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Comparing deliantra/server/include/define.h (file contents):
Revision 1.9 by root, Mon Sep 11 12:08:01 2006 UTC vs.
Revision 1.43 by root, Thu Jan 18 22:20:00 2007 UTC

1/* 1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.9 2006/09/11 12:08:01 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23 */
28 24
29/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
30 26
31/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
41/* 37/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 38 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly. 39 * Thus the prototypes made by cextract don't get included correctly.
44 */ 40 */
45#if !defined(__STDC__) 41#if !defined(__STDC__)
42
46/* Removed # from start of following line. makedepend was picking it up. 43/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error. 44 * The following should still hopefully result in an error.
48 */ 45 */
49error - Your ANSI C compiler should be defining __STDC__; 46error - Your ANSI C compiler should be defining __STDC__;
50#endif 47#endif
51 48
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 49#include <autoconf.h>
54#endif
55 50
56#define FONTDIR "" 51#define FONTDIR ""
57#define FONTNAME "" 52#define FONTNAME ""
58 53
59/* Decstations have trouble with fabs()... */ 54/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 55#define FABS(x) ((x)<0?-(x):(x))
61 56
62#ifdef __NetBSD__ 57#ifdef __NetBSD__
63#include <sys/param.h> 58# include <sys/param.h>
64#endif 59#endif
65#ifndef MIN 60#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 61# define MIN(x,y) min (x, y)
67#endif 62#endif
68#ifndef MAX 63#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 64# define MAX(x,y) max (x, y)
70#endif 65#endif
71 66
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX 68#ifndef NAME_MAX
74#define NAME_MAX 255 69# define NAME_MAX 255
75#endif 70#endif
76 71
77/* MAX3 is basically like MAX, but instead does 3 values. */ 72/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 73#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 74# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 75#endif
81 76
82/* MIN3 is basically like MIN, but instead does 3 values. */ 77/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 78#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 79# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 80#endif
86 81
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 82#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 83#define MIN_STAT 1 /* The minimum legal value of any stat */
89 84
90#define MAX_BUF 1024 /* Used for all kinds of things */ 85#define MAX_BUF 1024
86 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 87#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 88#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 89#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 90
95#define FONTSIZE 3000 /* Max chars in font */ 91#define FONTSIZE 3000 /* Max chars in font */
96 92
97#define MAX_ANIMATIONS 256 93#define MAX_ANIMATIONS 256
98 94
99#define MAX_NAME 48 95#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 96#define MAX_EXT_TITLE 98
102 97
103/* Fatal variables: */ 98/* Fatal variables: */
104#define OUT_OF_MEMORY 0 99#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 100#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 101#define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3 102#define TOO_MANY_ERRORS 3
108 103
109/* TYPE DEFINES */ 104/* TYPE DEFINES */
105
110/* Only add new values to this list if somewhere in the program code, 106/* 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 107 * 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 108 * 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 109 * 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 110 * the monster type, that can not be handled by any of the numerous
115 * flags 111 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 112 * 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 113 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 114 */
119 115
120/* type 0 will be undefined and shows a non valid type information */ 116/* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
121 119
122#define PLAYER 1 120/* type 0 objects have the default behaviour */
123#define TRANSPORT 2 /* see doc/Developers/objects */ 121
124#define ROD 3 122#define PLAYER 1
123#define TRANSPORT 2 /* see pod/objects.pod */
124#define ROD 3
125#define TREASURE 4 125#define TREASURE 4
126#define POTION 5 126#define POTION 5
127#define FOOD 6 127#define FOOD 6
128#define POISON 7 128#define POISON 7
129#define BOOK 8 129#define BOOK 8
130#define CLOCK 9 130#define CLOCK 9
131/*#define FBULLET 10 */ 131
132/*#define FBALL 11 */ 132#define ARROW 13
133#define LIGHTNING 12 133#define BOW 14
134#define ARROW 13
135#define BOW 14
136#define WEAPON 15 134#define WEAPON 15
137#define ARMOUR 16 135#define ARMOUR 16
138#define PEDESTAL 17 136#define PEDESTAL 17
139#define ALTAR 18 137#define ALTAR 18
140/*#define CONFUSION 19 */ 138
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
146/*#define MMISSILE 25 */ 144
147#define TIMED_GATE 26 145#define TIMED_GATE 26
148#define TRIGGER 27 146#define TRIGGER 27
149#define GRIMREAPER 28 147#define GRIMREAPER 28
150#define MAGIC_EAR 29 148#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 149#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 150#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 151#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 152#define SHIELD 33
155#define HELMET 34 153#define HELMET 34
156#define HORN 35 154#define HORN 35
157#define MONEY 36 155#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 156#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 157#define GRAVESTONE 38
160#define AMULET 39 158#define AMULET 39
161#define PLAYERMOVER 40 159#define PLAYERMOVER 40
162#define TELEPORTER 41 160#define TELEPORTER 41
163#define CREATOR 42 161#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 163
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 164#define EARTHWALL 45
169#define GOLEM 46 165#define GOLEM 46
170/*#define BOMB 47 */ 166
171#define THROWN_OBJ 48 167#define THROWN_OBJ 48
172#define BLINDNESS 49 168#define BLINDNESS 49
173#define GOD 50 169#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 170#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 171 * which notices the presense of
177 /* another object and is triggered */ 172 * another object and is triggered
178 /* like buttons. */ 173 * like buttons.
174 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 175#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 176 * force into a player with a specified string WHEN TRIGGERED.
177 */
181#define DEAD_OBJECT 53 178#define DEAD_OBJECT 53
182#define DRINK 54 179#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 180#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 181 * force into a player with a specified string.
182 */
185#define HOLY_ALTAR 56 183#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 184#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 185#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 186
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 187#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 188 * a monster into a peaceful being incapable of attack.
191#define GEM 60 189 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 190#define GEM 60
191
193#define FIREWALL 62 192#define FIREWALL 62
194#define ANVIL 63 193#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 194#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 195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 196 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 197 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 198 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 199 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 200 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 201 * 4 = charm, monsters become pets */
203#define EXIT 66 202#define EXIT 66
204#define ENCOUNTER 67 203#define ENCOUNTER 67
205#define SHOP_FLOOR 68 204#define SHOP_FLOOR 68
206#define SHOP_MAT 69 205#define SHOP_MAT 69
207#define RING 70 206#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 211#define LIGHTER 75
213 212
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 213#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. */
218 214
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 215
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
225 chairs from here. */ 220 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 221
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 222#define LAMP 82 /* a lamp */
228#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 224
231#define SPELLBOOK 85 225#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 */
236 226
227#define CLOAK 87
228
237#define SPINNER 90 229#define SPINNER 90
238#define GATE 91 230#define GATE 91
239#define BUTTON 92 231#define BUTTON 92
240#define CF_HANDLE 93 232#define CF_HANDLE 93
241#define HOLE 94 233#define HOLE 94
242#define TRAPDOOR 95 234#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 235
244/*#define PARAIMAGE 97 */ 236#define SIGN 98
245#define SIGN 98 237#define BOOTS 99
246#define BOOTS 99
247#define GLOVES 100 238#define GLOVES 100
248#define SPELL 101 239#define SPELL 101
249#define SPELL_EFFECT 102 240#define SPELL_EFFECT 102
250#define CONVERTER 103 241#define CONVERTER 103
251#define BRACERS 104 242#define BRACERS 104
252#define POISONING 105 243#define POISONING 105
253#define SAVEBED 106 244#define SAVEBED 106
254#define POISONCLOUD 107 245
255#define FIREHOLES 108 246#define WAND 109
256#define WAND 109 247
257/*#define ABILITY 110*/
258#define SCROLL 111 248#define SCROLL 111
259#define DIRECTOR 112 249#define DIRECTOR 112
260#define GIRDLE 113 250#define GIRDLE 113
261#define FORCE 114 251#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#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 */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 256#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
268 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295/* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308//#define MONSTER 80 /* yes, thats a real, living creature */
309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310//#define TOOL 84 /* a tool for building objects */
311//#define BUILDFAC 86 /* facilities for building objects */
312//#define CONE 88
313//#define AURA 89 /* aura spell object */
314//#define WORD_OF_RECALL 96
315//#define PARAIMAGE 97
316//#define POISONCLOUD 107
317//#define FIREHOLES 108
318//#define ABILITY 110
269/* unused: 125 - 129 319/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
271 */ 321 */
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 */ 322//#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 */ 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
278/*#define SWARM_SPELL 153*/ 324//#define SWARM_SPELL 153
279#define RUNE 154
280#define TRAP 155
281
282#define POWER_CRYSTAL 156
283#define CORPSE 157
284
285#define DISEASE 158
286#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291#define QUEST 164 /* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 327
293 potions, alchemy, or magic works here (elmex) */
294/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
295 329
296#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
297 331
298/* Subtypes for BUILDER */ 332/* Subtypes for BUILDER */
299#define ST_BD_BUILD 1 /* Builds an item */ 333#define ST_BD_BUILD 1 /* Builds an item */
300#define ST_BD_REMOVE 2 /* Removes an item */ 334#define ST_BD_REMOVE 2 /* Removes an item */
301 335
302/* Subtypes for MATERIAL */ 336/* Subtypes for MATERIAL */
303#define ST_MAT_FLOOR 1 /* Floor */ 337#define ST_MAT_FLOOR 1 /* Floor */
304#define ST_MAT_WALL 2 /* Wall */ 338#define ST_MAT_WALL 2 /* Wall */
305#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 339#define ST_MAT_ITEM 3 /* All other items, including doors & such */
306 340
307/* definitions for weapontypes */ 341/* definitions for weapontypes */
308 342
309#define WEAP_HIT 0 /* the basic */ 343#define WEAP_HIT 0 /* the basic */
310#define WEAP_SLASH 1 /* slash */ 344#define WEAP_SLASH 1 /* slash */
311#define WEAP_PIERCE 2 /* arrows, stiletto */ 345#define WEAP_PIERCE 2 /* arrows, stiletto */
312#define WEAP_CLEAVE 3 /* axe */ 346#define WEAP_CLEAVE 3 /* axe */
313#define WEAP_SLICE 4 /* katana */ 347#define WEAP_SLICE 4 /* katana */
314#define WEAP_STAB 5 /* knife, dagger */ 348#define WEAP_STAB 5 /* knife, dagger */
315#define WEAP_WHIP 6 /* whips n chains */ 349#define WEAP_WHIP 6 /* whips n chains */
316#define WEAP_CRUSH 7 /* big hammers, flails */ 350#define WEAP_CRUSH 7 /* big hammers, flails */
317#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 351#define WEAP_BLUD 8 /* bludgeoning, club, stick */
318 352
319typedef struct typedata { 353typedef struct typedata
354{
320 int number; 355 int number;
321 const char *name; 356 const char *name;
322 const char *name_pl; 357 const char *name_pl;
323 int identifyskill; 358 int identifyskill;
324 int identifyskill2; 359 int identifyskill2;
325} typedata; 360} typedata;
326 361
327extern const int ItemTypesSize; 362extern const int ItemTypesSize;
328extern typedata ItemTypes[]; 363extern typedata ItemTypes[];
329 364
366#define PU_READABLES 0x00400000 401#define PU_READABLES 0x00400000
367#define PU_MAGIC_DEVICE 0x00800000 402#define PU_MAGIC_DEVICE 0x00800000
368 403
369#define PU_NOT_CURSED 0x01000000 404#define PU_NOT_CURSED 0x01000000
370#define PU_JEWELS 0x02000000 405#define PU_JEWELS 0x02000000
406#define PU_FLESH 0x04000000
371 407
372 408
373/* Instead of using arbitrary constants for indexing the 409/* Instead of using arbitrary constants for indexing the
374 * freearr, add these values. <= SIZEOFFREE1 will get you 410 * freearr, add these values. <= SIZEOFFREE1 will get you
375 * within 1 space. <= SIZEOFFREE2 wll get you withing 411 * within 1 space. <= SIZEOFFREE2 wll get you withing
378 */ 414 */
379#define SIZEOFFREE1 8 415#define SIZEOFFREE1 8
380#define SIZEOFFREE2 24 416#define SIZEOFFREE2 24
381#define SIZEOFFREE 49 417#define SIZEOFFREE 49
382 418
383#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 419#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
384 420
385/* Flag structure now changed. 421/*
386 * Each flag is now a bit offset, starting at zero. The macros
387 * will update/read the appropriate flag element in the object
388 * structure.
389 *
390 * Hopefully, since these offsets are integer constants set at run time,
391 * the compiler will reduce the macros something as simple as the
392 * old system was.
393 *
394 * Flags now have FLAG as the prefix. This to be clearer, and also
395 * to make sure F_ names are not still being used anyplace.
396 *
397 * The macros below assume that the flag size for each element is 32
398 * bits. IF it is smaller, bad things will happen. See structs.h
399 * for more info.
400 *
401 * All functions should use the macros below. In process of converting
402 * to the new system, I find several files that did not use the previous
403 * macros.
404 *
405 * If any FLAG's are or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
406 * common/loader.l is updated. 423 * common/loader.l is updated.
407 * 424 */
408 * flags[0] is 0 to 31 425
409 * flags[1] is 32 to 63
410 * flags[2] is 64 to 95
411 * flags[3] is 96 to 127
412 */
413/* Basic routines to do above */ 426/* Basic routines to do above */
414#define SET_FLAG(xyz, p) \ 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
415 ((xyz)->flags[p/32] |= (1U << (p % 32))) 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
416#define CLEAR_FLAG(xyz, p) \ 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
417 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
418#define QUERY_FLAG(xyz, p) \
419 ((xyz)->flags[p/32] & (1U << (p % 32)))
420#define COMPARE_FLAGS(p,q) \
421 ( \
422 ((p)->flags[0] == (q)->flags[0]) && \
423 ((p)->flags[1] == (q)->flags[1]) && \
424 ((p)->flags[2] == (q)->flags[2]) && \
425 ((p)->flags[3] == (q)->flags[3]) \
426 )
427/* convenience macros to determine what kind of things we are dealing with */
428
429#define IS_WEAPON(op) \
430 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
431
432#define IS_ARMOR(op) \
433 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
434 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
435 op->type == BRACERS || op->type == GIRDLE)
436
437#define IS_LIVE(op) \
438 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
439 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
440 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
441
442#define IS_ARROW(op) \
443 (op->type==ARROW || \
444 (op->type==SPELL_EFFECT && \
445 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
446
447/* This return TRUE if object has still randomitems which
448 * could be expanded.
449 */
450#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
451 430
452/* the flags */ 431/* the flags */
453 432
454#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
455#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
456#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 435#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
457#define FLAG_FREED 3 /* Object is in the list of free objects */ 436#define FLAG_FREED 3 /* Object is in the list of free objects */
458#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 437#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
459#define FLAG_APPLIED 5 /* Object is ready for use by living */ 438#define FLAG_APPLIED 5 /* Object is ready for use by living */
460#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 439#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
461#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 440#define FLAG_USE_SHIELD 7
441 /* Can this creature use a shield? */
462 442
463#define FLAG_NO_PICK 8 /* Object can't be picked up */ 443#define FLAG_NO_PICK 8 /* Object can't be picked up */
444
464/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
465/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
466#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
449
467/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 450/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
468/*#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) */
452
469#define FLAG_MONSTER 14 /* Will attack players */ 453#define FLAG_MONSTER 14 /* Will attack players */
470#define FLAG_FRIENDLY 15 /* Will help players */ 454#define FLAG_FRIENDLY 15 /* Will help players */
471 455
472#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
473#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
474#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 458#define FLAG_AUTO_APPLY 18
475#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459 /* Will be applied when created */
460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
476#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
477#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
478#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
479#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
480#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
466
481/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 467/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
482/*#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 */
483/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 469/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
484#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 470
485#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 471#define FLAG_IS_USED_UP 28
486#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 472 /* When (--food<0) the object will exit */
473#define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */
475#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */
487#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 */
488 478
489/* Start of values in flags[1] */
490#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 479#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
491#define FLAG_HITBACK 33 /* Object will hit back when hit */ 480#define FLAG_HITBACK 33 /* Object will hit back when hit */
492#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 481#define FLAG_STARTEQUIP 34
493#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 482 /* Object was given to player at start */
483#define FLAG_BLOCKSVIEW 35
484 /* Object blocks view */
494#define FLAG_UNDEAD 36 /* Monster is undead */ 485#define FLAG_UNDEAD 36 /* Monster is undead */
495#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 486#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
496#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 487#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
497#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 488#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
498 489
499#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 490#define FLAG_REFL_SPELL 40
491 /* Spells (some) will reflect from object */
500#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 492#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
501#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 493#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
502#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
503#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 495#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
504#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
505 but can still attack at a distance */ 497 but can still attack at a distance */
498
506/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 499/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
507 thru this object as if it wasn't there */ 500 thru this object as if it wasn't there */
508/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 501/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
509 502
510#define FLAG_PICK_UP 48 /* Can pick up */ 503#define FLAG_PICK_UP 48 /* Can pick up */
511#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
512#define FLAG_NO_DROP 50 /* Object can't be dropped */ 505#define FLAG_NO_DROP 50 /* Object can't be dropped */
513#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 506#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
514#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 507#define FLAG_CAST_SPELL 52
515#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 508 /* (Monster) can learn and cast spells */
509#define FLAG_USE_SCROLL 53
510 /* (Monster) can read scroll */
516#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 511#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
517#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 512#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
518 513
519#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 514#define FLAG_USE_ARMOUR 56
520#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 515 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_WEAPON 57
517 /* (Monster) can wield weapons */
521#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 518#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
522#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 519#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
523#define FLAG_READY_BOW 60 /* not implemented yet */ 520#define FLAG_READY_BOW 60 /* not implemented yet */
524#define FLAG_XRAYS 61 /* X-ray vision */ 521#define FLAG_XRAYS 61 /* X-ray vision */
525#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
526#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
527 524
528/* Start of values in flags[2] */
529#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 526#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
531#define FLAG_SLEEP 66 /* NPC is sleeping */ 527#define FLAG_SLEEP 66 /* NPC is sleeping */
532#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 528#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
533#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 529#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
534#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 530#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
535#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 531#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
536#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 532#define FLAG_STEALTH 71 /* Will wake monsters with less range */
537 533
538#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 534#define FLAG_WIZPASS 72 /* The wizard can go through walls */
539#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 535#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
540#define FLAG_CURSED 74 /* The object is cursed */ 536#define FLAG_CURSED 74 /* The object is cursed */
541#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 537#define FLAG_DAMNED 75 /* The object is _very_ cursed */
542#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 538#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
543#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 539#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
544#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 540#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
545#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 541#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
546 542
547#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 543#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
548#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 544#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
549#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 545#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 547/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 548#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 549#define FLAG_MAKE_INVIS 85
553#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 550 /* (Item) gives invisibility when applied */
551#define FLAG_INV_LOCKED 86
552 /* Item will not be dropped from inventory */
554#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 553#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
555 554
556#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 555#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
557#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 556#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
558#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 557#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
559#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 558#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
560#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 559#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
561#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 560#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
562#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 561#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
562
563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
564 564
565/* Start of values in flags[3] */
566#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 565#define FLAG_NO_STEAL 96 /* Item can't be stolen */
567#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 566#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
568 * away (replaces ghosthit) 567 * away (replaces ghosthit)
569 */ 568 */
570#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 569#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
571 * detect cases were the server is trying 570 * detect cases were the server is trying
572 * to send an upditem when we have not 571 * to send an upditem when we have not
573 * actually sent the item. 572 * actually sent the item.
574 */ 573 */
575 574
576#define FLAG_BERSERK 99 /* monster will attack closest living 575#define FLAG_BERSERK 99 /* monster will attack closest living
577 object */ 576 object */
578#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 577#define FLAG_NEUTRAL 100 /* monster is from type neutral */
579#define FLAG_NO_ATTACK 101 /* monster don't attack */ 578#define FLAG_NO_ATTACK 101 /* monster don't attack */
580#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 579#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
581#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 580#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
582 * load_original_map() */ 581 * load_original_map() */
583#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 582#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
584 * the overlay, and is not subject to 583 * the overlay, and is not subject to
585 * decay. */ 584 * decay. */
586#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 585#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
587#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 586#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
588#define FLAG_IS_WATER 107 587#define FLAG_IS_WATER 107
589#define FLAG_CONTENT_ON_GEN 108 588#define FLAG_CONTENT_ON_GEN 108
590#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
591#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 590#define FLAG_IS_BUILDABLE 110 /* Can build on item */
592#define FLAG_AFK 111 /* Player is AFK */ 591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map
593
593#define NUM_FLAGS 111 /* Should always be equal to the last 594#define NUM_FLAGS 113 /* Should always be equal to the last
594 * defined flag. If you change this, 595 * defined flag + 1. If you change this,
595 * make sure you update the flag_links 596 * make sure you update the flag_links
596 * in common/loader.l 597 * in common/loader.l
597 */ 598 */
598 599
599/* Values can go up to 127 before the size of the flags array in the 600/* Values can go up to 127 before the size of the flags array in the
600 * object structure needs to be enlarged. 601 * object structure needs to be enlarged.
601 * So there are 18 available flags slots 602 * So there are 18 available flags slots
602 */ 603 */
603 604
604
605#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 605#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
606
607#if 0
608/* These should no longer be needed - access move_slow_penalty
609 * directly.
610 */
611#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
612#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
613#endif
614 606
615/* If you add new movement types, you may need to update 607/* If you add new movement types, you may need to update
616 * describe_item() so properly describe those types. 608 * describe_item() so properly describe those types.
617 * change_abil() probably should be updated also. 609 * change_abil() probably should be updated also.
618 */ 610 */
619#define MOVE_WALK 0x1 /* Object walks */ 611#define MOVE_WALK 0x1 /* Object walks */
620#define MOVE_FLY_LOW 0x2 /* Low flying object */ 612#define MOVE_FLY_LOW 0x2 /* Low flying object */
621#define MOVE_FLY_HIGH 0x4 /* High flying object */ 613#define MOVE_FLY_HIGH 0x4 /* High flying object */
622#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 614#define MOVE_FLYING 0x6
615 /* Combo of fly_low and fly_high */
623#define MOVE_SWIM 0x8 /* Swimming object */ 616#define MOVE_SWIM 0x8 /* Swimming object */
624#define MOVE_BOAT 0x10 /* Boats/sailing */ 617#define MOVE_BOAT 0x10 /* Boats/sailing */
625#define MOVE_ALL 0x1f /* Mask of all movement types */ 618#define MOVE_ALL 0x1f /* Mask of all movement types */
626 619
627/* the normal assumption is that objects are walking/flying. 620/* the normal assumption is that objects are walking/flying.
628 * So often we don't want to block movement, but still don't want 621 * So often we don't want to block movement, but still don't want
629 * to allow all types (swimming is rather specialized) - I also 622 * to allow all types (swimming is rather specialized) - I also
630 * expect as more movement types show up, this is likely to get 623 * expect as more movement types show up, this is likely to get
637/* typdef here to define type large enough to hold bitmask of 630/* typdef here to define type large enough to hold bitmask of
638 * all movement types. Make one declaration so easy to update. 631 * all movement types. Make one declaration so easy to update.
639 * uint8 is defined yet, so just use what that would define it 632 * uint8 is defined yet, so just use what that would define it
640 * at anyways. 633 * at anyways.
641 */ 634 */
642typedef unsigned char MoveType; 635typedef unsigned char MoveType;
643 636
644/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 637/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
645 * Basically, ob2 has to block all of ob1 movement types. 638 * Basically, ob2 has to block all of ob1 movement types.
646 */ 639 */
647#define OB_MOVE_BLOCK(ob1, ob2) \ 640#define OB_MOVE_BLOCK(ob1, ob2) \
652 * Add check - if type is 0, don't stop anything from moving 645 * Add check - if type is 0, don't stop anything from moving
653 * onto it. 646 * onto it.
654 * 647 *
655 */ 648 */
656#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 649#define OB_TYPE_MOVE_BLOCK(ob1, type) \
657 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 650 ((type) && (ob1->move_type & type) == ob1->move_type)
658 651
659 652
660#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
661#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
662#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
663 656
664/* Note: These values are only a default value, resizing can change them */ 657/* Note: These values are only a default value, resizing can change them */
665#define INV_SIZE 12 /* How many items can be viewed in inventory */ 658#define INV_SIZE 12 /* How many items can be viewed in inventory */
666#define LOOK_SIZE 6 /* ditto, but for the look-window */ 659#define LOOK_SIZE 6 /* ditto, but for the look-window */
667#define MAX_INV_SIZE 40 /* For initializing arrays */ 660#define MAX_INV_SIZE 40 /* For initializing arrays */
668#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 661#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
669 662
670#define EDITABLE(xyz) ((xyz)->arch->editable) 663#define EDITABLE(xyz) ((xyz)->arch->editable)
671 664
672#define E_MONSTER 0x00000001 665#define E_MONSTER 0x00000001
673#define E_EXIT 0x00000002 666#define E_EXIT 0x00000002
689#define EXIT_Y(xyz) (xyz)->stats.sp 682#define EXIT_Y(xyz) (xyz)->stats.sp
690#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
691#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
692 685
693/* for use by the lighting code */ 686/* for use by the lighting code */
694#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 687#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
695 * large values allow objects that can 688 * large values allow objects that can
696 * slow down the game */ 689 * slow down the game */
697#define MAX_DARKNESS 5 /* maximum map darkness, there is no 690#define MAX_DARKNESS 5 /* maximum map darkness, there is no
698 * practical reason to exceed this */ 691 * practical reason to exceed this */
699#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 692#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
700 MAX_LIGHT_RADII:(xyz)->glow_radius; 693 MAX_LIGHT_RADII:(xyz)->glow_radius;
701 694
702#define F_BUY 0 695#define F_BUY 0
703#define F_SELL 1 696#define F_SELL 1
704#define F_TRUE 2 /* True value of item, unadjusted */ 697#define F_TRUE 2 /* True value of item, unadjusted */
705#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 698#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
706#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 699#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
707#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 700#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
708#define F_APPROX 32 /* flag to give a guess of item value */ 701#define F_APPROX 32 /* flag to give a guess of item value */
709#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 702#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
710 703
711#define DIRX(xyz) freearr_x[(xyz)->direction] 704#define DIRX(xyz) freearr_x[(xyz)->direction]
712#define DIRY(xyz) freearr_y[(xyz)->direction] 705#define DIRY(xyz) freearr_y[(xyz)->direction]
713 706
714#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 707#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
743/* CIRCLE1 = 32 */ 736/* CIRCLE1 = 32 */
744/* + DISTATT = 1 */ 737/* + DISTATT = 1 */
745/* ------------------- */ 738/* ------------------- */
746/* attack_movement = 33 */ 739/* attack_movement = 33 */
747/******************************************************************************/ 740/******************************************************************************/
748#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 741#define DISTATT 1 /* move toward a player if far, but mantain some space, */
749 /* attack from a distance - good for missile users only */ 742 /* attack from a distance - good for missile users only */
750#define RUNATT 2 /* run but attack if player catches up to object */ 743#define RUNATT 2 /* run but attack if player catches up to object */
751#define HITRUN 3 /* run to then hit player then run away cyclicly */ 744#define HITRUN 3 /* run to then hit player then run away cyclicly */
752#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 745#define WAITATT 4 /* wait for player to approach then hit, move if hit */
753#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 746#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
754#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 747#define ALLRUN 6 /* always run never attack good for sim. of weak player */
755#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 748#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
756#define WAIT2 8 /* monster does not try to move towards player if far */ 749#define WAIT2 8 /* monster does not try to move towards player if far */
757 /* maintains comfortable distance */ 750 /* maintains comfortable distance */
758#define PETMOVE 16 /* if the upper four bits of attack_movement */ 751#define PETMOVE 16 /* if the upper four bits of attack_movement */
759 /* are set to this number, the monster follows a player */ 752 /* are set to this number, the monster follows a player */
760 /* until the owner calls it back or off */ 753 /* until the owner calls it back or off */
761 /* player followed denoted by 0b->owner */ 754 /* player followed denoted by 0b->owner */
762 /* the monster will try to attack whatever the player is */ 755 /* the monster will try to attack whatever the player is */
763 /* attacking, and will continue to do so until the owner */ 756 /* attacking, and will continue to do so until the owner */
764 /* calls off the monster - a key command will be */ 757 /* calls off the monster - a key command will be */
765 /* inserted to do so */ 758 /* inserted to do so */
766#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 759#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
767 /* are set to this number, the monster will move in a */ 760 /* are set to this number, the monster will move in a */
768 /* circle until it is attacked, or the enemy field is */ 761 /* circle until it is attacked, or the enemy field is */
769 /* set, this is good for non-aggressive monsters and NPC */ 762 /* set, this is good for non-aggressive monsters and NPC */
770#define CIRCLE2 48 /* same as above but a larger circle is used */ 763#define CIRCLE2 48 /* same as above but a larger circle is used */
771#define PACEH 64 /* The Monster will pace back and forth until attacked */ 764#define PACEH 64 /* The Monster will pace back and forth until attacked */
772 /* this is HORIZONTAL movement */ 765 /* this is HORIZONTAL movement */
773#define PACEH2 80 /* the monster will pace as above but the length of the */ 766#define PACEH2 80 /* the monster will pace as above but the length of the */
774 /* pace area is longer and the monster stops before */ 767 /* pace area is longer and the monster stops before */
775 /* changing directions */ 768 /* changing directions */
776 /* this is HORIZONTAL movement */ 769 /* this is HORIZONTAL movement */
777#define RANDO 96 /* the monster will go in a random direction until */ 770#define RANDO 96 /* the monster will go in a random direction until */
778 /* it is stopped by an obstacle, then it chooses another */ 771 /* it is stopped by an obstacle, then it chooses another */
779 /* direction. */ 772 /* direction. */
780#define RANDO2 112 /* constantly move in a different random direction */ 773#define RANDO2 112 /* constantly move in a different random direction */
781#define PACEV 128 /* The Monster will pace back and forth until attacked */ 774#define PACEV 128 /* The Monster will pace back and forth until attacked */
782 /* this is VERTICAL movement */ 775 /* this is VERTICAL movement */
783#define PACEV2 144 /* the monster will pace as above but the length of the */ 776#define PACEV2 144 /* the monster will pace as above but the length of the */
784 /* pace area is longer and the monster stops before */ 777 /* pace area is longer and the monster stops before */
785 /* changing directions */ 778 /* changing directions */
786 /* this is VERTICAL movement */ 779 /* this is VERTICAL movement */
787#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
788#define HI4 240 781#define HI4 240
789 782
790/*
791 * Use of the state-variable in player objects:
792 */
793
794#define ST_PLAYING 0
795#define ST_PLAY_AGAIN 1
796#define ST_ROLL_STAT 2
797#define ST_CHANGE_CLASS 3
798#define ST_CONFIRM_QUIT 4
799#define ST_CONFIGURE 5
800#define ST_GET_NAME 6
801#define ST_GET_PASSWORD 7
802#define ST_CONFIRM_PASSWORD 8
803#define ST_GET_PARTY_PASSWORD 10
804
805#define BLANK_FACE_NAME "blank.111" 783#define BLANK_FACE_NAME "blank.x11"
806#define EMPTY_FACE_NAME "empty.111" 784#define EMPTY_FACE_NAME "empty.x11"
807#define DARK_FACE1_NAME "dark1.111" 785#define DARK_FACE1_NAME "dark1.x11"
808#define DARK_FACE2_NAME "dark2.111" 786#define DARK_FACE2_NAME "dark2.x11"
809#define DARK_FACE3_NAME "dark3.111" 787#define DARK_FACE3_NAME "dark3.x11"
810#define SMOOTH_FACE_NAME "default_smoothed.111" 788#define SMOOTH_FACE_NAME "default_smoothed.111"
811 789
812/* 790/*
813 * Defines for the luck/random functions to make things more readable 791 * Defines for the luck/random functions to make things more readable
814 */ 792 */
817#define PREFER_LOW 0 795#define PREFER_LOW 0
818 796
819/* Simple function we use below to keep adding to the same string 797/* Simple function we use below to keep adding to the same string
820 * but also make sure we don't overwrite that string. 798 * but also make sure we don't overwrite that string.
821 */ 799 */
800static inline void
822static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 801safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
823{ 802{
824 if (*curlen == (maxlen-1)) return; 803 if (*curlen == (maxlen - 1))
804 return;
805
825 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 806 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
826 dest[maxlen-1]=0; 807 dest[maxlen - 1] = 0;
827 *curlen += strlen(orig); 808 *curlen += strlen (orig);
828 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 809
810 if (*curlen > (maxlen - 1))
811 *curlen = maxlen - 1;
829} 812}
830 813
831 814
832/* The SAFE versions of these call the safe_strcat function above. 815/* The SAFE versions of these call the safe_strcat function above.
833 * Ideally, all functions should use the SAFE functions, but they 816 * Ideally, all functions should use the SAFE functions, but they
846 j = 1; \ 829 j = 1; \
847 safe_strcat(retbuf, attacks[i], len, maxlen); \ 830 safe_strcat(retbuf, attacks[i], len, maxlen); \
848 } \ 831 } \
849 safe_strcat(retbuf,")",len,maxlen); \ 832 safe_strcat(retbuf,")",len,maxlen); \
850 } 833 }
851 834
852 835
853/* separated this from the common/item.c file. b.t. Dec 1995 */ 836/* separated this from the common/item.c file. b.t. Dec 1995 */
854 837
855#define DESCRIBE_ABILITY(retbuf, variable, name) \ 838#define DESCRIBE_ABILITY(retbuf, variable, name) \
856 if(variable) { \ 839 if(variable) { \
864 j = 1; \ 847 j = 1; \
865 strcat(retbuf, attacks[i]); \ 848 strcat(retbuf, attacks[i]); \
866 } \ 849 } \
867 strcat(retbuf,")"); \ 850 strcat(retbuf,")"); \
868 } 851 }
869 852
870 853
871#define DESCRIBE_PATH(retbuf, variable, name) \ 854#define DESCRIBE_PATH(retbuf, variable, name) \
872 if(variable) { \ 855 if(variable) { \
873 int i,j=0; \ 856 int i,j=0; \
874 strcat(retbuf,"(" name ": "); \ 857 strcat(retbuf,"(" name ": "); \
875 for(i=0; i<NRSPELLPATHS; i++) \ 858 for(i=0; i<NRSPELLPATHS; i++) \
898 } \ 881 } \
899 safe_strcat(retbuf,")", len, maxlen); \ 882 safe_strcat(retbuf,")", len, maxlen); \
900 } 883 }
901 884
902/* Flags for apply_special() */ 885/* Flags for apply_special() */
903enum apply_flag { 886enum apply_flag
887{
904 /* Basic flags, always use one of these */ 888 /* Basic flags, always use one of these */
905 AP_NULL = 0, 889 AP_NULL = 0,
906 AP_APPLY = 1, 890 AP_APPLY = 1,
907 AP_UNAPPLY = 2, 891 AP_UNAPPLY = 2,
908 892
909 AP_BASIC_FLAGS = 15, 893 AP_BASIC_FLAGS = 15,
910 894
911 /* Optional flags, for bitwise or with a basic flag */ 895 /* Optional flags, for bitwise or with a basic flag */
912 AP_NO_MERGE = 16, 896 AP_NO_MERGE = 16,
913 AP_IGNORE_CURSE = 32, 897 AP_IGNORE_CURSE = 32,
914 AP_PRINT = 64 /* Print what to do, don't actually do it */ 898 AP_PRINT = 64 /* Print what to do, don't actually do it */
915 /* Note this is supported in all the functions */ 899 /* Note this is supported in all the functions */
916
917}; 900};
918 901
919/* Bitmask values for 'can_apply_object()' return values. 902/* Bitmask values for 'can_apply_object()' return values.
920 * the CAN_APPLY_ prefix is to just note what function the 903 * the CAN_APPLY_ prefix is to just note what function the
921 * are returned from. 904 * are returned from.
948#define CAN_APPLY_UNAPPLY 0x10 931#define CAN_APPLY_UNAPPLY 0x10
949#define CAN_APPLY_UNAPPLY_MULT 0x20 932#define CAN_APPLY_UNAPPLY_MULT 0x20
950#define CAN_APPLY_UNAPPLY_CHOICE 0x40 933#define CAN_APPLY_UNAPPLY_CHOICE 0x40
951 934
952/* Cut off point of when an object is put on the active list or not */ 935/* Cut off point of when an object is put on the active list or not */
953#define MIN_ACTIVE_SPEED 0.00001 936#define MIN_ACTIVE_SPEED 1e-5
954 937
955/* 938/*
956 * random() is much better than rand(). If you have random(), use it instead. 939 * random() is much better than rand(). If you have random(), use it instead.
957 * You shouldn't need to change any of this 940 * You shouldn't need to change any of this
958 * 941 *
962 * 945 *
963 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
964 * here. 947 * here.
965 */ 948 */
966 949
967#ifdef HAVE_SRANDOM 950#define RANDOM() (rndm.next () & 0x7fffffffU)
968#define RANDOM() random() 951#define SRANDOM(xyz) //TODO, get rid of
969#define SRANDOM(xyz) srandom(xyz)
970#else
971# ifdef HAVE_SRAND48
972# define RANDOM() lrand48()
973# define SRANDOM(xyz) srand48(xyz)
974# else
975# ifdef HAVE_SRAND
976# define RANDOM() rand()
977# define SRANDOM(xyz) srand(xyz)
978# else
979# error "Could not find a usable random routine"
980# endif
981# endif
982#endif
983 952
984/* Returns the weight of the given object. Note: it does not take the number of 953/* Returns the weight of the given object. Note: it does not take the number of
985 * items (nrof) into account. 954 * items (nrof) into account.
986 */ 955 */
987#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
996 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 965 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
997 * keep in mind FAST_STRNCAT is faster since length of second argument is 966 * keep in mind FAST_STRNCAT is faster since length of second argument is
998 * kown in advance. 967 * kown in advance.
999 */ 968 */
1000 969
1001 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 970#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1002 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 971#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1003 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 972#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1004 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 973#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1005 974
1006 /* You may uncomment following define to check sanity of code.
1007 * But use as debug only (loses all speed gained by those macros)
1008 */
1009/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1010 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1011
1012
1013
1014
1015
1016
1017
1018/* 975/*
1019 * Warning! 976 * Warning!
1020 * If you add message types here, don't forget 977 * If you add message types here, don't forget
1021 * to keep the client up to date too! 978 * to keep the client up to date too!
1022 */ 979 */
1023 980
1024
1025/* message types */ 981/* message types */
1026#define MSG_TYPE_BOOK 1 982#define MSG_TYPE_BOOK 1
1027#define MSG_TYPE_CARD 2 983#define MSG_TYPE_CARD 2
1028#define MSG_TYPE_PAPER 3 984#define MSG_TYPE_PAPER 3
1029#define MSG_TYPE_SIGN 4 985#define MSG_TYPE_SIGN 4
1099#define MSG_TYPE_MONUMENT_WALL_3 12 1055#define MSG_TYPE_MONUMENT_WALL_3 12
1100 1056
1101/*some readable flags*/ 1057/*some readable flags*/
1102 1058
1103/* dialog messsage */ 1059/* dialog messsage */
1104#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1060#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1105#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1061#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1106#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1062#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1107 1063
1108/* admin messages */ 1064/* admin messages */
1109#define MSG_TYPE_ADMIN_RULES 1 1065#define MSG_TYPE_ADMIN_RULES 1
1110#define MSG_TYPE_ADMIN_NEWS 2 1066#define MSG_TYPE_ADMIN_NEWS 2
1111 1067
1112#endif /* DEFINE_H */ 1068#endif /* DEFINE_H */
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