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/cvs/deliantra/server/include/define.h
Revision: 1.18
Committed: Mon Dec 18 02:35:01 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +3 -13 lines
Log Message:
- remove recycle_tmp_maps setting (hardwired to true)
- replace object->flags by std::bitset, seems to be way
  more efficient, for some unexplainable and not looked-into reason.
  its way cleaner, too...

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@schmorp.de
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 #include <autoconf.h>
49
50 #define FONTDIR ""
51 #define FONTNAME ""
52
53 /* Decstations have trouble with fabs()... */
54 #define FABS(x) ((x)<0?-(x):(x))
55
56 #ifdef __NetBSD__
57 # include <sys/param.h>
58 #endif
59 #ifndef MIN
60 # define MIN(x,y) ((x)<(y)?(x):(y))
61 #endif
62 #ifndef MAX
63 # define MAX(x,y) ((x)>(y)?(x):(y))
64 #endif
65
66 /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67 #ifndef NAME_MAX
68 # define NAME_MAX 255
69 #endif
70
71 /* MAX3 is basically like MAX, but instead does 3 values. */
72 #ifndef MAX3
73 # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74 #endif
75
76 /* MIN3 is basically like MIN, but instead does 3 values. */
77 #ifndef MIN3
78 # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79 #endif
80
81 #define MAX_STAT 30 /* The maximum legal value of any stat */
82 #define MIN_STAT 1 /* The minimum legal value of any stat */
83
84 #define MAX_BUF 1024
85 /* Used for all kinds of things */
86 #define VERY_BIG_BUF 2048
87 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
88 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89
90 #define FONTSIZE 3000 /* Max chars in font */
91
92 #define MAX_ANIMATIONS 256
93
94 #define MAX_NAME 48
95 #define MAX_EXT_TITLE 98
96
97 /* Fatal variables: */
98 #define OUT_OF_MEMORY 0
99 #define MAP_ERROR 1
100 #define ARCHTABLE_TOO_SMALL 2
101 #define TOO_MANY_ERRORS 3
102
103 /* TYPE DEFINES */
104
105 /* Only add new values to this list if somewhere in the program code,
106 * it is actually needed. Just because you add a new monster does not
107 * mean it has to have a type defined here. That only needs to happen
108 * if in some .c file, it needs to do certain special actions based on
109 * the monster type, that can not be handled by any of the numerous
110 * flags
111 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c
113 */
114
115 /* type 0 will be undefined and shows a non valid type information */
116
117 #define PLAYER 1
118 #define TRANSPORT 2 /* see doc/Developers/objects */
119 #define ROD 3
120 #define TREASURE 4
121 #define POTION 5
122 #define FOOD 6
123 #define POISON 7
124 #define BOOK 8
125 #define CLOCK 9
126
127 /*#define FBULLET 10 */
128
129 /*#define FBALL 11 */
130 #define LIGHTNING 12
131 #define ARROW 13
132 #define BOW 14
133 #define WEAPON 15
134 #define ARMOUR 16
135 #define PEDESTAL 17
136 #define ALTAR 18
137
138 /*#define CONFUSION 19 */
139 #define LOCKED_DOOR 20
140 #define SPECIAL_KEY 21
141 #define MAP 22
142 #define DOOR 23
143 #define KEY 24
144
145 /*#define MMISSILE 25 */
146 #define TIMED_GATE 26
147 #define TRIGGER 27
148 #define GRIMREAPER 28
149 #define MAGIC_EAR 29
150 #define TRIGGER_BUTTON 30
151 #define TRIGGER_ALTAR 31
152 #define TRIGGER_PEDESTAL 32
153 #define SHIELD 33
154 #define HELMET 34
155 #define HORN 35
156 #define MONEY 36
157 #define CLASS 37 /* object for applying character class modifications to someone */
158 #define GRAVESTONE 38
159 #define AMULET 39
160 #define PLAYERMOVER 40
161 #define TELEPORTER 41
162 #define CREATOR 42
163 #define SKILL 43 /* also see SKILL_TOOL (74) below */
164 #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167 #define EARTHWALL 45
168 #define GOLEM 46
169
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
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194 #define FIREWALL 62
195 #define ANVIL 63
196 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */
204 #define EXIT 66
205 #define ENCOUNTER 67
206 #define SHOP_FLOOR 68
207 #define SHOP_MAT 69
208 #define RING 70
209 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
210 #define FLESH 72 /* animal 'body parts' -b.t. */
211 #define INORGANIC 73 /* metals and minerals */
212 #define SKILL_TOOL 74 /* Allows the use of a skill */
213 #define LIGHTER 75
214
215 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219
220 #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
221 #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all
226 chairs from here. */
227 #define MONSTER 80
228 /* yes, thats a real, living creature */
229 #define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231 #define LAMP 82 /* a lamp */
232 #define DUPLICATOR 83 /* duplicator/multiplier object */
233 #define TOOL 84 /* a tool for building objects */
234 #define SPELLBOOK 85
235 #define BUILDFAC 86 /* facilities for building objects */
236 #define CLOAK 87
237
238 /*#define CONE 88 */
239
240 /*#define AURA 89 *//* aura spell object */
241
242 #define SPINNER 90
243 #define GATE 91
244 #define BUTTON 92
245 #define CF_HANDLE 93
246 #define HOLE 94
247 #define TRAPDOOR 95
248
249 /*#define WORD_OF_RECALL 96 */
250
251 /*#define PARAIMAGE 97 */
252 #define SIGN 98
253 #define BOOTS 99
254 #define GLOVES 100
255 #define SPELL 101
256 #define SPELL_EFFECT 102
257 #define CONVERTER 103
258 #define BRACERS 104
259 #define POISONING 105
260 #define SAVEBED 106
261 #define POISONCLOUD 107
262 #define FIREHOLES 108
263 #define WAND 109
264
265 /*#define ABILITY 110*/
266 #define SCROLL 111
267 #define DIRECTOR 112
268 #define GIRDLE 113
269 #define FORCE 114
270 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271 #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
272 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273 #define CONTAINER 122
274 #define ARMOUR_IMPROVER 123
275 #define WEAPON_IMPROVER 124
276
277 /* unused: 125 - 129
278 * type 125 was MONEY_CHANGER
279 */
280 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
281 #define DEEP_SWAMP 138
282 #define IDENTIFY_ALTAR 139
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289 /*#define SWARM_SPELL 153*/
290 #define RUNE 154
291 #define TRAP 155
292
293 #define POWER_CRYSTAL 156
294 #define CORPSE 157
295
296 #define DISEASE 158
297 #define SYMPTOM 159
298 #define BUILDER 160 /* Generic item builder, see subtypes */
299 #define MATERIAL 161/* Material for building */
300
301 /* #define GPS 162 Ground positionning system, moved to Python plugin */
302 #define ITEM_TRANSFORMER 163/* Transforming one item with another */
303 #define QUEST 164/* See below for subtypes */
304 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306
307 /* END TYPE DEFINE */
308
309 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310
311 /* Subtypes for BUILDER */
312 #define ST_BD_BUILD 1 /* Builds an item */
313 #define ST_BD_REMOVE 2 /* Removes an item */
314
315 /* Subtypes for MATERIAL */
316 #define ST_MAT_FLOOR 1 /* Floor */
317 #define ST_MAT_WALL 2 /* Wall */
318 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
319
320 /* definitions for weapontypes */
321
322 #define WEAP_HIT 0 /* the basic */
323 #define WEAP_SLASH 1 /* slash */
324 #define WEAP_PIERCE 2 /* arrows, stiletto */
325 #define WEAP_CLEAVE 3 /* axe */
326 #define WEAP_SLICE 4 /* katana */
327 #define WEAP_STAB 5 /* knife, dagger */
328 #define WEAP_WHIP 6 /* whips n chains */
329 #define WEAP_CRUSH 7 /* big hammers, flails */
330 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
331
332 typedef struct typedata
333 {
334 int number;
335 const char *name;
336 const char *name_pl;
337 int identifyskill;
338 int identifyskill2;
339 } typedata;
340
341 extern const int ItemTypesSize;
342 extern typedata ItemTypes[];
343
344 /* definitions for detailed pickup descriptions.
345 * The objective is to define intelligent groups of items that the
346 * user can pick up or leave as he likes. */
347
348 /* high bit as flag for new pickup options */
349 #define PU_NOTHING 0x00000000
350
351 #define PU_DEBUG 0x10000000
352 #define PU_INHIBIT 0x20000000
353 #define PU_STOP 0x40000000
354 #define PU_NEWMODE 0x80000000
355
356 #define PU_RATIO 0x0000000F
357
358 #define PU_FOOD 0x00000010
359 #define PU_DRINK 0x00000020
360 #define PU_VALUABLES 0x00000040
361 #define PU_BOW 0x00000080
362
363 #define PU_ARROW 0x00000100
364 #define PU_HELMET 0x00000200
365 #define PU_SHIELD 0x00000400
366 #define PU_ARMOUR 0x00000800
367
368 #define PU_BOOTS 0x00001000
369 #define PU_GLOVES 0x00002000
370 #define PU_CLOAK 0x00004000
371 #define PU_KEY 0x00008000
372
373 #define PU_MISSILEWEAPON 0x00010000
374 #define PU_ALLWEAPON 0x00020000
375 #define PU_MAGICAL 0x00040000
376 #define PU_POTION 0x00080000
377
378 #define PU_SPELLBOOK 0x00100000
379 #define PU_SKILLSCROLL 0x00200000
380 #define PU_READABLES 0x00400000
381 #define PU_MAGIC_DEVICE 0x00800000
382
383 #define PU_NOT_CURSED 0x01000000
384 #define PU_JEWELS 0x02000000
385 #define PU_FLESH 0x04000000
386
387
388 /* Instead of using arbitrary constants for indexing the
389 * freearr, add these values. <= SIZEOFFREE1 will get you
390 * within 1 space. <= SIZEOFFREE2 wll get you withing
391 * 2 spaces, and the entire array (< SIZEOFFREE) is
392 * three spaces
393 */
394 #define SIZEOFFREE1 8
395 #define SIZEOFFREE2 24
396 #define SIZEOFFREE 49
397
398 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399
400 /* Flag structure now changed.
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in
421 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */
428
429 /* Basic routines to do above */
430 #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
431 #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
432 #define QUERY_FLAG(obj, flag) (obj)->flags[flag]
433
434 /* convenience macros to determine what kind of things we are dealing with */
435
436 #define IS_WEAPON(op) \
437 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
438
439 #define IS_ARMOR(op) \
440 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
441 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
442 op->type == BRACERS || op->type == GIRDLE)
443
444 #define IS_LIVE(op) \
445 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
446 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
447 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
448
449 #define IS_ARROW(op) \
450 (op->type==ARROW || \
451 (op->type==SPELL_EFFECT && \
452 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
453
454 /* This return TRUE if object has still randomitems which
455 * could be expanded.
456 */
457 #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459 /* the flags */
460
461 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
462 #define FLAG_WIZ 1 /* Object has special privilegies */
463 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
464 #define FLAG_FREED 3 /* Object is in the list of free objects */
465 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
466 #define FLAG_APPLIED 5 /* Object is ready for use by living */
467 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
468 #define FLAG_USE_SHIELD 7
469 /* Can this creature use a shield? */
470
471 #define FLAG_NO_PICK 8 /* Object can't be picked up */
472
473 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
474
475 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
476 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
477
478 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
479
480 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
481 #define FLAG_MONSTER 14 /* Will attack players */
482 #define FLAG_FRIENDLY 15 /* Will help players */
483
484 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
485 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
486 #define FLAG_AUTO_APPLY 18
487 /* Will be applied when created */
488 #define FLAG_TREASURE 19 /* Will generate treasure when applied */
489 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
490 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
491 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
492 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
493 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
494
495 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
496
497 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
498
499 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
500 #define FLAG_IS_USED_UP 28
501 /* When (--food<0) the object will exit */
502 #define FLAG_IDENTIFIED 29
503 /* Player knows full info about item */
504 #define FLAG_REFLECTING 30
505 /* Object reflects from walls (lightning) */
506 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
507
508 /* Start of values in flags[1] */
509 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
510 #define FLAG_HITBACK 33 /* Object will hit back when hit */
511 #define FLAG_STARTEQUIP 34
512 /* Object was given to player at start */
513 #define FLAG_BLOCKSVIEW 35
514 /* Object blocks view */
515 #define FLAG_UNDEAD 36 /* Monster is undead */
516 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
517 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
518 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
519
520 #define FLAG_REFL_SPELL 40
521 /* Spells (some) will reflect from object */
522 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
523 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
524 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
525 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
526 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
527 but can still attack at a distance */
528
529 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
530 thru this object as if it wasn't there */
531
532 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
533
534 #define FLAG_PICK_UP 48 /* Can pick up */
535 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
536 #define FLAG_NO_DROP 50 /* Object can't be dropped */
537 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
538 #define FLAG_CAST_SPELL 52
539 /* (Monster) can learn and cast spells */
540 #define FLAG_USE_SCROLL 53
541 /* (Monster) can read scroll */
542 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
543 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
544
545 #define FLAG_USE_ARMOUR 56
546 /* (Monster) can wear armour/shield/helmet */
547 #define FLAG_USE_WEAPON 57
548 /* (Monster) can wield weapons */
549 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
550 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
551 #define FLAG_READY_BOW 60 /* not implemented yet */
552 #define FLAG_XRAYS 61 /* X-ray vision */
553 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
554 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
555
556 /* Start of values in flags[2] */
557 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
558 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
559 #define FLAG_SLEEP 66 /* NPC is sleeping */
560 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
561 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
562 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
563 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
564 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
565
566 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
567 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
568 #define FLAG_CURSED 74 /* The object is cursed */
569 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
570 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
571 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
572 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
573 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
574
575 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
576 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
577 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
578
579 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
580 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
581 #define FLAG_MAKE_INVIS 85
582 /* (Item) gives invisibility when applied */
583 #define FLAG_INV_LOCKED 86
584 /* Item will not be dropped from inventory */
585 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
586
587 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
588 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
589 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
590 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
591 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
592 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
593 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
594
595 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
596
597 /* Start of values in flags[3] */
598 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
599 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
600 * away (replaces ghosthit)
601 */
602 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
603 * detect cases were the server is trying
604 * to send an upditem when we have not
605 * actually sent the item.
606 */
607
608 #define FLAG_BERSERK 99 /* monster will attack closest living
609 object */
610 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
611 #define FLAG_NO_ATTACK 101 /* monster don't attack */
612 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
613 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
614 * load_original_map() */
615 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
616 * the overlay, and is not subject to
617 * decay. */
618 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
619 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
620 #define FLAG_IS_WATER 107
621 #define FLAG_CONTENT_ON_GEN 108
622 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
623 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
624 #define FLAG_AFK 111 /* Player is AFK */
625 #define NUM_FLAGS 111 /* Should always be equal to the last
626 * defined flag. If you change this,
627 * make sure you update the flag_links
628 * in common/loader.l
629 */
630
631 /* Values can go up to 127 before the size of the flags array in the
632 * object structure needs to be enlarged.
633 * So there are 18 available flags slots
634 */
635
636
637 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
638
639 #if 0
640
641 /* These should no longer be needed - access move_slow_penalty
642 * directly.
643 */
644 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
645 # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
646 #endif
647
648 /* If you add new movement types, you may need to update
649 * describe_item() so properly describe those types.
650 * change_abil() probably should be updated also.
651 */
652 #define MOVE_WALK 0x1 /* Object walks */
653 #define MOVE_FLY_LOW 0x2 /* Low flying object */
654 #define MOVE_FLY_HIGH 0x4 /* High flying object */
655 #define MOVE_FLYING 0x6
656 /* Combo of fly_low and fly_high */
657 #define MOVE_SWIM 0x8 /* Swimming object */
658 #define MOVE_BOAT 0x10 /* Boats/sailing */
659 #define MOVE_ALL 0x1f /* Mask of all movement types */
660
661 /* the normal assumption is that objects are walking/flying.
662 * So often we don't want to block movement, but still don't want
663 * to allow all types (swimming is rather specialized) - I also
664 * expect as more movement types show up, this is likely to get
665 * updated. Basically, this is the default for spaces that allow
666 * movement - anything but swimming right now. If you really
667 * want nothing at all, then can always set move_block to 0
668 */
669 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
670
671 /* typdef here to define type large enough to hold bitmask of
672 * all movement types. Make one declaration so easy to update.
673 * uint8 is defined yet, so just use what that would define it
674 * at anyways.
675 */
676 typedef unsigned char MoveType;
677
678 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
679 * Basically, ob2 has to block all of ob1 movement types.
680 */
681 #define OB_MOVE_BLOCK(ob1, ob2) \
682 ((ob1->move_type & ob2->move_block) == ob1->move_type)
683
684 /* Basic macro to see if if ob1 can not move onto a space based
685 * on the 'type' move_block parameter
686 * Add check - if type is 0, don't stop anything from moving
687 * onto it.
688 *
689 */
690 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
691 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
692
693
694 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
695 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
696 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
697
698 /* Note: These values are only a default value, resizing can change them */
699 #define INV_SIZE 12 /* How many items can be viewed in inventory */
700 #define LOOK_SIZE 6 /* ditto, but for the look-window */
701 #define MAX_INV_SIZE 40 /* For initializing arrays */
702 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
703
704 #define EDITABLE(xyz) ((xyz)->arch->editable)
705
706 #define E_MONSTER 0x00000001
707 #define E_EXIT 0x00000002
708 #define E_TREASURE 0x00000004
709 #define E_BACKGROUND 0x00000008
710 #define E_DOOR 0x00000010
711 #define E_SPECIAL 0x00000020
712 #define E_SHOP 0x00000040
713 #define E_NORMAL 0x00000080
714 #define E_FALSE_WALL 0x00000100
715 #define E_WALL 0x00000200
716 #define E_EQUIPMENT 0x00000400
717 #define E_OTHER 0x00000800
718 #define E_ARTIFACT 0x00001000
719
720 #define EXIT_PATH(xyz) (xyz)->slaying
721 #define EXIT_LEVEL(xyz) (xyz)->stats.food
722 #define EXIT_X(xyz) (xyz)->stats.hp
723 #define EXIT_Y(xyz) (xyz)->stats.sp
724 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
725 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
726
727 /* for use by the lighting code */
728 #define MAX_LIGHT_RADII 4
729 /* max radii for 'light' object, really
730 * large values allow objects that can
731 * slow down the game */
732 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
733 * practical reason to exceed this */
734 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
735 MAX_LIGHT_RADII:(xyz)->glow_radius;
736
737 #define F_BUY 0
738 #define F_SELL 1
739 #define F_TRUE 2 /* True value of item, unadjusted */
740 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
741 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
742 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
743 #define F_APPROX 32 /* flag to give a guess of item value */
744 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
745
746 #define DIRX(xyz) freearr_x[(xyz)->direction]
747 #define DIRY(xyz) freearr_y[(xyz)->direction]
748
749 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
750 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
751
752 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
753 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
754 #define WEAPON_SPEED(xyz) (xyz)->last_sp
755
756 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
757 each of them signed char, concatenated in a int16 */
758 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
759 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
760 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
761 #define FIRE_DIRECTIONAL 0
762 #define FIRE_POSITIONAL 1
763
764 /******************************************************************************/
765
766 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
767
768 /******************************************************************************/
769
770 /* if your monsters start acting wierd, mail me */
771
772 /******************************************************************************/
773
774 /* the following definitions are for the attack_movement variable in monsters */
775
776 /* if the attack_variable movement is left out of the monster archetype, or is*/
777
778 /* set to zero */
779
780 /* the standard mode of movement from previous versions of crossfire will be */
781
782 /* used. the upper four bits of movement data are not in effect when the monst*/
783
784 /* er has an enemy. these should only be used for non agressive monsters. */
785
786 /* to program a monsters movement add the attack movement numbers to the movem*/
787
788 /* ment numbers example a monster that moves in a circle until attacked and */
789
790 /* then attacks from a distance: */
791
792 /* CIRCLE1 = 32 */
793
794 /* + DISTATT = 1 */
795
796 /* ------------------- */
797
798 /* attack_movement = 33 */
799
800 /******************************************************************************/
801 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
802 /* attack from a distance - good for missile users only */
803 #define RUNATT 2 /* run but attack if player catches up to object */
804 #define HITRUN 3 /* run to then hit player then run away cyclicly */
805 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
806 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
807 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
808 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
809 #define WAIT2 8 /* monster does not try to move towards player if far */
810 /* maintains comfortable distance */
811 #define PETMOVE 16 /* if the upper four bits of attack_movement */
812 /* are set to this number, the monster follows a player */
813 /* until the owner calls it back or off */
814 /* player followed denoted by 0b->owner */
815 /* the monster will try to attack whatever the player is */
816 /* attacking, and will continue to do so until the owner */
817 /* calls off the monster - a key command will be */
818 /* inserted to do so */
819 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
820 /* are set to this number, the monster will move in a */
821 /* circle until it is attacked, or the enemy field is */
822 /* set, this is good for non-aggressive monsters and NPC */
823 #define CIRCLE2 48 /* same as above but a larger circle is used */
824 #define PACEH 64 /* The Monster will pace back and forth until attacked */
825 /* this is HORIZONTAL movement */
826 #define PACEH2 80 /* the monster will pace as above but the length of the */
827 /* pace area is longer and the monster stops before */
828 /* changing directions */
829 /* this is HORIZONTAL movement */
830 #define RANDO 96 /* the monster will go in a random direction until */
831 /* it is stopped by an obstacle, then it chooses another */
832 /* direction. */
833 #define RANDO2 112 /* constantly move in a different random direction */
834 #define PACEV 128 /* The Monster will pace back and forth until attacked */
835 /* this is VERTICAL movement */
836 #define PACEV2 144 /* the monster will pace as above but the length of the */
837 /* pace area is longer and the monster stops before */
838 /* changing directions */
839 /* this is VERTICAL movement */
840 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
841 #define HI4 240
842
843 /*
844 * Use of the state-variable in player objects:
845 */
846
847 #define ST_PLAYING 0
848 #define ST_PLAY_AGAIN 1
849 #define ST_ROLL_STAT 2
850 #define ST_CHANGE_CLASS 3
851 #define ST_CONFIRM_QUIT 4
852 #define ST_CONFIGURE 5
853 #define ST_GET_NAME 6
854 #define ST_GET_PASSWORD 7
855 #define ST_CONFIRM_PASSWORD 8
856 #define ST_GET_PARTY_PASSWORD 10
857
858 #define BLANK_FACE_NAME "blank.111"
859 #define EMPTY_FACE_NAME "empty.111"
860 #define DARK_FACE1_NAME "dark1.111"
861 #define DARK_FACE2_NAME "dark2.111"
862 #define DARK_FACE3_NAME "dark3.111"
863 #define SMOOTH_FACE_NAME "default_smoothed.111"
864
865 /*
866 * Defines for the luck/random functions to make things more readable
867 */
868
869 #define PREFER_HIGH 1
870 #define PREFER_LOW 0
871
872 /* Simple function we use below to keep adding to the same string
873 * but also make sure we don't overwrite that string.
874 */
875 static inline void
876 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
877 {
878 if (*curlen == (maxlen - 1))
879 return;
880
881 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
882 dest[maxlen - 1] = 0;
883 *curlen += strlen (orig);
884
885 if (*curlen > (maxlen - 1))
886 *curlen = maxlen - 1;
887 }
888
889
890 /* The SAFE versions of these call the safe_strcat function above.
891 * Ideally, all functions should use the SAFE functions, but they
892 * require some extra support in the calling function to remain as
893 * efficient.
894 */
895 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
896 if(variable) { \
897 int i,j=0; \
898 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
899 for(i=0; i<NROFATTACKS; i++) \
900 if(variable & (1<<i)) { \
901 if (j) \
902 safe_strcat(retbuf,", ", len, maxlen); \
903 else \
904 j = 1; \
905 safe_strcat(retbuf, attacks[i], len, maxlen); \
906 } \
907 safe_strcat(retbuf,")",len,maxlen); \
908 }
909
910
911 /* separated this from the common/item.c file. b.t. Dec 1995 */
912
913 #define DESCRIBE_ABILITY(retbuf, variable, name) \
914 if(variable) { \
915 int i,j=0; \
916 strcat(retbuf,"(" name ": "); \
917 for(i=0; i<NROFATTACKS; i++) \
918 if(variable & (1<<i)) { \
919 if (j) \
920 strcat(retbuf,", "); \
921 else \
922 j = 1; \
923 strcat(retbuf, attacks[i]); \
924 } \
925 strcat(retbuf,")"); \
926 }
927
928
929 #define DESCRIBE_PATH(retbuf, variable, name) \
930 if(variable) { \
931 int i,j=0; \
932 strcat(retbuf,"(" name ": "); \
933 for(i=0; i<NRSPELLPATHS; i++) \
934 if(variable & (1<<i)) { \
935 if (j) \
936 strcat(retbuf,", "); \
937 else \
938 j = 1; \
939 strcat(retbuf, spellpathnames[i]); \
940 } \
941 strcat(retbuf,")"); \
942 }
943
944
945 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
946 if(variable) { \
947 int i,j=0; \
948 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
949 for(i=0; i<NRSPELLPATHS; i++) \
950 if(variable & (1<<i)) { \
951 if (j) \
952 safe_strcat(retbuf,", ", len, maxlen); \
953 else \
954 j = 1; \
955 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
956 } \
957 safe_strcat(retbuf,")", len, maxlen); \
958 }
959
960 /* Flags for apply_special() */
961 enum apply_flag
962 {
963 /* Basic flags, always use one of these */
964 AP_NULL = 0,
965 AP_APPLY = 1,
966 AP_UNAPPLY = 2,
967
968 AP_BASIC_FLAGS = 15,
969
970 /* Optional flags, for bitwise or with a basic flag */
971 AP_NO_MERGE = 16,
972 AP_IGNORE_CURSE = 32,
973 AP_PRINT = 64 /* Print what to do, don't actually do it */
974 /* Note this is supported in all the functions */
975 };
976
977 /* Bitmask values for 'can_apply_object()' return values.
978 * the CAN_APPLY_ prefix is to just note what function the
979 * are returned from.
980 *
981 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
982 * location who doesn't have.
983 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
984 * this basically means one of the FLAGS are set saying you can't
985 * use this.
986 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
987 * if this object can do anything to use this object. If the value
988 * returned from can_apply_object() anded with the mask is non zero,
989 * then it is out of the control of this creature to use the item.
990 * otherwise it means that by unequipping stuff, they could apply the object
991 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
992 * this.
993 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
994 * unapplied before this can be applied. Think of switching to
995 * a bow but you have a sword & shield - both the sword and
996 * shield need to be uneqipped before you can do the bow.
997 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
998 * this one can be applied. Think of rings - human is wearing two
999 * rings and tries to apply one - there are two possible rings he
1000 * could remove.
1001 *
1002 */
1003 #define CAN_APPLY_NEVER 0x1
1004 #define CAN_APPLY_RESTRICTION 0x2
1005 #define CAN_APPLY_NOT_MASK 0xf
1006 #define CAN_APPLY_UNAPPLY 0x10
1007 #define CAN_APPLY_UNAPPLY_MULT 0x20
1008 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
1009
1010 /* Cut off point of when an object is put on the active list or not */
1011 #define MIN_ACTIVE_SPEED 0.00001
1012
1013 /*
1014 * random() is much better than rand(). If you have random(), use it instead.
1015 * You shouldn't need to change any of this
1016 *
1017 * 0.93.3: It looks like linux has random (previously, it was set below
1018 * to use rand). Perhaps old version of linux lack rand? IF you run into
1019 * problems, add || defined(__linux__) the #if immediately below.
1020 *
1021 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1022 * here.
1023 */
1024
1025 #define RANDOM() random()
1026 #define SRANDOM(xyz) srandom(xyz)
1027
1028 /* Returns the weight of the given object. Note: it does not take the number of
1029 * items (nrof) into account.
1030 */
1031 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1032
1033
1034 /* Code fastening defines
1035 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1036 * buf__ and increment buf__ position so it will point to the end of buf__.
1037 * the '\0' caracter will not be put at end of buf__.
1038 * use preparefastcat and finishfastcat on buf__ to prepare
1039 * and clean up the string. (Lots faster than doing each time...)
1040 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1041 * keep in mind FAST_STRNCAT is faster since length of second argument is
1042 * kown in advance.
1043 */
1044
1045 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1046 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1047 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1048 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1049
1050 /* You may uncomment following define to check sanity of code.
1051 * But use as debug only (loses all speed gained by those macros)
1052 */
1053
1054 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1055 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1056
1057
1058
1059
1060
1061
1062
1063 /*
1064 * Warning!
1065 * If you add message types here, don't forget
1066 * to keep the client up to date too!
1067 */
1068
1069
1070 /* message types */
1071 #define MSG_TYPE_BOOK 1
1072 #define MSG_TYPE_CARD 2
1073 #define MSG_TYPE_PAPER 3
1074 #define MSG_TYPE_SIGN 4
1075 #define MSG_TYPE_MONUMENT 5
1076 #define MSG_TYPE_SCRIPTED_DIALOG 6
1077 #define MSG_TYPE_MOTD 7
1078 #define MSG_TYPE_ADMIN 8
1079 #define MSG_TYPE_LAST 9
1080
1081 #define MSG_SUBTYPE_NONE 0
1082
1083 /* book messages subtypes */
1084 #define MSG_TYPE_BOOK_CLASP_1 1
1085 #define MSG_TYPE_BOOK_CLASP_2 2
1086 #define MSG_TYPE_BOOK_ELEGANT_1 3
1087 #define MSG_TYPE_BOOK_ELEGANT_2 4
1088 #define MSG_TYPE_BOOK_QUARTO_1 5
1089 #define MSG_TYPE_BOOK_QUARTO_2 6
1090 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1091 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1092 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1093 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1094 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1095
1096 /* card messages subtypes*/
1097 #define MSG_TYPE_CARD_SIMPLE_1 1
1098 #define MSG_TYPE_CARD_SIMPLE_2 2
1099 #define MSG_TYPE_CARD_SIMPLE_3 3
1100 #define MSG_TYPE_CARD_ELEGANT_1 4
1101 #define MSG_TYPE_CARD_ELEGANT_2 5
1102 #define MSG_TYPE_CARD_ELEGANT_3 6
1103 #define MSG_TYPE_CARD_STRANGE_1 7
1104 #define MSG_TYPE_CARD_STRANGE_2 8
1105 #define MSG_TYPE_CARD_STRANGE_3 9
1106 #define MSG_TYPE_CARD_MONEY_1 10
1107 #define MSG_TYPE_CARD_MONEY_2 11
1108 #define MSG_TYPE_CARD_MONEY_3 12
1109
1110 /* Paper messages subtypes */
1111 #define MSG_TYPE_PAPER_NOTE_1 1
1112 #define MSG_TYPE_PAPER_NOTE_2 2
1113 #define MSG_TYPE_PAPER_NOTE_3 3
1114 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1115 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1116 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1117 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1118 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1119 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1120 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1121 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1122 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1123 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1124 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1125
1126 /* road signs messages subtypes */
1127 #define MSG_TYPE_SIGN_BASIC 1
1128 #define MSG_TYPE_SIGN_DIR_LEFT 2
1129 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1130 #define MSG_TYPE_SIGN_DIR_BOTH 4
1131
1132 /* stones and monument messages */
1133 #define MSG_TYPE_MONUMENT_STONE_1 1
1134 #define MSG_TYPE_MONUMENT_STONE_2 2
1135 #define MSG_TYPE_MONUMENT_STONE_3 3
1136 #define MSG_TYPE_MONUMENT_STATUE_1 4
1137 #define MSG_TYPE_MONUMENT_STATUE_2 5
1138 #define MSG_TYPE_MONUMENT_STATUE_3 6
1139 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1140 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1141 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1142 #define MSG_TYPE_MONUMENT_WALL_1 10
1143 #define MSG_TYPE_MONUMENT_WALL_2 11
1144 #define MSG_TYPE_MONUMENT_WALL_3 12
1145
1146 /*some readable flags*/
1147
1148 /* dialog messsage */
1149 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1150 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1151 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1152
1153 /* admin messages */
1154 #define MSG_TYPE_ADMIN_RULES 1
1155 #define MSG_TYPE_ADMIN_NEWS 2
1156
1157 #endif /* DEFINE_H */
1158