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/cvs/deliantra/server/include/define.h
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:12:48 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1 /*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.104 2006/01/08 22:40:34 qal21 Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* This file is best viewed with a window width of about 100 character */
30
31 /* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things
33 * that deal with objects should be in objects.h, things dealing
34 * with players in player.h, etc. As it is, everything just seems
35 * to be dumped in here.
36 */
37
38 #ifndef DEFINE_H
39 #define DEFINE_H
40
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 */
49 error - Your ANSI C compiler should be defining __STDC__;
50 #endif
51
52 #ifndef WIN32 /* ---win32 exclude unix configuration part */
53 #include <autoconf.h>
54 #endif
55
56 #define FONTDIR ""
57 #define FONTNAME ""
58
59 /* Decstations have trouble with fabs()... */
60 #define FABS(x) ((x)<0?-(x):(x))
61
62 #ifdef __NetBSD__
63 #include <sys/param.h>
64 #endif
65 #ifndef MIN
66 #define MIN(x,y) ((x)<(y)?(x):(y))
67 #endif
68 #ifndef MAX
69 #define MAX(x,y) ((x)>(y)?(x):(y))
70 #endif
71
72 /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73 #ifndef NAME_MAX
74 #define NAME_MAX 255
75 #endif
76
77 /* MAX3 is basically like MAX, but instead does 3 values. */
78 #ifndef MAX3
79 #define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80 #endif
81
82 /* MIN3 is basically like MIN, but instead does 3 values. */
83 #ifndef MIN3
84 #define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85 #endif
86
87 #define MAX_STAT 30 /* The maximum legal value of any stat */
88 #define MIN_STAT 1 /* The minimum legal value of any stat */
89
90 #define MAX_BUF 256 /* Used for all kinds of things */
91 #define VERY_BIG_BUF 1024
92 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94
95 #define FONTSIZE 3000 /* Max chars in font */
96
97 #define MAX_ANIMATIONS 256
98
99 #define MAX_NAME 48
100 #define BIG_NAME 32
101 #define MAX_EXT_TITLE 98
102
103 /* Fatal variables: */
104 #define OUT_OF_MEMORY 0
105 #define MAP_ERROR 1
106 #define ARCHTABLE_TOO_SMALL 2
107 #define TOO_MANY_ERRORS 3
108
109 /* TYPE DEFINES */
110 /* 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
112 * 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
114 * the monster type, that can not be handled by any of the numerous
115 * flags
116 * 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
118 */
119
120 /* type 0 will be undefined and shows a non valid type information */
121
122 #define PLAYER 1
123 /*#define BULLET 2 */
124 #define ROD 3
125 #define TREASURE 4
126 #define POTION 5
127 #define FOOD 6
128 #define POISON 7
129 #define BOOK 8
130 #define CLOCK 9
131 /*#define FBULLET 10 */
132 /*#define FBALL 11 */
133 #define LIGHTNING 12
134 #define ARROW 13
135 #define BOW 14
136 #define WEAPON 15
137 #define ARMOUR 16
138 #define PEDESTAL 17
139 #define ALTAR 18
140 #define CONFUSION 19
141 #define LOCKED_DOOR 20
142 #define SPECIAL_KEY 21
143 #define MAP 22
144 #define DOOR 23
145 #define KEY 24
146 /*#define MMISSILE 25 */
147 #define TIMED_GATE 26
148 #define TRIGGER 27
149 #define GRIMREAPER 28
150 #define MAGIC_EAR 29
151 #define TRIGGER_BUTTON 30
152 #define TRIGGER_ALTAR 31
153 #define TRIGGER_PEDESTAL 32
154 #define SHIELD 33
155 #define HELMET 34
156 #define HORN 35
157 #define MONEY 36
158 #define CLASS 37 /* object for applying character class modifications to someone */
159 #define GRAVESTONE 38
160 #define AMULET 39
161 #define PLAYERMOVER 40
162 #define TELEPORTER 41
163 #define CREATOR 42
164 #define SKILL 43 /* also see SKILL_TOOL (74) below */
165 #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168 #define EARTHWALL 45
169 #define GOLEM 46
170 /*#define BOMB 47 */
171 #define THROWN_OBJ 48
172 #define BLINDNESS 49
173 #define GOD 50
174
175 #define DETECTOR 51 /* peterm: detector is an object */
176 /* which notices the presense of */
177 /* another object and is triggered */
178 /* like buttons. */
179 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 /* force into a player with a specified string WHEN TRIGGERED. */
181 #define DEAD_OBJECT 53
182 #define DRINK 54
183 #define MARKER 55 /* inserts an invisible, weightless */
184 /* force into a player with a specified string. */
185 #define HOLY_ALTAR 56
186 #define PLAYER_CHANGER 57
187 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188
189 #define PEACEMAKER 59 /* Object owned by a player which can convert */
190 /* a monster into a peaceful being incapable of attack. */
191 #define GEM 60
192 /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
193 #define FIREWALL 62
194 #define ANVIL 63
195 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */
203 #define EXIT 66
204 #define ENCOUNTER 67
205 #define SHOP_FLOOR 68
206 #define SHOP_MAT 69
207 #define RING 70
208 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
209 #define FLESH 72 /* animal 'body parts' -b.t. */
210 #define INORGANIC 73 /* metals and minerals */
211 #define SKILL_TOOL 74 /* Allows the use of a skill */
212 #define LIGHTER 75
213
214 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215 * types are not used in any archetypes, and should perhaps be removed.
216 */
217 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218
219 #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220 #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all
225 chairs from here. */
226 #define MONSTER 80 /* yes, thats a real, living creature */
227 #define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
228 #define LAMP 82 /* a lamp */
229 #define DUPLICATOR 83 /* duplicator/multiplier object */
230 #define TOOL 84 /* a tool for building objects */
231 #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
237 #define SPINNER 90
238 #define GATE 91
239 #define BUTTON 92
240 #define CF_HANDLE 93
241 #define HOLE 94
242 #define TRAPDOOR 95
243 /*#define WORD_OF_RECALL 96 */
244 /*#define PARAIMAGE 97 */
245 #define SIGN 98
246 #define BOOTS 99
247 #define GLOVES 100
248 #define SPELL 101
249 #define SPELL_EFFECT 102
250 #define CONVERTER 103
251 #define BRACERS 104
252 #define POISONING 105
253 #define SAVEBED 106
254 #define POISONCLOUD 107
255 #define FIREHOLES 108
256 #define WAND 109
257 /*#define ABILITY 110*/
258 #define SCROLL 111
259 #define DIRECTOR 112
260 #define GIRDLE 113
261 #define FORCE 114
262 #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 */
264 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265 #define CONTAINER 122
266 #define ARMOUR_IMPROVER 123
267 #define WEAPON_IMPROVER 124
268
269 /* unused: 125 - 129
270 * type 125 was MONEY_CHANGER
271 */
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 */
276 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277 /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
278 /*#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 */
291 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
292 #define QUEST 164 /* See below for subtypes */
293 /* END TYPE DEFINE */
294
295 /* Subtypes for BUILDER */
296 #define ST_BD_BUILD 1 /* Builds an item */
297 #define ST_BD_REMOVE 2 /* Removes an item */
298
299 /* Subtypes for MATERIAL */
300 #define ST_MAT_FLOOR 1 /* Floor */
301 #define ST_MAT_WALL 2 /* Wall */
302 #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
315 /* definitions for weapontypes */
316
317 #define WEAP_HIT 0 /* the basic */
318 #define WEAP_SLASH 1 /* slash */
319 #define WEAP_PIERCE 2 /* arrows, stiletto */
320 #define WEAP_CLEAVE 3 /* axe */
321 #define WEAP_SLICE 4 /* katana */
322 #define WEAP_STAB 5 /* knife, dagger */
323 #define WEAP_WHIP 6 /* whips n chains */
324 #define WEAP_CRUSH 7 /* big hammers, flails */
325 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
326
327 typedef struct typedata {
328 int number;
329 const char *name;
330 const char *name_pl;
331 int identifyskill;
332 int identifyskill2;
333 } typedata;
334
335 extern const int ItemTypesSize;
336 extern typedata ItemTypes[];
337
338 /* definitions for detailed pickup descriptions.
339 * The objective is to define intelligent groups of items that the
340 * user can pick up or leave as he likes. */
341
342 /* high bit as flag for new pickup options */
343 #define PU_NOTHING 0x00000000
344
345 #define PU_DEBUG 0x10000000
346 #define PU_INHIBIT 0x20000000
347 #define PU_STOP 0x40000000
348 #define PU_NEWMODE 0x80000000
349
350 #define PU_RATIO 0x0000000F
351
352 #define PU_FOOD 0x00000010
353 #define PU_DRINK 0x00000020
354 #define PU_VALUABLES 0x00000040
355 #define PU_BOW 0x00000080
356
357 #define PU_ARROW 0x00000100
358 #define PU_HELMET 0x00000200
359 #define PU_SHIELD 0x00000400
360 #define PU_ARMOUR 0x00000800
361
362 #define PU_BOOTS 0x00001000
363 #define PU_GLOVES 0x00002000
364 #define PU_CLOAK 0x00004000
365 #define PU_KEY 0x00008000
366
367 #define PU_MISSILEWEAPON 0x00010000
368 #define PU_ALLWEAPON 0x00020000
369 #define PU_MAGICAL 0x00040000
370 #define PU_POTION 0x00080000
371
372 #define PU_SPELLBOOK 0x00100000
373 #define PU_SKILLSCROLL 0x00200000
374 #define PU_READABLES 0x00400000
375 #define PU_MAGIC_DEVICE 0x00800000
376
377 #define PU_NOT_CURSED 0x01000000
378 #define PU_JEWELS 0x02000000
379
380
381 /* Instead of using arbitrary constants for indexing the
382 * freearr, add these values. <= SIZEOFFREE1 will get you
383 * within 1 space. <= SIZEOFFREE2 wll get you withing
384 * 2 spaces, and the entire array (< SIZEOFFREE) is
385 * three spaces
386 */
387 #define SIZEOFFREE1 8
388 #define SIZEOFFREE2 24
389 #define SIZEOFFREE 49
390
391 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392
393 /* Flag structure now changed.
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
414 * common/loader.l is updated.
415 *
416 * flags[0] is 0 to 31
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 */
422 #define SET_FLAG(xyz, p) \
423 ((xyz)->flags[p/32] |= (1U << (p % 32)))
424 #define CLEAR_FLAG(xyz, p) \
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
460 /* the flags */
461
462 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
463 #define FLAG_WIZ 1 /* Object has special privilegies */
464 #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 */
466 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
467 #define FLAG_APPLIED 5 /* Object is ready for use by living */
468 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
469 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
470
471 #define FLAG_NO_PICK 8 /* Object can't be picked up */
472 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
473 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
474 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
475 /*#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) */
477 #define FLAG_MONSTER 14 /* Will attack players */
478 #define FLAG_FRIENDLY 15 /* Will help players */
479
480 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
481 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
482 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
483 #define FLAG_TREASURE 19 /* Will generate treasure when applied */
484 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
485 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
486 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
487 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
488 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
489 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
490 /*#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 */
492 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */
493 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
494 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
495 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/
496
497 /* Start of values in flags[1] */
498 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
499 #define FLAG_HITBACK 33 /* Object will hit back when hit */
500 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
501 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
502 #define FLAG_UNDEAD 36 /* Monster is undead */
503 #define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/
504 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
505 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
506
507 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
508 #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 */
510 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
511 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
512 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
513 but can still attack at a distance */
514 /*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \
515 thru this object as if it wasn't there */
516 /*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
517
518 #define FLAG_PICK_UP 48 /* Can pick up */
519 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
520 #define FLAG_NO_DROP 50 /* Object can't be dropped */
521 #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 */
523 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
524 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
525 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
526
527 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
528 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
529 #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) */
531 #define FLAG_READY_BOW 60 /* not implemented yet */
532 #define FLAG_XRAYS 61 /* X-ray vision */
533 #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 */
535
536 /* Start of values in flags[2] */
537 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
538 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
539 #define FLAG_SLEEP 66 /* NPC is sleeping */
540 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
541 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
542 #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 */
544 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
545
546 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
547 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
548 #define FLAG_CURSED 74 /* The object is cursed */
549 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
550 #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 */
552 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
553 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
554
555 #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 */
557 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
558 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
559 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
560 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
561 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
562 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
563
564 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
565 #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 */
567 #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) */
569 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
570 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
571 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
572
573 /* Start of values in flags[3] */
574 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
575 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
576 * away (replaces ghosthit)
577 */
578 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
579 * detect cases were the server is trying
580 * to send an upditem when we have not
581 * actually sent the item.
582 */
583
584 #define FLAG_BERSERK 99 /* monster will attack closest living
585 object */
586 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
587 #define FLAG_NO_ATTACK 101 /* monster don't attack */
588 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
589 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
590 * load_original_map() */
591 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
592 * the overlay, and is not subject to
593 * decay. */
594 #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' */
596 #define FLAG_IS_WATER 107
597 #define FLAG_CONTENT_ON_GEN 108
598 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/
599 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
600 #define FLAG_AFK 111 /* Player is AFK */
601 #define NUM_FLAGS 111 /* Should always be equal to the last
602 * defined flag. If you change this,
603 * make sure you update the flag_links
604 * in common/loader.l
605 */
606
607 /* Values can go up to 127 before the size of the flags array in the
608 * object structure needs to be enlarged.
609 * So there are 18 available flags slots
610 */
611
612
613 #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
623 /* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also.
626 */
627 #define MOVE_WALK 0x1 /* Object walks */
628 #define MOVE_FLY_LOW 0x2 /* Low flying object */
629 #define MOVE_FLY_HIGH 0x4 /* High flying object */
630 #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */
631 #define MOVE_SWIM 0x8 /* Swimming object */
632 #define MOVE_ALL 0xf /* Mask of all movement types */
633
634 /* the normal assumption is that objects are walking/flying.
635 * 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
637 * expect as more movement types show up, this is likely to get
638 * updated. Basically, this is the default for spaces that allow
639 * movement - anything but swimming right now. If you really
640 * want nothing at all, then can always set move_block to 0
641 */
642 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
643
644 /* typdef here to define type large enough to hold bitmask of
645 * all movement types. Make one declaration so easy to update.
646 * uint8 is defined yet, so just use what that would define it
647 * at anyways.
648 */
649 typedef unsigned char MoveType;
650
651 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
652 * Basically, ob2 has to block all of ob1 movement types.
653 */
654 #define OB_MOVE_BLOCK(ob1, ob2) \
655 ((ob1->move_type & ob2->move_block) == ob1->move_type)
656
657 /* Basic macro to see if if ob1 can not move onto a space based
658 * on the 'type' move_block parameter
659 * Add check - if type is 0, don't stop anything from moving
660 * onto it.
661 *
662 */
663 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
665
666
667 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
670
671 /* 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 */
673 #define LOOK_SIZE 6 /* ditto, but for the look-window */
674 #define MAX_INV_SIZE 40 /* For initializing arrays */
675 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
676
677 #define EDITABLE(xyz) ((xyz)->arch->editable)
678
679 #define E_MONSTER 0x00000001
680 #define E_EXIT 0x00000002
681 #define E_TREASURE 0x00000004
682 #define E_BACKGROUND 0x00000008
683 #define E_DOOR 0x00000010
684 #define E_SPECIAL 0x00000020
685 #define E_SHOP 0x00000040
686 #define E_NORMAL 0x00000080
687 #define E_FALSE_WALL 0x00000100
688 #define E_WALL 0x00000200
689 #define E_EQUIPMENT 0x00000400
690 #define E_OTHER 0x00000800
691 #define E_ARTIFACT 0x00001000
692
693 #define EXIT_PATH(xyz) (xyz)->slaying
694 #define EXIT_LEVEL(xyz) (xyz)->stats.food
695 #define EXIT_X(xyz) (xyz)->stats.hp
696 #define EXIT_Y(xyz) (xyz)->stats.sp
697 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
698 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
699
700 /* for use by the lighting code */
701 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
702 * large values allow objects that can
703 * slow down the game */
704 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
705 * practical reason to exceed this */
706 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
707 MAX_LIGHT_RADII:(xyz)->glow_radius;
708
709 #define F_BUY 0
710 #define F_SELL 1
711 #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 */
713 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
714 #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 */
716 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
717
718 #define DIRX(xyz) freearr_x[(xyz)->direction]
719 #define DIRY(xyz) freearr_y[(xyz)->direction]
720
721 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
722 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
723
724 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
725 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
726 #define WEAPON_SPEED(xyz) (xyz)->last_sp
727
728 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
729 each of them signed char, concatenated in a int16 */
730 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
731 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
732 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
733 #define FIRE_DIRECTIONAL 0
734 #define FIRE_POSITIONAL 1
735
736 /******************************************************************************/
737 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738 /******************************************************************************/
739 /* if your monsters start acting wierd, mail me */
740 /******************************************************************************/
741 /* the following definitions are for the attack_movement variable in monsters */
742 /* if the attack_variable movement is left out of the monster archetype, or is*/
743 /* set to zero */
744 /* the standard mode of movement from previous versions of crossfire will be */
745 /* used. the upper four bits of movement data are not in effect when the monst*/
746 /* er has an enemy. these should only be used for non agressive monsters. */
747 /* to program a monsters movement add the attack movement numbers to the movem*/
748 /* ment numbers example a monster that moves in a circle until attacked and */
749 /* then attacks from a distance: */
750 /* CIRCLE1 = 32 */
751 /* + DISTATT = 1 */
752 /* ------------------- */
753 /* attack_movement = 33 */
754 /******************************************************************************/
755 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
756 /* attack from a distance - good for missile users only */
757 #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 */
759 #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 */
761 #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 */
763 #define WAIT2 8 /* monster does not try to move towards player if far */
764 /* maintains comfortable distance */
765 #define PETMOVE 16 /* if the upper four bits of attack_movement */
766 /* are set to this number, the monster follows a player */
767 /* until the owner calls it back or off */
768 /* player followed denoted by 0b->owner */
769 /* the monster will try to attack whatever the player is */
770 /* attacking, and will continue to do so until the owner */
771 /* calls off the monster - a key command will be */
772 /* inserted to do so */
773 #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 */
775 /* circle until it is attacked, or the enemy field is */
776 /* set, this is good for non-aggressive monsters and NPC */
777 #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 */
779 /* this is HORIZONTAL movement */
780 #define PACEH2 80 /* the monster will pace as above but the length of the */
781 /* pace area is longer and the monster stops before */
782 /* changing directions */
783 /* this is HORIZONTAL movement */
784 #define RANDO 96 /* the monster will go in a random direction until */
785 /* it is stopped by an obstacle, then it chooses another */
786 /* direction. */
787 #define RANDO2 112 /* constantly move in a different random direction */
788 #define PACEV 128 /* The Monster will pace back and forth until attacked */
789 /* this is VERTICAL movement */
790 #define PACEV2 144 /* the monster will pace as above but the length of the */
791 /* pace area is longer and the monster stops before */
792 /* changing directions */
793 /* this is VERTICAL movement */
794 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
795 #define HI4 240
796
797 /*
798 * Use of the state-variable in player objects:
799 */
800
801 #define ST_PLAYING 0
802 #define ST_PLAY_AGAIN 1
803 #define ST_ROLL_STAT 2
804 #define ST_CHANGE_CLASS 3
805 #define ST_CONFIRM_QUIT 4
806 #define ST_CONFIGURE 5
807 #define ST_GET_NAME 6
808 #define ST_GET_PASSWORD 7
809 #define ST_CONFIRM_PASSWORD 8
810 #define ST_GET_PARTY_PASSWORD 10
811
812 #define BLANK_FACE_NAME "blank.111"
813 #define EMPTY_FACE_NAME "empty.111"
814 #define DARK_FACE1_NAME "dark1.111"
815 #define DARK_FACE2_NAME "dark2.111"
816 #define DARK_FACE3_NAME "dark3.111"
817 #define SMOOTH_FACE_NAME "default_smoothed.111"
818
819 /*
820 * Defines for the luck/random functions to make things more readable
821 */
822
823 #define PREFER_HIGH 1
824 #define PREFER_LOW 0
825
826 /* Simple function we use below to keep adding to the same string
827 * but also make sure we don't overwrite that string.
828 */
829 static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
830 {
831 if (*curlen == (maxlen-1)) return;
832 strncpy(dest+*curlen, orig, maxlen-*curlen-1);
833 dest[maxlen-1]=0;
834 *curlen += strlen(orig);
835 if (*curlen>(maxlen-1)) *curlen=maxlen-1;
836 }
837
838
839 /* The SAFE versions of these call the safe_strcat function above.
840 * Ideally, all functions should use the SAFE functions, but they
841 * require some extra support in the calling function to remain as
842 * efficient.
843 */
844 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
845 if(variable) { \
846 int i,j=0; \
847 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
848 for(i=0; i<NROFATTACKS; i++) \
849 if(variable & (1<<i)) { \
850 if (j) \
851 safe_strcat(retbuf,", ", len, maxlen); \
852 else \
853 j = 1; \
854 safe_strcat(retbuf, attacks[i], len, maxlen); \
855 } \
856 safe_strcat(retbuf,")",len,maxlen); \
857 }
858
859
860 /* separated this from the common/item.c file. b.t. Dec 1995 */
861
862 #define DESCRIBE_ABILITY(retbuf, variable, name) \
863 if(variable) { \
864 int i,j=0; \
865 strcat(retbuf,"(" name ": "); \
866 for(i=0; i<NROFATTACKS; i++) \
867 if(variable & (1<<i)) { \
868 if (j) \
869 strcat(retbuf,", "); \
870 else \
871 j = 1; \
872 strcat(retbuf, attacks[i]); \
873 } \
874 strcat(retbuf,")"); \
875 }
876
877
878 #define DESCRIBE_PATH(retbuf, variable, name) \
879 if(variable) { \
880 int i,j=0; \
881 strcat(retbuf,"(" name ": "); \
882 for(i=0; i<NRSPELLPATHS; i++) \
883 if(variable & (1<<i)) { \
884 if (j) \
885 strcat(retbuf,", "); \
886 else \
887 j = 1; \
888 strcat(retbuf, spellpathnames[i]); \
889 } \
890 strcat(retbuf,")"); \
891 }
892
893
894 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
895 if(variable) { \
896 int i,j=0; \
897 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
898 for(i=0; i<NRSPELLPATHS; i++) \
899 if(variable & (1<<i)) { \
900 if (j) \
901 safe_strcat(retbuf,", ", len, maxlen); \
902 else \
903 j = 1; \
904 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
905 } \
906 safe_strcat(retbuf,")", len, maxlen); \
907 }
908
909 /* Flags for apply_special() */
910 enum apply_flag {
911 /* Basic flags, always use one of these */
912 AP_NULL = 0,
913 AP_APPLY = 1,
914 AP_UNAPPLY = 2,
915
916 AP_BASIC_FLAGS = 15,
917
918 /* Optional flags, for bitwise or with a basic flag */
919 AP_NO_MERGE = 16,
920 AP_IGNORE_CURSE = 32,
921 AP_PRINT = 64 /* Print what to do, don't actually do it */
922 /* Note this is supported in all the functions */
923
924 };
925
926 /* Bitmask values for 'can_apply_object()' return values.
927 * the CAN_APPLY_ prefix is to just note what function the
928 * are returned from.
929 *
930 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
931 * location who doesn't have.
932 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
933 * this basically means one of the FLAGS are set saying you can't
934 * use this.
935 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
936 * if this object can do anything to use this object. If the value
937 * returned from can_apply_object() anded with the mask is non zero,
938 * then it is out of the control of this creature to use the item.
939 * otherwise it means that by unequipping stuff, they could apply the object
940 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
941 * this.
942 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
943 * unapplied before this can be applied. Think of switching to
944 * a bow but you have a sword & shield - both the sword and
945 * shield need to be uneqipped before you can do the bow.
946 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
947 * this one can be applied. Think of rings - human is wearing two
948 * rings and tries to apply one - there are two possible rings he
949 * could remove.
950 *
951 */
952 #define CAN_APPLY_NEVER 0x1
953 #define CAN_APPLY_RESTRICTION 0x2
954 #define CAN_APPLY_NOT_MASK 0xf
955 #define CAN_APPLY_UNAPPLY 0x10
956 #define CAN_APPLY_UNAPPLY_MULT 0x20
957 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
958
959 /* Cut off point of when an object is put on the active list or not */
960 #define MIN_ACTIVE_SPEED 0.00001
961
962 /*
963 * random() is much better than rand(). If you have random(), use it instead.
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
991 /* Returns the weight of the given object. Note: it does not take the number of
992 * items (nrof) into account.
993 */
994 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
995
996
997 /* Code fastening defines
998 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
999 * buf__ and increment buf__ position so it will point to the end of buf__.
1000 * the '\0' caracter will not be put at end of buf__.
1001 * use preparefastcat and finishfastcat on buf__ to prepare
1002 * and clean up the string. (Lots faster than doing each time...)
1003 * 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
1005 * kown in advance.
1006 */
1007
1008 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009 #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__);}
1011 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012
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 /*
1026 * Warning!
1027 * If you add message types here, don't forget
1028 * to keep the client up to date too!
1029 */
1030
1031
1032 /* message types */
1033 #define MSG_TYPE_BOOK 1
1034 #define MSG_TYPE_CARD 2
1035 #define MSG_TYPE_PAPER 3
1036 #define MSG_TYPE_SIGN 4
1037 #define MSG_TYPE_MONUMENT 5
1038 #define MSG_TYPE_SCRIPTED_DIALOG 6
1039 #define MSG_TYPE_MOTD 7
1040 #define MSG_TYPE_ADMIN 8
1041 #define MSG_TYPE_LAST 9
1042
1043 #define MSG_SUBTYPE_NONE 0
1044
1045 /* book messages subtypes */
1046 #define MSG_TYPE_BOOK_CLASP_1 1
1047 #define MSG_TYPE_BOOK_CLASP_2 2
1048 #define MSG_TYPE_BOOK_ELEGANT_1 3
1049 #define MSG_TYPE_BOOK_ELEGANT_2 4
1050 #define MSG_TYPE_BOOK_QUARTO_1 5
1051 #define MSG_TYPE_BOOK_QUARTO_2 6
1052 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1053 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1054 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1055 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1056 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1057
1058 /* card messages subtypes*/
1059 #define MSG_TYPE_CARD_SIMPLE_1 1
1060 #define MSG_TYPE_CARD_SIMPLE_2 2
1061 #define MSG_TYPE_CARD_SIMPLE_3 3
1062 #define MSG_TYPE_CARD_ELEGANT_1 4
1063 #define MSG_TYPE_CARD_ELEGANT_2 5
1064 #define MSG_TYPE_CARD_ELEGANT_3 6
1065 #define MSG_TYPE_CARD_STRANGE_1 7
1066 #define MSG_TYPE_CARD_STRANGE_2 8
1067 #define MSG_TYPE_CARD_STRANGE_3 9
1068 #define MSG_TYPE_CARD_MONEY_1 10
1069 #define MSG_TYPE_CARD_MONEY_2 11
1070 #define MSG_TYPE_CARD_MONEY_3 12
1071
1072 /* Paper messages subtypes */
1073 #define MSG_TYPE_PAPER_NOTE_1 1
1074 #define MSG_TYPE_PAPER_NOTE_2 2
1075 #define MSG_TYPE_PAPER_NOTE_3 3
1076 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1077 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1078 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1079 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1080 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1081 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1082 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1083 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1084 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1085 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1086 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1087
1088 /* road signs messages subtypes */
1089 #define MSG_TYPE_SIGN_BASIC 1
1090 #define MSG_TYPE_SIGN_DIR_LEFT 2
1091 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1092 #define MSG_TYPE_SIGN_DIR_BOTH 4
1093
1094 /* stones and monument messages */
1095 #define MSG_TYPE_MONUMENT_STONE_1 1
1096 #define MSG_TYPE_MONUMENT_STONE_2 2
1097 #define MSG_TYPE_MONUMENT_STONE_3 3
1098 #define MSG_TYPE_MONUMENT_STATUE_1 4
1099 #define MSG_TYPE_MONUMENT_STATUE_2 5
1100 #define MSG_TYPE_MONUMENT_STATUE_3 6
1101 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1102 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1103 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1104 #define MSG_TYPE_MONUMENT_WALL_1 10
1105 #define MSG_TYPE_MONUMENT_WALL_2 11
1106 #define MSG_TYPE_MONUMENT_WALL_3 12
1107
1108 /*some readable flags*/
1109
1110 /* dialog messsage */
1111 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/
1112 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/
1113 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/
1114
1115 /* admin messages */
1116 #define MSG_TYPE_ADMIN_RULES 1
1117 #define MSG_TYPE_ADMIN_NEWS 2
1118
1119 #endif /* DEFINE_H */