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/cvs/deliantra/server/include/define.h
Revision: 1.12
Committed: Fri Sep 29 11:53:08 2006 UTC (17 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +0 -1 lines
Log Message:
enlarge killer and other fields, do not use silly BIG_NAME with no meaning.

File Contents

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