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/cvs/deliantra/server/include/define.h
Revision: 1.5
Committed: Tue Aug 15 17:35:50 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.4: +2 -1 lines
Log Message:
removed P_SAFE_MAP and added P_SAFE as map flag set by an item with type SAFE_FLOOR (165)

File Contents

# Content
1 /*
2 * static char *rcsid_define_h =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* This file is best viewed with a window width of about 100 character */
30
31 /* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things
33 * that deal with objects should be in objects.h, things dealing
34 * with players in player.h, etc. As it is, everything just seems
35 * to be dumped in here.
36 */
37
38 #ifndef DEFINE_H
39 #define DEFINE_H
40
41 /*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly.
44 */
45 #if !defined(__STDC__)
46 /* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error.
48 */
49 error - Your ANSI C compiler should be defining __STDC__;
50 #endif
51
52 #ifndef WIN32 /* ---win32 exclude unix configuration part */
53 #include <autoconf.h>
54 #endif
55
56 #define FONTDIR ""
57 #define FONTNAME ""
58
59 /* Decstations have trouble with fabs()... */
60 #define FABS(x) ((x)<0?-(x):(x))
61
62 #ifdef __NetBSD__
63 #include <sys/param.h>
64 #endif
65 #ifndef MIN
66 #define MIN(x,y) ((x)<(y)?(x):(y))
67 #endif
68 #ifndef MAX
69 #define MAX(x,y) ((x)>(y)?(x):(y))
70 #endif
71
72 /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73 #ifndef NAME_MAX
74 #define NAME_MAX 255
75 #endif
76
77 /* MAX3 is basically like MAX, but instead does 3 values. */
78 #ifndef MAX3
79 #define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80 #endif
81
82 /* MIN3 is basically like MIN, but instead does 3 values. */
83 #ifndef MIN3
84 #define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85 #endif
86
87 #define MAX_STAT 30 /* The maximum legal value of any stat */
88 #define MIN_STAT 1 /* The minimum legal value of any stat */
89
90 #define MAX_BUF 1024 /* Used for all kinds of things */
91 #define VERY_BIG_BUF 2048
92 #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94
95 #define FONTSIZE 3000 /* Max chars in font */
96
97 #define MAX_ANIMATIONS 256
98
99 #define MAX_NAME 48
100 #define BIG_NAME 32
101 #define MAX_EXT_TITLE 98
102
103 /* Fatal variables: */
104 #define OUT_OF_MEMORY 0
105 #define MAP_ERROR 1
106 #define ARCHTABLE_TOO_SMALL 2
107 #define TOO_MANY_ERRORS 3
108
109 /* TYPE DEFINES */
110 /* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous
115 * flags
116 * Also, if you add new entries, try and fill up the holes in this list.
117 * Additionally, when you add a new entry, include it in the table in item.c
118 */
119
120 /* type 0 will be undefined and shows a non valid type information */
121
122 #define PLAYER 1
123 #define TRANSPORT 2 /* see doc/Developers/objects */
124 #define ROD 3
125 #define TREASURE 4
126 #define POTION 5
127 #define FOOD 6
128 #define POISON 7
129 #define BOOK 8
130 #define CLOCK 9
131 /*#define FBULLET 10 */
132 /*#define FBALL 11 */
133 #define LIGHTNING 12
134 #define ARROW 13
135 #define BOW 14
136 #define WEAPON 15
137 #define ARMOUR 16
138 #define PEDESTAL 17
139 #define ALTAR 18
140 /*#define CONFUSION 19 */
141 #define LOCKED_DOOR 20
142 #define SPECIAL_KEY 21
143 #define MAP 22
144 #define DOOR 23
145 #define KEY 24
146 /*#define MMISSILE 25 */
147 #define TIMED_GATE 26
148 #define TRIGGER 27
149 #define GRIMREAPER 28
150 #define MAGIC_EAR 29
151 #define TRIGGER_BUTTON 30
152 #define TRIGGER_ALTAR 31
153 #define TRIGGER_PEDESTAL 32
154 #define SHIELD 33
155 #define HELMET 34
156 #define HORN 35
157 #define MONEY 36
158 #define CLASS 37 /* object for applying character class modifications to someone */
159 #define GRAVESTONE 38
160 #define AMULET 39
161 #define PLAYERMOVER 40
162 #define TELEPORTER 41
163 #define CREATOR 42
164 #define SKILL 43 /* also see SKILL_TOOL (74) below */
165 #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168 #define EARTHWALL 45
169 #define GOLEM 46
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 /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
193 #define FIREWALL 62
194 #define ANVIL 63
195 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196 #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */
203 #define EXIT 66
204 #define ENCOUNTER 67
205 #define SHOP_FLOOR 68
206 #define SHOP_MAT 69
207 #define RING 70
208 #define FLOOR 71 /* this is a floor tile -> native layer 0 */
209 #define FLESH 72 /* animal 'body parts' -b.t. */
210 #define INORGANIC 73 /* metals and minerals */
211 #define SKILL_TOOL 74 /* Allows the use of a skill */
212 #define LIGHTER 75
213
214 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215 * types are not used in any archetypes, and should perhaps be removed.
216 */
217 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218
219 #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220 #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all
225 chairs from here. */
226 #define MONSTER 80 /* yes, thats a real, living creature */
227 #define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
228 #define LAMP 82 /* a lamp */
229 #define DUPLICATOR 83 /* duplicator/multiplier object */
230 #define TOOL 84 /* a tool for building objects */
231 #define SPELLBOOK 85
232 #define BUILDFAC 86 /* facilities for building objects */
233 #define CLOAK 87
234 /*#define CONE 88 */
235 /*#define AURA 89 *//* aura spell object */
236
237 #define SPINNER 90
238 #define GATE 91
239 #define BUTTON 92
240 #define CF_HANDLE 93
241 #define HOLE 94
242 #define TRAPDOOR 95
243 /*#define WORD_OF_RECALL 96 */
244 /*#define PARAIMAGE 97 */
245 #define SIGN 98
246 #define BOOTS 99
247 #define GLOVES 100
248 #define SPELL 101
249 #define SPELL_EFFECT 102
250 #define CONVERTER 103
251 #define BRACERS 104
252 #define POISONING 105
253 #define SAVEBED 106
254 #define POISONCLOUD 107
255 #define FIREHOLES 108
256 #define WAND 109
257 /*#define ABILITY 110*/
258 #define SCROLL 111
259 #define DIRECTOR 112
260 #define GIRDLE 113
261 #define FORCE 114
262 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263 #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
264 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265 #define CONTAINER 122
266 #define ARMOUR_IMPROVER 123
267 #define WEAPON_IMPROVER 124
268
269 /* unused: 125 - 129
270 * type 125 was MONEY_CHANGER
271 */
272 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
273 #define DEEP_SWAMP 138
274 #define IDENTIFY_ALTAR 139
275 /*#define CANCELLATION 141*/ /* not used with new spell code */
276 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277 /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
278 /*#define SWARM_SPELL 153*/
279 #define RUNE 154
280 #define TRAP 155
281
282 #define POWER_CRYSTAL 156
283 #define CORPSE 157
284
285 #define DISEASE 158
286 #define SYMPTOM 159
287 #define BUILDER 160 /* Generic item builder, see subtypes */
288 #define MATERIAL 161 /* Material for building */
289 /* #define GPS 162 Ground positionning system, moved to Python plugin */
290 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
291 #define QUEST 164 /* See below for subtypes */
292 #define SAFE_FLOOR 165 /* This is a safe floor, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */
294 /* END TYPE DEFINE */
295
296 /* Subtypes for BUILDER */
297 #define ST_BD_BUILD 1 /* Builds an item */
298 #define ST_BD_REMOVE 2 /* Removes an item */
299
300 /* Subtypes for MATERIAL */
301 #define ST_MAT_FLOOR 1 /* Floor */
302 #define ST_MAT_WALL 2 /* Wall */
303 #define ST_MAT_ITEM 3 /* All other items, including doors & such */
304
305 /* Subtypes for QUEST */
306 #define QUEST_IN_PROGRESS 1
307 #define QUEST_DONE_QUEST 2
308 #define QUEST_DONE_TASK 3
309 #define QUEST_START_QUEST 4
310 #define QUEST_END_QUEST 5
311 #define QUEST_START_TASK 6
312 #define QUEST_END_TASK 7
313 #define QUEST_OVERRIDE 8
314 #define QUEST_ON_ACTIVATE 9
315
316 /* definitions for weapontypes */
317
318 #define WEAP_HIT 0 /* the basic */
319 #define WEAP_SLASH 1 /* slash */
320 #define WEAP_PIERCE 2 /* arrows, stiletto */
321 #define WEAP_CLEAVE 3 /* axe */
322 #define WEAP_SLICE 4 /* katana */
323 #define WEAP_STAB 5 /* knife, dagger */
324 #define WEAP_WHIP 6 /* whips n chains */
325 #define WEAP_CRUSH 7 /* big hammers, flails */
326 #define WEAP_BLUD 8 /* bludgeoning, club, stick */
327
328 typedef struct typedata {
329 int number;
330 const char *name;
331 const char *name_pl;
332 int identifyskill;
333 int identifyskill2;
334 } typedata;
335
336 extern const int ItemTypesSize;
337 extern typedata ItemTypes[];
338
339 /* definitions for detailed pickup descriptions.
340 * The objective is to define intelligent groups of items that the
341 * user can pick up or leave as he likes. */
342
343 /* high bit as flag for new pickup options */
344 #define PU_NOTHING 0x00000000
345
346 #define PU_DEBUG 0x10000000
347 #define PU_INHIBIT 0x20000000
348 #define PU_STOP 0x40000000
349 #define PU_NEWMODE 0x80000000
350
351 #define PU_RATIO 0x0000000F
352
353 #define PU_FOOD 0x00000010
354 #define PU_DRINK 0x00000020
355 #define PU_VALUABLES 0x00000040
356 #define PU_BOW 0x00000080
357
358 #define PU_ARROW 0x00000100
359 #define PU_HELMET 0x00000200
360 #define PU_SHIELD 0x00000400
361 #define PU_ARMOUR 0x00000800
362
363 #define PU_BOOTS 0x00001000
364 #define PU_GLOVES 0x00002000
365 #define PU_CLOAK 0x00004000
366 #define PU_KEY 0x00008000
367
368 #define PU_MISSILEWEAPON 0x00010000
369 #define PU_ALLWEAPON 0x00020000
370 #define PU_MAGICAL 0x00040000
371 #define PU_POTION 0x00080000
372
373 #define PU_SPELLBOOK 0x00100000
374 #define PU_SKILLSCROLL 0x00200000
375 #define PU_READABLES 0x00400000
376 #define PU_MAGIC_DEVICE 0x00800000
377
378 #define PU_NOT_CURSED 0x01000000
379 #define PU_JEWELS 0x02000000
380
381
382 /* Instead of using arbitrary constants for indexing the
383 * freearr, add these values. <= SIZEOFFREE1 will get you
384 * within 1 space. <= SIZEOFFREE2 wll get you withing
385 * 2 spaces, and the entire array (< SIZEOFFREE) is
386 * three spaces
387 */
388 #define SIZEOFFREE1 8
389 #define SIZEOFFREE2 24
390 #define SIZEOFFREE 49
391
392 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
393
394 /* Flag structure now changed.
395 * Each flag is now a bit offset, starting at zero. The macros
396 * will update/read the appropriate flag element in the object
397 * structure.
398 *
399 * Hopefully, since these offsets are integer constants set at run time,
400 * the compiler will reduce the macros something as simple as the
401 * old system was.
402 *
403 * Flags now have FLAG as the prefix. This to be clearer, and also
404 * to make sure F_ names are not still being used anyplace.
405 *
406 * The macros below assume that the flag size for each element is 32
407 * bits. IF it is smaller, bad things will happen. See structs.h
408 * for more info.
409 *
410 * All functions should use the macros below. In process of converting
411 * to the new system, I find several files that did not use the previous
412 * macros.
413 *
414 * If any FLAG's are or changed, make sure the flag_names structure in
415 * common/loader.l is updated.
416 *
417 * flags[0] is 0 to 31
418 * flags[1] is 32 to 63
419 * flags[2] is 64 to 95
420 * flags[3] is 96 to 127
421 */
422 /* Basic routines to do above */
423 #define SET_FLAG(xyz, p) \
424 ((xyz)->flags[p/32] |= (1U << (p % 32)))
425 #define CLEAR_FLAG(xyz, p) \
426 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
427 #define QUERY_FLAG(xyz, p) \
428 ((xyz)->flags[p/32] & (1U << (p % 32)))
429 #define COMPARE_FLAGS(p,q) \
430 ( \
431 ((p)->flags[0] == (q)->flags[0]) && \
432 ((p)->flags[1] == (q)->flags[1]) && \
433 ((p)->flags[2] == (q)->flags[2]) && \
434 ((p)->flags[3] == (q)->flags[3]) \
435 )
436 /* convenience macros to determine what kind of things we are dealing with */
437
438 #define IS_WEAPON(op) \
439 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
440
441 #define IS_ARMOR(op) \
442 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
443 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
444 op->type == BRACERS || op->type == GIRDLE)
445
446 #define IS_LIVE(op) \
447 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
448 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
449 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
450
451 #define IS_ARROW(op) \
452 (op->type==ARROW || \
453 (op->type==SPELL_EFFECT && \
454 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
455
456 /* This return TRUE if object has still randomitems which
457 * could be expanded.
458 */
459 #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460
461 /* the flags */
462
463 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
464 #define FLAG_WIZ 1 /* Object has special privilegies */
465 #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
466 #define FLAG_FREED 3 /* Object is in the list of free objects */
467 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
468 #define FLAG_APPLIED 5 /* Object is ready for use by living */
469 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
470 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
471
472 #define FLAG_NO_PICK 8 /* Object can't be picked up */
473 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
474 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
475 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
476 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
477 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
478 #define FLAG_MONSTER 14 /* Will attack players */
479 #define FLAG_FRIENDLY 15 /* Will help players */
480
481 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
482 #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
483 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
484 #define FLAG_TREASURE 19 /* Will generate treasure when applied */
485 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
486 #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
487 #define FLAG_CAN_ROLL 22 /* Object can be rolled */
488 #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
489 #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
490 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
491 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
492 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
493 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */
494 #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
495 #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
496 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/
497
498 /* Start of values in flags[1] */
499 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
500 #define FLAG_HITBACK 33 /* Object will hit back when hit */
501 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
502 #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
503 #define FLAG_UNDEAD 36 /* Monster is undead */
504 #define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/
505 #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
506 #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
507
508 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
509 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
510 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
511 #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
512 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
513 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
514 but can still attack at a distance */
515 /*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \
516 thru this object as if it wasn't there */
517 /*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
518
519 #define FLAG_PICK_UP 48 /* Can pick up */
520 #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
521 #define FLAG_NO_DROP 50 /* Object can't be dropped */
522 #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
523 #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
524 #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
525 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
526 #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
527
528 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
529 #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
530 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
531 #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
532 #define FLAG_READY_BOW 60 /* not implemented yet */
533 #define FLAG_XRAYS 61 /* X-ray vision */
534 #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
535 #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
536
537 /* Start of values in flags[2] */
538 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
539 #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
540 #define FLAG_SLEEP 66 /* NPC is sleeping */
541 #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
542 #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
543 #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
544 #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
545 #define FLAG_STEALTH 71 /* Will wake monsters with less range */
546
547 #define FLAG_WIZPASS 72 /* The wizard can go through walls */
548 #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
549 #define FLAG_CURSED 74 /* The object is cursed */
550 #define FLAG_DAMNED 75 /* The object is _very_ cursed */
551 #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
552 #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
553 #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
554 #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
555
556 #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
557 #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
558 #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
559 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
560 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
561 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
562 #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
563 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
564
565 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
566 #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
567 #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
568 #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
569 #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
570 #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
571 #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
572 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
573
574 /* Start of values in flags[3] */
575 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
576 #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
577 * away (replaces ghosthit)
578 */
579 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
580 * detect cases were the server is trying
581 * to send an upditem when we have not
582 * actually sent the item.
583 */
584
585 #define FLAG_BERSERK 99 /* monster will attack closest living
586 object */
587 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
588 #define FLAG_NO_ATTACK 101 /* monster don't attack */
589 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
590 #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
591 * load_original_map() */
592 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
593 * the overlay, and is not subject to
594 * decay. */
595 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
596 #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
597 #define FLAG_IS_WATER 107
598 #define FLAG_CONTENT_ON_GEN 108
599 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/
600 #define FLAG_IS_BUILDABLE 110 /* Can build on item */
601 #define FLAG_AFK 111 /* Player is AFK */
602 #define NUM_FLAGS 111 /* Should always be equal to the last
603 * defined flag. If you change this,
604 * make sure you update the flag_links
605 * in common/loader.l
606 */
607
608 /* Values can go up to 127 before the size of the flags array in the
609 * object structure needs to be enlarged.
610 * So there are 18 available flags slots
611 */
612
613
614 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
615
616 #if 0
617 /* These should no longer be needed - access move_slow_penalty
618 * directly.
619 */
620 #define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
621 #define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
622 #endif
623
624 /* If you add new movement types, you may need to update
625 * describe_item() so properly describe those types.
626 * change_abil() probably should be updated also.
627 */
628 #define MOVE_WALK 0x1 /* Object walks */
629 #define MOVE_FLY_LOW 0x2 /* Low flying object */
630 #define MOVE_FLY_HIGH 0x4 /* High flying object */
631 #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */
632 #define MOVE_SWIM 0x8 /* Swimming object */
633 #define MOVE_BOAT 0x10 /* Boats/sailing */
634 #define MOVE_ALL 0x1f /* Mask of all movement types */
635
636 /* the normal assumption is that objects are walking/flying.
637 * So often we don't want to block movement, but still don't want
638 * to allow all types (swimming is rather specialized) - I also
639 * expect as more movement types show up, this is likely to get
640 * updated. Basically, this is the default for spaces that allow
641 * movement - anything but swimming right now. If you really
642 * want nothing at all, then can always set move_block to 0
643 */
644 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
645
646 /* typdef here to define type large enough to hold bitmask of
647 * all movement types. Make one declaration so easy to update.
648 * uint8 is defined yet, so just use what that would define it
649 * at anyways.
650 */
651 typedef unsigned char MoveType;
652
653 /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
654 * Basically, ob2 has to block all of ob1 movement types.
655 */
656 #define OB_MOVE_BLOCK(ob1, ob2) \
657 ((ob1->move_type & ob2->move_block) == ob1->move_type)
658
659 /* Basic macro to see if if ob1 can not move onto a space based
660 * on the 'type' move_block parameter
661 * Add check - if type is 0, don't stop anything from moving
662 * onto it.
663 *
664 */
665 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
666 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
667
668
669 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
670 #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
671 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
672
673 /* Note: These values are only a default value, resizing can change them */
674 #define INV_SIZE 12 /* How many items can be viewed in inventory */
675 #define LOOK_SIZE 6 /* ditto, but for the look-window */
676 #define MAX_INV_SIZE 40 /* For initializing arrays */
677 #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
678
679 #define EDITABLE(xyz) ((xyz)->arch->editable)
680
681 #define E_MONSTER 0x00000001
682 #define E_EXIT 0x00000002
683 #define E_TREASURE 0x00000004
684 #define E_BACKGROUND 0x00000008
685 #define E_DOOR 0x00000010
686 #define E_SPECIAL 0x00000020
687 #define E_SHOP 0x00000040
688 #define E_NORMAL 0x00000080
689 #define E_FALSE_WALL 0x00000100
690 #define E_WALL 0x00000200
691 #define E_EQUIPMENT 0x00000400
692 #define E_OTHER 0x00000800
693 #define E_ARTIFACT 0x00001000
694
695 #define EXIT_PATH(xyz) (xyz)->slaying
696 #define EXIT_LEVEL(xyz) (xyz)->stats.food
697 #define EXIT_X(xyz) (xyz)->stats.hp
698 #define EXIT_Y(xyz) (xyz)->stats.sp
699 #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
700 #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
701
702 /* for use by the lighting code */
703 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
704 * large values allow objects that can
705 * slow down the game */
706 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
707 * practical reason to exceed this */
708 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
709 MAX_LIGHT_RADII:(xyz)->glow_radius;
710
711 #define F_BUY 0
712 #define F_SELL 1
713 #define F_TRUE 2 /* True value of item, unadjusted */
714 #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
715 #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
716 #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
717 #define F_APPROX 32 /* flag to give a guess of item value */
718 #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
719
720 #define DIRX(xyz) freearr_x[(xyz)->direction]
721 #define DIRY(xyz) freearr_y[(xyz)->direction]
722
723 #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
724 #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
725
726 #define ARMOUR_SPEED(xyz) (xyz)->last_sp
727 #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
728 #define WEAPON_SPEED(xyz) (xyz)->last_sp
729
730 /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
731 each of them signed char, concatenated in a int16 */
732 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
733 #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
734 #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
735 #define FIRE_DIRECTIONAL 0
736 #define FIRE_POSITIONAL 1
737
738 /******************************************************************************/
739 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
740 /******************************************************************************/
741 /* if your monsters start acting wierd, mail me */
742 /******************************************************************************/
743 /* the following definitions are for the attack_movement variable in monsters */
744 /* if the attack_variable movement is left out of the monster archetype, or is*/
745 /* set to zero */
746 /* the standard mode of movement from previous versions of crossfire will be */
747 /* used. the upper four bits of movement data are not in effect when the monst*/
748 /* er has an enemy. these should only be used for non agressive monsters. */
749 /* to program a monsters movement add the attack movement numbers to the movem*/
750 /* ment numbers example a monster that moves in a circle until attacked and */
751 /* then attacks from a distance: */
752 /* CIRCLE1 = 32 */
753 /* + DISTATT = 1 */
754 /* ------------------- */
755 /* attack_movement = 33 */
756 /******************************************************************************/
757 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
758 /* attack from a distance - good for missile users only */
759 #define RUNATT 2 /* run but attack if player catches up to object */
760 #define HITRUN 3 /* run to then hit player then run away cyclicly */
761 #define WAITATT 4 /* wait for player to approach then hit, move if hit */
762 #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
763 #define ALLRUN 6 /* always run never attack good for sim. of weak player */
764 #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
765 #define WAIT2 8 /* monster does not try to move towards player if far */
766 /* maintains comfortable distance */
767 #define PETMOVE 16 /* if the upper four bits of attack_movement */
768 /* are set to this number, the monster follows a player */
769 /* until the owner calls it back or off */
770 /* player followed denoted by 0b->owner */
771 /* the monster will try to attack whatever the player is */
772 /* attacking, and will continue to do so until the owner */
773 /* calls off the monster - a key command will be */
774 /* inserted to do so */
775 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
776 /* are set to this number, the monster will move in a */
777 /* circle until it is attacked, or the enemy field is */
778 /* set, this is good for non-aggressive monsters and NPC */
779 #define CIRCLE2 48 /* same as above but a larger circle is used */
780 #define PACEH 64 /* The Monster will pace back and forth until attacked */
781 /* this is HORIZONTAL movement */
782 #define PACEH2 80 /* the monster will pace as above but the length of the */
783 /* pace area is longer and the monster stops before */
784 /* changing directions */
785 /* this is HORIZONTAL movement */
786 #define RANDO 96 /* the monster will go in a random direction until */
787 /* it is stopped by an obstacle, then it chooses another */
788 /* direction. */
789 #define RANDO2 112 /* constantly move in a different random direction */
790 #define PACEV 128 /* The Monster will pace back and forth until attacked */
791 /* this is VERTICAL movement */
792 #define PACEV2 144 /* the monster will pace as above but the length of the */
793 /* pace area is longer and the monster stops before */
794 /* changing directions */
795 /* this is VERTICAL movement */
796 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
797 #define HI4 240
798
799 /*
800 * Use of the state-variable in player objects:
801 */
802
803 #define ST_PLAYING 0
804 #define ST_PLAY_AGAIN 1
805 #define ST_ROLL_STAT 2
806 #define ST_CHANGE_CLASS 3
807 #define ST_CONFIRM_QUIT 4
808 #define ST_CONFIGURE 5
809 #define ST_GET_NAME 6
810 #define ST_GET_PASSWORD 7
811 #define ST_CONFIRM_PASSWORD 8
812 #define ST_GET_PARTY_PASSWORD 10
813
814 #define BLANK_FACE_NAME "blank.111"
815 #define EMPTY_FACE_NAME "empty.111"
816 #define DARK_FACE1_NAME "dark1.111"
817 #define DARK_FACE2_NAME "dark2.111"
818 #define DARK_FACE3_NAME "dark3.111"
819 #define SMOOTH_FACE_NAME "default_smoothed.111"
820
821 /*
822 * Defines for the luck/random functions to make things more readable
823 */
824
825 #define PREFER_HIGH 1
826 #define PREFER_LOW 0
827
828 /* Simple function we use below to keep adding to the same string
829 * but also make sure we don't overwrite that string.
830 */
831 static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
832 {
833 if (*curlen == (maxlen-1)) return;
834 strncpy(dest+*curlen, orig, maxlen-*curlen-1);
835 dest[maxlen-1]=0;
836 *curlen += strlen(orig);
837 if (*curlen>(maxlen-1)) *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 /* Basic flags, always use one of these */
914 AP_NULL = 0,
915 AP_APPLY = 1,
916 AP_UNAPPLY = 2,
917
918 AP_BASIC_FLAGS = 15,
919
920 /* Optional flags, for bitwise or with a basic flag */
921 AP_NO_MERGE = 16,
922 AP_IGNORE_CURSE = 32,
923 AP_PRINT = 64 /* Print what to do, don't actually do it */
924 /* Note this is supported in all the functions */
925
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 #ifdef HAVE_SRANDOM
977 #define RANDOM() random()
978 #define SRANDOM(xyz) srandom(xyz)
979 #else
980 # ifdef HAVE_SRAND48
981 # define RANDOM() lrand48()
982 # define SRANDOM(xyz) srand48(xyz)
983 # else
984 # ifdef HAVE_SRAND
985 # define RANDOM() rand()
986 # define SRANDOM(xyz) srand(xyz)
987 # else
988 # error "Could not find a usable random routine"
989 # endif
990 # endif
991 #endif
992
993 /* Returns the weight of the given object. Note: it does not take the number of
994 * items (nrof) into account.
995 */
996 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
997
998
999 /* Code fastening defines
1000 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1001 * buf__ and increment buf__ position so it will point to the end of buf__.
1002 * the '\0' caracter will not be put at end of buf__.
1003 * use preparefastcat and finishfastcat on buf__ to prepare
1004 * and clean up the string. (Lots faster than doing each time...)
1005 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1006 * keep in mind FAST_STRNCAT is faster since length of second argument is
1007 * kown in advance.
1008 */
1009
1010 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1011 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1012 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1013 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1014
1015 /* You may uncomment following define to check sanity of code.
1016 * But use as debug only (loses all speed gained by those macros)
1017 */
1018 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1019 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1020
1021
1022
1023
1024
1025
1026
1027 /*
1028 * Warning!
1029 * If you add message types here, don't forget
1030 * to keep the client up to date too!
1031 */
1032
1033
1034 /* message types */
1035 #define MSG_TYPE_BOOK 1
1036 #define MSG_TYPE_CARD 2
1037 #define MSG_TYPE_PAPER 3
1038 #define MSG_TYPE_SIGN 4
1039 #define MSG_TYPE_MONUMENT 5
1040 #define MSG_TYPE_SCRIPTED_DIALOG 6
1041 #define MSG_TYPE_MOTD 7
1042 #define MSG_TYPE_ADMIN 8
1043 #define MSG_TYPE_LAST 9
1044
1045 #define MSG_SUBTYPE_NONE 0
1046
1047 /* book messages subtypes */
1048 #define MSG_TYPE_BOOK_CLASP_1 1
1049 #define MSG_TYPE_BOOK_CLASP_2 2
1050 #define MSG_TYPE_BOOK_ELEGANT_1 3
1051 #define MSG_TYPE_BOOK_ELEGANT_2 4
1052 #define MSG_TYPE_BOOK_QUARTO_1 5
1053 #define MSG_TYPE_BOOK_QUARTO_2 6
1054 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1055 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1056 #define MSG_TYPE_BOOK_SPELL_PYRO 9
1057 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1058 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1059
1060 /* card messages subtypes*/
1061 #define MSG_TYPE_CARD_SIMPLE_1 1
1062 #define MSG_TYPE_CARD_SIMPLE_2 2
1063 #define MSG_TYPE_CARD_SIMPLE_3 3
1064 #define MSG_TYPE_CARD_ELEGANT_1 4
1065 #define MSG_TYPE_CARD_ELEGANT_2 5
1066 #define MSG_TYPE_CARD_ELEGANT_3 6
1067 #define MSG_TYPE_CARD_STRANGE_1 7
1068 #define MSG_TYPE_CARD_STRANGE_2 8
1069 #define MSG_TYPE_CARD_STRANGE_3 9
1070 #define MSG_TYPE_CARD_MONEY_1 10
1071 #define MSG_TYPE_CARD_MONEY_2 11
1072 #define MSG_TYPE_CARD_MONEY_3 12
1073
1074 /* Paper messages subtypes */
1075 #define MSG_TYPE_PAPER_NOTE_1 1
1076 #define MSG_TYPE_PAPER_NOTE_2 2
1077 #define MSG_TYPE_PAPER_NOTE_3 3
1078 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1079 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1080 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1081 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1082 #define MSG_TYPE_PAPER_ENVELOPE_1 8
1083 #define MSG_TYPE_PAPER_ENVELOPE_2 9
1084 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1085 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1086 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1087 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1088 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1089
1090 /* road signs messages subtypes */
1091 #define MSG_TYPE_SIGN_BASIC 1
1092 #define MSG_TYPE_SIGN_DIR_LEFT 2
1093 #define MSG_TYPE_SIGN_DIR_RIGHT 3
1094 #define MSG_TYPE_SIGN_DIR_BOTH 4
1095
1096 /* stones and monument messages */
1097 #define MSG_TYPE_MONUMENT_STONE_1 1
1098 #define MSG_TYPE_MONUMENT_STONE_2 2
1099 #define MSG_TYPE_MONUMENT_STONE_3 3
1100 #define MSG_TYPE_MONUMENT_STATUE_1 4
1101 #define MSG_TYPE_MONUMENT_STATUE_2 5
1102 #define MSG_TYPE_MONUMENT_STATUE_3 6
1103 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1104 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1105 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1106 #define MSG_TYPE_MONUMENT_WALL_1 10
1107 #define MSG_TYPE_MONUMENT_WALL_2 11
1108 #define MSG_TYPE_MONUMENT_WALL_3 12
1109
1110 /*some readable flags*/
1111
1112 /* dialog messsage */
1113 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/
1114 #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/
1115 #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/
1116
1117 /* admin messages */
1118 #define MSG_TYPE_ADMIN_RULES 1
1119 #define MSG_TYPE_ADMIN_NEWS 2
1120
1121 #endif /* DEFINE_H */