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Comparing deliantra/server/include/define.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.30 by root, Thu Dec 21 23:37:05 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.1 2006/02/03 07:12:48 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
30 25
31/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
41/* 36/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly. 38 * Thus the prototypes made by cextract don't get included correctly.
44 */ 39 */
45#if !defined(__STDC__) 40#if !defined(__STDC__)
41
46/* Removed # from start of following line. makedepend was picking it up. 42/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
48 */ 44 */
49error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
50#endif 46#endif
51 47
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 48#include <autoconf.h>
54#endif
55 49
56#define FONTDIR "" 50#define FONTDIR ""
57#define FONTNAME "" 51#define FONTNAME ""
58 52
59/* Decstations have trouble with fabs()... */ 53/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 54#define FABS(x) ((x)<0?-(x):(x))
61 55
62#ifdef __NetBSD__ 56#ifdef __NetBSD__
63#include <sys/param.h> 57# include <sys/param.h>
64#endif 58#endif
65#ifndef MIN 59#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 60# define MIN(x,y) ((x)<(y)?(x):(y))
67#endif 61#endif
68#ifndef MAX 62#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 63# define MAX(x,y) ((x)>(y)?(x):(y))
70#endif 64#endif
71 65
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX 67#ifndef NAME_MAX
74#define NAME_MAX 255 68# define NAME_MAX 255
75#endif 69#endif
76 70
77/* MAX3 is basically like MAX, but instead does 3 values. */ 71/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 72#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 74#endif
81 75
82/* MIN3 is basically like MIN, but instead does 3 values. */ 76/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 77#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 79#endif
86 80
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 81#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 82#define MIN_STAT 1 /* The minimum legal value of any stat */
89 83
90#define MAX_BUF 256 /* Used for all kinds of things */ 84#define MAX_BUF 1024
85 /* Used for all kinds of things */
91#define VERY_BIG_BUF 1024 86#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 89
95#define FONTSIZE 3000 /* Max chars in font */ 90#define FONTSIZE 3000 /* Max chars in font */
96 91
97#define MAX_ANIMATIONS 256 92#define MAX_ANIMATIONS 256
98 93
99#define MAX_NAME 48 94#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 95#define MAX_EXT_TITLE 98
102 96
103/* Fatal variables: */ 97/* Fatal variables: */
104#define OUT_OF_MEMORY 0 98#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 99#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 100#define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3 101#define TOO_MANY_ERRORS 3
108 102
109/* TYPE DEFINES */ 103/* TYPE DEFINES */
104
110/* Only add new values to this list if somewhere in the program code, 105/* 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 106 * 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 107 * 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 108 * 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 109 * the monster type, that can not be handled by any of the numerous
115 * flags 110 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 111 * 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 112 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 113 */
119 114
120/* type 0 will be undefined and shows a non valid type information */ 115/* USED TYPES: (for dead types please look at the bottom of the type
116 * definitions)
117 */
121 118
122#define PLAYER 1 119/* type 0 objects have the default behaviour */
123/*#define BULLET 2 */ 120
124#define ROD 3 121#define PLAYER 1
122#define TRANSPORT 2 /* see pod/objects.pod */
123#define ROD 3
125#define TREASURE 4 124#define TREASURE 4
126#define POTION 5 125#define POTION 5
127#define FOOD 6 126#define FOOD 6
128#define POISON 7 127#define POISON 7
129#define BOOK 8 128#define BOOK 8
130#define CLOCK 9 129#define CLOCK 9
131/*#define FBULLET 10 */ 130
132/*#define FBALL 11 */ 131#define ARROW 13
133#define LIGHTNING 12 132#define BOW 14
134#define ARROW 13
135#define BOW 14
136#define WEAPON 15 133#define WEAPON 15
137#define ARMOUR 16 134#define ARMOUR 16
138#define PEDESTAL 17 135#define PEDESTAL 17
139#define ALTAR 18 136#define ALTAR 18
140#define CONFUSION 19 137
141#define LOCKED_DOOR 20 138#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 139#define SPECIAL_KEY 21
143#define MAP 22 140#define MAP 22
144#define DOOR 23 141#define DOOR 23
145#define KEY 24 142#define KEY 24
146/*#define MMISSILE 25 */ 143
147#define TIMED_GATE 26 144#define TIMED_GATE 26
148#define TRIGGER 27 145#define TRIGGER 27
149#define GRIMREAPER 28 146#define GRIMREAPER 28
150#define MAGIC_EAR 29 147#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 148#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 149#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 150#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 151#define SHIELD 33
155#define HELMET 34 152#define HELMET 34
156#define HORN 35 153#define HORN 35
157#define MONEY 36 154#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 155#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 156#define GRAVESTONE 38
160#define AMULET 39 157#define AMULET 39
161#define PLAYERMOVER 40 158#define PLAYERMOVER 40
162#define TELEPORTER 41 159#define TELEPORTER 41
163#define CREATOR 42 160#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 161#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 162
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 163#define EARTHWALL 45
169#define GOLEM 46 164#define GOLEM 46
170/*#define BOMB 47 */ 165
171#define THROWN_OBJ 48 166#define THROWN_OBJ 48
172#define BLINDNESS 49 167#define BLINDNESS 49
173#define GOD 50 168#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 169#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 170 * which notices the presense of
177 /* another object and is triggered */ 171 * another object and is triggered
178 /* like buttons. */ 172 * like buttons.
173 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 174#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 175 * force into a player with a specified string WHEN TRIGGERED.
176 */
181#define DEAD_OBJECT 53 177#define DEAD_OBJECT 53
182#define DRINK 54 178#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 179#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 180 * force into a player with a specified string.
181 */
185#define HOLY_ALTAR 56 182#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 183#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 184#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 185
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 186#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 187 * a monster into a peaceful being incapable of attack.
191#define GEM 60 188 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 189#define GEM 60
190
193#define FIREWALL 62 191#define FIREWALL 62
194#define ANVIL 63 192#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 193#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 194#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 195 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 196 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 197 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 198 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 199 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 200 * 4 = charm, monsters become pets */
203#define EXIT 66 201#define EXIT 66
204#define ENCOUNTER 67 202#define ENCOUNTER 67
205#define SHOP_FLOOR 68 203#define SHOP_FLOOR 68
206#define SHOP_MAT 69 204#define SHOP_MAT 69
207#define RING 70 205#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 206#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 207#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 208#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 209#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 210#define LIGHTER 75
213 211
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 212#define BUILDABLE_WALL 77 /* this is a buildable wall */
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. */
218 213
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 214
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
225 chairs from here. */ 219 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 220
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 221#define LAMP 82 /* a lamp */
228#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 222#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 223
231#define SPELLBOOK 85 224#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 */
236 225
226#define CLOAK 87
227
237#define SPINNER 90 228#define SPINNER 90
238#define GATE 91 229#define GATE 91
239#define BUTTON 92 230#define BUTTON 92
240#define CF_HANDLE 93 231#define CF_HANDLE 93
241#define HOLE 94 232#define HOLE 94
242#define TRAPDOOR 95 233#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 234
244/*#define PARAIMAGE 97 */ 235#define SIGN 98
245#define SIGN 98 236#define BOOTS 99
246#define BOOTS 99
247#define GLOVES 100 237#define GLOVES 100
248#define SPELL 101 238#define SPELL 101
249#define SPELL_EFFECT 102 239#define SPELL_EFFECT 102
250#define CONVERTER 103 240#define CONVERTER 103
251#define BRACERS 104 241#define BRACERS 104
252#define POISONING 105 242#define POISONING 105
253#define SAVEBED 106 243#define SAVEBED 106
254#define POISONCLOUD 107 244
255#define FIREHOLES 108 245#define WAND 109
256#define WAND 109 246
257/*#define ABILITY 110*/
258#define SCROLL 111 247#define SCROLL 111
259#define DIRECTOR 112 248#define DIRECTOR 112
260#define GIRDLE 113 249#define GIRDLE 113
261#define FORCE 114 250#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 251#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 */ 252#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
253
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 254#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 255#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 256#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 257#define WEAPON_IMPROVER 124
268 258
259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260#define DEEP_SWAMP 138
261#define IDENTIFY_ALTAR 139
262
263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264
265#define RUNE 154
266#define TRAP 155
267
268#define POWER_CRYSTAL 156
269#define CORPSE 157
270
271#define DISEASE 158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */
275
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */
280
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
269/* unused: 125 - 129 318/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 319 * type 125 was MONEY_CHANGER
271 */ 320 */
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 */ 321//#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 */ 322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
278/*#define SWARM_SPELL 153*/ 323//#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
288#define BUILDER 160 /* Generic item builder, see subtypes */
289#define MATERIAL 161 /* Material for building */
290/* #define GPS 162 Ground positionning system, moved to Python plugin */ 324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
291#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
292#define QUEST 164 /* See below for subtypes */ 325//#define QUEST 164 /* See below for subtypes */
326
293/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
294 328
329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
330
295/* Subtypes for BUILDER */ 331/* Subtypes for BUILDER */
296#define ST_BD_BUILD 1 /* Builds an item */ 332#define ST_BD_BUILD 1 /* Builds an item */
297#define ST_BD_REMOVE 2 /* Removes an item */ 333#define ST_BD_REMOVE 2 /* Removes an item */
298 334
299/* Subtypes for MATERIAL */ 335/* Subtypes for MATERIAL */
300#define ST_MAT_FLOOR 1 /* Floor */ 336#define ST_MAT_FLOOR 1 /* Floor */
301#define ST_MAT_WALL 2 /* Wall */ 337#define ST_MAT_WALL 2 /* Wall */
302#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 338#define ST_MAT_ITEM 3 /* All other items, including doors & such */
303
304/* Subtypes for QUEST */
305#define QUEST_IN_PROGRESS 1
306#define QUEST_DONE_QUEST 2
307#define QUEST_DONE_TASK 3
308#define QUEST_START_QUEST 4
309#define QUEST_END_QUEST 5
310#define QUEST_START_TASK 6
311#define QUEST_END_TASK 7
312#define QUEST_OVERRIDE 8
313#define QUEST_ON_ACTIVATE 9
314 339
315/* definitions for weapontypes */ 340/* definitions for weapontypes */
316 341
317#define WEAP_HIT 0 /* the basic */ 342#define WEAP_HIT 0 /* the basic */
318#define WEAP_SLASH 1 /* slash */ 343#define WEAP_SLASH 1 /* slash */
319#define WEAP_PIERCE 2 /* arrows, stiletto */ 344#define WEAP_PIERCE 2 /* arrows, stiletto */
320#define WEAP_CLEAVE 3 /* axe */ 345#define WEAP_CLEAVE 3 /* axe */
321#define WEAP_SLICE 4 /* katana */ 346#define WEAP_SLICE 4 /* katana */
322#define WEAP_STAB 5 /* knife, dagger */ 347#define WEAP_STAB 5 /* knife, dagger */
323#define WEAP_WHIP 6 /* whips n chains */ 348#define WEAP_WHIP 6 /* whips n chains */
324#define WEAP_CRUSH 7 /* big hammers, flails */ 349#define WEAP_CRUSH 7 /* big hammers, flails */
325#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 350#define WEAP_BLUD 8 /* bludgeoning, club, stick */
326 351
327typedef struct typedata { 352typedef struct typedata
353{
328 int number; 354 int number;
329 const char *name; 355 const char *name;
330 const char *name_pl; 356 const char *name_pl;
331 int identifyskill; 357 int identifyskill;
332 int identifyskill2; 358 int identifyskill2;
333} typedata; 359} typedata;
334 360
335extern const int ItemTypesSize; 361extern const int ItemTypesSize;
336extern typedata ItemTypes[]; 362extern typedata ItemTypes[];
337 363
374#define PU_READABLES 0x00400000 400#define PU_READABLES 0x00400000
375#define PU_MAGIC_DEVICE 0x00800000 401#define PU_MAGIC_DEVICE 0x00800000
376 402
377#define PU_NOT_CURSED 0x01000000 403#define PU_NOT_CURSED 0x01000000
378#define PU_JEWELS 0x02000000 404#define PU_JEWELS 0x02000000
405#define PU_FLESH 0x04000000
379 406
380 407
381/* Instead of using arbitrary constants for indexing the 408/* Instead of using arbitrary constants for indexing the
382 * freearr, add these values. <= SIZEOFFREE1 will get you 409 * freearr, add these values. <= SIZEOFFREE1 will get you
383 * within 1 space. <= SIZEOFFREE2 wll get you withing 410 * within 1 space. <= SIZEOFFREE2 wll get you withing
386 */ 413 */
387#define SIZEOFFREE1 8 414#define SIZEOFFREE1 8
388#define SIZEOFFREE2 24 415#define SIZEOFFREE2 24
389#define SIZEOFFREE 49 416#define SIZEOFFREE 49
390 417
391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 418#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392 419
393/* Flag structure now changed. 420/*
394 * Each flag is now a bit offset, starting at zero. The macros
395 * will update/read the appropriate flag element in the object
396 * structure.
397 *
398 * Hopefully, since these offsets are integer constants set at run time,
399 * the compiler will reduce the macros something as simple as the
400 * old system was.
401 *
402 * Flags now have FLAG as the prefix. This to be clearer, and also
403 * to make sure F_ names are not still being used anyplace.
404 *
405 * The macros below assume that the flag size for each element is 32
406 * bits. IF it is smaller, bad things will happen. See structs.h
407 * for more info.
408 *
409 * All functions should use the macros below. In process of converting
410 * to the new system, I find several files that did not use the previous
411 * macros.
412 *
413 * If any FLAG's are or changed, make sure the flag_names structure in 421 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 422 * common/loader.l is updated.
415 * 423 */
416 * flags[0] is 0 to 31 424
417 * flags[1] is 32 to 63
418 * flags[2] is 64 to 95
419 * flags[3] is 96 to 127
420 */
421/* Basic routines to do above */ 425/* Basic routines to do above */
422#define SET_FLAG(xyz, p) \ 426#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
423 ((xyz)->flags[p/32] |= (1U << (p % 32))) 427#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
424#define CLEAR_FLAG(xyz, p) \ 428#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
425 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
426#define QUERY_FLAG(xyz, p) \
427 ((xyz)->flags[p/32] & (1U << (p % 32)))
428#define COMPARE_FLAGS(p,q) \
429 ( \
430 ((p)->flags[0] == (q)->flags[0]) && \
431 ((p)->flags[1] == (q)->flags[1]) && \
432 ((p)->flags[2] == (q)->flags[2]) && \
433 ((p)->flags[3] == (q)->flags[3]) \
434 )
435/* convenience macros to determine what kind of things we are dealing with */
436
437#define IS_WEAPON(op) \
438 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
439
440#define IS_ARMOR(op) \
441 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
442 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
443 op->type == BRACERS || op->type == GIRDLE)
444
445#define IS_LIVE(op) \
446 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
447 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
448 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
449
450#define IS_ARROW(op) \
451 (op->type==ARROW || \
452 (op->type==SPELL_EFFECT && \
453 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
454
455/* This return TRUE if object has still randomitems which
456 * could be expanded.
457 */
458#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459 429
460/* the flags */ 430/* the flags */
461 431
462#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
463#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
464#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
465#define FLAG_FREED 3 /* Object is in the list of free objects */ 435#define FLAG_FREED 3 /* Object is in the list of free objects */
466#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
467#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
468#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
469#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 439#define FLAG_USE_SHIELD 7
440 /* Can this creature use a shield? */
470 441
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 442#define FLAG_NO_PICK 8 /* Object can't be picked up */
443
472/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 444 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445
473/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
474#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448
475/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 449 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
450
476/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 451 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
477#define FLAG_MONSTER 14 /* Will attack players */ 452#define FLAG_MONSTER 14 /* Will attack players */
478#define FLAG_FRIENDLY 15 /* Will help players */ 453#define FLAG_FRIENDLY 15 /* Will help players */
479 454
480#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
481#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
482#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 457#define FLAG_AUTO_APPLY 18
483#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 458 /* Will be applied when created */
459 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
484#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
485#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
486#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
487#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
488#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465
489/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467
490/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 468 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
469
491/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 470 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
492#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 471#define FLAG_IS_USED_UP 28
493#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 472 /* When (--food<0) the object will exit */
494#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 473#define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */
475#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */
495#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
496 478
497/* Start of values in flags[1] */ 479/* Start of values in flags[1] */
498#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 480#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
499#define FLAG_HITBACK 33 /* Object will hit back when hit */ 481#define FLAG_HITBACK 33 /* Object will hit back when hit */
500#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 482#define FLAG_STARTEQUIP 34
501#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 483 /* Object was given to player at start */
484#define FLAG_BLOCKSVIEW 35
485 /* Object blocks view */
502#define FLAG_UNDEAD 36 /* Monster is undead */ 486#define FLAG_UNDEAD 36 /* Monster is undead */
503#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 487#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
504#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 488#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
505#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 489#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
506 490
507#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 491#define FLAG_REFL_SPELL 40
492 /* Spells (some) will reflect from object */
508#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 493#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
509#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 494#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
510#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 495#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
511#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 496#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
512#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 497#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
513 but can still attack at a distance */ 498 but can still attack at a distance */
499
514/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 500 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
515 thru this object as if it wasn't there */ 501 thru this object as if it wasn't there */
516/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
517 502
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504
518#define FLAG_PICK_UP 48 /* Can pick up */ 505#define FLAG_PICK_UP 48 /* Can pick up */
519#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
520#define FLAG_NO_DROP 50 /* Object can't be dropped */ 507#define FLAG_NO_DROP 50 /* Object can't be dropped */
521#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
522#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 509#define FLAG_CAST_SPELL 52
523#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 510 /* (Monster) can learn and cast spells */
511#define FLAG_USE_SCROLL 53
512 /* (Monster) can read scroll */
524#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 513#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
525#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 514#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
526 515
527#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 516#define FLAG_USE_ARMOUR 56
528#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 517 /* (Monster) can wear armour/shield/helmet */
518#define FLAG_USE_WEAPON 57
519 /* (Monster) can wield weapons */
529#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 520#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
530#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 521#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
531#define FLAG_READY_BOW 60 /* not implemented yet */ 522#define FLAG_READY_BOW 60 /* not implemented yet */
532#define FLAG_XRAYS 61 /* X-ray vision */ 523#define FLAG_XRAYS 61 /* X-ray vision */
533#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
534#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 525#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
535 526
536/* Start of values in flags[2] */ 527/* Start of values in flags[2] */
537#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 528#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
538#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 529#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
539#define FLAG_SLEEP 66 /* NPC is sleeping */ 530#define FLAG_SLEEP 66 /* NPC is sleeping */
540#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 531#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
541#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 532#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
542#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 533#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
543#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 534#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
544#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 535#define FLAG_STEALTH 71 /* Will wake monsters with less range */
545 536
546#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 537#define FLAG_WIZPASS 72 /* The wizard can go through walls */
547#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 538#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
548#define FLAG_CURSED 74 /* The object is cursed */ 539#define FLAG_CURSED 74 /* The object is cursed */
549#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 540#define FLAG_DAMNED 75 /* The object is _very_ cursed */
550#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 541#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
551#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 542#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
552#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 543#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
553#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 544#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
554 545
555#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 546#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
556#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 547#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
557#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 548#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
549
558/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
559#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
560#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 552#define FLAG_MAKE_INVIS 85
561#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 553 /* (Item) gives invisibility when applied */
554#define FLAG_INV_LOCKED 86
555 /* Item will not be dropped from inventory */
562#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 556#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
563 557
564#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 558#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
565#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 559#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
566#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 560#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
567#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 561#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
568#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 562#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 563#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
570#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 564#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
565
571/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 566 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
572 567
573/* Start of values in flags[3] */ 568/* Start of values in flags[3] */
574#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 569#define FLAG_NO_STEAL 96 /* Item can't be stolen */
575#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 570#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
576 * away (replaces ghosthit) 571 * away (replaces ghosthit)
577 */ 572 */
578#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 573#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
579 * detect cases were the server is trying 574 * detect cases were the server is trying
580 * to send an upditem when we have not 575 * to send an upditem when we have not
581 * actually sent the item. 576 * actually sent the item.
582 */ 577 */
583 578
584#define FLAG_BERSERK 99 /* monster will attack closest living 579#define FLAG_BERSERK 99 /* monster will attack closest living
585 object */ 580 object */
586#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 581#define FLAG_NEUTRAL 100 /* monster is from type neutral */
587#define FLAG_NO_ATTACK 101 /* monster don't attack */ 582#define FLAG_NO_ATTACK 101 /* monster don't attack */
588#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
589#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 584#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
590 * load_original_map() */ 585 * load_original_map() */
591#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 586#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
592 * the overlay, and is not subject to 587 * the overlay, and is not subject to
593 * decay. */ 588 * decay. */
594#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 589#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
595#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 590#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
596#define FLAG_IS_WATER 107 591#define FLAG_IS_WATER 107
597#define FLAG_CONTENT_ON_GEN 108 592#define FLAG_CONTENT_ON_GEN 108
598#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 593#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
599#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 594#define FLAG_IS_BUILDABLE 110 /* Can build on item */
600#define FLAG_AFK 111 /* Player is AFK */ 595#define FLAG_AFK 111 /* Player is AFK */
601#define NUM_FLAGS 111 /* Should always be equal to the last 596#define NUM_FLAGS 111 /* Should always be equal to the last
602 * defined flag. If you change this, 597 * defined flag. If you change this,
603 * make sure you update the flag_links 598 * make sure you update the flag_links
604 * in common/loader.l 599 * in common/loader.l
605 */ 600 */
606 601
607/* Values can go up to 127 before the size of the flags array in the 602/* Values can go up to 127 before the size of the flags array in the
608 * object structure needs to be enlarged. 603 * object structure needs to be enlarged.
609 * So there are 18 available flags slots 604 * So there are 18 available flags slots
610 */ 605 */
611 606
612 607
613#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 608#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
614 609
615#if 0 610#if 0
611
616/* These should no longer be needed - access move_slow_penalty 612/* These should no longer be needed - access move_slow_penalty
617 * directly. 613 * directly.
618 */ 614 */
619#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 615# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
620#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 616# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
621#endif 617#endif
622 618
623/* If you add new movement types, you may need to update 619/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 620 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 621 * change_abil() probably should be updated also.
626 */ 622 */
627#define MOVE_WALK 0x1 /* Object walks */ 623#define MOVE_WALK 0x1 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 624#define MOVE_FLY_LOW 0x2 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 625#define MOVE_FLY_HIGH 0x4 /* High flying object */
630#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 626#define MOVE_FLYING 0x6
627 /* Combo of fly_low and fly_high */
631#define MOVE_SWIM 0x8 /* Swimming object */ 628#define MOVE_SWIM 0x8 /* Swimming object */
629#define MOVE_BOAT 0x10 /* Boats/sailing */
632#define MOVE_ALL 0xf /* Mask of all movement types */ 630#define MOVE_ALL 0x1f /* Mask of all movement types */
633 631
634/* the normal assumption is that objects are walking/flying. 632/* the normal assumption is that objects are walking/flying.
635 * So often we don't want to block movement, but still don't want 633 * So often we don't want to block movement, but still don't want
636 * to allow all types (swimming is rather specialized) - I also 634 * to allow all types (swimming is rather specialized) - I also
637 * expect as more movement types show up, this is likely to get 635 * expect as more movement types show up, this is likely to get
644/* typdef here to define type large enough to hold bitmask of 642/* typdef here to define type large enough to hold bitmask of
645 * all movement types. Make one declaration so easy to update. 643 * all movement types. Make one declaration so easy to update.
646 * uint8 is defined yet, so just use what that would define it 644 * uint8 is defined yet, so just use what that would define it
647 * at anyways. 645 * at anyways.
648 */ 646 */
649typedef unsigned char MoveType; 647typedef unsigned char MoveType;
650 648
651/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 649/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
652 * Basically, ob2 has to block all of ob1 movement types. 650 * Basically, ob2 has to block all of ob1 movement types.
653 */ 651 */
654#define OB_MOVE_BLOCK(ob1, ob2) \ 652#define OB_MOVE_BLOCK(ob1, ob2) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
665 663
666 664
667#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 665#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 666#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 667#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
670 668
671/* Note: These values are only a default value, resizing can change them */ 669/* Note: These values are only a default value, resizing can change them */
672#define INV_SIZE 12 /* How many items can be viewed in inventory */ 670#define INV_SIZE 12 /* How many items can be viewed in inventory */
673#define LOOK_SIZE 6 /* ditto, but for the look-window */ 671#define LOOK_SIZE 6 /* ditto, but for the look-window */
674#define MAX_INV_SIZE 40 /* For initializing arrays */ 672#define MAX_INV_SIZE 40 /* For initializing arrays */
675#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 673#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
676 674
677#define EDITABLE(xyz) ((xyz)->arch->editable) 675#define EDITABLE(xyz) ((xyz)->arch->editable)
678 676
679#define E_MONSTER 0x00000001 677#define E_MONSTER 0x00000001
680#define E_EXIT 0x00000002 678#define E_EXIT 0x00000002
696#define EXIT_Y(xyz) (xyz)->stats.sp 694#define EXIT_Y(xyz) (xyz)->stats.sp
697#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 695#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
698#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 696#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
699 697
700/* for use by the lighting code */ 698/* for use by the lighting code */
701#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 699#define MAX_LIGHT_RADII 4
702 * large values allow objects that can 700 /* max radii for 'light' object, really
703 * slow down the game */ 701 * large values allow objects that can
702 * slow down the game */
704#define MAX_DARKNESS 5 /* maximum map darkness, there is no 703#define MAX_DARKNESS 5 /* maximum map darkness, there is no
705 * practical reason to exceed this */ 704 * practical reason to exceed this */
706#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 705#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
707 MAX_LIGHT_RADII:(xyz)->glow_radius; 706 MAX_LIGHT_RADII:(xyz)->glow_radius;
708 707
709#define F_BUY 0 708#define F_BUY 0
710#define F_SELL 1 709#define F_SELL 1
711#define F_TRUE 2 /* True value of item, unadjusted */ 710#define F_TRUE 2 /* True value of item, unadjusted */
712#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 711#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
713#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 712#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
714#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 713#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
715#define F_APPROX 32 /* flag to give a guess of item value */ 714#define F_APPROX 32 /* flag to give a guess of item value */
716#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 715#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
717 716
718#define DIRX(xyz) freearr_x[(xyz)->direction] 717#define DIRX(xyz) freearr_x[(xyz)->direction]
719#define DIRY(xyz) freearr_y[(xyz)->direction] 718#define DIRY(xyz) freearr_y[(xyz)->direction]
720 719
721#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 720#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
732#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 731#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
733#define FIRE_DIRECTIONAL 0 732#define FIRE_DIRECTIONAL 0
734#define FIRE_POSITIONAL 1 733#define FIRE_POSITIONAL 1
735 734
736/******************************************************************************/ 735/******************************************************************************/
736
737/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 737/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738
738/******************************************************************************/ 739/******************************************************************************/
740
739/* if your monsters start acting wierd, mail me */ 741/* if your monsters start acting wierd, mail me */
742
740/******************************************************************************/ 743/******************************************************************************/
744
741/* the following definitions are for the attack_movement variable in monsters */ 745/* the following definitions are for the attack_movement variable in monsters */
746
742/* if the attack_variable movement is left out of the monster archetype, or is*/ 747/* if the attack_variable movement is left out of the monster archetype, or is*/
748
743/* set to zero */ 749/* set to zero */
750
744/* the standard mode of movement from previous versions of crossfire will be */ 751/* the standard mode of movement from previous versions of crossfire will be */
752
745/* used. the upper four bits of movement data are not in effect when the monst*/ 753/* used. the upper four bits of movement data are not in effect when the monst*/
754
746/* er has an enemy. these should only be used for non agressive monsters. */ 755/* er has an enemy. these should only be used for non agressive monsters. */
756
747/* to program a monsters movement add the attack movement numbers to the movem*/ 757/* to program a monsters movement add the attack movement numbers to the movem*/
758
748/* ment numbers example a monster that moves in a circle until attacked and */ 759/* ment numbers example a monster that moves in a circle until attacked and */
760
749/* then attacks from a distance: */ 761/* then attacks from a distance: */
762
750/* CIRCLE1 = 32 */ 763/* CIRCLE1 = 32 */
764
751/* + DISTATT = 1 */ 765/* + DISTATT = 1 */
766
752/* ------------------- */ 767/* ------------------- */
768
753/* attack_movement = 33 */ 769/* attack_movement = 33 */
770
754/******************************************************************************/ 771/******************************************************************************/
755#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 772#define DISTATT 1 /* move toward a player if far, but mantain some space, */
756 /* attack from a distance - good for missile users only */ 773 /* attack from a distance - good for missile users only */
757#define RUNATT 2 /* run but attack if player catches up to object */ 774#define RUNATT 2 /* run but attack if player catches up to object */
758#define HITRUN 3 /* run to then hit player then run away cyclicly */ 775#define HITRUN 3 /* run to then hit player then run away cyclicly */
759#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 776#define WAITATT 4 /* wait for player to approach then hit, move if hit */
760#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 777#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
761#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 778#define ALLRUN 6 /* always run never attack good for sim. of weak player */
762#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 779#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
763#define WAIT2 8 /* monster does not try to move towards player if far */ 780#define WAIT2 8 /* monster does not try to move towards player if far */
764 /* maintains comfortable distance */ 781 /* maintains comfortable distance */
765#define PETMOVE 16 /* if the upper four bits of attack_movement */ 782#define PETMOVE 16 /* if the upper four bits of attack_movement */
766 /* are set to this number, the monster follows a player */ 783 /* are set to this number, the monster follows a player */
767 /* until the owner calls it back or off */ 784 /* until the owner calls it back or off */
768 /* player followed denoted by 0b->owner */ 785 /* player followed denoted by 0b->owner */
769 /* the monster will try to attack whatever the player is */ 786 /* the monster will try to attack whatever the player is */
770 /* attacking, and will continue to do so until the owner */ 787 /* attacking, and will continue to do so until the owner */
771 /* calls off the monster - a key command will be */ 788 /* calls off the monster - a key command will be */
772 /* inserted to do so */ 789 /* inserted to do so */
773#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 790#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
774 /* are set to this number, the monster will move in a */ 791 /* are set to this number, the monster will move in a */
775 /* circle until it is attacked, or the enemy field is */ 792 /* circle until it is attacked, or the enemy field is */
776 /* set, this is good for non-aggressive monsters and NPC */ 793 /* set, this is good for non-aggressive monsters and NPC */
777#define CIRCLE2 48 /* same as above but a larger circle is used */ 794#define CIRCLE2 48 /* same as above but a larger circle is used */
778#define PACEH 64 /* The Monster will pace back and forth until attacked */ 795#define PACEH 64 /* The Monster will pace back and forth until attacked */
779 /* this is HORIZONTAL movement */ 796 /* this is HORIZONTAL movement */
780#define PACEH2 80 /* the monster will pace as above but the length of the */ 797#define PACEH2 80 /* the monster will pace as above but the length of the */
781 /* pace area is longer and the monster stops before */ 798 /* pace area is longer and the monster stops before */
782 /* changing directions */ 799 /* changing directions */
783 /* this is HORIZONTAL movement */ 800 /* this is HORIZONTAL movement */
784#define RANDO 96 /* the monster will go in a random direction until */ 801#define RANDO 96 /* the monster will go in a random direction until */
785 /* it is stopped by an obstacle, then it chooses another */ 802 /* it is stopped by an obstacle, then it chooses another */
786 /* direction. */ 803 /* direction. */
787#define RANDO2 112 /* constantly move in a different random direction */ 804#define RANDO2 112 /* constantly move in a different random direction */
788#define PACEV 128 /* The Monster will pace back and forth until attacked */ 805#define PACEV 128 /* The Monster will pace back and forth until attacked */
789 /* this is VERTICAL movement */ 806 /* this is VERTICAL movement */
790#define PACEV2 144 /* the monster will pace as above but the length of the */ 807#define PACEV2 144 /* the monster will pace as above but the length of the */
791 /* pace area is longer and the monster stops before */ 808 /* pace area is longer and the monster stops before */
792 /* changing directions */ 809 /* changing directions */
793 /* this is VERTICAL movement */ 810 /* this is VERTICAL movement */
794#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 811#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
795#define HI4 240 812#define HI4 240
796
797/*
798 * Use of the state-variable in player objects:
799 */
800
801#define ST_PLAYING 0
802#define ST_PLAY_AGAIN 1
803#define ST_ROLL_STAT 2
804#define ST_CHANGE_CLASS 3
805#define ST_CONFIRM_QUIT 4
806#define ST_CONFIGURE 5
807#define ST_GET_NAME 6
808#define ST_GET_PASSWORD 7
809#define ST_CONFIRM_PASSWORD 8
810#define ST_GET_PARTY_PASSWORD 10
811 813
812#define BLANK_FACE_NAME "blank.111" 814#define BLANK_FACE_NAME "blank.111"
813#define EMPTY_FACE_NAME "empty.111" 815#define EMPTY_FACE_NAME "empty.111"
814#define DARK_FACE1_NAME "dark1.111" 816#define DARK_FACE1_NAME "dark1.111"
815#define DARK_FACE2_NAME "dark2.111" 817#define DARK_FACE2_NAME "dark2.111"
824#define PREFER_LOW 0 826#define PREFER_LOW 0
825 827
826/* Simple function we use below to keep adding to the same string 828/* Simple function we use below to keep adding to the same string
827 * but also make sure we don't overwrite that string. 829 * but also make sure we don't overwrite that string.
828 */ 830 */
831static inline void
829static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 832safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
830{ 833{
831 if (*curlen == (maxlen-1)) return; 834 if (*curlen == (maxlen - 1))
835 return;
836
832 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 837 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
833 dest[maxlen-1]=0; 838 dest[maxlen - 1] = 0;
834 *curlen += strlen(orig); 839 *curlen += strlen (orig);
835 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 840
841 if (*curlen > (maxlen - 1))
842 *curlen = maxlen - 1;
836} 843}
837 844
838 845
839/* The SAFE versions of these call the safe_strcat function above. 846/* The SAFE versions of these call the safe_strcat function above.
840 * Ideally, all functions should use the SAFE functions, but they 847 * Ideally, all functions should use the SAFE functions, but they
853 j = 1; \ 860 j = 1; \
854 safe_strcat(retbuf, attacks[i], len, maxlen); \ 861 safe_strcat(retbuf, attacks[i], len, maxlen); \
855 } \ 862 } \
856 safe_strcat(retbuf,")",len,maxlen); \ 863 safe_strcat(retbuf,")",len,maxlen); \
857 } 864 }
858 865
859 866
860/* separated this from the common/item.c file. b.t. Dec 1995 */ 867/* separated this from the common/item.c file. b.t. Dec 1995 */
861 868
862#define DESCRIBE_ABILITY(retbuf, variable, name) \ 869#define DESCRIBE_ABILITY(retbuf, variable, name) \
863 if(variable) { \ 870 if(variable) { \
871 j = 1; \ 878 j = 1; \
872 strcat(retbuf, attacks[i]); \ 879 strcat(retbuf, attacks[i]); \
873 } \ 880 } \
874 strcat(retbuf,")"); \ 881 strcat(retbuf,")"); \
875 } 882 }
876 883
877 884
878#define DESCRIBE_PATH(retbuf, variable, name) \ 885#define DESCRIBE_PATH(retbuf, variable, name) \
879 if(variable) { \ 886 if(variable) { \
880 int i,j=0; \ 887 int i,j=0; \
881 strcat(retbuf,"(" name ": "); \ 888 strcat(retbuf,"(" name ": "); \
882 for(i=0; i<NRSPELLPATHS; i++) \ 889 for(i=0; i<NRSPELLPATHS; i++) \
905 } \ 912 } \
906 safe_strcat(retbuf,")", len, maxlen); \ 913 safe_strcat(retbuf,")", len, maxlen); \
907 } 914 }
908 915
909/* Flags for apply_special() */ 916/* Flags for apply_special() */
910enum apply_flag { 917enum apply_flag
918{
911 /* Basic flags, always use one of these */ 919 /* Basic flags, always use one of these */
912 AP_NULL = 0, 920 AP_NULL = 0,
913 AP_APPLY = 1, 921 AP_APPLY = 1,
914 AP_UNAPPLY = 2, 922 AP_UNAPPLY = 2,
915 923
916 AP_BASIC_FLAGS = 15, 924 AP_BASIC_FLAGS = 15,
917 925
918 /* Optional flags, for bitwise or with a basic flag */ 926 /* Optional flags, for bitwise or with a basic flag */
919 AP_NO_MERGE = 16, 927 AP_NO_MERGE = 16,
920 AP_IGNORE_CURSE = 32, 928 AP_IGNORE_CURSE = 32,
921 AP_PRINT = 64 /* Print what to do, don't actually do it */ 929 AP_PRINT = 64 /* Print what to do, don't actually do it */
922 /* Note this is supported in all the functions */ 930 /* Note this is supported in all the functions */
923
924}; 931};
925 932
926/* Bitmask values for 'can_apply_object()' return values. 933/* Bitmask values for 'can_apply_object()' return values.
927 * the CAN_APPLY_ prefix is to just note what function the 934 * the CAN_APPLY_ prefix is to just note what function the
928 * are returned from. 935 * are returned from.
969 * 976 *
970 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 977 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
971 * here. 978 * here.
972 */ 979 */
973 980
974#ifdef HAVE_SRANDOM
975#define RANDOM() random() 981#define RANDOM() random()
976#define SRANDOM(xyz) srandom(xyz) 982#define SRANDOM(xyz) srandom(xyz)
977#else
978# ifdef HAVE_SRAND48
979# define RANDOM() lrand48()
980# define SRANDOM(xyz) srand48(xyz)
981# else
982# ifdef HAVE_SRAND
983# define RANDOM() rand()
984# define SRANDOM(xyz) srand(xyz)
985# else
986# error "Could not find a usable random routine"
987# endif
988# endif
989#endif
990 983
991/* Returns the weight of the given object. Note: it does not take the number of 984/* Returns the weight of the given object. Note: it does not take the number of
992 * items (nrof) into account. 985 * items (nrof) into account.
993 */ 986 */
994#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1003 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 996 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1004 * keep in mind FAST_STRNCAT is faster since length of second argument is 997 * keep in mind FAST_STRNCAT is faster since length of second argument is
1005 * kown in advance. 998 * kown in advance.
1006 */ 999 */
1007 1000
1008 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1001#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1002#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1010 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 1003#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1011 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1004#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012 1005
1013 /* You may uncomment following define to check sanity of code. 1006 /* You may uncomment following define to check sanity of code.
1014 * But use as debug only (loses all speed gained by those macros) 1007 * But use as debug only (loses all speed gained by those macros)
1015 */ 1008 */
1009
1016/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ 1010/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1017 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ 1011 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1018 1012
1019 1013
1020 1014
1021 1015
1022 1016
1023 1017
1024 1018
1025/* 1019/*
1026 * Warning! 1020 * Warning!
1027 * If you add message types here, don't forget 1021 * If you add message types here, don't forget
1028 * to keep the client up to date too! 1022 * to keep the client up to date too!
1029 */ 1023 */
1030 1024
1031 1025
1032/* message types */ 1026/* message types */
1033#define MSG_TYPE_BOOK 1 1027#define MSG_TYPE_BOOK 1
1034#define MSG_TYPE_CARD 2 1028#define MSG_TYPE_CARD 2
1035#define MSG_TYPE_PAPER 3 1029#define MSG_TYPE_PAPER 3
1036#define MSG_TYPE_SIGN 4 1030#define MSG_TYPE_SIGN 4
1106#define MSG_TYPE_MONUMENT_WALL_3 12 1100#define MSG_TYPE_MONUMENT_WALL_3 12
1107 1101
1108/*some readable flags*/ 1102/*some readable flags*/
1109 1103
1110/* dialog messsage */ 1104/* dialog messsage */
1111#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1105#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1112#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1106#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1113#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1107#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1114 1108
1115/* admin messages */ 1109/* admin messages */
1116#define MSG_TYPE_ADMIN_RULES 1 1110#define MSG_TYPE_ADMIN_RULES 1
1117#define MSG_TYPE_ADMIN_NEWS 2 1111#define MSG_TYPE_ADMIN_NEWS 2
1118 1112
1119#endif /* DEFINE_H */ 1113#endif /* DEFINE_H */
1114

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