--- deliantra/server/include/define.h 2006/09/11 12:08:01 1.9 +++ deliantra/server/include/define.h 2006/09/12 18:32:37 1.10 @@ -1,9 +1,4 @@ /* - * static char *rcsid_define_h = - * "$Id$"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team @@ -36,77 +31,80 @@ */ #ifndef DEFINE_H -#define DEFINE_H +# define DEFINE_H /* * Crossfire requires ANSI-C, but some compilers "forget" to define it. * Thus the prototypes made by cextract don't get included correctly. */ -#if !defined(__STDC__) +# if !defined(__STDC__) + /* Removed # from start of following line. makedepend was picking it up. * The following should still hopefully result in an error. */ error - Your ANSI C compiler should be defining __STDC__; -#endif +# endif -#ifndef WIN32 /* ---win32 exclude unix configuration part */ -#include -#endif +# ifndef WIN32 /* ---win32 exclude unix configuration part */ +# include +# endif -#define FONTDIR "" -#define FONTNAME "" +# define FONTDIR "" +# define FONTNAME "" /* Decstations have trouble with fabs()... */ -#define FABS(x) ((x)<0?-(x):(x)) +# define FABS(x) ((x)<0?-(x):(x)) -#ifdef __NetBSD__ -#include -#endif -#ifndef MIN -#define MIN(x,y) ((x)<(y)?(x):(y)) -#endif -#ifndef MAX -#define MAX(x,y) ((x)>(y)?(x):(y)) -#endif +# ifdef __NetBSD__ +# include +# endif +# ifndef MIN +# define MIN(x,y) ((x)<(y)?(x):(y)) +# endif +# ifndef MAX +# define MAX(x,y) ((x)>(y)?(x):(y)) +# endif /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ -#ifndef NAME_MAX -#define NAME_MAX 255 -#endif +# ifndef NAME_MAX +# define NAME_MAX 255 +# endif /* MAX3 is basically like MAX, but instead does 3 values. */ -#ifndef MAX3 -#define MAX3(x,y, z) (MAX(x, MAX(y,z))) -#endif +# ifndef MAX3 +# define MAX3(x,y, z) (MAX(x, MAX(y,z))) +# endif /* MIN3 is basically like MIN, but instead does 3 values. */ -#ifndef MIN3 -#define MIN3(x,y, z) (MIN(x, MIN(y,z))) -#endif - -#define MAX_STAT 30 /* The maximum legal value of any stat */ -#define MIN_STAT 1 /* The minimum legal value of any stat */ - -#define MAX_BUF 1024 /* Used for all kinds of things */ -#define VERY_BIG_BUF 2048 -#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ -#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ - -#define FONTSIZE 3000 /* Max chars in font */ - -#define MAX_ANIMATIONS 256 - -#define MAX_NAME 48 -#define BIG_NAME 32 -#define MAX_EXT_TITLE 98 +# ifndef MIN3 +# define MIN3(x,y, z) (MIN(x, MIN(y,z))) +# endif + +# define MAX_STAT 30 /* The maximum legal value of any stat */ +# define MIN_STAT 1 /* The minimum legal value of any stat */ + +# define MAX_BUF 1024 + /* Used for all kinds of things */ +# define VERY_BIG_BUF 2048 +# define HUGE_BUF 4096 /* Used for messages - some can be quite long */ +# define SOCKET_BUFLEN 4096 /* Max length a packet could be */ + +# define FONTSIZE 3000 /* Max chars in font */ + +# define MAX_ANIMATIONS 256 + +# define MAX_NAME 48 +# define BIG_NAME 32 +# define MAX_EXT_TITLE 98 /* Fatal variables: */ -#define OUT_OF_MEMORY 0 -#define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 -#define TOO_MANY_ERRORS 3 +# define OUT_OF_MEMORY 0 +# define MAP_ERROR 1 +# define ARCHTABLE_TOO_SMALL 2 +# define TOO_MANY_ERRORS 3 /* TYPE DEFINES */ + /* Only add new values to this list if somewhere in the program code, * it is actually needed. Just because you add a new monster does not * mean it has to have a type defined here. That only needs to happen @@ -119,209 +117,228 @@ /* type 0 will be undefined and shows a non valid type information */ -#define PLAYER 1 -#define TRANSPORT 2 /* see doc/Developers/objects */ -#define ROD 3 -#define TREASURE 4 -#define POTION 5 -#define FOOD 6 -#define POISON 7 -#define BOOK 8 -#define CLOCK 9 +# define PLAYER 1 +# define TRANSPORT 2 /* see doc/Developers/objects */ +# define ROD 3 +# define TREASURE 4 +# define POTION 5 +# define FOOD 6 +# define POISON 7 +# define BOOK 8 +# define CLOCK 9 + /*#define FBULLET 10 */ + /*#define FBALL 11 */ -#define LIGHTNING 12 -#define ARROW 13 -#define BOW 14 -#define WEAPON 15 -#define ARMOUR 16 -#define PEDESTAL 17 -#define ALTAR 18 +# define LIGHTNING 12 +# define ARROW 13 +# define BOW 14 +# define WEAPON 15 +# define ARMOUR 16 +# define PEDESTAL 17 +# define ALTAR 18 + /*#define CONFUSION 19 */ -#define LOCKED_DOOR 20 -#define SPECIAL_KEY 21 -#define MAP 22 -#define DOOR 23 -#define KEY 24 +# define LOCKED_DOOR 20 +# define SPECIAL_KEY 21 +# define MAP 22 +# define DOOR 23 +# define KEY 24 + /*#define MMISSILE 25 */ -#define TIMED_GATE 26 -#define TRIGGER 27 -#define GRIMREAPER 28 -#define MAGIC_EAR 29 -#define TRIGGER_BUTTON 30 -#define TRIGGER_ALTAR 31 -#define TRIGGER_PEDESTAL 32 -#define SHIELD 33 -#define HELMET 34 -#define HORN 35 -#define MONEY 36 -#define CLASS 37 /* object for applying character class modifications to someone */ -#define GRAVESTONE 38 -#define AMULET 39 -#define PLAYERMOVER 40 -#define TELEPORTER 41 -#define CREATOR 42 -#define SKILL 43 /* also see SKILL_TOOL (74) below */ -#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ +# define TIMED_GATE 26 +# define TRIGGER 27 +# define GRIMREAPER 28 +# define MAGIC_EAR 29 +# define TRIGGER_BUTTON 30 +# define TRIGGER_ALTAR 31 +# define TRIGGER_PEDESTAL 32 +# define SHIELD 33 +# define HELMET 34 +# define HORN 35 +# define MONEY 36 +# define CLASS 37 /* object for applying character class modifications to someone */ +# define GRAVESTONE 38 +# define AMULET 39 +# define PLAYERMOVER 40 +# define TELEPORTER 41 +# define CREATOR 42 +# define SKILL 43 /* also see SKILL_TOOL (74) below */ +# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ /* experience for broad skill categories. This value */ /* is now automatically converteed at load time. */ -#define EARTHWALL 45 -#define GOLEM 46 +# define EARTHWALL 45 +# define GOLEM 46 + /*#define BOMB 47 */ -#define THROWN_OBJ 48 -#define BLINDNESS 49 -#define GOD 50 +# define THROWN_OBJ 48 +# define BLINDNESS 49 +# define GOD 50 -#define DETECTOR 51 /* peterm: detector is an object */ +# define DETECTOR 51 /* peterm: detector is an object */ /* which notices the presense of */ /* another object and is triggered */ /* like buttons. */ -#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ +# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ /* force into a player with a specified string WHEN TRIGGERED. */ -#define DEAD_OBJECT 53 -#define DRINK 54 -#define MARKER 55 /* inserts an invisible, weightless */ +# define DEAD_OBJECT 53 +# define DRINK 54 +# define MARKER 55 /* inserts an invisible, weightless */ /* force into a player with a specified string. */ -#define HOLY_ALTAR 56 -#define PLAYER_CHANGER 57 -#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ +# define HOLY_ALTAR 56 +# define PLAYER_CHANGER 57 +# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ -#define PEACEMAKER 59 /* Object owned by a player which can convert */ +# define PEACEMAKER 59 /* Object owned by a player which can convert */ /* a monster into a peaceful being incapable of attack. */ -#define GEM 60 -/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ -#define FIREWALL 62 -#define ANVIL 63 -#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu - * values of last_sp set how to change: - * 0 = furious, all monsters become aggressive - * 1 = angry, all but friendly become aggressive - * 2 = calm, all aggressive monsters calm down - * 3 = sleep, all monsters fall asleep - * 4 = charm, monsters become pets */ -#define EXIT 66 -#define ENCOUNTER 67 -#define SHOP_FLOOR 68 -#define SHOP_MAT 69 -#define RING 70 -#define FLOOR 71 /* this is a floor tile -> native layer 0 */ -#define FLESH 72 /* animal 'body parts' -b.t. */ -#define INORGANIC 73 /* metals and minerals */ -#define SKILL_TOOL 74 /* Allows the use of a skill */ -#define LIGHTER 75 +# define GEM 60 + + /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ +# define FIREWALL 62 +# define ANVIL 63 +# define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ +# define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu + * values of last_sp set how to change: + * 0 = furious, all monsters become aggressive + * 1 = angry, all but friendly become aggressive + * 2 = calm, all aggressive monsters calm down + * 3 = sleep, all monsters fall asleep + * 4 = charm, monsters become pets */ +# define EXIT 66 +# define ENCOUNTER 67 +# define SHOP_FLOOR 68 +# define SHOP_MAT 69 +# define RING 70 +# define FLOOR 71 /* this is a floor tile -> native layer 0 */ +# define FLESH 72 /* animal 'body parts' -b.t. */ +# define INORGANIC 73 /* metals and minerals */ +# define SKILL_TOOL 74 /* Allows the use of a skill */ +# define LIGHTER 75 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator * types are not used in any archetypes, and should perhaps be removed. */ -#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ +# define TRAP_PART 76 /* Needed by set traps skill -b.t. */ + +# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ +# define LIGHT_SOURCE 78 /* torches, lamps, etc. */ +# define MISC_OBJECT 79 /* misc. objects are for objects without a function + in the engine. Like statues, clocks, chairs,... + If perhaps we create a function where we can sit + on chairs, we create a new type and remove all + chairs from here. */ +# define MONSTER 80 + /* yes, thats a real, living creature */ +# define SPAWN_GENERATOR 81 + /* a spawn point or monster generator object */ +# define LAMP 82 /* a lamp */ +# define DUPLICATOR 83 /* duplicator/multiplier object */ +# define TOOL 84 /* a tool for building objects */ +# define SPELLBOOK 85 +# define BUILDFAC 86 /* facilities for building objects */ +# define CLOAK 87 -#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ -#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -#define MISC_OBJECT 79 /* misc. objects are for objects without a function - in the engine. Like statues, clocks, chairs,... - If perhaps we create a function where we can sit - on chairs, we create a new type and remove all - chairs from here. */ -#define MONSTER 80 /* yes, thats a real, living creature */ -#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ -#define LAMP 82 /* a lamp */ -#define DUPLICATOR 83 /* duplicator/multiplier object */ -#define TOOL 84 /* a tool for building objects */ -#define SPELLBOOK 85 -#define BUILDFAC 86 /* facilities for building objects */ -#define CLOAK 87 /*#define CONE 88 */ -/*#define AURA 89 *//* aura spell object */ -#define SPINNER 90 -#define GATE 91 -#define BUTTON 92 -#define CF_HANDLE 93 -#define HOLE 94 -#define TRAPDOOR 95 + /*#define AURA 89 *//* aura spell object */ + +# define SPINNER 90 +# define GATE 91 +# define BUTTON 92 +# define CF_HANDLE 93 +# define HOLE 94 +# define TRAPDOOR 95 + /*#define WORD_OF_RECALL 96 */ + /*#define PARAIMAGE 97 */ -#define SIGN 98 -#define BOOTS 99 -#define GLOVES 100 -#define SPELL 101 -#define SPELL_EFFECT 102 -#define CONVERTER 103 -#define BRACERS 104 -#define POISONING 105 -#define SAVEBED 106 -#define POISONCLOUD 107 -#define FIREHOLES 108 -#define WAND 109 +# define SIGN 98 +# define BOOTS 99 +# define GLOVES 100 +# define SPELL 101 +# define SPELL_EFFECT 102 +# define CONVERTER 103 +# define BRACERS 104 +# define POISONING 105 +# define SAVEBED 106 +# define POISONCLOUD 107 +# define FIREHOLES 108 +# define WAND 109 + /*#define ABILITY 110*/ -#define SCROLL 111 -#define DIRECTOR 112 -#define GIRDLE 113 -#define FORCE 114 -#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ -#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ -#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ -#define CONTAINER 122 -#define ARMOUR_IMPROVER 123 -#define WEAPON_IMPROVER 124 +# define SCROLL 111 +# define DIRECTOR 112 +# define GIRDLE 113 +# define FORCE 114 +# define POTION_EFFECT 115 /* a force, holding the effect of a potion */ +# define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ +# define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ +# define CONTAINER 122 +# define ARMOUR_IMPROVER 123 +# define WEAPON_IMPROVER 124 /* unused: 125 - 129 * type 125 was MONEY_CHANGER */ -#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ -#define DEEP_SWAMP 138 -#define IDENTIFY_ALTAR 139 -/*#define CANCELLATION 141*/ /* not used with new spell code */ -#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ -/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ +# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ +# define DEEP_SWAMP 138 +# define IDENTIFY_ALTAR 139 + + /*#define CANCELLATION 141*//* not used with new spell code */ +# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ + + /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ + /*#define SWARM_SPELL 153*/ -#define RUNE 154 -#define TRAP 155 +# define RUNE 154 +# define TRAP 155 -#define POWER_CRYSTAL 156 -#define CORPSE 157 +# define POWER_CRYSTAL 156 +# define CORPSE 157 + +# define DISEASE 158 +# define SYMPTOM 159 +# define BUILDER 160 /* Generic item builder, see subtypes */ +# define MATERIAL 161/* Material for building */ -#define DISEASE 158 -#define SYMPTOM 159 -#define BUILDER 160 /* Generic item builder, see subtypes */ -#define MATERIAL 161 /* Material for building */ /* #define GPS 162 Ground positionning system, moved to Python plugin */ -#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ -#define QUEST 164 /* See below for subtypes */ -#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, +# define ITEM_TRANSFORMER 163/* Transforming one item with another */ +# define QUEST 164/* See below for subtypes */ +# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, potions, alchemy, or magic works here (elmex) */ + /* END TYPE DEFINE */ -#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 +# define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 /* Subtypes for BUILDER */ -#define ST_BD_BUILD 1 /* Builds an item */ -#define ST_BD_REMOVE 2 /* Removes an item */ +# define ST_BD_BUILD 1 /* Builds an item */ +# define ST_BD_REMOVE 2 /* Removes an item */ /* Subtypes for MATERIAL */ -#define ST_MAT_FLOOR 1 /* Floor */ -#define ST_MAT_WALL 2 /* Wall */ -#define ST_MAT_ITEM 3 /* All other items, including doors & such */ +# define ST_MAT_FLOOR 1 /* Floor */ +# define ST_MAT_WALL 2 /* Wall */ +# define ST_MAT_ITEM 3 /* All other items, including doors & such */ /* definitions for weapontypes */ -#define WEAP_HIT 0 /* the basic */ -#define WEAP_SLASH 1 /* slash */ -#define WEAP_PIERCE 2 /* arrows, stiletto */ -#define WEAP_CLEAVE 3 /* axe */ -#define WEAP_SLICE 4 /* katana */ -#define WEAP_STAB 5 /* knife, dagger */ -#define WEAP_WHIP 6 /* whips n chains */ -#define WEAP_CRUSH 7 /* big hammers, flails */ -#define WEAP_BLUD 8 /* bludgeoning, club, stick */ - -typedef struct typedata { - int number; - const char *name; - const char *name_pl; - int identifyskill; - int identifyskill2; +# define WEAP_HIT 0 /* the basic */ +# define WEAP_SLASH 1 /* slash */ +# define WEAP_PIERCE 2 /* arrows, stiletto */ +# define WEAP_CLEAVE 3 /* axe */ +# define WEAP_SLICE 4 /* katana */ +# define WEAP_STAB 5 /* knife, dagger */ +# define WEAP_WHIP 6 /* whips n chains */ +# define WEAP_CRUSH 7 /* big hammers, flails */ +# define WEAP_BLUD 8 /* bludgeoning, club, stick */ + +typedef struct typedata +{ + int number; + const char *name; + const char *name_pl; + int identifyskill; + int identifyskill2; } typedata; extern const int ItemTypesSize; @@ -332,42 +349,42 @@ * user can pick up or leave as he likes. */ /* high bit as flag for new pickup options */ -#define PU_NOTHING 0x00000000 +# define PU_NOTHING 0x00000000 -#define PU_DEBUG 0x10000000 -#define PU_INHIBIT 0x20000000 -#define PU_STOP 0x40000000 -#define PU_NEWMODE 0x80000000 - -#define PU_RATIO 0x0000000F - -#define PU_FOOD 0x00000010 -#define PU_DRINK 0x00000020 -#define PU_VALUABLES 0x00000040 -#define PU_BOW 0x00000080 - -#define PU_ARROW 0x00000100 -#define PU_HELMET 0x00000200 -#define PU_SHIELD 0x00000400 -#define PU_ARMOUR 0x00000800 - -#define PU_BOOTS 0x00001000 -#define PU_GLOVES 0x00002000 -#define PU_CLOAK 0x00004000 -#define PU_KEY 0x00008000 - -#define PU_MISSILEWEAPON 0x00010000 -#define PU_ALLWEAPON 0x00020000 -#define PU_MAGICAL 0x00040000 -#define PU_POTION 0x00080000 - -#define PU_SPELLBOOK 0x00100000 -#define PU_SKILLSCROLL 0x00200000 -#define PU_READABLES 0x00400000 -#define PU_MAGIC_DEVICE 0x00800000 +# define PU_DEBUG 0x10000000 +# define PU_INHIBIT 0x20000000 +# define PU_STOP 0x40000000 +# define PU_NEWMODE 0x80000000 + +# define PU_RATIO 0x0000000F + +# define PU_FOOD 0x00000010 +# define PU_DRINK 0x00000020 +# define PU_VALUABLES 0x00000040 +# define PU_BOW 0x00000080 + +# define PU_ARROW 0x00000100 +# define PU_HELMET 0x00000200 +# define PU_SHIELD 0x00000400 +# define PU_ARMOUR 0x00000800 + +# define PU_BOOTS 0x00001000 +# define PU_GLOVES 0x00002000 +# define PU_CLOAK 0x00004000 +# define PU_KEY 0x00008000 + +# define PU_MISSILEWEAPON 0x00010000 +# define PU_ALLWEAPON 0x00020000 +# define PU_MAGICAL 0x00040000 +# define PU_POTION 0x00080000 + +# define PU_SPELLBOOK 0x00100000 +# define PU_SKILLSCROLL 0x00200000 +# define PU_READABLES 0x00400000 +# define PU_MAGIC_DEVICE 0x00800000 -#define PU_NOT_CURSED 0x01000000 -#define PU_JEWELS 0x02000000 +# define PU_NOT_CURSED 0x01000000 +# define PU_JEWELS 0x02000000 /* Instead of using arbitrary constants for indexing the @@ -376,11 +393,11 @@ * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ -#define SIZEOFFREE1 8 -#define SIZEOFFREE2 24 -#define SIZEOFFREE 49 +# define SIZEOFFREE1 8 +# define SIZEOFFREE2 24 +# define SIZEOFFREE 49 -#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ +# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ /* Flag structure now changed. * Each flag is now a bit offset, starting at zero. The macros @@ -410,36 +427,38 @@ * flags[2] is 64 to 95 * flags[3] is 96 to 127 */ + /* Basic routines to do above */ -#define SET_FLAG(xyz, p) \ +# define SET_FLAG(xyz, p) \ ((xyz)->flags[p/32] |= (1U << (p % 32))) -#define CLEAR_FLAG(xyz, p) \ +# define CLEAR_FLAG(xyz, p) \ ((xyz)->flags[p/32] &= ~(1U << (p % 32))) -#define QUERY_FLAG(xyz, p) \ +# define QUERY_FLAG(xyz, p) \ ((xyz)->flags[p/32] & (1U << (p % 32))) -#define COMPARE_FLAGS(p,q) \ +# define COMPARE_FLAGS(p,q) \ ( \ ((p)->flags[0] == (q)->flags[0]) && \ ((p)->flags[1] == (q)->flags[1]) && \ ((p)->flags[2] == (q)->flags[2]) && \ ((p)->flags[3] == (q)->flags[3]) \ ) + /* convenience macros to determine what kind of things we are dealing with */ -#define IS_WEAPON(op) \ +# define IS_WEAPON(op) \ (op->type == ARROW || op->type == BOW || op->type == WEAPON) -#define IS_ARMOR(op) \ +# define IS_ARMOR(op) \ (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ op->type == BRACERS || op->type == GIRDLE) -#define IS_LIVE(op) \ +# define IS_LIVE(op) \ ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) -#define IS_ARROW(op) \ +# define IS_ARROW(op) \ (op->type==ARROW || \ (op->type==SPELL_EFFECT && \ (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) @@ -447,154 +466,179 @@ /* This return TRUE if object has still randomitems which * could be expanded. */ -#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) +# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) /* the flags */ -#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ -#define FLAG_WIZ 1 /* Object has special privilegies */ -#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ -#define FLAG_FREED 3 /* Object is in the list of free objects */ -#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ -#define FLAG_APPLIED 5 /* Object is ready for use by living */ -#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ -#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ - -#define FLAG_NO_PICK 8 /* Object can't be picked up */ -/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ -/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ -#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ -/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ -/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ -#define FLAG_MONSTER 14 /* Will attack players */ -#define FLAG_FRIENDLY 15 /* Will help players */ - -#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ -#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ -#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ -#define FLAG_TREASURE 19 /* Will generate treasure when applied */ -#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ -#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ -#define FLAG_CAN_ROLL 22 /* Object can be rolled */ -#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ -#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ -/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ -/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ -/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ -#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ -#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ -#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ -#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ +# define FLAG_ALIVE 0 /* Object can fight (or be fought) */ +# define FLAG_WIZ 1 /* Object has special privilegies */ +# define FLAG_REMOVED 2 /* Object is not in any map or invenory */ +# define FLAG_FREED 3 /* Object is in the list of free objects */ +# define FLAG_WAS_WIZ 4 /* Player was once a wiz */ +# define FLAG_APPLIED 5 /* Object is ready for use by living */ +# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ +# define FLAG_USE_SHIELD 7 + /* Can this creature use a shield? */ + +# define FLAG_NO_PICK 8 /* Object can't be picked up */ + + /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ + + /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ +# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ + + /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ + + /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ +# define FLAG_MONSTER 14 /* Will attack players */ +# define FLAG_FRIENDLY 15 /* Will help players */ + +# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ +# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ +# define FLAG_AUTO_APPLY 18 + /* Will be applied when created */ +# define FLAG_TREASURE 19 /* Will generate treasure when applied */ +# define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ +# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ +# define FLAG_CAN_ROLL 22 /* Object can be rolled */ +# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ +# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ + + /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ + + /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ + + /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ +# define FLAG_IS_USED_UP 28 + /* When (--food<0) the object will exit */ +# define FLAG_IDENTIFIED 29 + /* Player knows full info about item */ +# define FLAG_REFLECTING 30 + /* Object reflects from walls (lightning) */ +# define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ /* Start of values in flags[1] */ -#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ -#define FLAG_HITBACK 33 /* Object will hit back when hit */ -#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ -#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ -#define FLAG_UNDEAD 36 /* Monster is undead */ -#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ -#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ -#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ - -#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ -#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ -#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ -#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ -#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ -#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ - but can still attack at a distance */ -/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ -/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ - -#define FLAG_PICK_UP 48 /* Can pick up */ -#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ -#define FLAG_NO_DROP 50 /* Object can't be dropped */ -#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ -#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ -#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ -#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ -#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ - -#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ -#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ -#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ -#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ -#define FLAG_READY_BOW 60 /* not implemented yet */ -#define FLAG_XRAYS 61 /* X-ray vision */ -#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ -#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ +# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ +# define FLAG_HITBACK 33 /* Object will hit back when hit */ +# define FLAG_STARTEQUIP 34 + /* Object was given to player at start */ +# define FLAG_BLOCKSVIEW 35 + /* Object blocks view */ +# define FLAG_UNDEAD 36 /* Monster is undead */ +# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ +# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ +# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ + +# define FLAG_REFL_SPELL 40 + /* Spells (some) will reflect from object */ +# define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ +# define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ +# define FLAG_IS_LIGHTABLE 43 /* object can be lit */ +# define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ +# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ + but can still attack at a distance */ + + /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ + + /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ + +# define FLAG_PICK_UP 48 /* Can pick up */ +# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ +# define FLAG_NO_DROP 50 /* Object can't be dropped */ +# define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ +# define FLAG_CAST_SPELL 52 + /* (Monster) can learn and cast spells */ +# define FLAG_USE_SCROLL 53 + /* (Monster) can read scroll */ +# define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ +# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ + +# define FLAG_USE_ARMOUR 56 + /* (Monster) can wear armour/shield/helmet */ +# define FLAG_USE_WEAPON 57 + /* (Monster) can wield weapons */ +# define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ +# define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ +# define FLAG_READY_BOW 60 /* not implemented yet */ +# define FLAG_XRAYS 61 /* X-ray vision */ +# define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ +# define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ /* Start of values in flags[2] */ -#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ -#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ -#define FLAG_SLEEP 66 /* NPC is sleeping */ -#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ -#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ -#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ -#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ -#define FLAG_STEALTH 71 /* Will wake monsters with less range */ - -#define FLAG_WIZPASS 72 /* The wizard can go through walls */ -#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ -#define FLAG_CURSED 74 /* The object is cursed */ -#define FLAG_DAMNED 75 /* The object is _very_ cursed */ -#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ -#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ -#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ -#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ - -#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ -#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ -#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ +# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ +# define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ +# define FLAG_SLEEP 66 /* NPC is sleeping */ +# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ +# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ +# define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ +# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ +# define FLAG_STEALTH 71 /* Will wake monsters with less range */ + +# define FLAG_WIZPASS 72 /* The wizard can go through walls */ +# define FLAG_IS_LINKED 73 /* The object is linked with other objects */ +# define FLAG_CURSED 74 /* The object is cursed */ +# define FLAG_DAMNED 75 /* The object is _very_ cursed */ +# define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ +# define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ +# define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ +# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ + +# define FLAG_BEEN_APPLIED 80 /* The object has been applied */ +# define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ +# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ + /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ -#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ -#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ -#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ -#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ - -#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ -#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ -#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ -#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ -#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ -#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ -#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ -/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ +# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ +# define FLAG_MAKE_INVIS 85 + /* (Item) gives invisibility when applied */ +# define FLAG_INV_LOCKED 86 + /* Item will not be dropped from inventory */ +# define FLAG_IS_WOODED 87 /* Item is wooded terrain */ + +# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ +# define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ +# define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ +# define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ +# define FLAG_BLIND 92 /* If set, object cannot see (visually) */ +# define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ +# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ + + /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ /* Start of values in flags[3] */ -#define FLAG_NO_STEAL 96 /* Item can't be stolen */ -#define FLAG_ONE_HIT 97 /* Monster can only hit once before going - * away (replaces ghosthit) - */ -#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to - * detect cases were the server is trying - * to send an upditem when we have not - * actually sent the item. - */ - -#define FLAG_BERSERK 99 /* monster will attack closest living - object */ -#define FLAG_NEUTRAL 100 /* monster is from type neutral */ -#define FLAG_NO_ATTACK 101 /* monster don't attack */ -#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ -#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ -#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ -#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ -#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ -#define FLAG_IS_WATER 107 -#define FLAG_CONTENT_ON_GEN 108 -#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ -#define FLAG_IS_BUILDABLE 110 /* Can build on item */ -#define FLAG_AFK 111 /* Player is AFK */ -#define NUM_FLAGS 111 /* Should always be equal to the last - * defined flag. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ +# define FLAG_NO_STEAL 96 /* Item can't be stolen */ +# define FLAG_ONE_HIT 97 /* Monster can only hit once before going + * away (replaces ghosthit) + */ +# define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to + * detect cases were the server is trying + * to send an upditem when we have not + * actually sent the item. + */ + +# define FLAG_BERSERK 99 /* monster will attack closest living + object */ +# define FLAG_NEUTRAL 100 /* monster is from type neutral */ +# define FLAG_NO_ATTACK 101 /* monster don't attack */ +# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ +# define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by + * load_original_map() */ +# define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on + * the overlay, and is not subject to + * decay. */ +# define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ +# define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ +# define FLAG_IS_WATER 107 +# define FLAG_CONTENT_ON_GEN 108 +# define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ +# define FLAG_IS_BUILDABLE 110 /* Can build on item */ +# define FLAG_AFK 111 /* Player is AFK */ +# define NUM_FLAGS 111 /* Should always be equal to the last + * defined flag. If you change this, + * make sure you update the flag_links + * in common/loader.l + */ /* Values can go up to 127 before the size of the flags array in the * object structure needs to be enlarged. @@ -602,27 +646,29 @@ */ -#define NROFNEWOBJS(xyz) ((xyz)->stats.food) +# define NROFNEWOBJS(xyz) ((xyz)->stats.food) + +# if 0 -#if 0 /* These should no longer be needed - access move_slow_penalty * directly. */ -#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 -#endif +# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 +# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 +# endif /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ -#define MOVE_WALK 0x1 /* Object walks */ -#define MOVE_FLY_LOW 0x2 /* Low flying object */ -#define MOVE_FLY_HIGH 0x4 /* High flying object */ -#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ -#define MOVE_SWIM 0x8 /* Swimming object */ -#define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_ALL 0x1f /* Mask of all movement types */ +# define MOVE_WALK 0x1 /* Object walks */ +# define MOVE_FLY_LOW 0x2 /* Low flying object */ +# define MOVE_FLY_HIGH 0x4 /* High flying object */ +# define MOVE_FLYING 0x6 + /* Combo of fly_low and fly_high */ +# define MOVE_SWIM 0x8 /* Swimming object */ +# define MOVE_BOAT 0x10 /* Boats/sailing */ +# define MOVE_ALL 0x1f /* Mask of all movement types */ /* the normal assumption is that objects are walking/flying. * So often we don't want to block movement, but still don't want @@ -632,19 +678,19 @@ * movement - anything but swimming right now. If you really * want nothing at all, then can always set move_block to 0 */ -#define MOVE_BLOCK_DEFAULT MOVE_SWIM +# define MOVE_BLOCK_DEFAULT MOVE_SWIM /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. * uint8 is defined yet, so just use what that would define it * at anyways. */ -typedef unsigned char MoveType; +typedef unsigned char MoveType; /* Basic macro to see if ob2 blocks ob1 from moving onto this space. * Basically, ob2 has to block all of ob1 movement types. */ -#define OB_MOVE_BLOCK(ob1, ob2) \ +# define OB_MOVE_BLOCK(ob1, ob2) \ ((ob1->move_type & ob2->move_block) == ob1->move_type) /* Basic macro to see if if ob1 can not move onto a space based @@ -653,109 +699,128 @@ * onto it. * */ -#define OB_TYPE_MOVE_BLOCK(ob1, type) \ +# define OB_TYPE_MOVE_BLOCK(ob1, type) \ ( (type != 0) && (ob1->move_type & type) == ob1->move_type) -#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) -#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) -#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ +# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) +# define GENERATE_TYPE(xyz) ((xyz)->stats.sp) +# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ /* Note: These values are only a default value, resizing can change them */ -#define INV_SIZE 12 /* How many items can be viewed in inventory */ -#define LOOK_SIZE 6 /* ditto, but for the look-window */ -#define MAX_INV_SIZE 40 /* For initializing arrays */ -#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ - -#define EDITABLE(xyz) ((xyz)->arch->editable) - -#define E_MONSTER 0x00000001 -#define E_EXIT 0x00000002 -#define E_TREASURE 0x00000004 -#define E_BACKGROUND 0x00000008 -#define E_DOOR 0x00000010 -#define E_SPECIAL 0x00000020 -#define E_SHOP 0x00000040 -#define E_NORMAL 0x00000080 -#define E_FALSE_WALL 0x00000100 -#define E_WALL 0x00000200 -#define E_EQUIPMENT 0x00000400 -#define E_OTHER 0x00000800 -#define E_ARTIFACT 0x00001000 - -#define EXIT_PATH(xyz) (xyz)->slaying -#define EXIT_LEVEL(xyz) (xyz)->stats.food -#define EXIT_X(xyz) (xyz)->stats.hp -#define EXIT_Y(xyz) (xyz)->stats.sp -#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp -#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp +# define INV_SIZE 12 /* How many items can be viewed in inventory */ +# define LOOK_SIZE 6 /* ditto, but for the look-window */ +# define MAX_INV_SIZE 40 /* For initializing arrays */ +# define MAX_LOOK_SIZE 40 /* ditto for the look-window */ + +# define EDITABLE(xyz) ((xyz)->arch->editable) + +# define E_MONSTER 0x00000001 +# define E_EXIT 0x00000002 +# define E_TREASURE 0x00000004 +# define E_BACKGROUND 0x00000008 +# define E_DOOR 0x00000010 +# define E_SPECIAL 0x00000020 +# define E_SHOP 0x00000040 +# define E_NORMAL 0x00000080 +# define E_FALSE_WALL 0x00000100 +# define E_WALL 0x00000200 +# define E_EQUIPMENT 0x00000400 +# define E_OTHER 0x00000800 +# define E_ARTIFACT 0x00001000 + +# define EXIT_PATH(xyz) (xyz)->slaying +# define EXIT_LEVEL(xyz) (xyz)->stats.food +# define EXIT_X(xyz) (xyz)->stats.hp +# define EXIT_Y(xyz) (xyz)->stats.sp +# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp +# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really +# define MAX_LIGHT_RADII 4 + /* max radii for 'light' object, really * large values allow objects that can * slow down the game */ -#define MAX_DARKNESS 5 /* maximum map darkness, there is no - * practical reason to exceed this */ -#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ +# define MAX_DARKNESS 5 /* maximum map darkness, there is no + * practical reason to exceed this */ +# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ MAX_LIGHT_RADII:(xyz)->glow_radius; -#define F_BUY 0 -#define F_SELL 1 -#define F_TRUE 2 /* True value of item, unadjusted */ -#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ -#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ -#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ -#define F_APPROX 32 /* flag to give a guess of item value */ -#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ - -#define DIRX(xyz) freearr_x[(xyz)->direction] -#define DIRY(xyz) freearr_y[(xyz)->direction] - -#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; -#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; - -#define ARMOUR_SPEED(xyz) (xyz)->last_sp -#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour -#define WEAPON_SPEED(xyz) (xyz)->last_sp +# define F_BUY 0 +# define F_SELL 1 +# define F_TRUE 2 /* True value of item, unadjusted */ +# define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ +# define F_IDENTIFIED 8 /* flag to calculate value of identified item */ +# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ +# define F_APPROX 32 /* flag to give a guess of item value */ +# define F_SHOP 64 /* consider the effect that the shop that the player is in has */ + +# define DIRX(xyz) freearr_x[(xyz)->direction] +# define DIRY(xyz) freearr_y[(xyz)->direction] + +# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; +# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; + +# define ARMOUR_SPEED(xyz) (xyz)->last_sp +# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour +# define WEAPON_SPEED(xyz) (xyz)->last_sp /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y each of them signed char, concatenated in a int16 */ -#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) -#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) -#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) -#define FIRE_DIRECTIONAL 0 -#define FIRE_POSITIONAL 1 +# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) +# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) +# define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) +# define FIRE_DIRECTIONAL 0 +# define FIRE_POSITIONAL 1 /******************************************************************************/ + /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ + /******************************************************************************/ + /* if your monsters start acting wierd, mail me */ + /******************************************************************************/ + /* the following definitions are for the attack_movement variable in monsters */ + /* if the attack_variable movement is left out of the monster archetype, or is*/ + /* set to zero */ + /* the standard mode of movement from previous versions of crossfire will be */ + /* used. the upper four bits of movement data are not in effect when the monst*/ + /* er has an enemy. these should only be used for non agressive monsters. */ + /* to program a monsters movement add the attack movement numbers to the movem*/ + /* ment numbers example a monster that moves in a circle until attacked and */ + /* then attacks from a distance: */ + /* CIRCLE1 = 32 */ + /* + DISTATT = 1 */ + /* ------------------- */ + /* attack_movement = 33 */ + /******************************************************************************/ -#define DISTATT 1 /* move toward a player if far, but mantain some space, */ +# define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ -#define RUNATT 2 /* run but attack if player catches up to object */ -#define HITRUN 3 /* run to then hit player then run away cyclicly */ -#define WAITATT 4 /* wait for player to approach then hit, move if hit */ -#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ -#define ALLRUN 6 /* always run never attack good for sim. of weak player */ -#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ -#define WAIT2 8 /* monster does not try to move towards player if far */ +# define RUNATT 2 /* run but attack if player catches up to object */ +# define HITRUN 3 /* run to then hit player then run away cyclicly */ +# define WAITATT 4 /* wait for player to approach then hit, move if hit */ +# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ +# define ALLRUN 6 /* always run never attack good for sim. of weak player */ +# define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ +# define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ -#define PETMOVE 16 /* if the upper four bits of attack_movement */ +# define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ /* player followed denoted by 0b->owner */ @@ -763,69 +828,74 @@ /* attacking, and will continue to do so until the owner */ /* calls off the monster - a key command will be */ /* inserted to do so */ -#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ +# define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ - /* set, this is good for non-aggressive monsters and NPC */ -#define CIRCLE2 48 /* same as above but a larger circle is used */ -#define PACEH 64 /* The Monster will pace back and forth until attacked */ + /* set, this is good for non-aggressive monsters and NPC */ +# define CIRCLE2 48 /* same as above but a larger circle is used */ +# define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ -#define PACEH2 80 /* the monster will pace as above but the length of the */ +# define PACEH2 80 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is HORIZONTAL movement */ -#define RANDO 96 /* the monster will go in a random direction until */ +# define RANDO 96 /* the monster will go in a random direction until */ /* it is stopped by an obstacle, then it chooses another */ /* direction. */ -#define RANDO2 112 /* constantly move in a different random direction */ -#define PACEV 128 /* The Monster will pace back and forth until attacked */ +# define RANDO2 112 /* constantly move in a different random direction */ +# define PACEV 128 /* The Monster will pace back and forth until attacked */ /* this is VERTICAL movement */ -#define PACEV2 144 /* the monster will pace as above but the length of the */ +# define PACEV2 144 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is VERTICAL movement */ -#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ -#define HI4 240 +# define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ +# define HI4 240 /* * Use of the state-variable in player objects: */ -#define ST_PLAYING 0 -#define ST_PLAY_AGAIN 1 -#define ST_ROLL_STAT 2 -#define ST_CHANGE_CLASS 3 -#define ST_CONFIRM_QUIT 4 -#define ST_CONFIGURE 5 -#define ST_GET_NAME 6 -#define ST_GET_PASSWORD 7 -#define ST_CONFIRM_PASSWORD 8 -#define ST_GET_PARTY_PASSWORD 10 - -#define BLANK_FACE_NAME "blank.111" -#define EMPTY_FACE_NAME "empty.111" -#define DARK_FACE1_NAME "dark1.111" -#define DARK_FACE2_NAME "dark2.111" -#define DARK_FACE3_NAME "dark3.111" -#define SMOOTH_FACE_NAME "default_smoothed.111" +# define ST_PLAYING 0 +# define ST_PLAY_AGAIN 1 +# define ST_ROLL_STAT 2 +# define ST_CHANGE_CLASS 3 +# define ST_CONFIRM_QUIT 4 +# define ST_CONFIGURE 5 +# define ST_GET_NAME 6 +# define ST_GET_PASSWORD 7 +# define ST_CONFIRM_PASSWORD 8 +# define ST_GET_PARTY_PASSWORD 10 + +# define BLANK_FACE_NAME "blank.111" +# define EMPTY_FACE_NAME "empty.111" +# define DARK_FACE1_NAME "dark1.111" +# define DARK_FACE2_NAME "dark2.111" +# define DARK_FACE3_NAME "dark3.111" +# define SMOOTH_FACE_NAME "default_smoothed.111" /* * Defines for the luck/random functions to make things more readable */ -#define PREFER_HIGH 1 -#define PREFER_LOW 0 +# define PREFER_HIGH 1 +# define PREFER_LOW 0 /* Simple function we use below to keep adding to the same string * but also make sure we don't overwrite that string. */ -static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) +static inline void +safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) { - if (*curlen == (maxlen-1)) return; - strncpy(dest+*curlen, orig, maxlen-*curlen-1); - dest[maxlen-1]=0; - *curlen += strlen(orig); - if (*curlen>(maxlen-1)) *curlen=maxlen-1; + if (*curlen == (maxlen - 1)) + return; + + strncpy (dest + *curlen, orig, maxlen - *curlen - 1); + dest[maxlen - 1] = 0; + *curlen += strlen (orig); + + if (*curlen > (maxlen - 1)) + *curlen = maxlen - 1; } @@ -834,7 +904,7 @@ * require some extra support in the calling function to remain as * efficient. */ -#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ +# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ if(variable) { \ int i,j=0; \ safe_strcat(retbuf,"(" name ": ", len, maxlen); \ @@ -848,11 +918,11 @@ } \ safe_strcat(retbuf,")",len,maxlen); \ } - + /* separated this from the common/item.c file. b.t. Dec 1995 */ -#define DESCRIBE_ABILITY(retbuf, variable, name) \ +# define DESCRIBE_ABILITY(retbuf, variable, name) \ if(variable) { \ int i,j=0; \ strcat(retbuf,"(" name ": "); \ @@ -866,9 +936,9 @@ } \ strcat(retbuf,")"); \ } - - -#define DESCRIBE_PATH(retbuf, variable, name) \ + + +# define DESCRIBE_PATH(retbuf, variable, name) \ if(variable) { \ int i,j=0; \ strcat(retbuf,"(" name ": "); \ @@ -884,7 +954,7 @@ } -#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ +# define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ if(variable) { \ int i,j=0; \ safe_strcat(retbuf,"(" name ": ", len, maxlen); \ @@ -900,20 +970,20 @@ } /* Flags for apply_special() */ -enum apply_flag { - /* Basic flags, always use one of these */ - AP_NULL = 0, - AP_APPLY = 1, - AP_UNAPPLY = 2, +enum apply_flag +{ + /* Basic flags, always use one of these */ + AP_NULL = 0, + AP_APPLY = 1, + AP_UNAPPLY = 2, - AP_BASIC_FLAGS = 15, + AP_BASIC_FLAGS = 15, /* Optional flags, for bitwise or with a basic flag */ - AP_NO_MERGE = 16, - AP_IGNORE_CURSE = 32, - AP_PRINT = 64 /* Print what to do, don't actually do it */ - /* Note this is supported in all the functions */ - + AP_NO_MERGE = 16, + AP_IGNORE_CURSE = 32, + AP_PRINT = 64 /* Print what to do, don't actually do it */ + /* Note this is supported in all the functions */ }; /* Bitmask values for 'can_apply_object()' return values. @@ -942,15 +1012,15 @@ * could remove. * */ -#define CAN_APPLY_NEVER 0x1 -#define CAN_APPLY_RESTRICTION 0x2 -#define CAN_APPLY_NOT_MASK 0xf -#define CAN_APPLY_UNAPPLY 0x10 -#define CAN_APPLY_UNAPPLY_MULT 0x20 -#define CAN_APPLY_UNAPPLY_CHOICE 0x40 +# define CAN_APPLY_NEVER 0x1 +# define CAN_APPLY_RESTRICTION 0x2 +# define CAN_APPLY_NOT_MASK 0xf +# define CAN_APPLY_UNAPPLY 0x10 +# define CAN_APPLY_UNAPPLY_MULT 0x20 +# define CAN_APPLY_UNAPPLY_CHOICE 0x40 /* Cut off point of when an object is put on the active list or not */ -#define MIN_ACTIVE_SPEED 0.00001 +# define MIN_ACTIVE_SPEED 0.00001 /* * random() is much better than rand(). If you have random(), use it instead. @@ -964,27 +1034,27 @@ * here. */ -#ifdef HAVE_SRANDOM -#define RANDOM() random() -#define SRANDOM(xyz) srandom(xyz) -#else +# ifdef HAVE_SRANDOM +# define RANDOM() random() +# define SRANDOM(xyz) srandom(xyz) +# else # ifdef HAVE_SRAND48 -# define RANDOM() lrand48() -# define SRANDOM(xyz) srand48(xyz) +# define RANDOM() lrand48() +# define SRANDOM(xyz) srand48(xyz) # else -# ifdef HAVE_SRAND -# define RANDOM() rand() -# define SRANDOM(xyz) srand(xyz) -# else -# error "Could not find a usable random routine" -# endif +# ifdef HAVE_SRAND +# define RANDOM() rand() +# define SRANDOM(xyz) srand(xyz) +# else +# error "Could not find a usable random routine" +# endif # endif -#endif +# endif /* Returns the weight of the given object. Note: it does not take the number of * items (nrof) into account. */ -#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) +# define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) /* Code fastening defines @@ -998,115 +1068,116 @@ * kown in advance. */ - #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) - #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} - #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} - #define FINISH_FASTCAT(buf__) buf__[0]='\0'; +# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) +# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} +# define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} +# define FINISH_FASTCAT(buf__) buf__[0]='\0'; /* You may uncomment following define to check sanity of code. * But use as debug only (loses all speed gained by those macros) */ + /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - - + + + + + + /* * Warning! * If you add message types here, don't forget * to keep the client up to date too! */ - - + + /* message types */ -#define MSG_TYPE_BOOK 1 -#define MSG_TYPE_CARD 2 -#define MSG_TYPE_PAPER 3 -#define MSG_TYPE_SIGN 4 -#define MSG_TYPE_MONUMENT 5 -#define MSG_TYPE_SCRIPTED_DIALOG 6 -#define MSG_TYPE_MOTD 7 -#define MSG_TYPE_ADMIN 8 -#define MSG_TYPE_LAST 9 +# define MSG_TYPE_BOOK 1 +# define MSG_TYPE_CARD 2 +# define MSG_TYPE_PAPER 3 +# define MSG_TYPE_SIGN 4 +# define MSG_TYPE_MONUMENT 5 +# define MSG_TYPE_SCRIPTED_DIALOG 6 +# define MSG_TYPE_MOTD 7 +# define MSG_TYPE_ADMIN 8 +# define MSG_TYPE_LAST 9 -#define MSG_SUBTYPE_NONE 0 +# define MSG_SUBTYPE_NONE 0 /* book messages subtypes */ -#define MSG_TYPE_BOOK_CLASP_1 1 -#define MSG_TYPE_BOOK_CLASP_2 2 -#define MSG_TYPE_BOOK_ELEGANT_1 3 -#define MSG_TYPE_BOOK_ELEGANT_2 4 -#define MSG_TYPE_BOOK_QUARTO_1 5 -#define MSG_TYPE_BOOK_QUARTO_2 6 -#define MSG_TYPE_BOOK_SPELL_EVOKER 7 -#define MSG_TYPE_BOOK_SPELL_PRAYER 8 -#define MSG_TYPE_BOOK_SPELL_PYRO 9 -#define MSG_TYPE_BOOK_SPELL_SORCERER 10 -#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 +# define MSG_TYPE_BOOK_CLASP_1 1 +# define MSG_TYPE_BOOK_CLASP_2 2 +# define MSG_TYPE_BOOK_ELEGANT_1 3 +# define MSG_TYPE_BOOK_ELEGANT_2 4 +# define MSG_TYPE_BOOK_QUARTO_1 5 +# define MSG_TYPE_BOOK_QUARTO_2 6 +# define MSG_TYPE_BOOK_SPELL_EVOKER 7 +# define MSG_TYPE_BOOK_SPELL_PRAYER 8 +# define MSG_TYPE_BOOK_SPELL_PYRO 9 +# define MSG_TYPE_BOOK_SPELL_SORCERER 10 +# define MSG_TYPE_BOOK_SPELL_SUMMONER 11 /* card messages subtypes*/ -#define MSG_TYPE_CARD_SIMPLE_1 1 -#define MSG_TYPE_CARD_SIMPLE_2 2 -#define MSG_TYPE_CARD_SIMPLE_3 3 -#define MSG_TYPE_CARD_ELEGANT_1 4 -#define MSG_TYPE_CARD_ELEGANT_2 5 -#define MSG_TYPE_CARD_ELEGANT_3 6 -#define MSG_TYPE_CARD_STRANGE_1 7 -#define MSG_TYPE_CARD_STRANGE_2 8 -#define MSG_TYPE_CARD_STRANGE_3 9 -#define MSG_TYPE_CARD_MONEY_1 10 -#define MSG_TYPE_CARD_MONEY_2 11 -#define MSG_TYPE_CARD_MONEY_3 12 +# define MSG_TYPE_CARD_SIMPLE_1 1 +# define MSG_TYPE_CARD_SIMPLE_2 2 +# define MSG_TYPE_CARD_SIMPLE_3 3 +# define MSG_TYPE_CARD_ELEGANT_1 4 +# define MSG_TYPE_CARD_ELEGANT_2 5 +# define MSG_TYPE_CARD_ELEGANT_3 6 +# define MSG_TYPE_CARD_STRANGE_1 7 +# define MSG_TYPE_CARD_STRANGE_2 8 +# define MSG_TYPE_CARD_STRANGE_3 9 +# define MSG_TYPE_CARD_MONEY_1 10 +# define MSG_TYPE_CARD_MONEY_2 11 +# define MSG_TYPE_CARD_MONEY_3 12 /* Paper messages subtypes */ -#define MSG_TYPE_PAPER_NOTE_1 1 -#define MSG_TYPE_PAPER_NOTE_2 2 -#define MSG_TYPE_PAPER_NOTE_3 3 -#define MSG_TYPE_PAPER_LETTER_OLD_1 4 -#define MSG_TYPE_PAPER_LETTER_OLD_2 5 -#define MSG_TYPE_PAPER_LETTER_NEW_1 6 -#define MSG_TYPE_PAPER_LETTER_NEW_2 7 -#define MSG_TYPE_PAPER_ENVELOPE_1 8 -#define MSG_TYPE_PAPER_ENVELOPE_2 9 -#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 -#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 -#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 -#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 -#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 +# define MSG_TYPE_PAPER_NOTE_1 1 +# define MSG_TYPE_PAPER_NOTE_2 2 +# define MSG_TYPE_PAPER_NOTE_3 3 +# define MSG_TYPE_PAPER_LETTER_OLD_1 4 +# define MSG_TYPE_PAPER_LETTER_OLD_2 5 +# define MSG_TYPE_PAPER_LETTER_NEW_1 6 +# define MSG_TYPE_PAPER_LETTER_NEW_2 7 +# define MSG_TYPE_PAPER_ENVELOPE_1 8 +# define MSG_TYPE_PAPER_ENVELOPE_2 9 +# define MSG_TYPE_PAPER_SCROLL_OLD_1 10 +# define MSG_TYPE_PAPER_SCROLL_OLD_2 11 +# define MSG_TYPE_PAPER_SCROLL_NEW_1 12 +# define MSG_TYPE_PAPER_SCROLL_NEW_2 13 +# define MSG_TYPE_PAPER_SCROLL_MAGIC 14 /* road signs messages subtypes */ -#define MSG_TYPE_SIGN_BASIC 1 -#define MSG_TYPE_SIGN_DIR_LEFT 2 -#define MSG_TYPE_SIGN_DIR_RIGHT 3 -#define MSG_TYPE_SIGN_DIR_BOTH 4 +# define MSG_TYPE_SIGN_BASIC 1 +# define MSG_TYPE_SIGN_DIR_LEFT 2 +# define MSG_TYPE_SIGN_DIR_RIGHT 3 +# define MSG_TYPE_SIGN_DIR_BOTH 4 /* stones and monument messages */ -#define MSG_TYPE_MONUMENT_STONE_1 1 -#define MSG_TYPE_MONUMENT_STONE_2 2 -#define MSG_TYPE_MONUMENT_STONE_3 3 -#define MSG_TYPE_MONUMENT_STATUE_1 4 -#define MSG_TYPE_MONUMENT_STATUE_2 5 -#define MSG_TYPE_MONUMENT_STATUE_3 6 -#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 -#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 -#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 -#define MSG_TYPE_MONUMENT_WALL_1 10 -#define MSG_TYPE_MONUMENT_WALL_2 11 -#define MSG_TYPE_MONUMENT_WALL_3 12 +# define MSG_TYPE_MONUMENT_STONE_1 1 +# define MSG_TYPE_MONUMENT_STONE_2 2 +# define MSG_TYPE_MONUMENT_STONE_3 3 +# define MSG_TYPE_MONUMENT_STATUE_1 4 +# define MSG_TYPE_MONUMENT_STATUE_2 5 +# define MSG_TYPE_MONUMENT_STATUE_3 6 +# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 +# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 +# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 +# define MSG_TYPE_MONUMENT_WALL_1 10 +# define MSG_TYPE_MONUMENT_WALL_2 11 +# define MSG_TYPE_MONUMENT_WALL_3 12 /*some readable flags*/ /* dialog messsage */ -#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ -#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ -#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ +# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ +# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ +# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ /* admin messages */ -#define MSG_TYPE_ADMIN_RULES 1 -#define MSG_TYPE_ADMIN_NEWS 2 +# define MSG_TYPE_ADMIN_RULES 1 +# define MSG_TYPE_ADMIN_NEWS 2 #endif /* DEFINE_H */