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/cvs/deliantra/server/include/define.h
Revision: 1.25
Committed: Wed Dec 20 13:07:13 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.24: +18 -9 lines
Log Message:
removed LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR types.

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 pod/objects.pod */
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 /*#define FBALL 11 */
129
130 /*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
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
140 #define LOCKED_DOOR 20
141 #define SPECIAL_KEY 21
142 #define MAP 22
143 #define DOOR 23
144 #define KEY 24
145
146 /*#define MMISSILE 25 */
147
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
167 /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172 #define EARTHWALL 45
173 #define GOLEM 46
174
175 /*#define BOMB 47 */
176 #define THROWN_OBJ 48
177 #define BLINDNESS 49
178 #define GOD 50
179 #define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of
181 * another object and is triggered
182 * like buttons.
183 */
184 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
185 * force into a player with a specified string WHEN TRIGGERED.
186 */
187 #define DEAD_OBJECT 53
188 #define DRINK 54
189 #define MARKER 55 /* inserts an invisible, weightless
190 * force into a player with a specified string.
191 */
192 #define HOLY_ALTAR 56
193 #define PLAYER_CHANGER 57
194 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
195
196 #define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack.
198 */
199 #define GEM 60
200
201 /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203 #define FIREWALL 62
204 #define ANVIL 63
205 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
206 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
207 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */
213 #define EXIT 66
214 #define ENCOUNTER 67
215 #define SHOP_FLOOR 68
216 #define SHOP_MAT 69
217 #define RING 70
218 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
219 #define FLESH 72 /* animal 'body parts' -b.t. */
220 #define INORGANIC 73 /* metals and minerals */
221 #define SKILL_TOOL 74 /* Allows the use of a skill */
222 #define LIGHTER 75
223
224 /* random crossfire developer: The trap_part, wall, light_source,
225 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes,
227 * and should perhaps be removed.
228 *
229 * Wed Dec 20 13:35:24 CET 2006:
230 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
231 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
232 * renamed WALL to BUILDABLE_WALL.
233 */
234
235 //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
236
237 #define BUILDABLE_WALL 77 /* this is a buildable wall */
238
239 //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
240
241 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
242 in the engine. Like statues, clocks, chairs,...
243 If perhaps we create a function where we can sit
244 on chairs, we create a new type and remove all
245 chairs from here. */
246 //#define MONSTER 80 /* yes, thats a real, living creature */
247 //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
248
249 #define LAMP 82 /* a lamp */
250 #define DUPLICATOR 83 /* duplicator/multiplier object */
251 #define TOOL 84 /* a tool for building objects */
252 #define SPELLBOOK 85
253 #define BUILDFAC 86 /* facilities for building objects */
254 #define CLOAK 87
255
256 /*#define CONE 88 */
257 /*#define AURA 89 */ /* aura spell object */
258
259 #define SPINNER 90
260 #define GATE 91
261 #define BUTTON 92
262 #define CF_HANDLE 93
263 #define HOLE 94
264 #define TRAPDOOR 95
265
266 /*#define WORD_OF_RECALL 96 */
267 /*#define PARAIMAGE 97 */
268
269 #define SIGN 98
270 #define BOOTS 99
271 #define GLOVES 100
272 #define SPELL 101
273 #define SPELL_EFFECT 102
274 #define CONVERTER 103
275 #define BRACERS 104
276 #define POISONING 105
277 #define SAVEBED 106
278 #define POISONCLOUD 107
279 #define FIREHOLES 108
280 #define WAND 109
281
282 /*#define ABILITY 110*/
283 #define SCROLL 111
284 #define DIRECTOR 112
285 #define GIRDLE 113
286 #define FORCE 114
287 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
288 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
289
290 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
291 #define CONTAINER 122
292 #define ARMOUR_IMPROVER 123
293 #define WEAPON_IMPROVER 124
294
295 /* unused: 125 - 129
296 * type 125 was MONEY_CHANGER
297 */
298
299 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
300 #define DEEP_SWAMP 138
301 #define IDENTIFY_ALTAR 139
302
303 /*#define CANCELLATION 141 */ /* not used with new spell code */
304
305 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
306
307 /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
308 /*#define SWARM_SPELL 153*/
309
310 #define RUNE 154
311 #define TRAP 155
312
313 #define POWER_CRYSTAL 156
314 #define CORPSE 157
315
316 #define DISEASE 158
317 #define SYMPTOM 159
318 #define BUILDER 160 /* Generic item builder, see subtypes */
319 #define MATERIAL 161 /* Material for building */
320
321 /* #define GPS 162 Ground positionning system, moved to Python plugin */
322 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
323
324 /*#define QUEST 164 */ /* See below for subtypes */
325
326 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
327 potions, alchemy, or magic works here (elmex) */
328
329 /* END TYPE DEFINE */
330
331 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
332
333 /* Subtypes for BUILDER */
334 #define ST_BD_BUILD 1 /* Builds an item */
335 #define ST_BD_REMOVE 2 /* Removes an item */
336
337 /* Subtypes for MATERIAL */
338 #define ST_MAT_FLOOR 1 /* Floor */
339 #define ST_MAT_WALL 2 /* Wall */
340 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
341
342 /* definitions for weapontypes */
343
344 #define WEAP_HIT 0 /* the basic */
345 #define WEAP_SLASH 1 /* slash */
346 #define WEAP_PIERCE 2 /* arrows, stiletto */
347 #define WEAP_CLEAVE 3 /* axe */
348 #define WEAP_SLICE 4 /* katana */
349 #define WEAP_STAB 5 /* knife, dagger */
350 #define WEAP_WHIP 6 /* whips n chains */
351 #define WEAP_CRUSH 7 /* big hammers, flails */
352 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
353
354 typedef struct typedata
355 {
356 int number;
357 const char *name;
358 const char *name_pl;
359 int identifyskill;
360 int identifyskill2;
361 } typedata;
362
363 extern const int ItemTypesSize;
364 extern typedata ItemTypes[];
365
366 /* definitions for detailed pickup descriptions.
367 * The objective is to define intelligent groups of items that the
368 * user can pick up or leave as he likes. */
369
370 /* high bit as flag for new pickup options */
371 #define PU_NOTHING 0x00000000
372
373 #define PU_DEBUG 0x10000000
374 #define PU_INHIBIT 0x20000000
375 #define PU_STOP 0x40000000
376 #define PU_NEWMODE 0x80000000
377
378 #define PU_RATIO 0x0000000F
379
380 #define PU_FOOD 0x00000010
381 #define PU_DRINK 0x00000020
382 #define PU_VALUABLES 0x00000040
383 #define PU_BOW 0x00000080
384
385 #define PU_ARROW 0x00000100
386 #define PU_HELMET 0x00000200
387 #define PU_SHIELD 0x00000400
388 #define PU_ARMOUR 0x00000800
389
390 #define PU_BOOTS 0x00001000
391 #define PU_GLOVES 0x00002000
392 #define PU_CLOAK 0x00004000
393 #define PU_KEY 0x00008000
394
395 #define PU_MISSILEWEAPON 0x00010000
396 #define PU_ALLWEAPON 0x00020000
397 #define PU_MAGICAL 0x00040000
398 #define PU_POTION 0x00080000
399
400 #define PU_SPELLBOOK 0x00100000
401 #define PU_SKILLSCROLL 0x00200000
402 #define PU_READABLES 0x00400000
403 #define PU_MAGIC_DEVICE 0x00800000
404
405 #define PU_NOT_CURSED 0x01000000
406 #define PU_JEWELS 0x02000000
407 #define PU_FLESH 0x04000000
408
409
410 /* Instead of using arbitrary constants for indexing the
411 * freearr, add these values. <= SIZEOFFREE1 will get you
412 * within 1 space. <= SIZEOFFREE2 wll get you withing
413 * 2 spaces, and the entire array (< SIZEOFFREE) is
414 * three spaces
415 */
416 #define SIZEOFFREE1 8
417 #define SIZEOFFREE2 24
418 #define SIZEOFFREE 49
419
420 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
421
422 /*
423 * If any FLAG's are added or changed, make sure the flag_names structure in
424 * common/loader.l is updated.
425 */
426
427 /* Basic routines to do above */
428 #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
429 #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
430 #define QUERY_FLAG(obj, flag) (obj)->flags[flag]
431
432 /* the flags */
433
434 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
435 #define FLAG_WIZ 1 /* Object has special privilegies */
436 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
437 #define FLAG_FREED 3 /* Object is in the list of free objects */
438 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
439 #define FLAG_APPLIED 5 /* Object is ready for use by living */
440 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
441 #define FLAG_USE_SHIELD 7
442 /* Can this creature use a shield? */
443
444 #define FLAG_NO_PICK 8 /* Object can't be picked up */
445
446 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
447
448 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
450
451 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
452
453 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
454 #define FLAG_MONSTER 14 /* Will attack players */
455 #define FLAG_FRIENDLY 15 /* Will help players */
456
457 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
458 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
459 #define FLAG_AUTO_APPLY 18
460 /* Will be applied when created */
461 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
462 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
463 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
464 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
465 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
466 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
467
468 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
469
470 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
471
472 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
473 #define FLAG_IS_USED_UP 28
474 /* When (--food<0) the object will exit */
475 #define FLAG_IDENTIFIED 29
476 /* Player knows full info about item */
477 #define FLAG_REFLECTING 30
478 /* Object reflects from walls (lightning) */
479 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
480
481 /* Start of values in flags[1] */
482 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
483 #define FLAG_HITBACK 33 /* Object will hit back when hit */
484 #define FLAG_STARTEQUIP 34
485 /* Object was given to player at start */
486 #define FLAG_BLOCKSVIEW 35
487 /* Object blocks view */
488 #define FLAG_UNDEAD 36 /* Monster is undead */
489 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
490 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
491 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
492
493 #define FLAG_REFL_SPELL 40
494 /* Spells (some) will reflect from object */
495 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
496 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
497 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
498 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
499 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
500 but can still attack at a distance */
501
502 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
503 thru this object as if it wasn't there */
504
505 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
506
507 #define FLAG_PICK_UP 48 /* Can pick up */
508 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
509 #define FLAG_NO_DROP 50 /* Object can't be dropped */
510 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
511 #define FLAG_CAST_SPELL 52
512 /* (Monster) can learn and cast spells */
513 #define FLAG_USE_SCROLL 53
514 /* (Monster) can read scroll */
515 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
516 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
517
518 #define FLAG_USE_ARMOUR 56
519 /* (Monster) can wear armour/shield/helmet */
520 #define FLAG_USE_WEAPON 57
521 /* (Monster) can wield weapons */
522 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
523 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
524 #define FLAG_READY_BOW 60 /* not implemented yet */
525 #define FLAG_XRAYS 61 /* X-ray vision */
526 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
527 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
528
529 /* Start of values in flags[2] */
530 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
532 #define FLAG_SLEEP 66 /* NPC is sleeping */
533 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
534 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
535 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
536 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
537 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
538
539 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
540 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
541 #define FLAG_CURSED 74 /* The object is cursed */
542 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
543 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
544 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
545 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
546 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
547
548 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
549 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
550 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
551
552 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
553 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
554 #define FLAG_MAKE_INVIS 85
555 /* (Item) gives invisibility when applied */
556 #define FLAG_INV_LOCKED 86
557 /* Item will not be dropped from inventory */
558 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
559
560 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
561 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
562 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
563 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
564 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
565 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
566 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
567
568 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
569
570 /* Start of values in flags[3] */
571 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
572 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
573 * away (replaces ghosthit)
574 */
575 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
576 * detect cases were the server is trying
577 * to send an upditem when we have not
578 * actually sent the item.
579 */
580
581 #define FLAG_BERSERK 99 /* monster will attack closest living
582 object */
583 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
584 #define FLAG_NO_ATTACK 101 /* monster don't attack */
585 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
586 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
587 * load_original_map() */
588 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
589 * the overlay, and is not subject to
590 * decay. */
591 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
592 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
593 #define FLAG_IS_WATER 107
594 #define FLAG_CONTENT_ON_GEN 108
595 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
596 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
597 #define FLAG_AFK 111 /* Player is AFK */
598 #define NUM_FLAGS 111 /* Should always be equal to the last
599 * defined flag. If you change this,
600 * make sure you update the flag_links
601 * in common/loader.l
602 */
603
604 /* Values can go up to 127 before the size of the flags array in the
605 * object structure needs to be enlarged.
606 * So there are 18 available flags slots
607 */
608
609
610 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
611
612 #if 0
613
614 /* These should no longer be needed - access move_slow_penalty
615 * directly.
616 */
617 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
618 # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
619 #endif
620
621 /* If you add new movement types, you may need to update
622 * describe_item() so properly describe those types.
623 * change_abil() probably should be updated also.
624 */
625 #define MOVE_WALK 0x1 /* Object walks */
626 #define MOVE_FLY_LOW 0x2 /* Low flying object */
627 #define MOVE_FLY_HIGH 0x4 /* High flying object */
628 #define MOVE_FLYING 0x6
629 /* Combo of fly_low and fly_high */
630 #define MOVE_SWIM 0x8 /* Swimming object */
631 #define MOVE_BOAT 0x10 /* Boats/sailing */
632 #define MOVE_ALL 0x1f /* Mask of all movement types */
633
634 /* the normal assumption is that objects are walking/flying.
635 * So often we don't want to block movement, but still don't want
636 * to allow all types (swimming is rather specialized) - I also
637 * expect as more movement types show up, this is likely to get
638 * updated. Basically, this is the default for spaces that allow
639 * movement - anything but swimming right now. If you really
640 * want nothing at all, then can always set move_block to 0
641 */
642 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
643
644 /* typdef here to define type large enough to hold bitmask of
645 * all movement types. Make one declaration so easy to update.
646 * uint8 is defined yet, so just use what that would define it
647 * at anyways.
648 */
649 typedef unsigned char MoveType;
650
651 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
652 * Basically, ob2 has to block all of ob1 movement types.
653 */
654 #define OB_MOVE_BLOCK(ob1, ob2) \
655 ((ob1->move_type & ob2->move_block) == ob1->move_type)
656
657 /* Basic macro to see if if ob1 can not move onto a space based
658 * on the 'type' move_block parameter
659 * Add check - if type is 0, don't stop anything from moving
660 * onto it.
661 *
662 */
663 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
665
666
667 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
670
671 /* Note: These values are only a default value, resizing can change them */
672 #define INV_SIZE 12 /* How many items can be viewed in inventory */
673 #define LOOK_SIZE 6 /* ditto, but for the look-window */
674 #define MAX_INV_SIZE 40 /* For initializing arrays */
675 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
676
677 #define EDITABLE(xyz) ((xyz)->arch->editable)
678
679 #define E_MONSTER 0x00000001
680 #define E_EXIT 0x00000002
681 #define E_TREASURE 0x00000004
682 #define E_BACKGROUND 0x00000008
683 #define E_DOOR 0x00000010
684 #define E_SPECIAL 0x00000020
685 #define E_SHOP 0x00000040
686 #define E_NORMAL 0x00000080
687 #define E_FALSE_WALL 0x00000100
688 #define E_WALL 0x00000200
689 #define E_EQUIPMENT 0x00000400
690 #define E_OTHER 0x00000800
691 #define E_ARTIFACT 0x00001000
692
693 #define EXIT_PATH(xyz) (xyz)->slaying
694 #define EXIT_LEVEL(xyz) (xyz)->stats.food
695 #define EXIT_X(xyz) (xyz)->stats.hp
696 #define EXIT_Y(xyz) (xyz)->stats.sp
697 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
698 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
699
700 /* for use by the lighting code */
701 #define MAX_LIGHT_RADII 4
702 /* max radii for 'light' object, really
703 * large values allow objects that can
704 * slow down the game */
705 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */
707 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
708 MAX_LIGHT_RADII:(xyz)->glow_radius;
709
710 #define F_BUY 0
711 #define F_SELL 1
712 #define F_TRUE 2 /* True value of item, unadjusted */
713 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
714 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
715 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
716 #define F_APPROX 32 /* flag to give a guess of item value */
717 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
718
719 #define DIRX(xyz) freearr_x[(xyz)->direction]
720 #define DIRY(xyz) freearr_y[(xyz)->direction]
721
722 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
723 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
724
725 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
726 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
727 #define WEAPON_SPEED(xyz) (xyz)->last_sp
728
729 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
730 each of them signed char, concatenated in a int16 */
731 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
732 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
733 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
734 #define FIRE_DIRECTIONAL 0
735 #define FIRE_POSITIONAL 1
736
737 /******************************************************************************/
738
739 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
740
741 /******************************************************************************/
742
743 /* if your monsters start acting wierd, mail me */
744
745 /******************************************************************************/
746
747 /* the following definitions are for the attack_movement variable in monsters */
748
749 /* if the attack_variable movement is left out of the monster archetype, or is*/
750
751 /* set to zero */
752
753 /* the standard mode of movement from previous versions of crossfire will be */
754
755 /* used. the upper four bits of movement data are not in effect when the monst*/
756
757 /* er has an enemy. these should only be used for non agressive monsters. */
758
759 /* to program a monsters movement add the attack movement numbers to the movem*/
760
761 /* ment numbers example a monster that moves in a circle until attacked and */
762
763 /* then attacks from a distance: */
764
765 /* CIRCLE1 = 32 */
766
767 /* + DISTATT = 1 */
768
769 /* ------------------- */
770
771 /* attack_movement = 33 */
772
773 /******************************************************************************/
774 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
775 /* attack from a distance - good for missile users only */
776 #define RUNATT 2 /* run but attack if player catches up to object */
777 #define HITRUN 3 /* run to then hit player then run away cyclicly */
778 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
779 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
780 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
781 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
782 #define WAIT2 8 /* monster does not try to move towards player if far */
783 /* maintains comfortable distance */
784 #define PETMOVE 16 /* if the upper four bits of attack_movement */
785 /* are set to this number, the monster follows a player */
786 /* until the owner calls it back or off */
787 /* player followed denoted by 0b->owner */
788 /* the monster will try to attack whatever the player is */
789 /* attacking, and will continue to do so until the owner */
790 /* calls off the monster - a key command will be */
791 /* inserted to do so */
792 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
793 /* are set to this number, the monster will move in a */
794 /* circle until it is attacked, or the enemy field is */
795 /* set, this is good for non-aggressive monsters and NPC */
796 #define CIRCLE2 48 /* same as above but a larger circle is used */
797 #define PACEH 64 /* The Monster will pace back and forth until attacked */
798 /* this is HORIZONTAL movement */
799 #define PACEH2 80 /* the monster will pace as above but the length of the */
800 /* pace area is longer and the monster stops before */
801 /* changing directions */
802 /* this is HORIZONTAL movement */
803 #define RANDO 96 /* the monster will go in a random direction until */
804 /* it is stopped by an obstacle, then it chooses another */
805 /* direction. */
806 #define RANDO2 112 /* constantly move in a different random direction */
807 #define PACEV 128 /* The Monster will pace back and forth until attacked */
808 /* this is VERTICAL movement */
809 #define PACEV2 144 /* the monster will pace as above but the length of the */
810 /* pace area is longer and the monster stops before */
811 /* changing directions */
812 /* this is VERTICAL movement */
813 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
814 #define HI4 240
815
816 /*
817 * Use of the state-variable in player objects:
818 */
819
820 #define ST_PLAYING 0
821 #define ST_PLAY_AGAIN 1
822 #define ST_ROLL_STAT 2
823 #define ST_CHANGE_CLASS 3
824 #define ST_CONFIRM_QUIT 4
825 #define ST_CONFIGURE 5
826 #define ST_GET_NAME 6
827 #define ST_GET_PASSWORD 7
828 #define ST_CONFIRM_PASSWORD 8
829 #define ST_GET_PARTY_PASSWORD 10
830
831 #define BLANK_FACE_NAME "blank.111"
832 #define EMPTY_FACE_NAME "empty.111"
833 #define DARK_FACE1_NAME "dark1.111"
834 #define DARK_FACE2_NAME "dark2.111"
835 #define DARK_FACE3_NAME "dark3.111"
836 #define SMOOTH_FACE_NAME "default_smoothed.111"
837
838 /*
839 * Defines for the luck/random functions to make things more readable
840 */
841
842 #define PREFER_HIGH 1
843 #define PREFER_LOW 0
844
845 /* Simple function we use below to keep adding to the same string
846 * but also make sure we don't overwrite that string.
847 */
848 static inline void
849 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
850 {
851 if (*curlen == (maxlen - 1))
852 return;
853
854 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
855 dest[maxlen - 1] = 0;
856 *curlen += strlen (orig);
857
858 if (*curlen > (maxlen - 1))
859 *curlen = maxlen - 1;
860 }
861
862
863 /* The SAFE versions of these call the safe_strcat function above.
864 * Ideally, all functions should use the SAFE functions, but they
865 * require some extra support in the calling function to remain as
866 * efficient.
867 */
868 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
869 if(variable) { \
870 int i,j=0; \
871 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
872 for(i=0; i<NROFATTACKS; i++) \
873 if(variable & (1<<i)) { \
874 if (j) \
875 safe_strcat(retbuf,", ", len, maxlen); \
876 else \
877 j = 1; \
878 safe_strcat(retbuf, attacks[i], len, maxlen); \
879 } \
880 safe_strcat(retbuf,")",len,maxlen); \
881 }
882
883
884 /* separated this from the common/item.c file. b.t. Dec 1995 */
885
886 #define DESCRIBE_ABILITY(retbuf, variable, name) \
887 if(variable) { \
888 int i,j=0; \
889 strcat(retbuf,"(" name ": "); \
890 for(i=0; i<NROFATTACKS; i++) \
891 if(variable & (1<<i)) { \
892 if (j) \
893 strcat(retbuf,", "); \
894 else \
895 j = 1; \
896 strcat(retbuf, attacks[i]); \
897 } \
898 strcat(retbuf,")"); \
899 }
900
901
902 #define DESCRIBE_PATH(retbuf, variable, name) \
903 if(variable) { \
904 int i,j=0; \
905 strcat(retbuf,"(" name ": "); \
906 for(i=0; i<NRSPELLPATHS; i++) \
907 if(variable & (1<<i)) { \
908 if (j) \
909 strcat(retbuf,", "); \
910 else \
911 j = 1; \
912 strcat(retbuf, spellpathnames[i]); \
913 } \
914 strcat(retbuf,")"); \
915 }
916
917
918 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
919 if(variable) { \
920 int i,j=0; \
921 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
922 for(i=0; i<NRSPELLPATHS; i++) \
923 if(variable & (1<<i)) { \
924 if (j) \
925 safe_strcat(retbuf,", ", len, maxlen); \
926 else \
927 j = 1; \
928 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
929 } \
930 safe_strcat(retbuf,")", len, maxlen); \
931 }
932
933 /* Flags for apply_special() */
934 enum apply_flag
935 {
936 /* Basic flags, always use one of these */
937 AP_NULL = 0,
938 AP_APPLY = 1,
939 AP_UNAPPLY = 2,
940
941 AP_BASIC_FLAGS = 15,
942
943 /* Optional flags, for bitwise or with a basic flag */
944 AP_NO_MERGE = 16,
945 AP_IGNORE_CURSE = 32,
946 AP_PRINT = 64 /* Print what to do, don't actually do it */
947 /* Note this is supported in all the functions */
948 };
949
950 /* Bitmask values for 'can_apply_object()' return values.
951 * the CAN_APPLY_ prefix is to just note what function the
952 * are returned from.
953 *
954 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
955 * location who doesn't have.
956 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
957 * this basically means one of the FLAGS are set saying you can't
958 * use this.
959 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
960 * if this object can do anything to use this object. If the value
961 * returned from can_apply_object() anded with the mask is non zero,
962 * then it is out of the control of this creature to use the item.
963 * otherwise it means that by unequipping stuff, they could apply the object
964 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
965 * this.
966 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
967 * unapplied before this can be applied. Think of switching to
968 * a bow but you have a sword & shield - both the sword and
969 * shield need to be uneqipped before you can do the bow.
970 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
971 * this one can be applied. Think of rings - human is wearing two
972 * rings and tries to apply one - there are two possible rings he
973 * could remove.
974 *
975 */
976 #define CAN_APPLY_NEVER 0x1
977 #define CAN_APPLY_RESTRICTION 0x2
978 #define CAN_APPLY_NOT_MASK 0xf
979 #define CAN_APPLY_UNAPPLY 0x10
980 #define CAN_APPLY_UNAPPLY_MULT 0x20
981 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
982
983 /* Cut off point of when an object is put on the active list or not */
984 #define MIN_ACTIVE_SPEED 0.00001
985
986 /*
987 * random() is much better than rand(). If you have random(), use it instead.
988 * You shouldn't need to change any of this
989 *
990 * 0.93.3: It looks like linux has random (previously, it was set below
991 * to use rand). Perhaps old version of linux lack rand? IF you run into
992 * problems, add || defined(__linux__) the #if immediately below.
993 *
994 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
995 * here.
996 */
997
998 #define RANDOM() random()
999 #define SRANDOM(xyz) srandom(xyz)
1000
1001 /* Returns the weight of the given object. Note: it does not take the number of
1002 * items (nrof) into account.
1003 */
1004 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1005
1006
1007 /* Code fastening defines
1008 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1009 * buf__ and increment buf__ position so it will point to the end of buf__.
1010 * the '\0' caracter will not be put at end of buf__.
1011 * use preparefastcat and finishfastcat on buf__ to prepare
1012 * and clean up the string. (Lots faster than doing each time...)
1013 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1014 * keep in mind FAST_STRNCAT is faster since length of second argument is
1015 * kown in advance.
1016 */
1017
1018 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1019 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1020 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1021 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1022
1023 /* You may uncomment following define to check sanity of code.
1024 * But use as debug only (loses all speed gained by those macros)
1025 */
1026
1027 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1028 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1029
1030
1031
1032
1033
1034
1035
1036 /*
1037 * Warning!
1038 * If you add message types here, don't forget
1039 * to keep the client up to date too!
1040 */
1041
1042
1043 /* message types */
1044 #define MSG_TYPE_BOOK 1
1045 #define MSG_TYPE_CARD 2
1046 #define MSG_TYPE_PAPER 3
1047 #define MSG_TYPE_SIGN 4
1048 #define MSG_TYPE_MONUMENT 5
1049 #define MSG_TYPE_SCRIPTED_DIALOG 6
1050 #define MSG_TYPE_MOTD 7
1051 #define MSG_TYPE_ADMIN 8
1052 #define MSG_TYPE_LAST 9
1053
1054 #define MSG_SUBTYPE_NONE 0
1055
1056 /* book messages subtypes */
1057 #define MSG_TYPE_BOOK_CLASP_1 1
1058 #define MSG_TYPE_BOOK_CLASP_2 2
1059 #define MSG_TYPE_BOOK_ELEGANT_1 3
1060 #define MSG_TYPE_BOOK_ELEGANT_2 4
1061 #define MSG_TYPE_BOOK_QUARTO_1 5
1062 #define MSG_TYPE_BOOK_QUARTO_2 6
1063 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1064 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1065 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1066 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1067 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1068
1069 /* card messages subtypes*/
1070 #define MSG_TYPE_CARD_SIMPLE_1 1
1071 #define MSG_TYPE_CARD_SIMPLE_2 2
1072 #define MSG_TYPE_CARD_SIMPLE_3 3
1073 #define MSG_TYPE_CARD_ELEGANT_1 4
1074 #define MSG_TYPE_CARD_ELEGANT_2 5
1075 #define MSG_TYPE_CARD_ELEGANT_3 6
1076 #define MSG_TYPE_CARD_STRANGE_1 7
1077 #define MSG_TYPE_CARD_STRANGE_2 8
1078 #define MSG_TYPE_CARD_STRANGE_3 9
1079 #define MSG_TYPE_CARD_MONEY_1 10
1080 #define MSG_TYPE_CARD_MONEY_2 11
1081 #define MSG_TYPE_CARD_MONEY_3 12
1082
1083 /* Paper messages subtypes */
1084 #define MSG_TYPE_PAPER_NOTE_1 1
1085 #define MSG_TYPE_PAPER_NOTE_2 2
1086 #define MSG_TYPE_PAPER_NOTE_3 3
1087 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1088 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1089 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1090 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1091 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1092 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1093 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1094 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1095 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1096 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1097 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1098
1099 /* road signs messages subtypes */
1100 #define MSG_TYPE_SIGN_BASIC 1
1101 #define MSG_TYPE_SIGN_DIR_LEFT 2
1102 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1103 #define MSG_TYPE_SIGN_DIR_BOTH 4
1104
1105 /* stones and monument messages */
1106 #define MSG_TYPE_MONUMENT_STONE_1 1
1107 #define MSG_TYPE_MONUMENT_STONE_2 2
1108 #define MSG_TYPE_MONUMENT_STONE_3 3
1109 #define MSG_TYPE_MONUMENT_STATUE_1 4
1110 #define MSG_TYPE_MONUMENT_STATUE_2 5
1111 #define MSG_TYPE_MONUMENT_STATUE_3 6
1112 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1113 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1114 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1115 #define MSG_TYPE_MONUMENT_WALL_1 10
1116 #define MSG_TYPE_MONUMENT_WALL_2 11
1117 #define MSG_TYPE_MONUMENT_WALL_3 12
1118
1119 /*some readable flags*/
1120
1121 /* dialog messsage */
1122 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1123 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1124 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1125
1126 /* admin messages */
1127 #define MSG_TYPE_ADMIN_RULES 1
1128 #define MSG_TYPE_ADMIN_NEWS 2
1129
1130 #endif /* DEFINE_H */
1131