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/cvs/deliantra/server/include/define.h
Revision: 1.28
Committed: Wed Dec 20 14:48:10 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.27: +2 -2 lines
Log Message:
changed the type 0 description to reflect the realworld a little bit
more reasonably...

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 /* USED TYPES: (for dead types please look at the bottom of the type
116 * definitions)
117 */
118
119 /* type 0 objects have the default behaviour */
120
121 #define PLAYER 1
122 #define TRANSPORT 2 /* see pod/objects.pod */
123 #define ROD 3
124 #define TREASURE 4
125 #define POTION 5
126 #define FOOD 6
127 #define POISON 7
128 #define BOOK 8
129 #define CLOCK 9
130
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 LOCKED_DOOR 20
139 #define SPECIAL_KEY 21
140 #define MAP 22
141 #define DOOR 23
142 #define KEY 24
143
144 #define TIMED_GATE 26
145 #define TRIGGER 27
146 #define GRIMREAPER 28
147 #define MAGIC_EAR 29
148 #define TRIGGER_BUTTON 30
149 #define TRIGGER_ALTAR 31
150 #define TRIGGER_PEDESTAL 32
151 #define SHIELD 33
152 #define HELMET 34
153 #define HORN 35
154 #define MONEY 36
155 #define CLASS 37 /* object for applying character class modifications to someone */
156 #define GRAVESTONE 38
157 #define AMULET 39
158 #define PLAYERMOVER 40
159 #define TELEPORTER 41
160 #define CREATOR 42
161 #define SKILL 43 /* also see SKILL_TOOL (74) below */
162
163 #define EARTHWALL 45
164 #define GOLEM 46
165
166 #define THROWN_OBJ 48
167 #define BLINDNESS 49
168 #define GOD 50
169 #define DETECTOR 51 /* peterm: detector is an object
170 * which notices the presense of
171 * another object and is triggered
172 * like buttons.
173 */
174 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
175 * force into a player with a specified string WHEN TRIGGERED.
176 */
177 #define DEAD_OBJECT 53
178 #define DRINK 54
179 #define MARKER 55 /* inserts an invisible, weightless
180 * force into a player with a specified string.
181 */
182 #define HOLY_ALTAR 56
183 #define PLAYER_CHANGER 57
184 #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
185
186 #define PEACEMAKER 59 /* Object owned by a player which can convert
187 * a monster into a peaceful being incapable of attack.
188 */
189 #define GEM 60
190
191 #define FIREWALL 62
192 #define ANVIL 63
193 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
194 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
195 * values of last_sp set how to change:
196 * 0 = furious, all monsters become aggressive
197 * 1 = angry, all but friendly become aggressive
198 * 2 = calm, all aggressive monsters calm down
199 * 3 = sleep, all monsters fall asleep
200 * 4 = charm, monsters become pets */
201 #define EXIT 66
202 #define ENCOUNTER 67
203 #define SHOP_FLOOR 68
204 #define SHOP_MAT 69
205 #define RING 70
206 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
207 #define FLESH 72 /* animal 'body parts' -b.t. */
208 #define INORGANIC 73 /* metals and minerals */
209 #define SKILL_TOOL 74 /* Allows the use of a skill */
210 #define LIGHTER 75
211
212 #define BUILDABLE_WALL 77 /* this is a buildable wall */
213
214
215 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
216 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all
219 chairs from here. */
220
221 #define LAMP 82 /* a lamp */
222 #define DUPLICATOR 83 /* duplicator/multiplier object */
223
224 #define SPELLBOOK 85
225
226 #define CLOAK 87
227
228 #define SPINNER 90
229 #define GATE 91
230 #define BUTTON 92
231 #define CF_HANDLE 93
232 #define HOLE 94
233 #define TRAPDOOR 95
234
235 #define SIGN 98
236 #define BOOTS 99
237 #define GLOVES 100
238 #define SPELL 101
239 #define SPELL_EFFECT 102
240 #define CONVERTER 103
241 #define BRACERS 104
242 #define POISONING 105
243 #define SAVEBED 106
244
245 #define WAND 109
246
247 #define SCROLL 111
248 #define DIRECTOR 112
249 #define GIRDLE 113
250 #define FORCE 114
251 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
252 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
253
254 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
255 #define CONTAINER 122
256 #define ARMOUR_IMPROVER 123
257 #define WEAPON_IMPROVER 124
258
259 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260 #define DEEP_SWAMP 138
261 #define IDENTIFY_ALTAR 139
262
263 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264
265 #define RUNE 154
266 #define TRAP 155
267
268 #define POWER_CRYSTAL 156
269 #define CORPSE 157
270
271 #define DISEASE 158
272 #define SYMPTOM 159
273 #define BUILDER 160 /* Generic item builder, see subtypes */
274 #define MATERIAL 161 /* Material for building */
275
276 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277
278 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */
280
281 /* DEAD TYPES: */
282 //#define FBULLET 10
283 //#define FBALL 11
284 //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285 //#define CONFUSION 19
286 //#define MMISSILE 25
287 /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291 //#define BOMB 47
292 //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294 /* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305 //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306 //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307 //#define MONSTER 80 /* yes, thats a real, living creature */
308 //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309 //#define TOOL 84 /* a tool for building objects */
310 //#define BUILDFAC 86 /* facilities for building objects */
311 //#define CONE 88
312 //#define AURA 89 /* aura spell object */
313 //#define WORD_OF_RECALL 96
314 //#define PARAIMAGE 97
315 //#define POISONCLOUD 107
316 //#define FIREHOLES 108
317 //#define ABILITY 110
318 /* unused: 125 - 129
319 * type 125 was MONEY_CHANGER
320 */
321 //#define CANCELLATION 141 /* not used with new spell code */
322 //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
323 //#define SWARM_SPELL 153
324 //#define GPS 162 /* Ground positionning system, moved to Python plugin */
325 //#define QUEST 164 /* See below for subtypes */
326
327 /* END TYPE DEFINE */
328
329 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
330
331 /* Subtypes for BUILDER */
332 #define ST_BD_BUILD 1 /* Builds an item */
333 #define ST_BD_REMOVE 2 /* Removes an item */
334
335 /* Subtypes for MATERIAL */
336 #define ST_MAT_FLOOR 1 /* Floor */
337 #define ST_MAT_WALL 2 /* Wall */
338 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
339
340 /* definitions for weapontypes */
341
342 #define WEAP_HIT 0 /* the basic */
343 #define WEAP_SLASH 1 /* slash */
344 #define WEAP_PIERCE 2 /* arrows, stiletto */
345 #define WEAP_CLEAVE 3 /* axe */
346 #define WEAP_SLICE 4 /* katana */
347 #define WEAP_STAB 5 /* knife, dagger */
348 #define WEAP_WHIP 6 /* whips n chains */
349 #define WEAP_CRUSH 7 /* big hammers, flails */
350 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
351
352 typedef struct typedata
353 {
354 int number;
355 const char *name;
356 const char *name_pl;
357 int identifyskill;
358 int identifyskill2;
359 } typedata;
360
361 extern const int ItemTypesSize;
362 extern typedata ItemTypes[];
363
364 /* definitions for detailed pickup descriptions.
365 * The objective is to define intelligent groups of items that the
366 * user can pick up or leave as he likes. */
367
368 /* high bit as flag for new pickup options */
369 #define PU_NOTHING 0x00000000
370
371 #define PU_DEBUG 0x10000000
372 #define PU_INHIBIT 0x20000000
373 #define PU_STOP 0x40000000
374 #define PU_NEWMODE 0x80000000
375
376 #define PU_RATIO 0x0000000F
377
378 #define PU_FOOD 0x00000010
379 #define PU_DRINK 0x00000020
380 #define PU_VALUABLES 0x00000040
381 #define PU_BOW 0x00000080
382
383 #define PU_ARROW 0x00000100
384 #define PU_HELMET 0x00000200
385 #define PU_SHIELD 0x00000400
386 #define PU_ARMOUR 0x00000800
387
388 #define PU_BOOTS 0x00001000
389 #define PU_GLOVES 0x00002000
390 #define PU_CLOAK 0x00004000
391 #define PU_KEY 0x00008000
392
393 #define PU_MISSILEWEAPON 0x00010000
394 #define PU_ALLWEAPON 0x00020000
395 #define PU_MAGICAL 0x00040000
396 #define PU_POTION 0x00080000
397
398 #define PU_SPELLBOOK 0x00100000
399 #define PU_SKILLSCROLL 0x00200000
400 #define PU_READABLES 0x00400000
401 #define PU_MAGIC_DEVICE 0x00800000
402
403 #define PU_NOT_CURSED 0x01000000
404 #define PU_JEWELS 0x02000000
405 #define PU_FLESH 0x04000000
406
407
408 /* Instead of using arbitrary constants for indexing the
409 * freearr, add these values. <= SIZEOFFREE1 will get you
410 * within 1 space. <= SIZEOFFREE2 wll get you withing
411 * 2 spaces, and the entire array (< SIZEOFFREE) is
412 * three spaces
413 */
414 #define SIZEOFFREE1 8
415 #define SIZEOFFREE2 24
416 #define SIZEOFFREE 49
417
418 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
419
420 /*
421 * If any FLAG's are added or changed, make sure the flag_names structure in
422 * common/loader.l is updated.
423 */
424
425 /* Basic routines to do above */
426 #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
427 #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
428 #define QUERY_FLAG(obj, flag) (obj)->flags[flag]
429
430 /* the flags */
431
432 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
433 #define FLAG_WIZ 1 /* Object has special privilegies */
434 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
435 #define FLAG_FREED 3 /* Object is in the list of free objects */
436 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
437 #define FLAG_APPLIED 5 /* Object is ready for use by living */
438 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
439 #define FLAG_USE_SHIELD 7
440 /* Can this creature use a shield? */
441
442 #define FLAG_NO_PICK 8 /* Object can't be picked up */
443
444 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445
446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448
449 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
450
451 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452 #define FLAG_MONSTER 14 /* Will attack players */
453 #define FLAG_FRIENDLY 15 /* Will help players */
454
455 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457 #define FLAG_AUTO_APPLY 18
458 /* Will be applied when created */
459 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
460 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
463 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
464 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465
466 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467
468 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
469
470 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
471 #define FLAG_IS_USED_UP 28
472 /* When (--food<0) the object will exit */
473 #define FLAG_IDENTIFIED 29
474 /* Player knows full info about item */
475 #define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */
477 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
478
479 /* Start of values in flags[1] */
480 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
481 #define FLAG_HITBACK 33 /* Object will hit back when hit */
482 #define FLAG_STARTEQUIP 34
483 /* Object was given to player at start */
484 #define FLAG_BLOCKSVIEW 35
485 /* Object blocks view */
486 #define FLAG_UNDEAD 36 /* Monster is undead */
487 #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
488 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
489 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
490
491 #define FLAG_REFL_SPELL 40
492 /* Spells (some) will reflect from object */
493 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
494 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
495 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
496 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
497 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 but can still attack at a distance */
499
500 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
501 thru this object as if it wasn't there */
502
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504
505 #define FLAG_PICK_UP 48 /* Can pick up */
506 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507 #define FLAG_NO_DROP 50 /* Object can't be dropped */
508 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
509 #define FLAG_CAST_SPELL 52
510 /* (Monster) can learn and cast spells */
511 #define FLAG_USE_SCROLL 53
512 /* (Monster) can read scroll */
513 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
514 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
515
516 #define FLAG_USE_ARMOUR 56
517 /* (Monster) can wear armour/shield/helmet */
518 #define FLAG_USE_WEAPON 57
519 /* (Monster) can wield weapons */
520 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
521 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
522 #define FLAG_READY_BOW 60 /* not implemented yet */
523 #define FLAG_XRAYS 61 /* X-ray vision */
524 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
525 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526
527 /* Start of values in flags[2] */
528 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
529 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
530 #define FLAG_SLEEP 66 /* NPC is sleeping */
531 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
532 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
533 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
534 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
535 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
536
537 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
538 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
539 #define FLAG_CURSED 74 /* The object is cursed */
540 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
541 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
542 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
543 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
544 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
545
546 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
547 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
548 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
549
550 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
551 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552 #define FLAG_MAKE_INVIS 85
553 /* (Item) gives invisibility when applied */
554 #define FLAG_INV_LOCKED 86
555 /* Item will not be dropped from inventory */
556 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
557
558 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
559 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
560 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
561 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
562 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
564 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
565
566 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
567
568 /* Start of values in flags[3] */
569 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
570 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
571 * away (replaces ghosthit)
572 */
573 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
574 * detect cases were the server is trying
575 * to send an upditem when we have not
576 * actually sent the item.
577 */
578
579 #define FLAG_BERSERK 99 /* monster will attack closest living
580 object */
581 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
582 #define FLAG_NO_ATTACK 101 /* monster don't attack */
583 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
584 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
585 * load_original_map() */
586 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
587 * the overlay, and is not subject to
588 * decay. */
589 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
590 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
591 #define FLAG_IS_WATER 107
592 #define FLAG_CONTENT_ON_GEN 108
593 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
595 #define FLAG_AFK 111 /* Player is AFK */
596 #define NUM_FLAGS 111 /* Should always be equal to the last
597 * defined flag. If you change this,
598 * make sure you update the flag_links
599 * in common/loader.l
600 */
601
602 /* Values can go up to 127 before the size of the flags array in the
603 * object structure needs to be enlarged.
604 * So there are 18 available flags slots
605 */
606
607
608 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
609
610 #if 0
611
612 /* These should no longer be needed - access move_slow_penalty
613 * directly.
614 */
615 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
616 # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
617 #endif
618
619 /* If you add new movement types, you may need to update
620 * describe_item() so properly describe those types.
621 * change_abil() probably should be updated also.
622 */
623 #define MOVE_WALK 0x1 /* Object walks */
624 #define MOVE_FLY_LOW 0x2 /* Low flying object */
625 #define MOVE_FLY_HIGH 0x4 /* High flying object */
626 #define MOVE_FLYING 0x6
627 /* Combo of fly_low and fly_high */
628 #define MOVE_SWIM 0x8 /* Swimming object */
629 #define MOVE_BOAT 0x10 /* Boats/sailing */
630 #define MOVE_ALL 0x1f /* Mask of all movement types */
631
632 /* the normal assumption is that objects are walking/flying.
633 * So often we don't want to block movement, but still don't want
634 * to allow all types (swimming is rather specialized) - I also
635 * expect as more movement types show up, this is likely to get
636 * updated. Basically, this is the default for spaces that allow
637 * movement - anything but swimming right now. If you really
638 * want nothing at all, then can always set move_block to 0
639 */
640 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
641
642 /* typdef here to define type large enough to hold bitmask of
643 * all movement types. Make one declaration so easy to update.
644 * uint8 is defined yet, so just use what that would define it
645 * at anyways.
646 */
647 typedef unsigned char MoveType;
648
649 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
650 * Basically, ob2 has to block all of ob1 movement types.
651 */
652 #define OB_MOVE_BLOCK(ob1, ob2) \
653 ((ob1->move_type & ob2->move_block) == ob1->move_type)
654
655 /* Basic macro to see if if ob1 can not move onto a space based
656 * on the 'type' move_block parameter
657 * Add check - if type is 0, don't stop anything from moving
658 * onto it.
659 *
660 */
661 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
663
664
665 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
666 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
667 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
668
669 /* Note: These values are only a default value, resizing can change them */
670 #define INV_SIZE 12 /* How many items can be viewed in inventory */
671 #define LOOK_SIZE 6 /* ditto, but for the look-window */
672 #define MAX_INV_SIZE 40 /* For initializing arrays */
673 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
674
675 #define EDITABLE(xyz) ((xyz)->arch->editable)
676
677 #define E_MONSTER 0x00000001
678 #define E_EXIT 0x00000002
679 #define E_TREASURE 0x00000004
680 #define E_BACKGROUND 0x00000008
681 #define E_DOOR 0x00000010
682 #define E_SPECIAL 0x00000020
683 #define E_SHOP 0x00000040
684 #define E_NORMAL 0x00000080
685 #define E_FALSE_WALL 0x00000100
686 #define E_WALL 0x00000200
687 #define E_EQUIPMENT 0x00000400
688 #define E_OTHER 0x00000800
689 #define E_ARTIFACT 0x00001000
690
691 #define EXIT_PATH(xyz) (xyz)->slaying
692 #define EXIT_LEVEL(xyz) (xyz)->stats.food
693 #define EXIT_X(xyz) (xyz)->stats.hp
694 #define EXIT_Y(xyz) (xyz)->stats.sp
695 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
696 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
697
698 /* for use by the lighting code */
699 #define MAX_LIGHT_RADII 4
700 /* max radii for 'light' object, really
701 * large values allow objects that can
702 * slow down the game */
703 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
704 * practical reason to exceed this */
705 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
706 MAX_LIGHT_RADII:(xyz)->glow_radius;
707
708 #define F_BUY 0
709 #define F_SELL 1
710 #define F_TRUE 2 /* True value of item, unadjusted */
711 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
712 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
713 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
714 #define F_APPROX 32 /* flag to give a guess of item value */
715 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
716
717 #define DIRX(xyz) freearr_x[(xyz)->direction]
718 #define DIRY(xyz) freearr_y[(xyz)->direction]
719
720 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
721 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
722
723 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
724 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
725 #define WEAPON_SPEED(xyz) (xyz)->last_sp
726
727 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
728 each of them signed char, concatenated in a int16 */
729 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
730 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
731 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
732 #define FIRE_DIRECTIONAL 0
733 #define FIRE_POSITIONAL 1
734
735 /******************************************************************************/
736
737 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738
739 /******************************************************************************/
740
741 /* if your monsters start acting wierd, mail me */
742
743 /******************************************************************************/
744
745 /* the following definitions are for the attack_movement variable in monsters */
746
747 /* if the attack_variable movement is left out of the monster archetype, or is*/
748
749 /* set to zero */
750
751 /* the standard mode of movement from previous versions of crossfire will be */
752
753 /* used. the upper four bits of movement data are not in effect when the monst*/
754
755 /* er has an enemy. these should only be used for non agressive monsters. */
756
757 /* to program a monsters movement add the attack movement numbers to the movem*/
758
759 /* ment numbers example a monster that moves in a circle until attacked and */
760
761 /* then attacks from a distance: */
762
763 /* CIRCLE1 = 32 */
764
765 /* + DISTATT = 1 */
766
767 /* ------------------- */
768
769 /* attack_movement = 33 */
770
771 /******************************************************************************/
772 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
773 /* attack from a distance - good for missile users only */
774 #define RUNATT 2 /* run but attack if player catches up to object */
775 #define HITRUN 3 /* run to then hit player then run away cyclicly */
776 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
777 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
778 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
779 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
780 #define WAIT2 8 /* monster does not try to move towards player if far */
781 /* maintains comfortable distance */
782 #define PETMOVE 16 /* if the upper four bits of attack_movement */
783 /* are set to this number, the monster follows a player */
784 /* until the owner calls it back or off */
785 /* player followed denoted by 0b->owner */
786 /* the monster will try to attack whatever the player is */
787 /* attacking, and will continue to do so until the owner */
788 /* calls off the monster - a key command will be */
789 /* inserted to do so */
790 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
791 /* are set to this number, the monster will move in a */
792 /* circle until it is attacked, or the enemy field is */
793 /* set, this is good for non-aggressive monsters and NPC */
794 #define CIRCLE2 48 /* same as above but a larger circle is used */
795 #define PACEH 64 /* The Monster will pace back and forth until attacked */
796 /* this is HORIZONTAL movement */
797 #define PACEH2 80 /* the monster will pace as above but the length of the */
798 /* pace area is longer and the monster stops before */
799 /* changing directions */
800 /* this is HORIZONTAL movement */
801 #define RANDO 96 /* the monster will go in a random direction until */
802 /* it is stopped by an obstacle, then it chooses another */
803 /* direction. */
804 #define RANDO2 112 /* constantly move in a different random direction */
805 #define PACEV 128 /* The Monster will pace back and forth until attacked */
806 /* this is VERTICAL movement */
807 #define PACEV2 144 /* the monster will pace as above but the length of the */
808 /* pace area is longer and the monster stops before */
809 /* changing directions */
810 /* this is VERTICAL movement */
811 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
812 #define HI4 240
813
814 /*
815 * Use of the state-variable in player objects:
816 */
817
818 #define ST_PLAYING 0
819 #define ST_PLAY_AGAIN 1
820 #define ST_ROLL_STAT 2
821 #define ST_CHANGE_CLASS 3
822 #define ST_CONFIRM_QUIT 4
823 #define ST_CONFIGURE 5
824 #define ST_GET_NAME 6
825 #define ST_GET_PASSWORD 7
826 #define ST_CONFIRM_PASSWORD 8
827 #define ST_GET_PARTY_PASSWORD 10
828
829 #define BLANK_FACE_NAME "blank.111"
830 #define EMPTY_FACE_NAME "empty.111"
831 #define DARK_FACE1_NAME "dark1.111"
832 #define DARK_FACE2_NAME "dark2.111"
833 #define DARK_FACE3_NAME "dark3.111"
834 #define SMOOTH_FACE_NAME "default_smoothed.111"
835
836 /*
837 * Defines for the luck/random functions to make things more readable
838 */
839
840 #define PREFER_HIGH 1
841 #define PREFER_LOW 0
842
843 /* Simple function we use below to keep adding to the same string
844 * but also make sure we don't overwrite that string.
845 */
846 static inline void
847 safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
848 {
849 if (*curlen == (maxlen - 1))
850 return;
851
852 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
853 dest[maxlen - 1] = 0;
854 *curlen += strlen (orig);
855
856 if (*curlen > (maxlen - 1))
857 *curlen = maxlen - 1;
858 }
859
860
861 /* The SAFE versions of these call the safe_strcat function above.
862 * Ideally, all functions should use the SAFE functions, but they
863 * require some extra support in the calling function to remain as
864 * efficient.
865 */
866 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
867 if(variable) { \
868 int i,j=0; \
869 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
870 for(i=0; i<NROFATTACKS; i++) \
871 if(variable & (1<<i)) { \
872 if (j) \
873 safe_strcat(retbuf,", ", len, maxlen); \
874 else \
875 j = 1; \
876 safe_strcat(retbuf, attacks[i], len, maxlen); \
877 } \
878 safe_strcat(retbuf,")",len,maxlen); \
879 }
880
881
882 /* separated this from the common/item.c file. b.t. Dec 1995 */
883
884 #define DESCRIBE_ABILITY(retbuf, variable, name) \
885 if(variable) { \
886 int i,j=0; \
887 strcat(retbuf,"(" name ": "); \
888 for(i=0; i<NROFATTACKS; i++) \
889 if(variable & (1<<i)) { \
890 if (j) \
891 strcat(retbuf,", "); \
892 else \
893 j = 1; \
894 strcat(retbuf, attacks[i]); \
895 } \
896 strcat(retbuf,")"); \
897 }
898
899
900 #define DESCRIBE_PATH(retbuf, variable, name) \
901 if(variable) { \
902 int i,j=0; \
903 strcat(retbuf,"(" name ": "); \
904 for(i=0; i<NRSPELLPATHS; i++) \
905 if(variable & (1<<i)) { \
906 if (j) \
907 strcat(retbuf,", "); \
908 else \
909 j = 1; \
910 strcat(retbuf, spellpathnames[i]); \
911 } \
912 strcat(retbuf,")"); \
913 }
914
915
916 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
917 if(variable) { \
918 int i,j=0; \
919 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
920 for(i=0; i<NRSPELLPATHS; i++) \
921 if(variable & (1<<i)) { \
922 if (j) \
923 safe_strcat(retbuf,", ", len, maxlen); \
924 else \
925 j = 1; \
926 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
927 } \
928 safe_strcat(retbuf,")", len, maxlen); \
929 }
930
931 /* Flags for apply_special() */
932 enum apply_flag
933 {
934 /* Basic flags, always use one of these */
935 AP_NULL = 0,
936 AP_APPLY = 1,
937 AP_UNAPPLY = 2,
938
939 AP_BASIC_FLAGS = 15,
940
941 /* Optional flags, for bitwise or with a basic flag */
942 AP_NO_MERGE = 16,
943 AP_IGNORE_CURSE = 32,
944 AP_PRINT = 64 /* Print what to do, don't actually do it */
945 /* Note this is supported in all the functions */
946 };
947
948 /* Bitmask values for 'can_apply_object()' return values.
949 * the CAN_APPLY_ prefix is to just note what function the
950 * are returned from.
951 *
952 * CAN_APPLY_NEVER: who will never be able to use this - requires a body
953 * location who doesn't have.
954 * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
955 * this basically means one of the FLAGS are set saying you can't
956 * use this.
957 * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
958 * if this object can do anything to use this object. If the value
959 * returned from can_apply_object() anded with the mask is non zero,
960 * then it is out of the control of this creature to use the item.
961 * otherwise it means that by unequipping stuff, they could apply the object
962 * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
963 * this.
964 * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
965 * unapplied before this can be applied. Think of switching to
966 * a bow but you have a sword & shield - both the sword and
967 * shield need to be uneqipped before you can do the bow.
968 * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
969 * this one can be applied. Think of rings - human is wearing two
970 * rings and tries to apply one - there are two possible rings he
971 * could remove.
972 *
973 */
974 #define CAN_APPLY_NEVER 0x1
975 #define CAN_APPLY_RESTRICTION 0x2
976 #define CAN_APPLY_NOT_MASK 0xf
977 #define CAN_APPLY_UNAPPLY 0x10
978 #define CAN_APPLY_UNAPPLY_MULT 0x20
979 #define CAN_APPLY_UNAPPLY_CHOICE 0x40
980
981 /* Cut off point of when an object is put on the active list or not */
982 #define MIN_ACTIVE_SPEED 0.00001
983
984 /*
985 * random() is much better than rand(). If you have random(), use it instead.
986 * You shouldn't need to change any of this
987 *
988 * 0.93.3: It looks like linux has random (previously, it was set below
989 * to use rand). Perhaps old version of linux lack rand? IF you run into
990 * problems, add || defined(__linux__) the #if immediately below.
991 *
992 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
993 * here.
994 */
995
996 #define RANDOM() random()
997 #define SRANDOM(xyz) srandom(xyz)
998
999 /* Returns the weight of the given object. Note: it does not take the number of
1000 * items (nrof) into account.
1001 */
1002 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1003
1004
1005 /* Code fastening defines
1006 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1007 * buf__ and increment buf__ position so it will point to the end of buf__.
1008 * the '\0' caracter will not be put at end of buf__.
1009 * use preparefastcat and finishfastcat on buf__ to prepare
1010 * and clean up the string. (Lots faster than doing each time...)
1011 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1012 * keep in mind FAST_STRNCAT is faster since length of second argument is
1013 * kown in advance.
1014 */
1015
1016 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1017 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1018 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1019 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1020
1021 /* You may uncomment following define to check sanity of code.
1022 * But use as debug only (loses all speed gained by those macros)
1023 */
1024
1025 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1026 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1027
1028
1029
1030
1031
1032
1033
1034 /*
1035 * Warning!
1036 * If you add message types here, don't forget
1037 * to keep the client up to date too!
1038 */
1039
1040
1041 /* message types */
1042 #define MSG_TYPE_BOOK 1
1043 #define MSG_TYPE_CARD 2
1044 #define MSG_TYPE_PAPER 3
1045 #define MSG_TYPE_SIGN 4
1046 #define MSG_TYPE_MONUMENT 5
1047 #define MSG_TYPE_SCRIPTED_DIALOG 6
1048 #define MSG_TYPE_MOTD 7
1049 #define MSG_TYPE_ADMIN 8
1050 #define MSG_TYPE_LAST 9
1051
1052 #define MSG_SUBTYPE_NONE 0
1053
1054 /* book messages subtypes */
1055 #define MSG_TYPE_BOOK_CLASP_1 1
1056 #define MSG_TYPE_BOOK_CLASP_2 2
1057 #define MSG_TYPE_BOOK_ELEGANT_1 3
1058 #define MSG_TYPE_BOOK_ELEGANT_2 4
1059 #define MSG_TYPE_BOOK_QUARTO_1 5
1060 #define MSG_TYPE_BOOK_QUARTO_2 6
1061 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1062 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1063 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1064 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1065 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1066
1067 /* card messages subtypes*/
1068 #define MSG_TYPE_CARD_SIMPLE_1 1
1069 #define MSG_TYPE_CARD_SIMPLE_2 2
1070 #define MSG_TYPE_CARD_SIMPLE_3 3
1071 #define MSG_TYPE_CARD_ELEGANT_1 4
1072 #define MSG_TYPE_CARD_ELEGANT_2 5
1073 #define MSG_TYPE_CARD_ELEGANT_3 6
1074 #define MSG_TYPE_CARD_STRANGE_1 7
1075 #define MSG_TYPE_CARD_STRANGE_2 8
1076 #define MSG_TYPE_CARD_STRANGE_3 9
1077 #define MSG_TYPE_CARD_MONEY_1 10
1078 #define MSG_TYPE_CARD_MONEY_2 11
1079 #define MSG_TYPE_CARD_MONEY_3 12
1080
1081 /* Paper messages subtypes */
1082 #define MSG_TYPE_PAPER_NOTE_1 1
1083 #define MSG_TYPE_PAPER_NOTE_2 2
1084 #define MSG_TYPE_PAPER_NOTE_3 3
1085 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1086 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1087 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1088 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1089 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1090 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1091 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1092 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1093 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1094 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1095 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1096
1097 /* road signs messages subtypes */
1098 #define MSG_TYPE_SIGN_BASIC 1
1099 #define MSG_TYPE_SIGN_DIR_LEFT 2
1100 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1101 #define MSG_TYPE_SIGN_DIR_BOTH 4
1102
1103 /* stones and monument messages */
1104 #define MSG_TYPE_MONUMENT_STONE_1 1
1105 #define MSG_TYPE_MONUMENT_STONE_2 2
1106 #define MSG_TYPE_MONUMENT_STONE_3 3
1107 #define MSG_TYPE_MONUMENT_STATUE_1 4
1108 #define MSG_TYPE_MONUMENT_STATUE_2 5
1109 #define MSG_TYPE_MONUMENT_STATUE_3 6
1110 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1111 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1112 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1113 #define MSG_TYPE_MONUMENT_WALL_1 10
1114 #define MSG_TYPE_MONUMENT_WALL_2 11
1115 #define MSG_TYPE_MONUMENT_WALL_3 12
1116
1117 /*some readable flags*/
1118
1119 /* dialog messsage */
1120 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1121 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1122 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1123
1124 /* admin messages */
1125 #define MSG_TYPE_ADMIN_RULES 1
1126 #define MSG_TYPE_ADMIN_NEWS 2
1127
1128 #endif /* DEFINE_H */
1129