FLY_HIGH 0x04 /* High flying object */ |
610 |
#define MOVE_FLYING 0x06 |
611 |
/* Combo of fly_low and fly_high */ |
612 |
#define MOVE_SWIM 0x08 /* Swimming object */ |
613 |
#define MOVE_BOAT 0x10 /* Boats/sailing */ |
614 |
#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
615 |
|
616 |
#define MOVE_ALL 0x3f /* Mask of all movement types */ |
617 |
|
618 |
/* typdef here to define type large enough to hold bitmask of |
619 |
* all movement types. Make one declaration so easy to update. |
620 |
* uint8 is defined yet, so just use what that would define it |
621 |
* at anyways. |
622 |
*/ |
623 |
typedef unsigned char MoveType; |
624 |
|
625 |
/* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
626 |
* Basically, ob2 has to block all of ob1 movement types. |
627 |
*/ |
628 |
#define OB_MOVE_BLOCK(ob1, ob2) \ |
629 |
((ob1->move_type & ob2->move_block) == ob1->move_type) |
630 |
|
631 |
/* Basic macro to see if if ob1 can not move onto a space based |
632 |
* on the 'type' move_block parameter |
633 |
* Add check - if type is 0, don't stop anything from moving |
634 |
* onto it. |
635 |
* |
636 |
*/ |
637 |
#define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
638 |
((type) && (ob1->move_type & type) == ob1->move_type) |
639 |
|
640 |
|
641 |
#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
642 |
#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
643 |
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
644 |
|
645 |
/* Note: These values are only a default value, resizing can change them */ |
646 |
#define INV_SIZE 12 /* How many items can be viewed in inventory */ |
647 |
#define LOOK_SIZE 6 /* ditto, but for the look-window */ |
648 |
#define MAX_INV_SIZE 40 /* For initializing arrays */ |
649 |
#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
650 |
|
651 |
#define EDITABLE(xyz) ((xyz)->arch->editable) |
652 |
|
653 |
#define E_MONSTER 0x00000001 |
654 |
#define E_EXIT 0x00000002 |
655 |
#define E_TREASURE 0x00000004 |
656 |
#define E_BACKGROUND 0x00000008 |
657 |
#define E_DOOR 0x00000010 |
658 |
#define E_SPECIAL 0x00000020 |
659 |
#define E_SHOP 0x00000040 |
660 |
#define E_NORMAL 0x00000080 |
661 |
#define E_FALSE_WALL 0x00000100 |
662 |
#define E_WALL 0x00000200 |
663 |
#define E_EQUIPMENT 0x00000400 |
664 |
#define E_OTHER 0x00000800 |
665 |
#define E_ARTIFACT 0x00001000 |
666 |
|
667 |
#define EXIT_PATH(xyz) (xyz)->slaying |
668 |
#define EXIT_LEVEL(xyz) (xyz)->stats.food |
669 |
#define EXIT_X(xyz) (xyz)->stats.hp |
670 |
#define EXIT_Y(xyz) (xyz)->stats.sp |
671 |
#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
672 |
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
673 |
|
674 |
/* for use by the lighting code */ |
675 |
#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
676 |
* large values allow objects that can |
677 |
* slow down the game */ |
678 |
#define MAX_DARKNESS 5 /* maximum map darkness, there is no |
679 |
* practical reason to exceed this */ |
680 |
#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
681 |
MAX_LIGHT_RADII:(xyz)->glow_radius; |
682 |
|
683 |
#define F_BUY 0 |
684 |
#define F_SELL 1 |
685 |
#define F_TRUE 2 /* True value of item, unadjusted */ |
686 |
#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
687 |
#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
688 |
#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
689 |
#define F_APPROX 32 /* flag to give a guess of item value */ |
690 |
#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
691 |
|
692 |
#define DIRX(xyz) freearr_x[(xyz)->direction] |
693 |
#define DIRY(xyz) freearr_y[(xyz)->direction] |
694 |
|
695 |
#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
696 |
#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
697 |
|
698 |
#define ARMOUR_SPEED(xyz) (xyz)->last_sp |
699 |
#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
700 |
#define WEAPON_SPEED(xyz) (xyz)->last_sp |
701 |
|
702 |
/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
703 |
each of them signed char, concatenated in a int16 */ |
704 |
#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
705 |
#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
706 |
#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
707 |
#define FIRE_DIRECTIONAL 0 |
708 |
#define FIRE_POSITIONAL 1 |
709 |
|
710 |
/******************************************************************************/ |
711 |
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
712 |
/******************************************************************************/ |
713 |
/* if your monsters start acting wierd, mail me */ |
714 |
/******************************************************************************/ |
715 |
/* the following definitions are for the attack_movement variable in monsters */ |
716 |
/* if the attack_variable movement is left out of the monster archetype, or is*/ |
717 |
/* set to zero */ |
718 |
/* the standard mode of movement from previous versions of crossfire will be */ |
719 |
/* used. the upper four bits of movement data are not in effect when the monst*/ |
720 |
/* er has an enemy. these should only be used for non agressive monsters. */ |
721 |
/* to program a monsters movement add the attack movement numbers to the movem*/ |
722 |
/* ment numbers example a monster that moves in a circle until attacked and */ |
723 |
/* then attacks from a distance: */ |
724 |
/* CIRCLE1 = 32 */ |
725 |
/* + DISTATT = 1 */ |
726 |
/* ------------------- */ |
727 |
/* attack_movement = 33 */ |
728 |
/******************************************************************************/ |
729 |
#define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
730 |
/* attack from a distance - good for missile users only */ |
731 |
#define RUNATT 2 /* run but attack if player catches up to object */ |
732 |
#define HITRUN 3 /* run to then hit player then run away cyclicly */ |
733 |
#define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
734 |
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
735 |
#define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
736 |
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
737 |
#define WAIT2 8 /* monster does not try to move towards player if far */ |
738 |
/* maintains comfortable distance */ |
739 |
#define PETMOVE 16 /* if the upper four bits of attack_movement */ |
740 |
/* are set to this number, the monster follows a player */ |
741 |
/* until the owner calls it back or off */ |
742 |
/* player followed denoted by 0b->owner */ |
743 |
/* the monster will try to attack whatever the player is */ |
744 |
/* attacking, and will continue to do so until the owner */ |
745 |
/* calls off the monster - a key command will be */ |
746 |
/* inserted to do so */ |
747 |
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
748 |
/* are set to this number, the monster will move in a */ |
749 |
/* circle until it is attacked, or the enemy field is */ |
750 |
/* set, this is good for non-aggressive monsters and NPC */ |
751 |
#define CIRCLE2 48 /* same as above but a larger circle is used */ |
752 |
#define PACEH 64 /* The Monster will pace back and forth until attacked */ |
753 |
/* this is HORIZONTAL movement */ |
754 |
#define PACEH2 80 /* the monster will pace as above but the length of the */ |
755 |
/* pace area is longer and the monster stops before */ |
756 |
/* changing directions */ |
757 |
/* this is HORIZONTAL movement */ |
758 |
#define RANDO 96 /* the monster will go in a random direction until */ |
759 |
/* it is stopped by an obstacle, then it chooses another */ |
760 |
/* direction. */ |
761 |
#define RANDO2 112 /* constantly move in a different random direction */ |
762 |
#define PACEV 128 /* The Monster will pace back and forth until attacked */ |
763 |
/* this is VERTICAL movement */ |
764 |
#define PACEV2 144 /* the monster will pace as above but the length of the */ |
765 |
/* pace area is longer and the monster stops before */ |
766 |
/* changing directions */ |
767 |
/* this is VERTICAL movement */ |
768 |
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
769 |
#define HI4 240 |
770 |
|
771 |
#define BLANK_FACE_NAME "blank.x11" |
772 |
#define EMPTY_FACE_NAME "empty.x11" |
773 |
|
774 |
/* |
775 |
* Defines for the luck/random functions to make things more readable |
776 |
*/ |
777 |
|
778 |
#define PREFER_HIGH 1 |
779 |
#define PREFER_LOW 0 |
780 |
|
781 |
/* Flags for apply_special() */ |
782 |
enum apply_flag |
783 |
{ |
784 |
/* Basic flags/mode, always use one of these */ |
785 |
AP_TOGGLE = 0, |
786 |
AP_APPLY = 1, |
787 |
AP_UNAPPLY = 2, |
788 |
|
789 |
AP_BASIC_FLAGS = 0x0f, |
790 |
|
791 |
/* Optional flags, for bitwise or with a basic flag */ |
792 |
AP_NO_MERGE = 0x10, |
793 |
AP_IGNORE_CURSE = 0x20, |
794 |
AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
795 |
AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
796 |
}; |
797 |
|
798 |
/* Bitmask values for 'can_apply_object()' return values. |
799 |
* the CAN_APPLY_ prefix is to just note what function the |
800 |
* are returned from. |
801 |
* |
802 |
* CAN_APPLY_NEVER: who will never be able to use this - requires a body |
803 |
* location who doesn't have. |
804 |
* CAN_APPLY_RESTRICTION: There is some restriction from using this item - |
805 |
* this basically means one of the FLAGS are set saying you can't |
806 |
* use this. |
807 |
* CAN_APPLY_NOT_MASK - this can be used to check the return value to see |
808 |
* if this object can do anything to use this object. If the value |
809 |
* returned from can_apply_object() anded with the mask is non zero, |
810 |
* then it is out of the control of this creature to use the item. |
811 |
* otherwise it means that by unequipping stuff, they could apply the object |
812 |
* CAN_APPLY_UNAPPLY: Player needs to unapply something before applying |
813 |
* this. |
814 |
* CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be |
815 |
* unapplied before this can be applied. Think of switching to |
816 |
* a bow but you have a sword & shield - both the sword and |
817 |
* shield need to be uneqipped before you can do the bow. |
818 |
* CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before |
819 |
* this one can be applied. Think of rings - human is wearing two |
820 |
* rings and tries to apply one - there are two possible rings he |
821 |
* could remove. |
822 |
* |
823 |
*/ |
824 |
#define CAN_APPLY_NEVER 0x1 |
825 |
#define CAN_APPLY_RESTRICTION 0x2 |
826 |
#define CAN_APPLY_NOT_MASK 0xf |
827 |
#define CAN_APPLY_UNAPPLY 0x10 |
828 |
#define CAN_APPLY_UNAPPLY_MULT 0x20 |
829 |
#define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
830 |
|
831 |
// Cut off point of when an object is put on the active list or not |
832 |
// we use 2**-n because that can be represented exactly |
833 |
// also make sure that this is a float, not double, constant |
834 |
#define MIN_ACTIVE_SPEED (1.f / 65536.f) |
835 |
|
836 |
#define RANDOM() (rndm.next () & 0xffffffU) |
837 |
#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
838 |
|
839 |
/* Returns the weight of the given object. Note: it does not take the number of |
840 |
* items (nrof) into account. |
841 |
*/ |
842 |
#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
843 |
|
844 |
|
845 |
/* Code fastening defines |
846 |
* FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
847 |
* buf__ and increment buf__ position so it will point to the end of buf__. |
848 |
* the '\0' caracter will not be put at end of buf__. |
849 |
* use preparefastcat and finishfastcat on buf__ to prepare |
850 |
* and clean up the string. (Lots faster than doing each time...) |
851 |
* If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
852 |
* keep in mind FAST_STRNCAT is faster since length of second argument is |
853 |
* kown in advance. |
854 |
*/ |
855 |
|
856 |
#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
857 |
#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
858 |
#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
859 |
#define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
860 |
|
861 |
/* |
862 |
* Warning! |
863 |
* If you add message types here, don't forget |
864 |
* to keep the client up to date too! |
865 |
*/ |
866 |
|
867 |
/* message types */ |
868 |
#define MSG_TYPE_BOOK 1 |
869 |
#define MSG_TYPE_CARD 2 |
870 |
#define MSG_TYPE_PAPER 3 |
871 |
#define MSG_TYPE_SIGN 4 |
872 |
#define MSG_TYPE_MONUMENT 5 |
873 |
#define MSG_TYPE_SCRIPTED_DIALOG 6 |
874 |
#define MSG_TYPE_MOTD 7 |
875 |
#define MSG_TYPE_ADMIN 8 |
876 |
#define MSG_TYPE_LAST 9 |
877 |
|
878 |
#define MSG_SUBTYPE_NONE 0 |
879 |
|
880 |
/* book messages subtypes */ |
881 |
#define MSG_TYPE_BOOK_CLASP_1 1 |
882 |
#define MSG_TYPE_BOOK_CLASP_2 2 |
883 |
#define MSG_TYPE_BOOK_ELEGANT_1 3 |
884 |
#define MSG_TYPE_BOOK_ELEGANT_2 4 |
885 |
#define MSG_TYPE_BOOK_QUARTO_1 5 |
886 |
#define MSG_TYPE_BOOK_QUARTO_2 6 |
887 |
#define MSG_TYPE_BOOK_SPELL_EVOKER 7 |
888 |
#define MSG_TYPE_BOOK_SPELL_PRAYER 8 |
889 |
#define MSG_TYPE_BOOK_SPELL_PYRO 9 |
890 |
#define MSG_TYPE_BOOK_SPELL_SORCERER 10 |
891 |
#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 |
892 |
|
893 |
/* card messages subtypes*/ |
894 |
#define MSG_TYPE_CARD_SIMPLE_1 1 |
895 |
#define MSG_TYPE_CARD_SIMPLE_2 2 |
896 |
#define MSG_TYPE_CARD_SIMPLE_3 3 |
897 |
#define MSG_TYPE_CARD_ELEGANT_1 4 |
898 |
#define MSG_TYPE_CARD_ELEGANT_2 5 |
899 |
#define MSG_TYPE_CARD_ELEGANT_3 6 |
900 |
#define MSG_TYPE_CARD_STRANGE_1 7 |
901 |
#define MSG_TYPE_CARD_STRANGE_2 8 |
902 |
#define MSG_TYPE_CARD_STRANGE_3 9 |
903 |
#define MSG_TYPE_CARD_MONEY_1 10 |
904 |
#define MSG_TYPE_CARD_MONEY_2 11 |
905 |
#define MSG_TYPE_CARD_MONEY_3 12 |
906 |
|
907 |
/* Paper messages subtypes */ |
908 |
#define MSG_TYPE_PAPER_NOTE_1 1 |
909 |
#define MSG_TYPE_PAPER_NOTE_2 2 |
910 |
#define MSG_TYPE_PAPER_NOTE_3 3 |
911 |
#define MSG_TYPE_PAPER_LETTER_OLD_1 4 |
912 |
#define MSG_TYPE_PAPER_LETTER_OLD_2 5 |
913 |
#define MSG_TYPE_PAPER_LETTER_NEW_1 6 |
914 |
#define MSG_TYPE_PAPER_LETTER_NEW_2 7 |
915 |
#define MSG_TYPE_PAPER_ENVELOPE_1 8 |
916 |
#define MSG_TYPE_PAPER_ENVELOPE_2 9 |
917 |
#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 |
918 |
#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 |
919 |
#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 |
920 |
#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 |
921 |
#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 |
922 |
|
923 |
/* road signs messages subtypes */ |
924 |
#define MSG_TYPE_SIGN_BASIC 1 |
925 |
#define MSG_TYPE_SIGN_DIR_LEFT 2 |
926 |
#define MSG_TYPE_SIGN_DIR_RIGHT 3 |
927 |
#define MSG_TYPE_SIGN_DIR_BOTH 4 |
928 |
|
929 |
/* stones and monument messages */ |
930 |
#define MSG_TYPE_MONUMENT_STONE_1 1 |
931 |
#define MSG_TYPE_MONUMENT_STONE_2 2 |
932 |
#define MSG_TYPE_MONUMENT_STONE_3 3 |
933 |
#define MSG_TYPE_MONUMENT_STATUE_1 4 |
934 |
#define MSG_TYPE_MONUMENT_STATUE_2 5 |
935 |
#define MSG_TYPE_MONUMENT_STATUE_3 6 |
936 |
#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 |
937 |
#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 |
938 |
#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 |
939 |
#define MSG_TYPE_MONUMENT_WALL_1 10 |
940 |
#define MSG_TYPE_MONUMENT_WALL_2 11 |
941 |
#define MSG_TYPE_MONUMENT_WALL_3 12 |
942 |
|
943 |
/*some readable flags*/ |
944 |
|
945 |
/* dialog messsage */ |
946 |
#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ |
947 |
#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ |
948 |
#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ |
949 |
|
950 |
/* admin messages */ |
951 |
#define MSG_TYPE_ADMIN_RULES 1 |
952 |
#define MSG_TYPE_ADMIN_NEWS 2 |
953 |
|
954 |
#endif /* DEFINE_H */ |
955 |
|