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/cvs/deliantra/server/include/define.h
Revision: 1.20
Committed: Mon Dec 18 17:10:07 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.19: +1 -1 lines
Log Message:
removed FLAG_TREASURE as it is not used by the code and not by the archetypes
or in maps.

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 /*
401 * If any FLAG's are added or changed, make sure the flag_names structure in
402 * common/loader.l is updated.
403 */
404
405 /* Basic routines to do above */
406 #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
407 #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
408 #define QUERY_FLAG(obj, flag) (obj)->flags[flag]
409
410 /* the flags */
411
412 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
413 #define FLAG_WIZ 1 /* Object has special privilegies */
414 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
415 #define FLAG_FREED 3 /* Object is in the list of free objects */
416 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
417 #define FLAG_APPLIED 5 /* Object is ready for use by living */
418 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
419 #define FLAG_USE_SHIELD 7
420 /* Can this creature use a shield? */
421
422 #define FLAG_NO_PICK 8 /* Object can't be picked up */
423
424 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
425
426 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
427 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
428
429 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
430
431 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
432 #define FLAG_MONSTER 14 /* Will attack players */
433 #define FLAG_FRIENDLY 15 /* Will help players */
434
435 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
436 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
437 #define FLAG_AUTO_APPLY 18
438 /* Will be applied when created */
439 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
440 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
441 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
442 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
443 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
444 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
445
446 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
447
448 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
449
450 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
451 #define FLAG_IS_USED_UP 28
452 /* When (--food<0) the object will exit */
453 #define FLAG_IDENTIFIED 29
454 /* Player knows full info about item */
455 #define FLAG_REFLECTING 30
456 /* Object reflects from walls (lightning) */
457 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
458
459 /* Start of values in flags[1] */
460 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
461 #define FLAG_HITBACK 33 /* Object will hit back when hit */
462 #define FLAG_STARTEQUIP 34
463 /* Object was given to player at start */
464 #define FLAG_BLOCKSVIEW 35
465 /* Object blocks view */
466 #define FLAG_UNDEAD 36 /* Monster is undead */
467 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
468 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
469 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
470
471 #define FLAG_REFL_SPELL 40
472 /* Spells (some) will reflect from object */
473 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
474 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
475 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
476 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
477 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
478 but can still attack at a distance */
479
480 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
481 thru this object as if it wasn't there */
482
483 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
484
485 #define FLAG_PICK_UP 48 /* Can pick up */
486 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
487 #define FLAG_NO_DROP 50 /* Object can't be dropped */
488 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
489 #define FLAG_CAST_SPELL 52
490 /* (Monster) can learn and cast spells */
491 #define FLAG_USE_SCROLL 53
492 /* (Monster) can read scroll */
493 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
494 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
495
496 #define FLAG_USE_ARMOUR 56
497 /* (Monster) can wear armour/shield/helmet */
498 #define FLAG_USE_WEAPON 57
499 /* (Monster) can wield weapons */
500 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
501 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
502 #define FLAG_READY_BOW 60 /* not implemented yet */
503 #define FLAG_XRAYS 61 /* X-ray vision */
504 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
505 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
506
507 /* Start of values in flags[2] */
508 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
509 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
510 #define FLAG_SLEEP 66 /* NPC is sleeping */
511 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
512 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
513 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
514 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
515 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
516
517 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
518 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
519 #define FLAG_CURSED 74 /* The object is cursed */
520 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
521 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
522 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
523 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
524 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
525
526 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
527 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
528 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
529
530 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
531 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
532 #define FLAG_MAKE_INVIS 85
533 /* (Item) gives invisibility when applied */
534 #define FLAG_INV_LOCKED 86
535 /* Item will not be dropped from inventory */
536 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
537
538 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
539 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
540 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
541 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
542 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
543 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
544 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
545
546 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
547
548 /* Start of values in flags[3] */
549 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
550 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
551 * away (replaces ghosthit)
552 */
553 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
554 * detect cases were the server is trying
555 * to send an upditem when we have not
556 * actually sent the item.
557 */
558
559 #define FLAG_BERSERK 99 /* monster will attack closest living
560 object */
561 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
562 #define FLAG_NO_ATTACK 101 /* monster don't attack */
563 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
564 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
565 * load_original_map() */
566 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
567 * the overlay, and is not subject to
568 * decay. */
569 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
570 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
571 #define FLAG_IS_WATER 107
572 #define FLAG_CONTENT_ON_GEN 108
573 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
574 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
575 #define FLAG_AFK 111 /* Player is AFK */
576 #define NUM_FLAGS 111 /* Should always be equal to the last
577 * defined flag. If you change this,
578 * make sure you update the flag_links
579 * in common/loader.l
580 */
581
582 /* Values can go up to 127 before the size of the flags array in the
583 * object structure needs to be enlarged.
584 * So there are 18 available flags slots
585 */
586
587
588 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
589
590 #if 0
591
592 /* These should no longer be needed - access move_slow_penalty
593 * directly.
594 */
595 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
596 # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
597 #endif
598
599 /* If you add new movement types, you may need to update
600 * describe_item() so properly describe those types.
601 * change_abil() probably should be updated also.
602 */
603 #define MOVE_WALK 0x1 /* Object walks */
604 #define MOVE_FLY_LOW 0x2 /* Low flying object */
605 #define MOVE_FLY_HIGH 0x4 /* High flying object */
606 #define MOVE_FLYING 0x6
607 /* Combo of fly_low and fly_high */
608 #define MOVE_SWIM 0x8 /* Swimming object */
609 #define MOVE_BOAT 0x10 /* Boats/sailing */
610 #define MOVE_ALL 0x1f /* Mask of all movement types */
611
612 /* the normal assumption is that objects are walking/flying.
613 * So often we don't want to block movement, but still don't want
614 * to allow all types (swimming is rather specialized) - I also
615 * expect as more movement types show up, this is likely to get
616 * updated. Basically, this is the default for spaces that allow
617 * movement - anything but swimming right now. If you really
618 * want nothing at all, then can always set move_block to 0
619 */
620 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
621
622 /* typdef here to define type large enough to hold bitmask of
623 * all movement types. Make one declaration so easy to update.
624 * uint8 is defined yet, so just use what that would define it
625 * at anyways.
626 */
627 typedef unsigned char MoveType;
628
629 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
630 * Basically, ob2 has to block all of ob1 movement types.
631 */
632 #define OB_MOVE_BLOCK(ob1, ob2) \
633 ((ob1->move_type & ob2->move_block) == ob1->move_type)
634
635 /* Basic macro to see if if ob1 can not move onto a space based
636 * on the 'type' move_block parameter
637 * Add check - if type is 0, don't stop anything from moving
638 * onto it.
639 *
640 */
641 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
642 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
643
644
645 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
646 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
647 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
648
649 /* Note: These values are only a default value, resizing can change them */
650 #define INV_SIZE 12 /* How many items can be viewed in inventory */
651 #define LOOK_SIZE 6 /* ditto, but for the look-window */
652 #define MAX_INV_SIZE 40 /* For initializing arrays */
653 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
654
655 #define EDITABLE(xyz) ((xyz)->arch->editable)
656
657 #define E_MONSTER 0x00000001
658 #define E_EXIT 0x00000002
659 #define E_TREASURE 0x00000004
660 #define E_BACKGROUND 0x00000008
661 #define E_DOOR 0x00000010
662 #define E_SPECIAL 0x00000020
663 #define E_SHOP 0x00000040
664 #define E_NORMAL 0x00000080
665 #define E_FALSE_WALL 0x00000100
666 #define E_WALL 0x00000200
667 #define E_EQUIPMENT 0x00000400
668 #define E_OTHER 0x00000800
669 #define E_ARTIFACT 0x00001000
670
671 #define EXIT_PATH(xyz) (xyz)->slaying
672 #define EXIT_LEVEL(xyz) (xyz)->stats.food
673 #define EXIT_X(xyz) (xyz)->stats.hp
674 #define EXIT_Y(xyz) (xyz)->stats.sp
675 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
676 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
677
678 /* for use by the lighting code */
679 #define MAX_LIGHT_RADII 4
680 /* max radii for 'light' object, really
681 * large values allow objects that can
682 * slow down the game */
683 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
684 * practical reason to exceed this */
685 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
686 MAX_LIGHT_RADII:(xyz)->glow_radius;
687
688 #define F_BUY 0
689 #define F_SELL 1
690 #define F_TRUE 2 /* True value of item, unadjusted */
691 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
692 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
693 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
694 #define F_APPROX 32 /* flag to give a guess of item value */
695 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
696
697 #define DIRX(xyz) freearr_x[(xyz)->direction]
698 #define DIRY(xyz) freearr_y[(xyz)->direction]
699
700 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
701 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
702
703 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
704 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
705 #define WEAPON_SPEED(xyz) (xyz)->last_sp
706
707 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
708 each of them signed char, concatenated in a int16 */
709 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
710 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
711 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
712 #define FIRE_DIRECTIONAL 0
713 #define FIRE_POSITIONAL 1
714
715 /******************************************************************************/
716
717 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
718
719 /******************************************************************************/
720
721 /* if your monsters start acting wierd, mail me */
722
723 /******************************************************************************/
724
725 /* the following definitions are for the attack_movement variable in monsters */
726
727 /* if the attack_variable movement is left out of the monster archetype, or is*/
728
729 /* set to zero */
730
731 /* the standard mode of movement from previous versions of crossfire will be */
732
733 /* used. the upper four bits of movement data are not in effect when the monst*/
734
735 /* er has an enemy. these should only be used for non agressive monsters. */
736
737 /* to program a monsters movement add the attack movement numbers to the movem*/
738
739 /* ment numbers example a monster that moves in a circle until attacked and */
740
741 /* then attacks from a distance: */
742
743 /* CIRCLE1 = 32 */
744
745 /* + DISTATT = 1 */
746
747 /* ------------------- */
748
749 /* attack_movement = 33 */
750
751 /******************************************************************************/
752 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
753 /* attack from a distance - good for missile users only */
754 #define RUNATT 2 /* run but attack if player catches up to object */
755 #define HITRUN 3 /* run to then hit player then run away cyclicly */
756 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
757 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
758 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
759 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
760 #define WAIT2 8 /* monster does not try to move towards player if far */
761 /* maintains comfortable distance */
762 #define PETMOVE 16 /* if the upper four bits of attack_movement */
763 /* are set to this number, the monster follows a player */
764 /* until the owner calls it back or off */
765 /* player followed denoted by 0b->owner */
766 /* the monster will try to attack whatever the player is */
767 /* attacking, and will continue to do so until the owner */
768 /* calls off the monster - a key command will be */
769 /* inserted to do so */
770 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
771 /* are set to this number, the monster will move in a */
772 /* circle until it is attacked, or the enemy field is */
773 /* set, this is good for non-aggressive monsters and NPC */
774 #define CIRCLE2 48 /* same as above but a larger circle is used */
775 #define PACEH 64 /* The Monster will pace back and forth until attacked */
776 /* this is HORIZONTAL movement */
777 #define PACEH2 80 /* the monster will pace as above but the length of the */
778 /* pace area is longer and the monster stops before */
779 /* changing directions */
780 /* this is HORIZONTAL movement */
781 #define RANDO 96 /* the monster will go in a random direction until */
782 /* it is stopped by an obstacle, then it chooses another */
783 /* direction. */
784 #define RANDO2 112 /* constantly move in a different random direction */
785 #define PACEV 128 /* The Monster will pace back and forth until attacked */
786 /* this is VERTICAL movement */
787 #define PACEV2 144 /* the monster will pace as above but the length of the */
788 /* pace area is longer and the monster stops before */
789 /* changing directions */
790 /* this is VERTICAL movement */
791 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
792 #define HI4 240
793
794 /*
795 * Use of the state-variable in player objects:
796 */
797
798 #define ST_PLAYING 0
799 #define ST_PLAY_AGAIN 1
800 #define ST_ROLL_STAT 2
801 #define ST_CHANGE_CLASS 3
802 #define ST_CONFIRM_QUIT 4
803 #define ST_CONFIGURE 5
804 #define ST_GET_NAME 6
805 #define ST_GET_PASSWORD 7
806 #define ST_CONFIRM_PASSWORD 8
807 #define ST_GET_PARTY_PASSWORD 10
808
809 #define BLANK_FACE_NAME "blank.111"
810 #define EMPTY_FACE_NAME "empty.111"
811 #define DARK_FACE1_NAME "dark1.111"
812 #define DARK_FACE2_NAME "dark2.111"
813 #define DARK_FACE3_NAME "dark3.111"
814 #define SMOOTH_FACE_NAME "default_smoothed.111"
815
816 /*
817 * Defines for the luck/random functions to make things more readable
818 */
819
820 #define PREFER_HIGH 1
821 #define PREFER_LOW 0
822
823 /* Simple function we use below to keep adding to the same string
824 * but also make sure we don't overwrite that string.
825 */
826 static inline void
827 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
828 {
829 if (*curlen == (maxlen - 1))
830 return;
831
832 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
833 dest[maxlen - 1] = 0;
834 *curlen += strlen (orig);
835
836 if (*curlen > (maxlen - 1))
837 *curlen = maxlen - 1;
838 }
839
840
841 /* The SAFE versions of these call the safe_strcat function above.
842 * Ideally, all functions should use the SAFE functions, but they
843 * require some extra support in the calling function to remain as
844 * efficient.
845 */
846 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
847 if(variable) { \
848 int i,j=0; \
849 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
850 for(i=0; i<NROFATTACKS; i++) \
851 if(variable & (1<<i)) { \
852 if (j) \
853 safe_strcat(retbuf,", ", len, maxlen); \
854 else \
855 j = 1; \
856 safe_strcat(retbuf, attacks[i], len, maxlen); \
857 } \
858 safe_strcat(retbuf,")",len,maxlen); \
859 }
860
861
862 /* separated this from the common/item.c file. b.t. Dec 1995 */
863
864 #define DESCRIBE_ABILITY(retbuf, variable, name) \
865 if(variable) { \
866 int i,j=0; \
867 strcat(retbuf,"(" name ": "); \
868 for(i=0; i<NROFATTACKS; i++) \
869 if(variable & (1<<i)) { \
870 if (j) \
871 strcat(retbuf,", "); \
872 else \
873 j = 1; \
874 strcat(retbuf, attacks[i]); \
875 } \
876 strcat(retbuf,")"); \
877 }
878
879
880 #define DESCRIBE_PATH(retbuf, variable, name) \
881 if(variable) { \
882 int i,j=0; \
883 strcat(retbuf,"(" name ": "); \
884 for(i=0; i<NRSPELLPATHS; i++) \
885 if(variable & (1<<i)) { \
886 if (j) \
887 strcat(retbuf,", "); \
888 else \
889 j = 1; \
890 strcat(retbuf, spellpathnames[i]); \
891 } \
892 strcat(retbuf,")"); \
893 }
894
895
896 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
897 if(variable) { \
898 int i,j=0; \
899 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
900 for(i=0; i<NRSPELLPATHS; i++) \
901 if(variable & (1<<i)) { \
902 if (j) \
903 safe_strcat(retbuf,", ", len, maxlen); \
904 else \
905 j = 1; \
906 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
907 } \
908 safe_strcat(retbuf,")", len, maxlen); \
909 }
910
911 /* Flags for apply_special() */
912 enum apply_flag
913 {
914 /* Basic flags, always use one of these */
915 AP_NULL = 0,
916 AP_APPLY = 1,
917 AP_UNAPPLY = 2,
918
919 AP_BASIC_FLAGS = 15,
920
921 /* Optional flags, for bitwise or with a basic flag */
922 AP_NO_MERGE = 16,
923 AP_IGNORE_CURSE = 32,
924 AP_PRINT = 64 /* Print what to do, don't actually do it */
925 /* Note this is supported in all the functions */
926 };
927
928 /* Bitmask values for 'can_apply_object()' return values.
929 * the CAN_APPLY_ prefix is to just note what function the
930 * are returned from.
931 *
932 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
933 * location who doesn't have.
934 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
935 * this basically means one of the FLAGS are set saying you can't
936 * use this.
937 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
938 * if this object can do anything to use this object. If the value
939 * returned from can_apply_object() anded with the mask is non zero,
940 * then it is out of the control of this creature to use the item.
941 * otherwise it means that by unequipping stuff, they could apply the object
942 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
943 * this.
944 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
945 * unapplied before this can be applied. Think of switching to
946 * a bow but you have a sword & shield - both the sword and
947 * shield need to be uneqipped before you can do the bow.
948 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
949 * this one can be applied. Think of rings - human is wearing two
950 * rings and tries to apply one - there are two possible rings he
951 * could remove.
952 *
953 */
954 #define CAN_APPLY_NEVER 0x1
955 #define CAN_APPLY_RESTRICTION 0x2
956 #define CAN_APPLY_NOT_MASK 0xf
957 #define CAN_APPLY_UNAPPLY 0x10
958 #define CAN_APPLY_UNAPPLY_MULT 0x20
959 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
960
961 /* Cut off point of when an object is put on the active list or not */
962 #define MIN_ACTIVE_SPEED 0.00001
963
964 /*
965 * random() is much better than rand(). If you have random(), use it instead.
966 * You shouldn't need to change any of this
967 *
968 * 0.93.3: It looks like linux has random (previously, it was set below
969 * to use rand). Perhaps old version of linux lack rand? IF you run into
970 * problems, add || defined(__linux__) the #if immediately below.
971 *
972 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
973 * here.
974 */
975
976 #define RANDOM() random()
977 #define SRANDOM(xyz) srandom(xyz)
978
979 /* Returns the weight of the given object. Note: it does not take the number of
980 * items (nrof) into account.
981 */
982 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
983
984
985 /* Code fastening defines
986 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
987 * buf__ and increment buf__ position so it will point to the end of buf__.
988 * the '\0' caracter will not be put at end of buf__.
989 * use preparefastcat and finishfastcat on buf__ to prepare
990 * and clean up the string. (Lots faster than doing each time...)
991 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
992 * keep in mind FAST_STRNCAT is faster since length of second argument is
993 * kown in advance.
994 */
995
996 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
997 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
998 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
999 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1000
1001 /* You may uncomment following define to check sanity of code.
1002 * But use as debug only (loses all speed gained by those macros)
1003 */
1004
1005 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1006 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1007
1008
1009
1010
1011
1012
1013
1014 /*
1015 * Warning!
1016 * If you add message types here, don't forget
1017 * to keep the client up to date too!
1018 */
1019
1020
1021 /* message types */
1022 #define MSG_TYPE_BOOK 1
1023 #define MSG_TYPE_CARD 2
1024 #define MSG_TYPE_PAPER 3
1025 #define MSG_TYPE_SIGN 4
1026 #define MSG_TYPE_MONUMENT 5
1027 #define MSG_TYPE_SCRIPTED_DIALOG 6
1028 #define MSG_TYPE_MOTD 7
1029 #define MSG_TYPE_ADMIN 8
1030 #define MSG_TYPE_LAST 9
1031
1032 #define MSG_SUBTYPE_NONE 0
1033
1034 /* book messages subtypes */
1035 #define MSG_TYPE_BOOK_CLASP_1 1
1036 #define MSG_TYPE_BOOK_CLASP_2 2
1037 #define MSG_TYPE_BOOK_ELEGANT_1 3
1038 #define MSG_TYPE_BOOK_ELEGANT_2 4
1039 #define MSG_TYPE_BOOK_QUARTO_1 5
1040 #define MSG_TYPE_BOOK_QUARTO_2 6
1041 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1042 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1043 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1044 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1045 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1046
1047 /* card messages subtypes*/
1048 #define MSG_TYPE_CARD_SIMPLE_1 1
1049 #define MSG_TYPE_CARD_SIMPLE_2 2
1050 #define MSG_TYPE_CARD_SIMPLE_3 3
1051 #define MSG_TYPE_CARD_ELEGANT_1 4
1052 #define MSG_TYPE_CARD_ELEGANT_2 5
1053 #define MSG_TYPE_CARD_ELEGANT_3 6
1054 #define MSG_TYPE_CARD_STRANGE_1 7
1055 #define MSG_TYPE_CARD_STRANGE_2 8
1056 #define MSG_TYPE_CARD_STRANGE_3 9
1057 #define MSG_TYPE_CARD_MONEY_1 10
1058 #define MSG_TYPE_CARD_MONEY_2 11
1059 #define MSG_TYPE_CARD_MONEY_3 12
1060
1061 /* Paper messages subtypes */
1062 #define MSG_TYPE_PAPER_NOTE_1 1
1063 #define MSG_TYPE_PAPER_NOTE_2 2
1064 #define MSG_TYPE_PAPER_NOTE_3 3
1065 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1066 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1067 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1068 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1069 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1070 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1071 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1072 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1073 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1074 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1075 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1076
1077 /* road signs messages subtypes */
1078 #define MSG_TYPE_SIGN_BASIC 1
1079 #define MSG_TYPE_SIGN_DIR_LEFT 2
1080 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1081 #define MSG_TYPE_SIGN_DIR_BOTH 4
1082
1083 /* stones and monument messages */
1084 #define MSG_TYPE_MONUMENT_STONE_1 1
1085 #define MSG_TYPE_MONUMENT_STONE_2 2
1086 #define MSG_TYPE_MONUMENT_STONE_3 3
1087 #define MSG_TYPE_MONUMENT_STATUE_1 4
1088 #define MSG_TYPE_MONUMENT_STATUE_2 5
1089 #define MSG_TYPE_MONUMENT_STATUE_3 6
1090 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1091 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1092 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1093 #define MSG_TYPE_MONUMENT_WALL_1 10
1094 #define MSG_TYPE_MONUMENT_WALL_2 11
1095 #define MSG_TYPE_MONUMENT_WALL_3 12
1096
1097 /*some readable flags*/
1098
1099 /* dialog messsage */
1100 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1101 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1102 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1103
1104 /* admin messages */
1105 #define MSG_TYPE_ADMIN_RULES 1
1106 #define MSG_TYPE_ADMIN_NEWS 2
1107
1108 #endif /* DEFINE_H */
1109