ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:57 2006 UTC vs.
Revision 1.16 by root, Fri Dec 15 20:07:02 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.1.1.2 2006/02/22 18:01:57 elmex 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.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
118 */ 113 */
119 114
120/* type 0 will be undefined and shows a non valid type information */ 115/* type 0 will be undefined and shows a non valid type information */
121 116
122#define PLAYER 1 117#define PLAYER 1
123#define TRANSPORT 2 /* see doc/Developers/objects */ 118#define TRANSPORT 2 /* see doc/Developers/objects */
124#define ROD 3 119#define ROD 3
125#define TREASURE 4 120#define TREASURE 4
126#define POTION 5 121#define POTION 5
127#define FOOD 6 122#define FOOD 6
128#define POISON 7 123#define POISON 7
129#define BOOK 8 124#define BOOK 8
130#define CLOCK 9 125#define CLOCK 9
126
131/*#define FBULLET 10 */ 127/*#define FBULLET 10 */
128
132/*#define FBALL 11 */ 129/*#define FBALL 11 */
133#define LIGHTNING 12 130#define LIGHTNING 12
134#define ARROW 13 131#define ARROW 13
135#define BOW 14 132#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
137
140#define CONFUSION 19 138/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
143#define MAP 22 141#define MAP 22
144#define DOOR 23 142#define DOOR 23
145#define KEY 24 143#define KEY 24
144
146/*#define MMISSILE 25 */ 145/*#define MMISSILE 25 */
147#define TIMED_GATE 26 146#define TIMED_GATE 26
148#define TRIGGER 27 147#define TRIGGER 27
149#define GRIMREAPER 28 148#define GRIMREAPER 28
150#define MAGIC_EAR 29 149#define MAGIC_EAR 29
159#define GRAVESTONE 38 158#define GRAVESTONE 38
160#define AMULET 39 159#define AMULET 39
161#define PLAYERMOVER 40 160#define PLAYERMOVER 40
162#define TELEPORTER 41 161#define TELEPORTER 41
163#define CREATOR 42 162#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 163#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
166 /* experience for broad skill categories. This value */ 165 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */ 166 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 167#define EARTHWALL 45
169#define GOLEM 46 168#define GOLEM 46
169
170/*#define BOMB 47 */ 170/*#define BOMB 47 */
171#define THROWN_OBJ 48 171#define THROWN_OBJ 48
172#define BLINDNESS 49 172#define BLINDNESS 49
173#define GOD 50 173#define GOD 50
174 174
175#define DETECTOR 51 /* peterm: detector is an object */ 175#define DETECTOR 51 /* peterm: detector is an object */
176 /* which notices the presense of */ 176 /* which notices the presense of */
177 /* another object and is triggered */ 177 /* another object and is triggered */
178 /* like buttons. */ 178 /* like buttons. */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 /* force into a player with a specified string WHEN TRIGGERED. */ 180 /* force into a player with a specified string WHEN TRIGGERED. */
181#define DEAD_OBJECT 53 181#define DEAD_OBJECT 53
182#define DRINK 54 182#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 183#define MARKER 55 /* inserts an invisible, weightless */
184 /* force into a player with a specified string. */ 184 /* force into a player with a specified string. */
185#define HOLY_ALTAR 56 185#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 186#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 188
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 189#define PEACEMAKER 59 /* Object owned by a player which can convert */
190 /* a monster into a peaceful being incapable of attack. */ 190 /* a monster into a peaceful being incapable of attack. */
191#define GEM 60 191#define GEM 60
192
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
193#define FIREWALL 62 194#define FIREWALL 62
194#define ANVIL 63 195#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 198 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 199 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 200 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 201 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 202 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 203 * 4 = charm, monsters become pets */
203#define EXIT 66 204#define EXIT 66
204#define ENCOUNTER 67 205#define ENCOUNTER 67
205#define SHOP_FLOOR 68 206#define SHOP_FLOOR 68
206#define SHOP_MAT 69 207#define SHOP_MAT 69
207#define RING 70 208#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 209#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 210#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 211#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 212#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 213#define LIGHTER 75
213 214
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215 * types are not used in any archetypes, and should perhaps be removed. 216 * types are not used in any archetypes, and should perhaps be removed.
216 */ 217 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218 219
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 222#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 223 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 224 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 225 on chairs, we create a new type and remove all
225 chairs from here. */ 226 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 227#define MONSTER 80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 228 /* yes, thats a real, living creature */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
228#define LAMP 82 /* a lamp */ 231#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 232#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 233#define TOOL 84 /* a tool for building objects */
231#define SPELLBOOK 85 234#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 235#define BUILDFAC 86 /* facilities for building objects */
233#define CLOAK 87 236#define CLOAK 87
237
234/*#define CONE 88 */ 238/*#define CONE 88 */
235/*#define AURA 89 *//* aura spell object */ 239
240 /*#define AURA 89 *//* aura spell object */
236 241
237#define SPINNER 90 242#define SPINNER 90
238#define GATE 91 243#define GATE 91
239#define BUTTON 92 244#define BUTTON 92
240#define CF_HANDLE 93 245#define CF_HANDLE 93
241#define HOLE 94 246#define HOLE 94
242#define TRAPDOOR 95 247#define TRAPDOOR 95
248
243/*#define WORD_OF_RECALL 96 */ 249/*#define WORD_OF_RECALL 96 */
250
244/*#define PARAIMAGE 97 */ 251/*#define PARAIMAGE 97 */
245#define SIGN 98 252#define SIGN 98
246#define BOOTS 99 253#define BOOTS 99
247#define GLOVES 100 254#define GLOVES 100
248#define SPELL 101 255#define SPELL 101
252#define POISONING 105 259#define POISONING 105
253#define SAVEBED 106 260#define SAVEBED 106
254#define POISONCLOUD 107 261#define POISONCLOUD 107
255#define FIREHOLES 108 262#define FIREHOLES 108
256#define WAND 109 263#define WAND 109
264
257/*#define ABILITY 110*/ 265/*#define ABILITY 110*/
258#define SCROLL 111 266#define SCROLL 111
259#define DIRECTOR 112 267#define DIRECTOR 112
260#define GIRDLE 113 268#define GIRDLE 113
261#define FORCE 114 269#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 270#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 */ 271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 273#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 274#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 275#define WEAPON_IMPROVER 124
268 276
269/* unused: 125 - 129 277/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 278 * type 125 was MONEY_CHANGER
271 */ 279 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ 280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
273#define DEEP_SWAMP 138 281#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139 282#define IDENTIFY_ALTAR 139
283
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 284 /*#define CANCELLATION 141*//* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
278/*#define SWARM_SPELL 153*/ 289/*#define SWARM_SPELL 153*/
279#define RUNE 154 290#define RUNE 154
280#define TRAP 155 291#define TRAP 155
281 292
282#define POWER_CRYSTAL 156 293#define POWER_CRYSTAL 156
283#define CORPSE 157 294#define CORPSE 157
284 295
285#define DISEASE 158 296#define DISEASE 158
286#define SYMPTOM 159 297#define SYMPTOM 159
287
288#define BUILDER 160 /* Generic item builder, see subtypes */ 298#define BUILDER 160 /* Generic item builder, see subtypes */
289#define MATERIAL 161 /* Material for building */ 299#define MATERIAL 161/* Material for building */
300
290/* #define GPS 162 Ground positionning system, moved to Python plugin */ 301/* #define GPS 162 Ground positionning system, moved to Python plugin */
291#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
292#define QUEST 164 /* See below for subtypes */ 303#define QUEST 164/* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306
293/* END TYPE DEFINE */ 307/* END TYPE DEFINE */
294 308
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310
295/* Subtypes for BUILDER */ 311/* Subtypes for BUILDER */
296#define ST_BD_BUILD 1 /* Builds an item */ 312#define ST_BD_BUILD 1 /* Builds an item */
297#define ST_BD_REMOVE 2 /* Removes an item */ 313#define ST_BD_REMOVE 2 /* Removes an item */
298 314
299/* Subtypes for MATERIAL */ 315/* Subtypes for MATERIAL */
300#define ST_MAT_FLOOR 1 /* Floor */ 316#define ST_MAT_FLOOR 1 /* Floor */
301#define ST_MAT_WALL 2 /* Wall */ 317#define ST_MAT_WALL 2 /* Wall */
302#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 318#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
314 319
315/* definitions for weapontypes */ 320/* definitions for weapontypes */
316 321
317#define WEAP_HIT 0 /* the basic */ 322#define WEAP_HIT 0 /* the basic */
318#define WEAP_SLASH 1 /* slash */ 323#define WEAP_SLASH 1 /* slash */
319#define WEAP_PIERCE 2 /* arrows, stiletto */ 324#define WEAP_PIERCE 2 /* arrows, stiletto */
320#define WEAP_CLEAVE 3 /* axe */ 325#define WEAP_CLEAVE 3 /* axe */
321#define WEAP_SLICE 4 /* katana */ 326#define WEAP_SLICE 4 /* katana */
322#define WEAP_STAB 5 /* knife, dagger */ 327#define WEAP_STAB 5 /* knife, dagger */
323#define WEAP_WHIP 6 /* whips n chains */ 328#define WEAP_WHIP 6 /* whips n chains */
324#define WEAP_CRUSH 7 /* big hammers, flails */ 329#define WEAP_CRUSH 7 /* big hammers, flails */
325#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 330#define WEAP_BLUD 8 /* bludgeoning, club, stick */
326 331
327typedef struct typedata { 332typedef struct typedata
333{
328 int number; 334 int number;
329 const char *name; 335 const char *name;
330 const char *name_pl; 336 const char *name_pl;
331 int identifyskill; 337 int identifyskill;
332 int identifyskill2; 338 int identifyskill2;
333} typedata; 339} typedata;
334 340
335extern const int ItemTypesSize; 341extern const int ItemTypesSize;
336extern typedata ItemTypes[]; 342extern typedata ItemTypes[];
337 343
374#define PU_READABLES 0x00400000 380#define PU_READABLES 0x00400000
375#define PU_MAGIC_DEVICE 0x00800000 381#define PU_MAGIC_DEVICE 0x00800000
376 382
377#define PU_NOT_CURSED 0x01000000 383#define PU_NOT_CURSED 0x01000000
378#define PU_JEWELS 0x02000000 384#define PU_JEWELS 0x02000000
385#define PU_FLESH 0x04000000
379 386
380 387
381/* Instead of using arbitrary constants for indexing the 388/* Instead of using arbitrary constants for indexing the
382 * freearr, add these values. <= SIZEOFFREE1 will get you 389 * freearr, add these values. <= SIZEOFFREE1 will get you
383 * within 1 space. <= SIZEOFFREE2 wll get you withing 390 * within 1 space. <= SIZEOFFREE2 wll get you withing
386 */ 393 */
387#define SIZEOFFREE1 8 394#define SIZEOFFREE1 8
388#define SIZEOFFREE2 24 395#define SIZEOFFREE2 24
389#define SIZEOFFREE 49 396#define SIZEOFFREE 49
390 397
391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392 399
393/* Flag structure now changed. 400/* Flag structure now changed.
394 * Each flag is now a bit offset, starting at zero. The macros 401 * Each flag is now a bit offset, starting at zero. The macros
395 * will update/read the appropriate flag element in the object 402 * will update/read the appropriate flag element in the object
396 * structure. 403 * structure.
416 * flags[0] is 0 to 31 423 * flags[0] is 0 to 31
417 * flags[1] is 32 to 63 424 * flags[1] is 32 to 63
418 * flags[2] is 64 to 95 425 * flags[2] is 64 to 95
419 * flags[3] is 96 to 127 426 * flags[3] is 96 to 127
420 */ 427 */
428
421/* Basic routines to do above */ 429/* Basic routines to do above */
422#define SET_FLAG(xyz, p) \ 430#define SET_FLAG(xyz, p) \
423 ((xyz)->flags[p/32] |= (1U << (p % 32))) 431 ((xyz)->flags[p/32] |= (1U << (p % 32)))
424#define CLEAR_FLAG(xyz, p) \ 432#define CLEAR_FLAG(xyz, p) \
425 ((xyz)->flags[p/32] &= ~(1U << (p % 32))) 433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
426#define QUERY_FLAG(xyz, p) \ 434#define QUERY_FLAG(xyz, p) \
427 ((xyz)->flags[p/32] & (1U << (p % 32))) 435 ((xyz)->flags[p/32] & (1U << (p % 32)))
428#define COMPARE_FLAGS(p,q) \ 436#define COMPARE_FLAGS(p,q) \
429 ( \ 437 ( \
430 ((p)->flags[0] == (q)->flags[0]) && \ 438 ((p)->flags[0] == (q)->flags[0]) && \
431 ((p)->flags[1] == (q)->flags[1]) && \ 439 ((p)->flags[1] == (q)->flags[1]) && \
432 ((p)->flags[2] == (q)->flags[2]) && \ 440 ((p)->flags[2] == (q)->flags[2]) && \
433 ((p)->flags[3] == (q)->flags[3]) \ 441 ((p)->flags[3] == (q)->flags[3]) \
434 ) 442 )
443
435/* convenience macros to determine what kind of things we are dealing with */ 444/* convenience macros to determine what kind of things we are dealing with */
436 445
437#define IS_WEAPON(op) \ 446#define IS_WEAPON(op) \
438 (op->type == ARROW || op->type == BOW || op->type == WEAPON) 447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
439 448
440#define IS_ARMOR(op) \ 449#define IS_ARMOR(op) \
441 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ 450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
442 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ 451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
443 op->type == BRACERS || op->type == GIRDLE) 452 op->type == BRACERS || op->type == GIRDLE)
444 453
445#define IS_LIVE(op) \ 454#define IS_LIVE(op) \
446 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ 455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
447 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ 456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
448 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
449 458
450#define IS_ARROW(op) \ 459#define IS_ARROW(op) \
451 (op->type==ARROW || \ 460 (op->type==ARROW || \
452 (op->type==SPELL_EFFECT && \ 461 (op->type==SPELL_EFFECT && \
453 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) 462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
454 463
455/* This return TRUE if object has still randomitems which 464/* This return TRUE if object has still randomitems which
456 * could be expanded. 465 * could be expanded.
457 */ 466 */
458#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459 468
460/* the flags */ 469/* the flags */
461 470
462#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
463#define FLAG_WIZ 1 /* Object has special privilegies */ 472#define FLAG_WIZ 1 /* Object has special privilegies */
464#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 473#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 */ 474#define FLAG_FREED 3 /* Object is in the list of free objects */
466#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 475#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
467#define FLAG_APPLIED 5 /* Object is ready for use by living */ 476#define FLAG_APPLIED 5 /* Object is ready for use by living */
468#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 477#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
469#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 478#define FLAG_USE_SHIELD 7
479 /* Can this creature use a shield? */
470 480
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 481#define FLAG_NO_PICK 8 /* Object can't be picked up */
482
472/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 483 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
484
473/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 485 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
474#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 486#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
487
475/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 488 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
489
476/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 490 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
477#define FLAG_MONSTER 14 /* Will attack players */ 491#define FLAG_MONSTER 14 /* Will attack players */
478#define FLAG_FRIENDLY 15 /* Will help players */ 492#define FLAG_FRIENDLY 15 /* Will help players */
479 493
480#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
481#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
482#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 496#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */
483#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 498#define FLAG_TREASURE 19 /* Will generate treasure when applied */
484#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
485#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
486#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 501#define FLAG_CAN_ROLL 22 /* Object can be rolled */
487#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
488#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504
489/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 505 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
506
490/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 507 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508
491/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 509 /*#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 */ 510#define FLAG_IS_USED_UP 28
493#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 511 /* When (--food<0) the object will exit */
494#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 512#define FLAG_IDENTIFIED 29
513 /* Player knows full info about item */
514#define FLAG_REFLECTING 30
515 /* Object reflects from walls (lightning) */
495#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 516#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
496 517
497/* Start of values in flags[1] */ 518/* Start of values in flags[1] */
498#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 519#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
499#define FLAG_HITBACK 33 /* Object will hit back when hit */ 520#define FLAG_HITBACK 33 /* Object will hit back when hit */
500#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 521#define FLAG_STARTEQUIP 34
501#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 522 /* Object was given to player at start */
523#define FLAG_BLOCKSVIEW 35
524 /* Object blocks view */
502#define FLAG_UNDEAD 36 /* Monster is undead */ 525#define FLAG_UNDEAD 36 /* Monster is undead */
503#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 526#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
504#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 527#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
505#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 528#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
506 529
507#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 530#define FLAG_REFL_SPELL 40
531 /* Spells (some) will reflect from object */
508#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 532#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 */ 533#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
510#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 534#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
511#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 535#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
512#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 536#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
513 but can still attack at a distance */ 537 but can still attack at a distance */
538
514/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 539 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
515 thru this object as if it wasn't there */ 540 thru this object as if it wasn't there */
516/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
517 541
542 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543
518#define FLAG_PICK_UP 48 /* Can pick up */ 544#define FLAG_PICK_UP 48 /* Can pick up */
519#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 545#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
520#define FLAG_NO_DROP 50 /* Object can't be dropped */ 546#define FLAG_NO_DROP 50 /* Object can't be dropped */
521#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 547#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 */ 548#define FLAG_CAST_SPELL 52
523#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 549 /* (Monster) can learn and cast spells */
550#define FLAG_USE_SCROLL 53
551 /* (Monster) can read scroll */
524#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 552#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
525#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 553#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
526 554
527#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 555#define FLAG_USE_ARMOUR 56
528#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 556 /* (Monster) can wear armour/shield/helmet */
557#define FLAG_USE_WEAPON 57
558 /* (Monster) can wield weapons */
529#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 559#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) */ 560#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
531#define FLAG_READY_BOW 60 /* not implemented yet */ 561#define FLAG_READY_BOW 60 /* not implemented yet */
532#define FLAG_XRAYS 61 /* X-ray vision */ 562#define FLAG_XRAYS 61 /* X-ray vision */
533#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 563#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 */ 564#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
535 565
536/* Start of values in flags[2] */ 566/* Start of values in flags[2] */
537#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 567#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
538#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 568#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
539#define FLAG_SLEEP 66 /* NPC is sleeping */ 569#define FLAG_SLEEP 66 /* NPC is sleeping */
540#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 570#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
541#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 571#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
542#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 572#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 */ 573#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
544#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 574#define FLAG_STEALTH 71 /* Will wake monsters with less range */
545 575
546#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 576#define FLAG_WIZPASS 72 /* The wizard can go through walls */
547#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 577#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
548#define FLAG_CURSED 74 /* The object is cursed */ 578#define FLAG_CURSED 74 /* The object is cursed */
549#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 579#define FLAG_DAMNED 75 /* The object is _very_ cursed */
550#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 580#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 */ 581#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 */ 582#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
553#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 583#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
554 584
555#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 585#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 */ 586#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 */ 587#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
588
558/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 589/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
559#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 590#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
560#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 591#define FLAG_MAKE_INVIS 85
561#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 592 /* (Item) gives invisibility when applied */
593#define FLAG_INV_LOCKED 86
594 /* Item will not be dropped from inventory */
562#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 595#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
563 596
564#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 597#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
565#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 598#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 */ 599#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 */ 600#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) */ 601#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 602#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
570#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 603#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
604
571/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 605 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
572 606
573/* Start of values in flags[3] */ 607/* Start of values in flags[3] */
574#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 608#define FLAG_NO_STEAL 96 /* Item can't be stolen */
575#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 609#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
576 * away (replaces ghosthit) 610 * away (replaces ghosthit)
577 */ 611 */
578#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 612#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
579 * detect cases were the server is trying 613 * detect cases were the server is trying
580 * to send an upditem when we have not 614 * to send an upditem when we have not
581 * actually sent the item. 615 * actually sent the item.
582 */ 616 */
583 617
584#define FLAG_BERSERK 99 /* monster will attack closest living 618#define FLAG_BERSERK 99 /* monster will attack closest living
585 object */ 619 object */
586#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 620#define FLAG_NEUTRAL 100 /* monster is from type neutral */
587#define FLAG_NO_ATTACK 101 /* monster don't attack */ 621#define FLAG_NO_ATTACK 101 /* monster don't attack */
588#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
589#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
590 * load_original_map() */ 624 * load_original_map() */
591#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
592 * the overlay, and is not subject to 626 * the overlay, and is not subject to
593 * decay. */ 627 * decay. */
594#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 628#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' */ 629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
596#define FLAG_IS_WATER 107 630#define FLAG_IS_WATER 107
597#define FLAG_CONTENT_ON_GEN 108 631#define FLAG_CONTENT_ON_GEN 108
598#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
599#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 633#define FLAG_IS_BUILDABLE 110 /* Can build on item */
600#define FLAG_AFK 111 /* Player is AFK */ 634#define FLAG_AFK 111 /* Player is AFK */
601#define NUM_FLAGS 111 /* Should always be equal to the last 635#define NUM_FLAGS 111 /* Should always be equal to the last
602 * defined flag. If you change this, 636 * defined flag. If you change this,
603 * make sure you update the flag_links 637 * make sure you update the flag_links
604 * in common/loader.l 638 * in common/loader.l
605 */ 639 */
606 640
607/* Values can go up to 127 before the size of the flags array in the 641/* Values can go up to 127 before the size of the flags array in the
608 * object structure needs to be enlarged. 642 * object structure needs to be enlarged.
609 * So there are 18 available flags slots 643 * So there are 18 available flags slots
610 */ 644 */
611 645
612 646
613#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 647#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
614 648
615#if 0 649#if 0
650
616/* These should no longer be needed - access move_slow_penalty 651/* These should no longer be needed - access move_slow_penalty
617 * directly. 652 * directly.
618 */ 653 */
619#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 654# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
620#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 655# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
621#endif 656#endif
622 657
623/* If you add new movement types, you may need to update 658/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 659 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 660 * change_abil() probably should be updated also.
626 */ 661 */
627#define MOVE_WALK 0x1 /* Object walks */ 662#define MOVE_WALK 0x1 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 663#define MOVE_FLY_LOW 0x2 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 664#define MOVE_FLY_HIGH 0x4 /* High flying object */
630#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 665#define MOVE_FLYING 0x6
666 /* Combo of fly_low and fly_high */
631#define MOVE_SWIM 0x8 /* Swimming object */ 667#define MOVE_SWIM 0x8 /* Swimming object */
632#define MOVE_BOAT 0x10 /* Boats/sailing */ 668#define MOVE_BOAT 0x10 /* Boats/sailing */
633#define MOVE_ALL 0x1f /* Mask of all movement types */ 669#define MOVE_ALL 0x1f /* Mask of all movement types */
634 670
635/* the normal assumption is that objects are walking/flying. 671/* the normal assumption is that objects are walking/flying.
636 * So often we don't want to block movement, but still don't want 672 * So often we don't want to block movement, but still don't want
637 * to allow all types (swimming is rather specialized) - I also 673 * to allow all types (swimming is rather specialized) - I also
638 * expect as more movement types show up, this is likely to get 674 * expect as more movement types show up, this is likely to get
645/* typdef here to define type large enough to hold bitmask of 681/* typdef here to define type large enough to hold bitmask of
646 * all movement types. Make one declaration so easy to update. 682 * all movement types. Make one declaration so easy to update.
647 * uint8 is defined yet, so just use what that would define it 683 * uint8 is defined yet, so just use what that would define it
648 * at anyways. 684 * at anyways.
649 */ 685 */
650typedef unsigned char MoveType; 686typedef unsigned char MoveType;
651 687
652/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 688/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
653 * Basically, ob2 has to block all of ob1 movement types. 689 * Basically, ob2 has to block all of ob1 movement types.
654 */ 690 */
655#define OB_MOVE_BLOCK(ob1, ob2) \ 691#define OB_MOVE_BLOCK(ob1, ob2) \
665 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 701 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
666 702
667 703
668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 704#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 705#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 706#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
671 707
672/* Note: These values are only a default value, resizing can change them */ 708/* Note: These values are only a default value, resizing can change them */
673#define INV_SIZE 12 /* How many items can be viewed in inventory */ 709#define INV_SIZE 12 /* How many items can be viewed in inventory */
674#define LOOK_SIZE 6 /* ditto, but for the look-window */ 710#define LOOK_SIZE 6 /* ditto, but for the look-window */
675#define MAX_INV_SIZE 40 /* For initializing arrays */ 711#define MAX_INV_SIZE 40 /* For initializing arrays */
676#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 712#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
677 713
678#define EDITABLE(xyz) ((xyz)->arch->editable) 714#define EDITABLE(xyz) ((xyz)->arch->editable)
679 715
680#define E_MONSTER 0x00000001 716#define E_MONSTER 0x00000001
681#define E_EXIT 0x00000002 717#define E_EXIT 0x00000002
697#define EXIT_Y(xyz) (xyz)->stats.sp 733#define EXIT_Y(xyz) (xyz)->stats.sp
698#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 734#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
699#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 735#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
700 736
701/* for use by the lighting code */ 737/* for use by the lighting code */
702#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 738#define MAX_LIGHT_RADII 4
703 * large values allow objects that can 739 /* max radii for 'light' object, really
704 * slow down the game */ 740 * large values allow objects that can
741 * slow down the game */
705#define MAX_DARKNESS 5 /* maximum map darkness, there is no 742#define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */ 743 * practical reason to exceed this */
707#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 744#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
708 MAX_LIGHT_RADII:(xyz)->glow_radius; 745 MAX_LIGHT_RADII:(xyz)->glow_radius;
709 746
710#define F_BUY 0 747#define F_BUY 0
711#define F_SELL 1 748#define F_SELL 1
712#define F_TRUE 2 /* True value of item, unadjusted */ 749#define F_TRUE 2 /* True value of item, unadjusted */
713#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 750#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
714#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 751#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
715#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 752#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
716#define F_APPROX 32 /* flag to give a guess of item value */ 753#define F_APPROX 32 /* flag to give a guess of item value */
717#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 754#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
718 755
719#define DIRX(xyz) freearr_x[(xyz)->direction] 756#define DIRX(xyz) freearr_x[(xyz)->direction]
720#define DIRY(xyz) freearr_y[(xyz)->direction] 757#define DIRY(xyz) freearr_y[(xyz)->direction]
721 758
722#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 759#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
733#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 770#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
734#define FIRE_DIRECTIONAL 0 771#define FIRE_DIRECTIONAL 0
735#define FIRE_POSITIONAL 1 772#define FIRE_POSITIONAL 1
736 773
737/******************************************************************************/ 774/******************************************************************************/
775
738/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 776/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777
739/******************************************************************************/ 778/******************************************************************************/
779
740/* if your monsters start acting wierd, mail me */ 780/* if your monsters start acting wierd, mail me */
781
741/******************************************************************************/ 782/******************************************************************************/
783
742/* the following definitions are for the attack_movement variable in monsters */ 784/* the following definitions are for the attack_movement variable in monsters */
785
743/* if the attack_variable movement is left out of the monster archetype, or is*/ 786/* if the attack_variable movement is left out of the monster archetype, or is*/
787
744/* set to zero */ 788/* set to zero */
789
745/* the standard mode of movement from previous versions of crossfire will be */ 790/* the standard mode of movement from previous versions of crossfire will be */
791
746/* used. the upper four bits of movement data are not in effect when the monst*/ 792/* used. the upper four bits of movement data are not in effect when the monst*/
793
747/* er has an enemy. these should only be used for non agressive monsters. */ 794/* er has an enemy. these should only be used for non agressive monsters. */
795
748/* to program a monsters movement add the attack movement numbers to the movem*/ 796/* to program a monsters movement add the attack movement numbers to the movem*/
797
749/* ment numbers example a monster that moves in a circle until attacked and */ 798/* ment numbers example a monster that moves in a circle until attacked and */
799
750/* then attacks from a distance: */ 800/* then attacks from a distance: */
801
751/* CIRCLE1 = 32 */ 802/* CIRCLE1 = 32 */
803
752/* + DISTATT = 1 */ 804/* + DISTATT = 1 */
805
753/* ------------------- */ 806/* ------------------- */
807
754/* attack_movement = 33 */ 808/* attack_movement = 33 */
809
755/******************************************************************************/ 810/******************************************************************************/
756#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 811#define DISTATT 1 /* move toward a player if far, but mantain some space, */
757 /* attack from a distance - good for missile users only */ 812 /* attack from a distance - good for missile users only */
758#define RUNATT 2 /* run but attack if player catches up to object */ 813#define RUNATT 2 /* run but attack if player catches up to object */
759#define HITRUN 3 /* run to then hit player then run away cyclicly */ 814#define HITRUN 3 /* run to then hit player then run away cyclicly */
760#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 815#define WAITATT 4 /* wait for player to approach then hit, move if hit */
761#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 816#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
762#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 817#define ALLRUN 6 /* always run never attack good for sim. of weak player */
763#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 818#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
764#define WAIT2 8 /* monster does not try to move towards player if far */ 819#define WAIT2 8 /* monster does not try to move towards player if far */
765 /* maintains comfortable distance */ 820 /* maintains comfortable distance */
766#define PETMOVE 16 /* if the upper four bits of attack_movement */ 821#define PETMOVE 16 /* if the upper four bits of attack_movement */
767 /* are set to this number, the monster follows a player */ 822 /* are set to this number, the monster follows a player */
768 /* until the owner calls it back or off */ 823 /* until the owner calls it back or off */
769 /* player followed denoted by 0b->owner */ 824 /* player followed denoted by 0b->owner */
770 /* the monster will try to attack whatever the player is */ 825 /* the monster will try to attack whatever the player is */
771 /* attacking, and will continue to do so until the owner */ 826 /* attacking, and will continue to do so until the owner */
772 /* calls off the monster - a key command will be */ 827 /* calls off the monster - a key command will be */
773 /* inserted to do so */ 828 /* inserted to do so */
774#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 829#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
775 /* are set to this number, the monster will move in a */ 830 /* are set to this number, the monster will move in a */
776 /* circle until it is attacked, or the enemy field is */ 831 /* circle until it is attacked, or the enemy field is */
777 /* set, this is good for non-aggressive monsters and NPC */ 832 /* set, this is good for non-aggressive monsters and NPC */
778#define CIRCLE2 48 /* same as above but a larger circle is used */ 833#define CIRCLE2 48 /* same as above but a larger circle is used */
779#define PACEH 64 /* The Monster will pace back and forth until attacked */ 834#define PACEH 64 /* The Monster will pace back and forth until attacked */
780 /* this is HORIZONTAL movement */ 835 /* this is HORIZONTAL movement */
781#define PACEH2 80 /* the monster will pace as above but the length of the */ 836#define PACEH2 80 /* the monster will pace as above but the length of the */
782 /* pace area is longer and the monster stops before */ 837 /* pace area is longer and the monster stops before */
783 /* changing directions */ 838 /* changing directions */
784 /* this is HORIZONTAL movement */ 839 /* this is HORIZONTAL movement */
785#define RANDO 96 /* the monster will go in a random direction until */ 840#define RANDO 96 /* the monster will go in a random direction until */
786 /* it is stopped by an obstacle, then it chooses another */ 841 /* it is stopped by an obstacle, then it chooses another */
787 /* direction. */ 842 /* direction. */
788#define RANDO2 112 /* constantly move in a different random direction */ 843#define RANDO2 112 /* constantly move in a different random direction */
789#define PACEV 128 /* The Monster will pace back and forth until attacked */ 844#define PACEV 128 /* The Monster will pace back and forth until attacked */
790 /* this is VERTICAL movement */ 845 /* this is VERTICAL movement */
791#define PACEV2 144 /* the monster will pace as above but the length of the */ 846#define PACEV2 144 /* the monster will pace as above but the length of the */
792 /* pace area is longer and the monster stops before */ 847 /* pace area is longer and the monster stops before */
793 /* changing directions */ 848 /* changing directions */
794 /* this is VERTICAL movement */ 849 /* this is VERTICAL movement */
795#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
796#define HI4 240 851#define HI4 240
797 852
798/* 853/*
799 * Use of the state-variable in player objects: 854 * Use of the state-variable in player objects:
800 */ 855 */
825#define PREFER_LOW 0 880#define PREFER_LOW 0
826 881
827/* Simple function we use below to keep adding to the same string 882/* Simple function we use below to keep adding to the same string
828 * but also make sure we don't overwrite that string. 883 * but also make sure we don't overwrite that string.
829 */ 884 */
885static inline void
830static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 886safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
831{ 887{
832 if (*curlen == (maxlen-1)) return; 888 if (*curlen == (maxlen - 1))
889 return;
890
833 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 891 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
834 dest[maxlen-1]=0; 892 dest[maxlen - 1] = 0;
835 *curlen += strlen(orig); 893 *curlen += strlen (orig);
836 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 894
895 if (*curlen > (maxlen - 1))
896 *curlen = maxlen - 1;
837} 897}
838 898
839 899
840/* The SAFE versions of these call the safe_strcat function above. 900/* The SAFE versions of these call the safe_strcat function above.
841 * Ideally, all functions should use the SAFE functions, but they 901 * Ideally, all functions should use the SAFE functions, but they
854 j = 1; \ 914 j = 1; \
855 safe_strcat(retbuf, attacks[i], len, maxlen); \ 915 safe_strcat(retbuf, attacks[i], len, maxlen); \
856 } \ 916 } \
857 safe_strcat(retbuf,")",len,maxlen); \ 917 safe_strcat(retbuf,")",len,maxlen); \
858 } 918 }
859 919
860 920
861/* separated this from the common/item.c file. b.t. Dec 1995 */ 921/* separated this from the common/item.c file. b.t. Dec 1995 */
862 922
863#define DESCRIBE_ABILITY(retbuf, variable, name) \ 923#define DESCRIBE_ABILITY(retbuf, variable, name) \
864 if(variable) { \ 924 if(variable) { \
872 j = 1; \ 932 j = 1; \
873 strcat(retbuf, attacks[i]); \ 933 strcat(retbuf, attacks[i]); \
874 } \ 934 } \
875 strcat(retbuf,")"); \ 935 strcat(retbuf,")"); \
876 } 936 }
877 937
878 938
879#define DESCRIBE_PATH(retbuf, variable, name) \ 939#define DESCRIBE_PATH(retbuf, variable, name) \
880 if(variable) { \ 940 if(variable) { \
881 int i,j=0; \ 941 int i,j=0; \
882 strcat(retbuf,"(" name ": "); \ 942 strcat(retbuf,"(" name ": "); \
883 for(i=0; i<NRSPELLPATHS; i++) \ 943 for(i=0; i<NRSPELLPATHS; i++) \
906 } \ 966 } \
907 safe_strcat(retbuf,")", len, maxlen); \ 967 safe_strcat(retbuf,")", len, maxlen); \
908 } 968 }
909 969
910/* Flags for apply_special() */ 970/* Flags for apply_special() */
911enum apply_flag { 971enum apply_flag
972{
912 /* Basic flags, always use one of these */ 973 /* Basic flags, always use one of these */
913 AP_NULL = 0, 974 AP_NULL = 0,
914 AP_APPLY = 1, 975 AP_APPLY = 1,
915 AP_UNAPPLY = 2, 976 AP_UNAPPLY = 2,
916 977
917 AP_BASIC_FLAGS = 15, 978 AP_BASIC_FLAGS = 15,
918 979
919 /* Optional flags, for bitwise or with a basic flag */ 980 /* Optional flags, for bitwise or with a basic flag */
920 AP_NO_MERGE = 16, 981 AP_NO_MERGE = 16,
921 AP_IGNORE_CURSE = 32, 982 AP_IGNORE_CURSE = 32,
922 AP_PRINT = 64 /* Print what to do, don't actually do it */ 983 AP_PRINT = 64 /* Print what to do, don't actually do it */
923 /* Note this is supported in all the functions */ 984 /* Note this is supported in all the functions */
924
925}; 985};
926 986
927/* Bitmask values for 'can_apply_object()' return values. 987/* Bitmask values for 'can_apply_object()' return values.
928 * the CAN_APPLY_ prefix is to just note what function the 988 * the CAN_APPLY_ prefix is to just note what function the
929 * are returned from. 989 * are returned from.
970 * 1030 *
971 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
972 * here. 1032 * here.
973 */ 1033 */
974 1034
975#ifdef HAVE_SRANDOM
976#define RANDOM() random() 1035#define RANDOM() random()
977#define SRANDOM(xyz) srandom(xyz) 1036#define SRANDOM(xyz) srandom(xyz)
978#else
979# ifdef HAVE_SRAND48
980# define RANDOM() lrand48()
981# define SRANDOM(xyz) srand48(xyz)
982# else
983# ifdef HAVE_SRAND
984# define RANDOM() rand()
985# define SRANDOM(xyz) srand(xyz)
986# else
987# error "Could not find a usable random routine"
988# endif
989# endif
990#endif
991 1037
992/* Returns the weight of the given object. Note: it does not take the number of 1038/* Returns the weight of the given object. Note: it does not take the number of
993 * items (nrof) into account. 1039 * items (nrof) into account.
994 */ 1040 */
995#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 1041#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1004 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 1050 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1005 * keep in mind FAST_STRNCAT is faster since length of second argument is 1051 * keep in mind FAST_STRNCAT is faster since length of second argument is
1006 * kown in advance. 1052 * kown in advance.
1007 */ 1053 */
1008 1054
1009 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1055#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1010 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1056#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1011 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 1057#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1012 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1058#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1013 1059
1014 /* You may uncomment following define to check sanity of code. 1060 /* You may uncomment following define to check sanity of code.
1015 * But use as debug only (loses all speed gained by those macros) 1061 * But use as debug only (loses all speed gained by those macros)
1016 */ 1062 */
1063
1017/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ 1064/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ 1065 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019 1066
1020 1067
1021 1068
1022 1069
1023 1070
1024 1071
1025 1072
1026/* 1073/*
1027 * Warning! 1074 * Warning!
1028 * If you add message types here, don't forget 1075 * If you add message types here, don't forget
1029 * to keep the client up to date too! 1076 * to keep the client up to date too!
1030 */ 1077 */
1031 1078
1032 1079
1033/* message types */ 1080/* message types */
1034#define MSG_TYPE_BOOK 1 1081#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 1082#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 1083#define MSG_TYPE_PAPER 3
1037#define MSG_TYPE_SIGN 4 1084#define MSG_TYPE_SIGN 4
1107#define MSG_TYPE_MONUMENT_WALL_3 12 1154#define MSG_TYPE_MONUMENT_WALL_3 12
1108 1155
1109/*some readable flags*/ 1156/*some readable flags*/
1110 1157
1111/* dialog messsage */ 1158/* dialog messsage */
1112#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1159#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1113#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1160#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1114#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1161#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1115 1162
1116/* admin messages */ 1163/* admin messages */
1117#define MSG_TYPE_ADMIN_RULES 1 1164#define MSG_TYPE_ADMIN_RULES 1
1118#define MSG_TYPE_ADMIN_NEWS 2 1165#define MSG_TYPE_ADMIN_NEWS 2
1119 1166
1120#endif /* DEFINE_H */ 1167#endif /* DEFINE_H */
1168

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines