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Revision: 1.11
Committed: Sat Sep 16 22:06:17 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.10: +538 -537 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 /* This file is best viewed with a window width of about 100 character */
25
26 /* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things
28 * that deal with objects should be in objects.h, things dealing
29 * with players in player.h, etc. As it is, everything just seems
30 * to be dumped in here.
31 */
32
33 #ifndef DEFINE_H
34 #define DEFINE_H
35
36 /*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40 #if !defined(__STDC__)
41
42 /* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45 error - Your ANSI C compiler should be defining __STDC__;
46 #endif
47
48 #ifndef WIN32 /* ---win32 exclude unix configuration part */
49 # include <autoconf.h>
50 #endif
51
52 #define FONTDIR ""
53 #define FONTNAME ""
54
55 /* Decstations have trouble with fabs()... */
56 #define FABS(x) ((x)<0?-(x):(x))
57
58 #ifdef __NetBSD__
59 # include <sys/param.h>
60 #endif
61 #ifndef MIN
62 # define MIN(x,y) ((x)<(y)?(x):(y))
63 #endif
64 #ifndef MAX
65 # define MAX(x,y) ((x)>(y)?(x):(y))
66 #endif
67
68 /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
69 #ifndef NAME_MAX
70 # define NAME_MAX 255
71 #endif
72
73 /* MAX3 is basically like MAX, but instead does 3 values. */
74 #ifndef MAX3
75 # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76 #endif
77
78 /* MIN3 is basically like MIN, but instead does 3 values. */
79 #ifndef MIN3
80 # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81 #endif
82
83 #define MAX_STAT 30 /* The maximum legal value of any stat */
84 #define MIN_STAT 1 /* The minimum legal value of any stat */
85
86 #define MAX_BUF 1024
87 /* Used for all kinds of things */
88 #define VERY_BIG_BUF 2048
89 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
90 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
91
92 #define FONTSIZE 3000 /* Max chars in font */
93
94 #define MAX_ANIMATIONS 256
95
96 #define MAX_NAME 48
97 #define BIG_NAME 32
98 #define MAX_EXT_TITLE 98
99
100 /* Fatal variables: */
101 #define OUT_OF_MEMORY 0
102 #define MAP_ERROR 1
103 #define ARCHTABLE_TOO_SMALL 2
104 #define TOO_MANY_ERRORS 3
105
106 /* TYPE DEFINES */
107
108 /* Only add new values to this list if somewhere in the program code,
109 * it is actually needed. Just because you add a new monster does not
110 * mean it has to have a type defined here. That only needs to happen
111 * if in some .c file, it needs to do certain special actions based on
112 * the monster type, that can not be handled by any of the numerous
113 * flags
114 * Also, if you add new entries, try and fill up the holes in this list.
115 * Additionally, when you add a new entry, include it in the table in item.c
116 */
117
118 /* type 0 will be undefined and shows a non valid type information */
119
120 #define PLAYER 1
121 #define TRANSPORT 2 /* see doc/Developers/objects */
122 #define ROD 3
123 #define TREASURE 4
124 #define POTION 5
125 #define FOOD 6
126 #define POISON 7
127 #define BOOK 8
128 #define CLOCK 9
129
130 /*#define FBULLET 10 */
131
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
141 /*#define CONFUSION 19 */
142 #define LOCKED_DOOR 20
143 #define SPECIAL_KEY 21
144 #define MAP 22
145 #define DOOR 23
146 #define KEY 24
147
148 /*#define MMISSILE 25 */
149 #define TIMED_GATE 26
150 #define TRIGGER 27
151 #define GRIMREAPER 28
152 #define MAGIC_EAR 29
153 #define TRIGGER_BUTTON 30
154 #define TRIGGER_ALTAR 31
155 #define TRIGGER_PEDESTAL 32
156 #define SHIELD 33
157 #define HELMET 34
158 #define HORN 35
159 #define MONEY 36
160 #define CLASS 37 /* object for applying character class modifications to someone */
161 #define GRAVESTONE 38
162 #define AMULET 39
163 #define PLAYERMOVER 40
164 #define TELEPORTER 41
165 #define CREATOR 42
166 #define SKILL 43 /* also see SKILL_TOOL (74) below */
167 #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
168 /* experience for broad skill categories. This value */
169 /* is now automatically converteed at load time. */
170 #define EARTHWALL 45
171 #define GOLEM 46
172
173 /*#define BOMB 47 */
174 #define THROWN_OBJ 48
175 #define BLINDNESS 49
176 #define GOD 50
177
178 #define DETECTOR 51 /* peterm: detector is an object */
179 /* which notices the presense of */
180 /* another object and is triggered */
181 /* like buttons. */
182 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
183 /* force into a player with a specified string WHEN TRIGGERED. */
184 #define DEAD_OBJECT 53
185 #define DRINK 54
186 #define MARKER 55 /* inserts an invisible, weightless */
187 /* force into a player with a specified string. */
188 #define HOLY_ALTAR 56
189 #define PLAYER_CHANGER 57
190 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191
192 #define PEACEMAKER 59 /* Object owned by a player which can convert */
193 /* a monster into a peaceful being incapable of attack. */
194 #define GEM 60
195
196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
197 #define FIREWALL 62
198 #define ANVIL 63
199 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
200 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
201 * values of last_sp set how to change:
202 * 0 = furious, all monsters become aggressive
203 * 1 = angry, all but friendly become aggressive
204 * 2 = calm, all aggressive monsters calm down
205 * 3 = sleep, all monsters fall asleep
206 * 4 = charm, monsters become pets */
207 #define EXIT 66
208 #define ENCOUNTER 67
209 #define SHOP_FLOOR 68
210 #define SHOP_MAT 69
211 #define RING 70
212 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
213 #define FLESH 72 /* animal 'body parts' -b.t. */
214 #define INORGANIC 73 /* metals and minerals */
215 #define SKILL_TOOL 74 /* Allows the use of a skill */
216 #define LIGHTER 75
217
218 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
219 * types are not used in any archetypes, and should perhaps be removed.
220 */
221 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222
223 #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
224 #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
226 in the engine. Like statues, clocks, chairs,...
227 If perhaps we create a function where we can sit
228 on chairs, we create a new type and remove all
229 chairs from here. */
230 #define MONSTER 80
231 /* yes, thats a real, living creature */
232 #define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */
234 #define LAMP 82 /* a lamp */
235 #define DUPLICATOR 83 /* duplicator/multiplier object */
236 #define TOOL 84 /* a tool for building objects */
237 #define SPELLBOOK 85
238 #define BUILDFAC 86 /* facilities for building objects */
239 #define CLOAK 87
240
241 /*#define CONE 88 */
242
243 /*#define AURA 89 *//* aura spell object */
244
245 #define SPINNER 90
246 #define GATE 91
247 #define BUTTON 92
248 #define CF_HANDLE 93
249 #define HOLE 94
250 #define TRAPDOOR 95
251
252 /*#define WORD_OF_RECALL 96 */
253
254 /*#define PARAIMAGE 97 */
255 #define SIGN 98
256 #define BOOTS 99
257 #define GLOVES 100
258 #define SPELL 101
259 #define SPELL_EFFECT 102
260 #define CONVERTER 103
261 #define BRACERS 104
262 #define POISONING 105
263 #define SAVEBED 106
264 #define POISONCLOUD 107
265 #define FIREHOLES 108
266 #define WAND 109
267
268 /*#define ABILITY 110*/
269 #define SCROLL 111
270 #define DIRECTOR 112
271 #define GIRDLE 113
272 #define FORCE 114
273 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
274 #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
275 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
276 #define CONTAINER 122
277 #define ARMOUR_IMPROVER 123
278 #define WEAPON_IMPROVER 124
279
280 /* unused: 125 - 129
281 * type 125 was MONEY_CHANGER
282 */
283 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
284 #define DEEP_SWAMP 138
285 #define IDENTIFY_ALTAR 139
286
287 /*#define CANCELLATION 141*//* not used with new spell code */
288 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289
290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291
292 /*#define SWARM_SPELL 153*/
293 #define RUNE 154
294 #define TRAP 155
295
296 #define POWER_CRYSTAL 156
297 #define CORPSE 157
298
299 #define DISEASE 158
300 #define SYMPTOM 159
301 #define BUILDER 160 /* Generic item builder, see subtypes */
302 #define MATERIAL 161/* Material for building */
303
304 /* #define GPS 162 Ground positionning system, moved to Python plugin */
305 #define ITEM_TRANSFORMER 163/* Transforming one item with another */
306 #define QUEST 164/* See below for subtypes */
307 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */
309
310 /* END TYPE DEFINE */
311
312 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
313
314 /* Subtypes for BUILDER */
315 #define ST_BD_BUILD 1 /* Builds an item */
316 #define ST_BD_REMOVE 2 /* Removes an item */
317
318 /* Subtypes for MATERIAL */
319 #define ST_MAT_FLOOR 1 /* Floor */
320 #define ST_MAT_WALL 2 /* Wall */
321 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
322
323 /* definitions for weapontypes */
324
325 #define WEAP_HIT 0 /* the basic */
326 #define WEAP_SLASH 1 /* slash */
327 #define WEAP_PIERCE 2 /* arrows, stiletto */
328 #define WEAP_CLEAVE 3 /* axe */
329 #define WEAP_SLICE 4 /* katana */
330 #define WEAP_STAB 5 /* knife, dagger */
331 #define WEAP_WHIP 6 /* whips n chains */
332 #define WEAP_CRUSH 7 /* big hammers, flails */
333 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
334
335 typedef struct typedata
336 {
337 int number;
338 const char *name;
339 const char *name_pl;
340 int identifyskill;
341 int identifyskill2;
342 } typedata;
343
344 extern const int ItemTypesSize;
345 extern typedata ItemTypes[];
346
347 /* definitions for detailed pickup descriptions.
348 * The objective is to define intelligent groups of items that the
349 * user can pick up or leave as he likes. */
350
351 /* high bit as flag for new pickup options */
352 #define PU_NOTHING 0x00000000
353
354 #define PU_DEBUG 0x10000000
355 #define PU_INHIBIT 0x20000000
356 #define PU_STOP 0x40000000
357 #define PU_NEWMODE 0x80000000
358
359 #define PU_RATIO 0x0000000F
360
361 #define PU_FOOD 0x00000010
362 #define PU_DRINK 0x00000020
363 #define PU_VALUABLES 0x00000040
364 #define PU_BOW 0x00000080
365
366 #define PU_ARROW 0x00000100
367 #define PU_HELMET 0x00000200
368 #define PU_SHIELD 0x00000400
369 #define PU_ARMOUR 0x00000800
370
371 #define PU_BOOTS 0x00001000
372 #define PU_GLOVES 0x00002000
373 #define PU_CLOAK 0x00004000
374 #define PU_KEY 0x00008000
375
376 #define PU_MISSILEWEAPON 0x00010000
377 #define PU_ALLWEAPON 0x00020000
378 #define PU_MAGICAL 0x00040000
379 #define PU_POTION 0x00080000
380
381 #define PU_SPELLBOOK 0x00100000
382 #define PU_SKILLSCROLL 0x00200000
383 #define PU_READABLES 0x00400000
384 #define PU_MAGIC_DEVICE 0x00800000
385
386 #define PU_NOT_CURSED 0x01000000
387 #define PU_JEWELS 0x02000000
388
389
390 /* Instead of using arbitrary constants for indexing the
391 * freearr, add these values. <= SIZEOFFREE1 will get you
392 * within 1 space. <= SIZEOFFREE2 wll get you withing
393 * 2 spaces, and the entire array (< SIZEOFFREE) is
394 * three spaces
395 */
396 #define SIZEOFFREE1 8
397 #define SIZEOFFREE2 24
398 #define SIZEOFFREE 49
399
400 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401
402 /* Flag structure now changed.
403 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object
405 * structure.
406 *
407 * Hopefully, since these offsets are integer constants set at run time,
408 * the compiler will reduce the macros something as simple as the
409 * old system was.
410 *
411 * Flags now have FLAG as the prefix. This to be clearer, and also
412 * to make sure F_ names are not still being used anyplace.
413 *
414 * The macros below assume that the flag size for each element is 32
415 * bits. IF it is smaller, bad things will happen. See structs.h
416 * for more info.
417 *
418 * All functions should use the macros below. In process of converting
419 * to the new system, I find several files that did not use the previous
420 * macros.
421 *
422 * If any FLAG's are or changed, make sure the flag_names structure in
423 * common/loader.l is updated.
424 *
425 * flags[0] is 0 to 31
426 * flags[1] is 32 to 63
427 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127
429 */
430
431 /* Basic routines to do above */
432 #define SET_FLAG(xyz, p) \
433 ((xyz)->flags[p/32] |= (1U << (p % 32)))
434 #define CLEAR_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436 #define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32)))
438 #define COMPARE_FLAGS(p,q) \
439 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \
444 )
445
446 /* convenience macros to determine what kind of things we are dealing with */
447
448 #define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450
451 #define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE)
455
456 #define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460
461 #define IS_ARROW(op) \
462 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465
466 /* This return TRUE if object has still randomitems which
467 * could be expanded.
468 */
469 #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470
471 /* the flags */
472
473 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474 #define FLAG_WIZ 1 /* Object has special privilegies */
475 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
476 #define FLAG_FREED 3 /* Object is in the list of free objects */
477 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
478 #define FLAG_APPLIED 5 /* Object is ready for use by living */
479 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
480 #define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */
482
483 #define FLAG_NO_PICK 8 /* Object can't be picked up */
484
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
488 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489
490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491
492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
493 #define FLAG_MONSTER 14 /* Will attack players */
494 #define FLAG_FRIENDLY 15 /* Will help players */
495
496 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498 #define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */
500 #define FLAG_TREASURE 19 /* Will generate treasure when applied */
501 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
502 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
504 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508
509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510
511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
512 #define FLAG_IS_USED_UP 28
513 /* When (--food<0) the object will exit */
514 #define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */
516 #define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */
518 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519
520 /* Start of values in flags[1] */
521 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522 #define FLAG_HITBACK 33 /* Object will hit back when hit */
523 #define FLAG_STARTEQUIP 34
524 /* Object was given to player at start */
525 #define FLAG_BLOCKSVIEW 35
526 /* Object blocks view */
527 #define FLAG_UNDEAD 36 /* Monster is undead */
528 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
529 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
530 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
531
532 #define FLAG_REFL_SPELL 40
533 /* Spells (some) will reflect from object */
534 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
535 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
536 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
538 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */
540
541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542 thru this object as if it wasn't there */
543
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545
546 #define FLAG_PICK_UP 48 /* Can pick up */
547 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548 #define FLAG_NO_DROP 50 /* Object can't be dropped */
549 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
550 #define FLAG_CAST_SPELL 52
551 /* (Monster) can learn and cast spells */
552 #define FLAG_USE_SCROLL 53
553 /* (Monster) can read scroll */
554 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
555 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
556
557 #define FLAG_USE_ARMOUR 56
558 /* (Monster) can wear armour/shield/helmet */
559 #define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */
561 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
562 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
563 #define FLAG_READY_BOW 60 /* not implemented yet */
564 #define FLAG_XRAYS 61 /* X-ray vision */
565 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
566 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
567
568 /* Start of values in flags[2] */
569 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
571 #define FLAG_SLEEP 66 /* NPC is sleeping */
572 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
574 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
575 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
576 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
577
578 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
579 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
580 #define FLAG_CURSED 74 /* The object is cursed */
581 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
582 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
583 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
584 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
585 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
586
587 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
589 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590
591 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
592 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593 #define FLAG_MAKE_INVIS 85
594 /* (Item) gives invisibility when applied */
595 #define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */
597 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
598
599 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
600 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
601 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
602 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
603 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
605 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608
609 /* Start of values in flags[3] */
610 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
611 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
612 * away (replaces ghosthit)
613 */
614 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
615 * detect cases were the server is trying
616 * to send an upditem when we have not
617 * actually sent the item.
618 */
619
620 #define FLAG_BERSERK 99 /* monster will attack closest living
621 object */
622 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
623 #define FLAG_NO_ATTACK 101 /* monster don't attack */
624 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
626 * load_original_map() */
627 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
628 * the overlay, and is not subject to
629 * decay. */
630 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
631 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
632 #define FLAG_IS_WATER 107
633 #define FLAG_CONTENT_ON_GEN 108
634 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
635 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
636 #define FLAG_AFK 111 /* Player is AFK */
637 #define NUM_FLAGS 111 /* Should always be equal to the last
638 * defined flag. If you change this,
639 * make sure you update the flag_links
640 * in common/loader.l
641 */
642
643 /* Values can go up to 127 before the size of the flags array in the
644 * object structure needs to be enlarged.
645 * So there are 18 available flags slots
646 */
647
648
649 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650
651 #if 0
652
653 /* These should no longer be needed - access move_slow_penalty
654 * directly.
655 */
656 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657 # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658 #endif
659
660 /* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also.
663 */
664 #define MOVE_WALK 0x1 /* Object walks */
665 #define MOVE_FLY_LOW 0x2 /* Low flying object */
666 #define MOVE_FLY_HIGH 0x4 /* High flying object */
667 #define MOVE_FLYING 0x6
668 /* Combo of fly_low and fly_high */
669 #define MOVE_SWIM 0x8 /* Swimming object */
670 #define MOVE_BOAT 0x10 /* Boats/sailing */
671 #define MOVE_ALL 0x1f /* Mask of all movement types */
672
673 /* the normal assumption is that objects are walking/flying.
674 * So often we don't want to block movement, but still don't want
675 * to allow all types (swimming is rather specialized) - I also
676 * expect as more movement types show up, this is likely to get
677 * updated. Basically, this is the default for spaces that allow
678 * movement - anything but swimming right now. If you really
679 * want nothing at all, then can always set move_block to 0
680 */
681 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
682
683 /* typdef here to define type large enough to hold bitmask of
684 * all movement types. Make one declaration so easy to update.
685 * uint8 is defined yet, so just use what that would define it
686 * at anyways.
687 */
688 typedef unsigned char MoveType;
689
690 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
691 * Basically, ob2 has to block all of ob1 movement types.
692 */
693 #define OB_MOVE_BLOCK(ob1, ob2) \
694 ((ob1->move_type & ob2->move_block) == ob1->move_type)
695
696 /* Basic macro to see if if ob1 can not move onto a space based
697 * on the 'type' move_block parameter
698 * Add check - if type is 0, don't stop anything from moving
699 * onto it.
700 *
701 */
702 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
704
705
706 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
709
710 /* Note: These values are only a default value, resizing can change them */
711 #define INV_SIZE 12 /* How many items can be viewed in inventory */
712 #define LOOK_SIZE 6 /* ditto, but for the look-window */
713 #define MAX_INV_SIZE 40 /* For initializing arrays */
714 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
715
716 #define EDITABLE(xyz) ((xyz)->arch->editable)
717
718 #define E_MONSTER 0x00000001
719 #define E_EXIT 0x00000002
720 #define E_TREASURE 0x00000004
721 #define E_BACKGROUND 0x00000008
722 #define E_DOOR 0x00000010
723 #define E_SPECIAL 0x00000020
724 #define E_SHOP 0x00000040
725 #define E_NORMAL 0x00000080
726 #define E_FALSE_WALL 0x00000100
727 #define E_WALL 0x00000200
728 #define E_EQUIPMENT 0x00000400
729 #define E_OTHER 0x00000800
730 #define E_ARTIFACT 0x00001000
731
732 #define EXIT_PATH(xyz) (xyz)->slaying
733 #define EXIT_LEVEL(xyz) (xyz)->stats.food
734 #define EXIT_X(xyz) (xyz)->stats.hp
735 #define EXIT_Y(xyz) (xyz)->stats.sp
736 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738
739 /* for use by the lighting code */
740 #define MAX_LIGHT_RADII 4
741 /* max radii for 'light' object, really
742 * large values allow objects that can
743 * slow down the game */
744 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * practical reason to exceed this */
746 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
747 MAX_LIGHT_RADII:(xyz)->glow_radius;
748
749 #define F_BUY 0
750 #define F_SELL 1
751 #define F_TRUE 2 /* True value of item, unadjusted */
752 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
753 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
754 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
755 #define F_APPROX 32 /* flag to give a guess of item value */
756 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
757
758 #define DIRX(xyz) freearr_x[(xyz)->direction]
759 #define DIRY(xyz) freearr_y[(xyz)->direction]
760
761 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
762 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
763
764 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
765 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
766 #define WEAPON_SPEED(xyz) (xyz)->last_sp
767
768 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
769 each of them signed char, concatenated in a int16 */
770 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
771 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
772 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773 #define FIRE_DIRECTIONAL 0
774 #define FIRE_POSITIONAL 1
775
776 /******************************************************************************/
777
778 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
780 /******************************************************************************/
781
782 /* if your monsters start acting wierd, mail me */
783
784 /******************************************************************************/
785
786 /* the following definitions are for the attack_movement variable in monsters */
787
788 /* if the attack_variable movement is left out of the monster archetype, or is*/
789
790 /* set to zero */
791
792 /* the standard mode of movement from previous versions of crossfire will be */
793
794 /* used. the upper four bits of movement data are not in effect when the monst*/
795
796 /* er has an enemy. these should only be used for non agressive monsters. */
797
798 /* to program a monsters movement add the attack movement numbers to the movem*/
799
800 /* ment numbers example a monster that moves in a circle until attacked and */
801
802 /* then attacks from a distance: */
803
804 /* CIRCLE1 = 32 */
805
806 /* + DISTATT = 1 */
807
808 /* ------------------- */
809
810 /* attack_movement = 33 */
811
812 /******************************************************************************/
813 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 /* attack from a distance - good for missile users only */
815 #define RUNATT 2 /* run but attack if player catches up to object */
816 #define HITRUN 3 /* run to then hit player then run away cyclicly */
817 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
818 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
819 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
820 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
821 #define WAIT2 8 /* monster does not try to move towards player if far */
822 /* maintains comfortable distance */
823 #define PETMOVE 16 /* if the upper four bits of attack_movement */
824 /* are set to this number, the monster follows a player */
825 /* until the owner calls it back or off */
826 /* player followed denoted by 0b->owner */
827 /* the monster will try to attack whatever the player is */
828 /* attacking, and will continue to do so until the owner */
829 /* calls off the monster - a key command will be */
830 /* inserted to do so */
831 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
832 /* are set to this number, the monster will move in a */
833 /* circle until it is attacked, or the enemy field is */
834 /* set, this is good for non-aggressive monsters and NPC */
835 #define CIRCLE2 48 /* same as above but a larger circle is used */
836 #define PACEH 64 /* The Monster will pace back and forth until attacked */
837 /* this is HORIZONTAL movement */
838 #define PACEH2 80 /* the monster will pace as above but the length of the */
839 /* pace area is longer and the monster stops before */
840 /* changing directions */
841 /* this is HORIZONTAL movement */
842 #define RANDO 96 /* the monster will go in a random direction until */
843 /* it is stopped by an obstacle, then it chooses another */
844 /* direction. */
845 #define RANDO2 112 /* constantly move in a different random direction */
846 #define PACEV 128 /* The Monster will pace back and forth until attacked */
847 /* this is VERTICAL movement */
848 #define PACEV2 144 /* the monster will pace as above but the length of the */
849 /* pace area is longer and the monster stops before */
850 /* changing directions */
851 /* this is VERTICAL movement */
852 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853 #define HI4 240
854
855 /*
856 * Use of the state-variable in player objects:
857 */
858
859 #define ST_PLAYING 0
860 #define ST_PLAY_AGAIN 1
861 #define ST_ROLL_STAT 2
862 #define ST_CHANGE_CLASS 3
863 #define ST_CONFIRM_QUIT 4
864 #define ST_CONFIGURE 5
865 #define ST_GET_NAME 6
866 #define ST_GET_PASSWORD 7
867 #define ST_CONFIRM_PASSWORD 8
868 #define ST_GET_PARTY_PASSWORD 10
869
870 #define BLANK_FACE_NAME "blank.111"
871 #define EMPTY_FACE_NAME "empty.111"
872 #define DARK_FACE1_NAME "dark1.111"
873 #define DARK_FACE2_NAME "dark2.111"
874 #define DARK_FACE3_NAME "dark3.111"
875 #define SMOOTH_FACE_NAME "default_smoothed.111"
876
877 /*
878 * Defines for the luck/random functions to make things more readable
879 */
880
881 #define PREFER_HIGH 1
882 #define PREFER_LOW 0
883
884 /* Simple function we use below to keep adding to the same string
885 * but also make sure we don't overwrite that string.
886 */
887 static inline void
888 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
889 {
890 if (*curlen == (maxlen - 1))
891 return;
892
893 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
894 dest[maxlen - 1] = 0;
895 *curlen += strlen (orig);
896
897 if (*curlen > (maxlen - 1))
898 *curlen = maxlen - 1;
899 }
900
901
902 /* The SAFE versions of these call the safe_strcat function above.
903 * Ideally, all functions should use the SAFE functions, but they
904 * require some extra support in the calling function to remain as
905 * efficient.
906 */
907 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
908 if(variable) { \
909 int i,j=0; \
910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
911 for(i=0; i<NROFATTACKS; i++) \
912 if(variable & (1<<i)) { \
913 if (j) \
914 safe_strcat(retbuf,", ", len, maxlen); \
915 else \
916 j = 1; \
917 safe_strcat(retbuf, attacks[i], len, maxlen); \
918 } \
919 safe_strcat(retbuf,")",len,maxlen); \
920 }
921
922
923 /* separated this from the common/item.c file. b.t. Dec 1995 */
924
925 #define DESCRIBE_ABILITY(retbuf, variable, name) \
926 if(variable) { \
927 int i,j=0; \
928 strcat(retbuf,"(" name ": "); \
929 for(i=0; i<NROFATTACKS; i++) \
930 if(variable & (1<<i)) { \
931 if (j) \
932 strcat(retbuf,", "); \
933 else \
934 j = 1; \
935 strcat(retbuf, attacks[i]); \
936 } \
937 strcat(retbuf,")"); \
938 }
939
940
941 #define DESCRIBE_PATH(retbuf, variable, name) \
942 if(variable) { \
943 int i,j=0; \
944 strcat(retbuf,"(" name ": "); \
945 for(i=0; i<NRSPELLPATHS; i++) \
946 if(variable & (1<<i)) { \
947 if (j) \
948 strcat(retbuf,", "); \
949 else \
950 j = 1; \
951 strcat(retbuf, spellpathnames[i]); \
952 } \
953 strcat(retbuf,")"); \
954 }
955
956
957 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
958 if(variable) { \
959 int i,j=0; \
960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
961 for(i=0; i<NRSPELLPATHS; i++) \
962 if(variable & (1<<i)) { \
963 if (j) \
964 safe_strcat(retbuf,", ", len, maxlen); \
965 else \
966 j = 1; \
967 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
968 } \
969 safe_strcat(retbuf,")", len, maxlen); \
970 }
971
972 /* Flags for apply_special() */
973 enum apply_flag
974 {
975 /* Basic flags, always use one of these */
976 AP_NULL = 0,
977 AP_APPLY = 1,
978 AP_UNAPPLY = 2,
979
980 AP_BASIC_FLAGS = 15,
981
982 /* Optional flags, for bitwise or with a basic flag */
983 AP_NO_MERGE = 16,
984 AP_IGNORE_CURSE = 32,
985 AP_PRINT = 64 /* Print what to do, don't actually do it */
986 /* Note this is supported in all the functions */
987 };
988
989 /* Bitmask values for 'can_apply_object()' return values.
990 * the CAN_APPLY_ prefix is to just note what function the
991 * are returned from.
992 *
993 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
994 * location who doesn't have.
995 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
996 * this basically means one of the FLAGS are set saying you can't
997 * use this.
998 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
999 * if this object can do anything to use this object. If the value
1000 * returned from can_apply_object() anded with the mask is non zero,
1001 * then it is out of the control of this creature to use the item.
1002 * otherwise it means that by unequipping stuff, they could apply the object
1003 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
1004 * this.
1005 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
1006 * unapplied before this can be applied. Think of switching to
1007 * a bow but you have a sword & shield - both the sword and
1008 * shield need to be uneqipped before you can do the bow.
1009 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
1010 * this one can be applied. Think of rings - human is wearing two
1011 * rings and tries to apply one - there are two possible rings he
1012 * could remove.
1013 *
1014 */
1015 #define CAN_APPLY_NEVER 0x1
1016 #define CAN_APPLY_RESTRICTION 0x2
1017 #define CAN_APPLY_NOT_MASK 0xf
1018 #define CAN_APPLY_UNAPPLY 0x10
1019 #define CAN_APPLY_UNAPPLY_MULT 0x20
1020 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021
1022 /* Cut off point of when an object is put on the active list or not */
1023 #define MIN_ACTIVE_SPEED 0.00001
1024
1025 /*
1026 * random() is much better than rand(). If you have random(), use it instead.
1027 * You shouldn't need to change any of this
1028 *
1029 * 0.93.3: It looks like linux has random (previously, it was set below
1030 * to use rand). Perhaps old version of linux lack rand? IF you run into
1031 * problems, add || defined(__linux__) the #if immediately below.
1032 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here.
1035 */
1036
1037 #ifdef HAVE_SRANDOM
1038 # define RANDOM() random()
1039 # define SRANDOM(xyz) srandom(xyz)
1040 #else
1041 # ifdef HAVE_SRAND48
1042 # define RANDOM() lrand48()
1043 # define SRANDOM(xyz) srand48(xyz)
1044 # else
1045 # ifdef HAVE_SRAND
1046 # define RANDOM() rand()
1047 # define SRANDOM(xyz) srand(xyz)
1048 # else
1049 # error "Could not find a usable random routine"
1050 # endif
1051 # endif
1052 #endif
1053
1054 /* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account.
1056 */
1057 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1058
1059
1060 /* Code fastening defines
1061 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1062 * buf__ and increment buf__ position so it will point to the end of buf__.
1063 * the '\0' caracter will not be put at end of buf__.
1064 * use preparefastcat and finishfastcat on buf__ to prepare
1065 * and clean up the string. (Lots faster than doing each time...)
1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1067 * keep in mind FAST_STRNCAT is faster since length of second argument is
1068 * kown in advance.
1069 */
1070
1071 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075
1076 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros)
1078 */
1079
1080 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1082
1083
1084
1085
1086
1087
1088
1089 /*
1090 * Warning!
1091 * If you add message types here, don't forget
1092 * to keep the client up to date too!
1093 */
1094
1095
1096 /* message types */
1097 #define MSG_TYPE_BOOK 1
1098 #define MSG_TYPE_CARD 2
1099 #define MSG_TYPE_PAPER 3
1100 #define MSG_TYPE_SIGN 4
1101 #define MSG_TYPE_MONUMENT 5
1102 #define MSG_TYPE_SCRIPTED_DIALOG 6
1103 #define MSG_TYPE_MOTD 7
1104 #define MSG_TYPE_ADMIN 8
1105 #define MSG_TYPE_LAST 9
1106
1107 #define MSG_SUBTYPE_NONE 0
1108
1109 /* book messages subtypes */
1110 #define MSG_TYPE_BOOK_CLASP_1 1
1111 #define MSG_TYPE_BOOK_CLASP_2 2
1112 #define MSG_TYPE_BOOK_ELEGANT_1 3
1113 #define MSG_TYPE_BOOK_ELEGANT_2 4
1114 #define MSG_TYPE_BOOK_QUARTO_1 5
1115 #define MSG_TYPE_BOOK_QUARTO_2 6
1116 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1117 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1118 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1119 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1120 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1121
1122 /* card messages subtypes*/
1123 #define MSG_TYPE_CARD_SIMPLE_1 1
1124 #define MSG_TYPE_CARD_SIMPLE_2 2
1125 #define MSG_TYPE_CARD_SIMPLE_3 3
1126 #define MSG_TYPE_CARD_ELEGANT_1 4
1127 #define MSG_TYPE_CARD_ELEGANT_2 5
1128 #define MSG_TYPE_CARD_ELEGANT_3 6
1129 #define MSG_TYPE_CARD_STRANGE_1 7
1130 #define MSG_TYPE_CARD_STRANGE_2 8
1131 #define MSG_TYPE_CARD_STRANGE_3 9
1132 #define MSG_TYPE_CARD_MONEY_1 10
1133 #define MSG_TYPE_CARD_MONEY_2 11
1134 #define MSG_TYPE_CARD_MONEY_3 12
1135
1136 /* Paper messages subtypes */
1137 #define MSG_TYPE_PAPER_NOTE_1 1
1138 #define MSG_TYPE_PAPER_NOTE_2 2
1139 #define MSG_TYPE_PAPER_NOTE_3 3
1140 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1141 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1142 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1143 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1144 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1145 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1146 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1147 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1148 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1149 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1150 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1151
1152 /* road signs messages subtypes */
1153 #define MSG_TYPE_SIGN_BASIC 1
1154 #define MSG_TYPE_SIGN_DIR_LEFT 2
1155 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1156 #define MSG_TYPE_SIGN_DIR_BOTH 4
1157
1158 /* stones and monument messages */
1159 #define MSG_TYPE_MONUMENT_STONE_1 1
1160 #define MSG_TYPE_MONUMENT_STONE_2 2
1161 #define MSG_TYPE_MONUMENT_STONE_3 3
1162 #define MSG_TYPE_MONUMENT_STATUE_1 4
1163 #define MSG_TYPE_MONUMENT_STATUE_2 5
1164 #define MSG_TYPE_MONUMENT_STATUE_3 6
1165 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1166 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1167 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1168 #define MSG_TYPE_MONUMENT_WALL_1 10
1169 #define MSG_TYPE_MONUMENT_WALL_2 11
1170 #define MSG_TYPE_MONUMENT_WALL_3 12
1171
1172 /*some readable flags*/
1173
1174 /* dialog messsage */
1175 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1176 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1177 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1178
1179 /* admin messages */
1180 #define MSG_TYPE_ADMIN_RULES 1
1181 #define MSG_TYPE_ADMIN_NEWS 2
1182
1183 #endif /* DEFINE_H */
1184