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Comparing deliantra/server/include/define.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.46 by root, Fri Feb 2 21:50:43 2007 UTC

1/* 1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.1 2006/02/03 07:12:48 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
36 */ 32 */
37 33
38#ifndef DEFINE_H 34#ifndef DEFINE_H
39#define DEFINE_H 35#define DEFINE_H
40 36
41/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly.
44 */
45#if !defined(__STDC__)
46/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error.
48 */
49error - Your ANSI C compiler should be defining __STDC__;
50#endif
51
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 37#include <autoconf.h>
54#endif
55 38
56#define FONTDIR "" 39#define FONTDIR ""
57#define FONTNAME "" 40#define FONTNAME ""
58 41
59/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
61 44
62#ifdef __NetBSD__ 45#ifdef __NetBSD__
63#include <sys/param.h> 46# include <sys/param.h>
64#endif 47#endif
65#ifndef MIN 48#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
67#endif 50#endif
68#ifndef MAX 51#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
70#endif 53#endif
71 54
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX 56#ifndef NAME_MAX
74#define NAME_MAX 255 57# define NAME_MAX 255
75#endif 58#endif
76 59
77/* MAX3 is basically like MAX, but instead does 3 values. */ 60/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 61#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 63#endif
81 64
82/* MIN3 is basically like MIN, but instead does 3 values. */ 65/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 66#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 68#endif
86 69
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
89 72
90#define MAX_BUF 256 /* Used for all kinds of things */ 73#define MAX_BUF 1024
74 /* Used for all kinds of things */
91#define VERY_BIG_BUF 1024 75#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 78
95#define FONTSIZE 3000 /* Max chars in font */ 79#define FONTSIZE 3000 /* Max chars in font */
96 80
97#define MAX_ANIMATIONS 256 81#define MAX_ANIMATIONS 256
98 82
99#define MAX_NAME 48 83#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 84#define MAX_EXT_TITLE 98
102 85
103/* Fatal variables: */ 86/* Fatal variables: */
87//TODO: remove all calls to fatal and replace them by cleanup
104#define OUT_OF_MEMORY 0 88#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 89#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 90#define ARCHTABLE_TOO_SMALL 2 // unused
107#define TOO_MANY_ERRORS 3 91#define TOO_MANY_ERRORS 3
108 92
109/* TYPE DEFINES */ 93/* TYPE DEFINES */
94
110/* Only add new values to this list if somewhere in the program code, 95/* 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 96 * 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 97 * 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 98 * 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 99 * the monster type, that can not be handled by any of the numerous
115 * flags 100 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 101 * 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 102 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 103 */
119 104
120/* type 0 will be undefined and shows a non valid type information */ 105/* USED TYPES: (for dead types please look at the bottom of the type
106 * definitions)
107 */
121 108
122#define PLAYER 1 109/* type 0 objects have the default behaviour */
123/*#define BULLET 2 */ 110
124#define ROD 3 111#define PLAYER 1
112#define TRANSPORT 2 /* see pod/objects.pod */
113#define ROD 3
125#define TREASURE 4 114#define TREASURE 4
126#define POTION 5 115#define POTION 5
127#define FOOD 6 116#define FOOD 6
128#define POISON 7 117#define POISON 7
129#define BOOK 8 118#define BOOK 8
130#define CLOCK 9 119#define CLOCK 9
131/*#define FBULLET 10 */ 120
132/*#define FBALL 11 */ 121#define ARROW 13
133#define LIGHTNING 12 122#define BOW 14
134#define ARROW 13
135#define BOW 14
136#define WEAPON 15 123#define WEAPON 15
137#define ARMOUR 16 124#define ARMOUR 16
138#define PEDESTAL 17 125#define PEDESTAL 17
139#define ALTAR 18 126#define ALTAR 18
140#define CONFUSION 19 127
141#define LOCKED_DOOR 20 128#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 129#define SPECIAL_KEY 21
143#define MAP 22 130#define MAP 22
144#define DOOR 23 131#define DOOR 23
145#define KEY 24 132#define KEY 24
146/*#define MMISSILE 25 */ 133
147#define TIMED_GATE 26 134#define TIMED_GATE 26
148#define TRIGGER 27 135#define TRIGGER 27
149#define GRIMREAPER 28 136#define GRIMREAPER 28
150#define MAGIC_EAR 29 137#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 138#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 139#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 140#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 141#define SHIELD 33
155#define HELMET 34 142#define HELMET 34
156#define HORN 35 143#define HORN 35
157#define MONEY 36 144#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 145#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 146#define GRAVESTONE 38
160#define AMULET 39 147#define AMULET 39
161#define PLAYERMOVER 40 148#define PLAYERMOVER 40
162#define TELEPORTER 41 149#define TELEPORTER 41
163#define CREATOR 42 150#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 151#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 152
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 153#define EARTHWALL 45
169#define GOLEM 46 154#define GOLEM 46
170/*#define BOMB 47 */ 155
171#define THROWN_OBJ 48 156#define THROWN_OBJ 48
172#define BLINDNESS 49 157#define BLINDNESS 49
173#define GOD 50 158#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 159#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 160 * which notices the presense of
177 /* another object and is triggered */ 161 * another object and is triggered
178 /* like buttons. */ 162 * like buttons.
163 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 164#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 165 * force into a player with a specified string WHEN TRIGGERED.
166 */
181#define DEAD_OBJECT 53 167#define DEAD_OBJECT 53
182#define DRINK 54 168#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 169#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 170 * force into a player with a specified string.
171 */
185#define HOLY_ALTAR 56 172#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 173#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 174#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 175
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 176#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 177 * a monster into a peaceful being incapable of attack.
191#define GEM 60 178 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 179#define GEM 60
180
193#define FIREWALL 62 181#define FIREWALL 62
194#define ANVIL 63 182#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 183#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 184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 185 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 186 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 187 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 188 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 189 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 190 * 4 = charm, monsters become pets */
203#define EXIT 66 191#define EXIT 66
204#define ENCOUNTER 67 192#define ENCOUNTER 67
205#define SHOP_FLOOR 68 193#define SHOP_FLOOR 68
206#define SHOP_MAT 69 194#define SHOP_MAT 69
207#define RING 70 195#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 200#define LIGHTER 75
213 201
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 202#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. */
218 203
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 204
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 205#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 206 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 207 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 208 on chairs, we create a new type and remove all
225 chairs from here. */ 209 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 210
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 211#define LAMP 82 /* a lamp */
228#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 213
231#define SPELLBOOK 85 214#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 */
236 215
216#define CLOAK 87
217
237#define SPINNER 90 218#define SPINNER 90
238#define GATE 91 219#define GATE 91
239#define BUTTON 92 220#define BUTTON 92
240#define CF_HANDLE 93 221#define CF_HANDLE 93
241#define HOLE 94 222#define HOLE 94
242#define TRAPDOOR 95 223#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 224
244/*#define PARAIMAGE 97 */ 225#define SIGN 98
245#define SIGN 98 226#define BOOTS 99
246#define BOOTS 99
247#define GLOVES 100 227#define GLOVES 100
248#define SPELL 101 228#define SPELL 101
249#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
250#define CONVERTER 103 230#define CONVERTER 103
251#define BRACERS 104 231#define BRACERS 104
252#define POISONING 105 232#define POISONING 105
253#define SAVEBED 106 233#define SAVEBED 106
254#define POISONCLOUD 107 234
255#define FIREHOLES 108 235#define WAND 109
256#define WAND 109 236
257/*#define ABILITY 110*/
258#define SCROLL 111 237#define SCROLL 111
259#define DIRECTOR 112 238#define DIRECTOR 112
260#define GIRDLE 113 239#define GIRDLE 113
261#define FORCE 114 240#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 241#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 */ 242#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
243
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 245#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 246#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 247#define WEAPON_IMPROVER 124
268 248
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250#define DEEP_SWAMP 138
251#define IDENTIFY_ALTAR 139
252
253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254
255#define RUNE 154
256#define TRAP 155
257
258#define POWER_CRYSTAL 156
259#define CORPSE 157
260
261#define DISEASE 158
262#define SYMPTOM 159
263#define BUILDER 160 /* Generic item builder, see subtypes */
264#define MATERIAL 161 /* Material for building */
265
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */
270
271/* DEAD TYPES: */
272//#define FBULLET 10
273//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19
276//#define MMISSILE 25
277/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
278 * experience for broad skill categories. This value
279 * is now automatically converteed at load time.
280 */
281//#define BOMB 47
282//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
283
284/* random crossfire developer: The trap_part, wall, light_source,
285 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes,
287 * and should perhaps be removed.
288 *
289 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL.
293 */
294
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
296//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
297//#define MONSTER 80 /* yes, thats a real, living creature */
298//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
299//#define TOOL 84 /* a tool for building objects */
300//#define BUILDFAC 86 /* facilities for building objects */
301//#define CONE 88
302//#define AURA 89 /* aura spell object */
303//#define WORD_OF_RECALL 96
304//#define PARAIMAGE 97
305//#define POISONCLOUD 107
306//#define FIREHOLES 108
307//#define ABILITY 110
269/* unused: 125 - 129 308/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 309 * type 125 was MONEY_CHANGER
271 */ 310 */
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 */ 311//#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 */ 312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
278/*#define SWARM_SPELL 153*/ 313//#define SWARM_SPELL 153
279#define RUNE 154
280#define TRAP 155
281
282#define POWER_CRYSTAL 156
283#define CORPSE 157
284
285#define DISEASE 158
286#define SYMPTOM 159
287
288#define BUILDER 160 /* Generic item builder, see subtypes */
289#define MATERIAL 161 /* Material for building */
290/* #define GPS 162 Ground positionning system, moved to Python plugin */ 314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
291#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
292#define QUEST 164 /* See below for subtypes */ 315//#define QUEST 164 /* See below for subtypes */
316
293/* END TYPE DEFINE */ 317/* END TYPE DEFINE */
294 318
319#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
320
295/* Subtypes for BUILDER */ 321/* Subtypes for BUILDER */
296#define ST_BD_BUILD 1 /* Builds an item */ 322#define ST_BD_BUILD 1 /* Builds an item */
297#define ST_BD_REMOVE 2 /* Removes an item */ 323#define ST_BD_REMOVE 2 /* Removes an item */
298 324
299/* Subtypes for MATERIAL */ 325/* Subtypes for MATERIAL */
300#define ST_MAT_FLOOR 1 /* Floor */ 326#define ST_MAT_FLOOR 1 /* Floor */
301#define ST_MAT_WALL 2 /* Wall */ 327#define ST_MAT_WALL 2 /* Wall */
302#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 328#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
314 329
315/* definitions for weapontypes */ 330/* definitions for weapontypes */
316 331
317#define WEAP_HIT 0 /* the basic */ 332#define WEAP_HIT 0 /* the basic */
318#define WEAP_SLASH 1 /* slash */ 333#define WEAP_SLASH 1 /* slash */
319#define WEAP_PIERCE 2 /* arrows, stiletto */ 334#define WEAP_PIERCE 2 /* arrows, stiletto */
320#define WEAP_CLEAVE 3 /* axe */ 335#define WEAP_CLEAVE 3 /* axe */
321#define WEAP_SLICE 4 /* katana */ 336#define WEAP_SLICE 4 /* katana */
322#define WEAP_STAB 5 /* knife, dagger */ 337#define WEAP_STAB 5 /* knife, dagger */
323#define WEAP_WHIP 6 /* whips n chains */ 338#define WEAP_WHIP 6 /* whips n chains */
324#define WEAP_CRUSH 7 /* big hammers, flails */ 339#define WEAP_CRUSH 7 /* big hammers, flails */
325#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 340#define WEAP_BLUD 8 /* bludgeoning, club, stick */
326 341
327typedef struct typedata { 342typedef struct typedata
343{
328 int number; 344 int number;
329 const char *name; 345 const char *name;
330 const char *name_pl; 346 const char *name_pl;
331 int identifyskill; 347 int identifyskill;
332 int identifyskill2; 348 int identifyskill2;
333} typedata; 349} typedata;
334 350
335extern const int ItemTypesSize; 351extern const int ItemTypesSize;
336extern typedata ItemTypes[]; 352extern typedata ItemTypes[];
337 353
374#define PU_READABLES 0x00400000 390#define PU_READABLES 0x00400000
375#define PU_MAGIC_DEVICE 0x00800000 391#define PU_MAGIC_DEVICE 0x00800000
376 392
377#define PU_NOT_CURSED 0x01000000 393#define PU_NOT_CURSED 0x01000000
378#define PU_JEWELS 0x02000000 394#define PU_JEWELS 0x02000000
395#define PU_FLESH 0x04000000
379 396
380 397
381/* Instead of using arbitrary constants for indexing the 398/* Instead of using arbitrary constants for indexing the
382 * freearr, add these values. <= SIZEOFFREE1 will get you 399 * freearr, add these values. <= SIZEOFFREE1 will get you
383 * within 1 space. <= SIZEOFFREE2 wll get you withing 400 * within 1 space. <= SIZEOFFREE2 wll get you withing
386 */ 403 */
387#define SIZEOFFREE1 8 404#define SIZEOFFREE1 8
388#define SIZEOFFREE2 24 405#define SIZEOFFREE2 24
389#define SIZEOFFREE 49 406#define SIZEOFFREE 49
390 407
391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 408#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392 409
393/* Flag structure now changed. 410/*
394 * Each flag is now a bit offset, starting at zero. The macros
395 * will update/read the appropriate flag element in the object
396 * structure.
397 *
398 * Hopefully, since these offsets are integer constants set at run time,
399 * the compiler will reduce the macros something as simple as the
400 * old system was.
401 *
402 * Flags now have FLAG as the prefix. This to be clearer, and also
403 * to make sure F_ names are not still being used anyplace.
404 *
405 * The macros below assume that the flag size for each element is 32
406 * bits. IF it is smaller, bad things will happen. See structs.h
407 * for more info.
408 *
409 * All functions should use the macros below. In process of converting
410 * to the new system, I find several files that did not use the previous
411 * macros.
412 *
413 * If any FLAG's are or changed, make sure the flag_names structure in 411 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 412 * common/loader.l is updated.
415 * 413 */
416 * flags[0] is 0 to 31 414
417 * flags[1] is 32 to 63
418 * flags[2] is 64 to 95
419 * flags[3] is 96 to 127
420 */
421/* Basic routines to do above */ 415/* Basic routines to do above */
422#define SET_FLAG(xyz, p) \ 416#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
423 ((xyz)->flags[p/32] |= (1U << (p % 32))) 417#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
424#define CLEAR_FLAG(xyz, p) \ 418#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
425 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
426#define QUERY_FLAG(xyz, p) \
427 ((xyz)->flags[p/32] & (1U << (p % 32)))
428#define COMPARE_FLAGS(p,q) \
429 ( \
430 ((p)->flags[0] == (q)->flags[0]) && \
431 ((p)->flags[1] == (q)->flags[1]) && \
432 ((p)->flags[2] == (q)->flags[2]) && \
433 ((p)->flags[3] == (q)->flags[3]) \
434 )
435/* convenience macros to determine what kind of things we are dealing with */
436
437#define IS_WEAPON(op) \
438 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
439
440#define IS_ARMOR(op) \
441 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
442 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
443 op->type == BRACERS || op->type == GIRDLE)
444
445#define IS_LIVE(op) \
446 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
447 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
448 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
449
450#define IS_ARROW(op) \
451 (op->type==ARROW || \
452 (op->type==SPELL_EFFECT && \
453 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
454
455/* This return TRUE if object has still randomitems which
456 * could be expanded.
457 */
458#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459 419
460/* the flags */ 420/* the flags */
461 421
462#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
463#define FLAG_WIZ 1 /* Object has special privilegies */ 423#define FLAG_WIZ 1 /* Object has special privilegies */
464#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 424#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 */ 425#define FLAG_FREED 3 /* Object is in the list of free objects */
466#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
467#define FLAG_APPLIED 5 /* Object is ready for use by living */ 427#define FLAG_APPLIED 5 /* Object is ready for use by living */
468#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
469#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 429#define FLAG_USE_SHIELD 7
430 /* Can this creature use a shield? */
470 431
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 432#define FLAG_NO_PICK 8 /* Object can't be picked up */
433
472/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
473/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
474#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
438
475/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 439/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
476/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 440/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441
477#define FLAG_MONSTER 14 /* Will attack players */ 442#define FLAG_MONSTER 14 /* Will attack players */
478#define FLAG_FRIENDLY 15 /* Will help players */ 443#define FLAG_FRIENDLY 15 /* Will help players */
479 444
480#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
481#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
482#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 447#define FLAG_AUTO_APPLY 18
483#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 448 /* Will be applied when created */
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
484#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
485#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
486#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 452#define FLAG_CAN_ROLL 22 /* Object can be rolled */
487#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
488#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455
489/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
490/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 457/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
491/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 458/*#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 */ 459
493#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 460#define FLAG_IS_USED_UP 28
494#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 461 /* When (--food<0) the object will exit */
462#define FLAG_IDENTIFIED 29
463 /* Player knows full info about item */
464#define FLAG_REFLECTING 30
465 /* Object reflects from walls (lightning) */
495#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 466#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
496 467
497/* Start of values in flags[1] */
498#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
499#define FLAG_HITBACK 33 /* Object will hit back when hit */ 469#define FLAG_HITBACK 33 /* Object will hit back when hit */
500#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 470#define FLAG_STARTEQUIP 34
501#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 471 /* Object was given to player at start */
472#define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
502#define FLAG_UNDEAD 36 /* Monster is undead */ 474#define FLAG_UNDEAD 36 /* Monster is undead */
503#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
504#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
505#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 477#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
506 478
507#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 479#define FLAG_REFL_SPELL 40
480 /* Spells (some) will reflect from object */
508#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 481#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 */ 482#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
510#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
511#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
512#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
513 but can still attack at a distance */ 486 but can still attack at a distance */
487
514/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 488/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
515 thru this object as if it wasn't there */ 489 thru this object as if it wasn't there */
516/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
517 491
518#define FLAG_PICK_UP 48 /* Can pick up */ 492#define FLAG_PICK_UP 48 /* Can pick up */
519#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
520#define FLAG_NO_DROP 50 /* Object can't be dropped */ 494#define FLAG_NO_DROP 50 /* Object can't be dropped */
521#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 495#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 */ 496#define FLAG_CAST_SPELL 52
523#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 497 /* (Monster) can learn and cast spells */
498#define FLAG_USE_SCROLL 53
499 /* (Monster) can read scroll */
524#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 500#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
525#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 501#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
526 502
527#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 503#define FLAG_USE_ARMOUR 56
528#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 504 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */
529#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 507#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) */ 508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
531#define FLAG_READY_BOW 60 /* not implemented yet */ 509#define FLAG_READY_BOW 60 /* not implemented yet */
532#define FLAG_XRAYS 61 /* X-ray vision */ 510#define FLAG_XRAYS 61 /* X-ray vision */
533#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 511#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 */ 512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
535 513
536/* Start of values in flags[2] */
537#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
538#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 515#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
539#define FLAG_SLEEP 66 /* NPC is sleeping */ 516#define FLAG_SLEEP 66 /* NPC is sleeping */
540#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
541#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
542#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 519#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 */ 520#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
544#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 521#define FLAG_STEALTH 71 /* Will wake monsters with less range */
545 522
546#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 523#define FLAG_WIZPASS 72 /* The wizard can go through walls */
547#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 524#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
548#define FLAG_CURSED 74 /* The object is cursed */ 525#define FLAG_CURSED 74 /* The object is cursed */
549#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 526#define FLAG_DAMNED 75 /* The object is _very_ cursed */
550#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 527#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 */ 528#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 */ 529#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
553#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 530#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
554 531
555#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 532#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 */ 533#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 */ 534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535
558/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
559#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
560#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 538#define FLAG_MAKE_INVIS 85
561#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 539 /* (Item) gives invisibility when applied */
540#define FLAG_INV_LOCKED 86
541 /* Item will not be dropped from inventory */
562#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 542#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
563 543
564#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 544#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
565#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 545#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 */ 546#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 */ 547#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) */ 548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 549#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
570#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
551
571/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
572 553
573/* Start of values in flags[3] */
574#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 554#define FLAG_NO_STEAL 96 /* Item can't be stolen */
575#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 555#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
576 * away (replaces ghosthit) 556 * away (replaces ghosthit)
577 */ 557 */
578#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 558#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
579 * detect cases were the server is trying 559 * detect cases were the server is trying
580 * to send an upditem when we have not 560 * to send an upditem when we have not
581 * actually sent the item. 561 * actually sent the item.
582 */ 562 */
583 563
584#define FLAG_BERSERK 99 /* monster will attack closest living 564#define FLAG_BERSERK 99 /* monster will attack closest living
585 object */ 565 object */
586#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 566#define FLAG_NEUTRAL 100 /* monster is from type neutral */
587#define FLAG_NO_ATTACK 101 /* monster don't attack */ 567#define FLAG_NO_ATTACK 101 /* monster don't attack */
588#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
589#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 569#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
590 * load_original_map() */ 570 * load_original_map() */
591#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 571#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
592 * the overlay, and is not subject to 572 * the overlay, and is not subject to
593 * decay. */ 573 * decay. */
594#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 574#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' */ 575#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
596#define FLAG_IS_WATER 107 576#define FLAG_IS_WATER 107
597#define FLAG_CONTENT_ON_GEN 108 577#define FLAG_CONTENT_ON_GEN 108
598#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
599#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 579#define FLAG_IS_BUILDABLE 110 /* Can build on item */
600#define FLAG_AFK 111 /* Player is AFK */ 580#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
581#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
582
601#define NUM_FLAGS 111 /* Should always be equal to the last 583#define NUM_FLAGS 113 /* Should always be equal to the last
602 * defined flag. If you change this, 584 * defined flag + 1. If you change this,
603 * make sure you update the flag_links 585 * make sure you update the flag_links
604 * in common/loader.l 586 * in common/loader.l
605 */ 587 */
606 588
607/* Values can go up to 127 before the size of the flags array in the 589/* Values can go up to 127 before the size of the flags array in the
608 * object structure needs to be enlarged. 590 * object structure needs to be enlarged.
609 * So there are 18 available flags slots 591 * So there are 18 available flags slots
610 */ 592 */
611 593
612
613#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
614
615#if 0
616/* These should no longer be needed - access move_slow_penalty
617 * directly.
618 */
619#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
620#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
621#endif
622 595
623/* If you add new movement types, you may need to update 596/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 597 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 598 * change_abil() probably should be updated also.
626 */ 599 */
627#define MOVE_WALK 0x1 /* Object walks */ 600#define MOVE_WALK 0x1 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 601#define MOVE_FLY_LOW 0x2 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 602#define MOVE_FLY_HIGH 0x4 /* High flying object */
630#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 603#define MOVE_FLYING 0x6
604 /* Combo of fly_low and fly_high */
631#define MOVE_SWIM 0x8 /* Swimming object */ 605#define MOVE_SWIM 0x8 /* Swimming object */
606#define MOVE_BOAT 0x10 /* Boats/sailing */
632#define MOVE_ALL 0xf /* Mask of all movement types */ 607#define MOVE_ALL 0x1f /* Mask of all movement types */
633 608
634/* the normal assumption is that objects are walking/flying. 609/* the normal assumption is that objects are walking/flying.
635 * So often we don't want to block movement, but still don't want 610 * So often we don't want to block movement, but still don't want
636 * to allow all types (swimming is rather specialized) - I also 611 * to allow all types (swimming is rather specialized) - I also
637 * expect as more movement types show up, this is likely to get 612 * expect as more movement types show up, this is likely to get
644/* typdef here to define type large enough to hold bitmask of 619/* typdef here to define type large enough to hold bitmask of
645 * all movement types. Make one declaration so easy to update. 620 * all movement types. Make one declaration so easy to update.
646 * uint8 is defined yet, so just use what that would define it 621 * uint8 is defined yet, so just use what that would define it
647 * at anyways. 622 * at anyways.
648 */ 623 */
649typedef unsigned char MoveType; 624typedef unsigned char MoveType;
650 625
651/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 626/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
652 * Basically, ob2 has to block all of ob1 movement types. 627 * Basically, ob2 has to block all of ob1 movement types.
653 */ 628 */
654#define OB_MOVE_BLOCK(ob1, ob2) \ 629#define OB_MOVE_BLOCK(ob1, ob2) \
659 * Add check - if type is 0, don't stop anything from moving 634 * Add check - if type is 0, don't stop anything from moving
660 * onto it. 635 * onto it.
661 * 636 *
662 */ 637 */
663#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
665 640
666 641
667#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
670 645
671/* Note: These values are only a default value, resizing can change them */ 646/* Note: These values are only a default value, resizing can change them */
672#define INV_SIZE 12 /* How many items can be viewed in inventory */ 647#define INV_SIZE 12 /* How many items can be viewed in inventory */
673#define LOOK_SIZE 6 /* ditto, but for the look-window */ 648#define LOOK_SIZE 6 /* ditto, but for the look-window */
674#define MAX_INV_SIZE 40 /* For initializing arrays */ 649#define MAX_INV_SIZE 40 /* For initializing arrays */
675#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 650#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
676 651
677#define EDITABLE(xyz) ((xyz)->arch->editable) 652#define EDITABLE(xyz) ((xyz)->arch->editable)
678 653
679#define E_MONSTER 0x00000001 654#define E_MONSTER 0x00000001
680#define E_EXIT 0x00000002 655#define E_EXIT 0x00000002
696#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
697#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
698#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
699 674
700/* for use by the lighting code */ 675/* for use by the lighting code */
701#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
702 * large values allow objects that can 677 * large values allow objects that can
703 * slow down the game */ 678 * slow down the game */
704#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
705 * practical reason to exceed this */ 680 * practical reason to exceed this */
706#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
707 MAX_LIGHT_RADII:(xyz)->glow_radius; 682 MAX_LIGHT_RADII:(xyz)->glow_radius;
708 683
709#define F_BUY 0 684#define F_BUY 0
710#define F_SELL 1 685#define F_SELL 1
711#define F_TRUE 2 /* True value of item, unadjusted */ 686#define F_TRUE 2 /* True value of item, unadjusted */
712#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 687#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
713#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 688#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
714#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 689#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
715#define F_APPROX 32 /* flag to give a guess of item value */ 690#define F_APPROX 32 /* flag to give a guess of item value */
716#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 691#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
717 692
718#define DIRX(xyz) freearr_x[(xyz)->direction] 693#define DIRX(xyz) freearr_x[(xyz)->direction]
719#define DIRY(xyz) freearr_y[(xyz)->direction] 694#define DIRY(xyz) freearr_y[(xyz)->direction]
720 695
721#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 696#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
750/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
751/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
752/* ------------------- */ 727/* ------------------- */
753/* attack_movement = 33 */ 728/* attack_movement = 33 */
754/******************************************************************************/ 729/******************************************************************************/
755#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 730#define DISTATT 1 /* move toward a player if far, but mantain some space, */
756 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
757#define RUNATT 2 /* run but attack if player catches up to object */ 732#define RUNATT 2 /* run but attack if player catches up to object */
758#define HITRUN 3 /* run to then hit player then run away cyclicly */ 733#define HITRUN 3 /* run to then hit player then run away cyclicly */
759#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 734#define WAITATT 4 /* wait for player to approach then hit, move if hit */
760#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 735#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
761#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 736#define ALLRUN 6 /* always run never attack good for sim. of weak player */
762#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 737#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
763#define WAIT2 8 /* monster does not try to move towards player if far */ 738#define WAIT2 8 /* monster does not try to move towards player if far */
764 /* maintains comfortable distance */ 739 /* maintains comfortable distance */
765#define PETMOVE 16 /* if the upper four bits of attack_movement */ 740#define PETMOVE 16 /* if the upper four bits of attack_movement */
766 /* are set to this number, the monster follows a player */ 741 /* are set to this number, the monster follows a player */
767 /* until the owner calls it back or off */ 742 /* until the owner calls it back or off */
768 /* player followed denoted by 0b->owner */ 743 /* player followed denoted by 0b->owner */
769 /* the monster will try to attack whatever the player is */ 744 /* the monster will try to attack whatever the player is */
770 /* attacking, and will continue to do so until the owner */ 745 /* attacking, and will continue to do so until the owner */
771 /* calls off the monster - a key command will be */ 746 /* calls off the monster - a key command will be */
772 /* inserted to do so */ 747 /* inserted to do so */
773#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 748#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
774 /* are set to this number, the monster will move in a */ 749 /* are set to this number, the monster will move in a */
775 /* circle until it is attacked, or the enemy field is */ 750 /* circle until it is attacked, or the enemy field is */
776 /* set, this is good for non-aggressive monsters and NPC */ 751 /* set, this is good for non-aggressive monsters and NPC */
777#define CIRCLE2 48 /* same as above but a larger circle is used */ 752#define CIRCLE2 48 /* same as above but a larger circle is used */
778#define PACEH 64 /* The Monster will pace back and forth until attacked */ 753#define PACEH 64 /* The Monster will pace back and forth until attacked */
779 /* this is HORIZONTAL movement */ 754 /* this is HORIZONTAL movement */
780#define PACEH2 80 /* the monster will pace as above but the length of the */ 755#define PACEH2 80 /* the monster will pace as above but the length of the */
781 /* pace area is longer and the monster stops before */ 756 /* pace area is longer and the monster stops before */
782 /* changing directions */ 757 /* changing directions */
783 /* this is HORIZONTAL movement */ 758 /* this is HORIZONTAL movement */
784#define RANDO 96 /* the monster will go in a random direction until */ 759#define RANDO 96 /* the monster will go in a random direction until */
785 /* it is stopped by an obstacle, then it chooses another */ 760 /* it is stopped by an obstacle, then it chooses another */
786 /* direction. */ 761 /* direction. */
787#define RANDO2 112 /* constantly move in a different random direction */ 762#define RANDO2 112 /* constantly move in a different random direction */
788#define PACEV 128 /* The Monster will pace back and forth until attacked */ 763#define PACEV 128 /* The Monster will pace back and forth until attacked */
789 /* this is VERTICAL movement */ 764 /* this is VERTICAL movement */
790#define PACEV2 144 /* the monster will pace as above but the length of the */ 765#define PACEV2 144 /* the monster will pace as above but the length of the */
791 /* pace area is longer and the monster stops before */ 766 /* pace area is longer and the monster stops before */
792 /* changing directions */ 767 /* changing directions */
793 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
794#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
795#define HI4 240 770#define HI4 240
796 771
797/*
798 * Use of the state-variable in player objects:
799 */
800
801#define ST_PLAYING 0
802#define ST_PLAY_AGAIN 1
803#define ST_ROLL_STAT 2
804#define ST_CHANGE_CLASS 3
805#define ST_CONFIRM_QUIT 4
806#define ST_CONFIGURE 5
807#define ST_GET_NAME 6
808#define ST_GET_PASSWORD 7
809#define ST_CONFIRM_PASSWORD 8
810#define ST_GET_PARTY_PASSWORD 10
811
812#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
813#define EMPTY_FACE_NAME "empty.111" 773#define EMPTY_FACE_NAME "empty.x11"
814#define DARK_FACE1_NAME "dark1.111" 774#define DARK_FACE1_NAME "dark1.x11"
815#define DARK_FACE2_NAME "dark2.111" 775#define DARK_FACE2_NAME "dark2.x11"
816#define DARK_FACE3_NAME "dark3.111" 776#define DARK_FACE3_NAME "dark3.x11"
817#define SMOOTH_FACE_NAME "default_smoothed.111" 777#define SMOOTH_FACE_NAME "default_smoothed.111"
818 778
819/* 779/*
820 * Defines for the luck/random functions to make things more readable 780 * Defines for the luck/random functions to make things more readable
821 */ 781 */
824#define PREFER_LOW 0 784#define PREFER_LOW 0
825 785
826/* Simple function we use below to keep adding to the same string 786/* Simple function we use below to keep adding to the same string
827 * but also make sure we don't overwrite that string. 787 * but also make sure we don't overwrite that string.
828 */ 788 */
789static inline void
829static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 790safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
830{ 791{
831 if (*curlen == (maxlen-1)) return; 792 if (*curlen == (maxlen - 1))
793 return;
794
832 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 795 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
833 dest[maxlen-1]=0; 796 dest[maxlen - 1] = 0;
834 *curlen += strlen(orig); 797 *curlen += strlen (orig);
835 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 798
799 if (*curlen > (maxlen - 1))
800 *curlen = maxlen - 1;
836} 801}
837 802
838 803
839/* The SAFE versions of these call the safe_strcat function above. 804/* The SAFE versions of these call the safe_strcat function above.
840 * Ideally, all functions should use the SAFE functions, but they 805 * Ideally, all functions should use the SAFE functions, but they
853 j = 1; \ 818 j = 1; \
854 safe_strcat(retbuf, attacks[i], len, maxlen); \ 819 safe_strcat(retbuf, attacks[i], len, maxlen); \
855 } \ 820 } \
856 safe_strcat(retbuf,")",len,maxlen); \ 821 safe_strcat(retbuf,")",len,maxlen); \
857 } 822 }
858 823
859 824
860/* separated this from the common/item.c file. b.t. Dec 1995 */ 825/* separated this from the common/item.c file. b.t. Dec 1995 */
861 826
862#define DESCRIBE_ABILITY(retbuf, variable, name) \ 827#define DESCRIBE_ABILITY(retbuf, variable, name) \
863 if(variable) { \ 828 if(variable) { \
871 j = 1; \ 836 j = 1; \
872 strcat(retbuf, attacks[i]); \ 837 strcat(retbuf, attacks[i]); \
873 } \ 838 } \
874 strcat(retbuf,")"); \ 839 strcat(retbuf,")"); \
875 } 840 }
876 841
877 842
878#define DESCRIBE_PATH(retbuf, variable, name) \ 843#define DESCRIBE_PATH(retbuf, variable, name) \
879 if(variable) { \ 844 if(variable) { \
880 int i,j=0; \ 845 int i,j=0; \
881 strcat(retbuf,"(" name ": "); \ 846 strcat(retbuf,"(" name ": "); \
882 for(i=0; i<NRSPELLPATHS; i++) \ 847 for(i=0; i<NRSPELLPATHS; i++) \
905 } \ 870 } \
906 safe_strcat(retbuf,")", len, maxlen); \ 871 safe_strcat(retbuf,")", len, maxlen); \
907 } 872 }
908 873
909/* Flags for apply_special() */ 874/* Flags for apply_special() */
910enum apply_flag { 875enum apply_flag
876{
911 /* Basic flags, always use one of these */ 877 /* Basic flags, always use one of these */
912 AP_NULL = 0, 878 AP_NULL = 0,
913 AP_APPLY = 1, 879 AP_APPLY = 1,
914 AP_UNAPPLY = 2, 880 AP_UNAPPLY = 2,
915 881
916 AP_BASIC_FLAGS = 15, 882 AP_BASIC_FLAGS = 15,
917 883
918 /* Optional flags, for bitwise or with a basic flag */ 884 /* Optional flags, for bitwise or with a basic flag */
919 AP_NO_MERGE = 16, 885 AP_NO_MERGE = 16,
920 AP_IGNORE_CURSE = 32, 886 AP_IGNORE_CURSE = 32,
921 AP_PRINT = 64 /* Print what to do, don't actually do it */ 887 AP_PRINT = 64 /* Print what to do, don't actually do it */
922 /* Note this is supported in all the functions */ 888 /* Note this is supported in all the functions */
923
924}; 889};
925 890
926/* Bitmask values for 'can_apply_object()' return values. 891/* Bitmask values for 'can_apply_object()' return values.
927 * the CAN_APPLY_ prefix is to just note what function the 892 * the CAN_APPLY_ prefix is to just note what function the
928 * are returned from. 893 * are returned from.
955#define CAN_APPLY_UNAPPLY 0x10 920#define CAN_APPLY_UNAPPLY 0x10
956#define CAN_APPLY_UNAPPLY_MULT 0x20 921#define CAN_APPLY_UNAPPLY_MULT 0x20
957#define CAN_APPLY_UNAPPLY_CHOICE 0x40 922#define CAN_APPLY_UNAPPLY_CHOICE 0x40
958 923
959/* Cut off point of when an object is put on the active list or not */ 924/* Cut off point of when an object is put on the active list or not */
960#define MIN_ACTIVE_SPEED 0.00001 925#define MIN_ACTIVE_SPEED 1e-5
961 926
962/* 927#define RANDOM() (rndm.next () & 0xffffffU)
963 * random() is much better than rand(). If you have random(), use it instead. 928#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
964 * You shouldn't need to change any of this
965 *
966 * 0.93.3: It looks like linux has random (previously, it was set below
967 * to use rand). Perhaps old version of linux lack rand? IF you run into
968 * problems, add || defined(__linux__) the #if immediately below.
969 *
970 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
971 * here.
972 */
973
974#ifdef HAVE_SRANDOM
975#define RANDOM() random()
976#define SRANDOM(xyz) srandom(xyz)
977#else
978# ifdef HAVE_SRAND48
979# define RANDOM() lrand48()
980# define SRANDOM(xyz) srand48(xyz)
981# else
982# ifdef HAVE_SRAND
983# define RANDOM() rand()
984# define SRANDOM(xyz) srand(xyz)
985# else
986# error "Could not find a usable random routine"
987# endif
988# endif
989#endif
990 929
991/* Returns the weight of the given object. Note: it does not take the number of 930/* Returns the weight of the given object. Note: it does not take the number of
992 * items (nrof) into account. 931 * items (nrof) into account.
993 */ 932 */
994#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 933#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1003 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 942 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1004 * keep in mind FAST_STRNCAT is faster since length of second argument is 943 * keep in mind FAST_STRNCAT is faster since length of second argument is
1005 * kown in advance. 944 * kown in advance.
1006 */ 945 */
1007 946
1008 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 947#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 948#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1010 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 949#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1011 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 950#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012 951
1013 /* You may uncomment following define to check sanity of code.
1014 * But use as debug only (loses all speed gained by those macros)
1015 */
1016/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1017 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1018
1019
1020
1021
1022
1023
1024
1025/* 952/*
1026 * Warning! 953 * Warning!
1027 * If you add message types here, don't forget 954 * If you add message types here, don't forget
1028 * to keep the client up to date too! 955 * to keep the client up to date too!
1029 */ 956 */
1030 957
1031
1032/* message types */ 958/* message types */
1033#define MSG_TYPE_BOOK 1 959#define MSG_TYPE_BOOK 1
1034#define MSG_TYPE_CARD 2 960#define MSG_TYPE_CARD 2
1035#define MSG_TYPE_PAPER 3 961#define MSG_TYPE_PAPER 3
1036#define MSG_TYPE_SIGN 4 962#define MSG_TYPE_SIGN 4
1106#define MSG_TYPE_MONUMENT_WALL_3 12 1032#define MSG_TYPE_MONUMENT_WALL_3 12
1107 1033
1108/*some readable flags*/ 1034/*some readable flags*/
1109 1035
1110/* dialog messsage */ 1036/* dialog messsage */
1111#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1037#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1112#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1038#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1113#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1039#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1114 1040
1115/* admin messages */ 1041/* admin messages */
1116#define MSG_TYPE_ADMIN_RULES 1 1042#define MSG_TYPE_ADMIN_RULES 1
1117#define MSG_TYPE_ADMIN_NEWS 2 1043#define MSG_TYPE_ADMIN_NEWS 2
1118 1044
1119#endif /* DEFINE_H */ 1045#endif /* DEFINE_H */
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