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root |
1.1 |
/* |
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* static char *rcsid_define_h = |
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elmex |
1.1.1.3 |
* "$Id: define.h,v 1.106 2006/02/22 09:47:35 akirschbaum Exp $"; |
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root |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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/* This file is best viewed with a window width of about 100 character */ |
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/* This file is really too large. With all the .h files |
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* around, this file should be better split between them - things |
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* that deal with objects should be in objects.h, things dealing |
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* with players in player.h, etc. As it is, everything just seems |
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* to be dumped in here. |
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*/ |
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#ifndef DEFINE_H |
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#define DEFINE_H |
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/* |
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* Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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* Thus the prototypes made by cextract don't get included correctly. |
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*/ |
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#if !defined(__STDC__) |
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/* Removed # from start of following line. makedepend was picking it up. |
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* The following should still hopefully result in an error. |
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*/ |
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error - Your ANSI C compiler should be defining __STDC__; |
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#endif |
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#ifndef WIN32 /* ---win32 exclude unix configuration part */ |
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#include <autoconf.h> |
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#endif |
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#define FONTDIR "" |
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#define FONTNAME "" |
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/* Decstations have trouble with fabs()... */ |
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#define FABS(x) ((x)<0?-(x):(x)) |
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#ifdef __NetBSD__ |
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#include <sys/param.h> |
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#endif |
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#ifndef MIN |
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#define MIN(x,y) ((x)<(y)?(x):(y)) |
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#endif |
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#ifndef MAX |
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#define MAX(x,y) ((x)>(y)?(x):(y)) |
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#endif |
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/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
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#ifndef NAME_MAX |
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#define NAME_MAX 255 |
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#endif |
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/* MAX3 is basically like MAX, but instead does 3 values. */ |
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#ifndef MAX3 |
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#define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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#endif |
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/* MIN3 is basically like MIN, but instead does 3 values. */ |
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#ifndef MIN3 |
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#define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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#endif |
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#define MAX_STAT 30 /* The maximum legal value of any stat */ |
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#define MIN_STAT 1 /* The minimum legal value of any stat */ |
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#define MAX_BUF 256 /* Used for all kinds of things */ |
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#define VERY_BIG_BUF 1024 |
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#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
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#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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#define FONTSIZE 3000 /* Max chars in font */ |
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#define MAX_ANIMATIONS 256 |
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#define MAX_NAME 48 |
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#define BIG_NAME 32 |
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#define MAX_EXT_TITLE 98 |
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/* Fatal variables: */ |
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#define OUT_OF_MEMORY 0 |
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#define MAP_ERROR 1 |
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#define ARCHTABLE_TOO_SMALL 2 |
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#define TOO_MANY_ERRORS 3 |
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/* TYPE DEFINES */ |
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/* Only add new values to this list if somewhere in the program code, |
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* it is actually needed. Just because you add a new monster does not |
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* mean it has to have a type defined here. That only needs to happen |
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* if in some .c file, it needs to do certain special actions based on |
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* the monster type, that can not be handled by any of the numerous |
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* flags |
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* Also, if you add new entries, try and fill up the holes in this list. |
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* Additionally, when you add a new entry, include it in the table in item.c |
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*/ |
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/* type 0 will be undefined and shows a non valid type information */ |
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#define PLAYER 1 |
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elmex |
1.1.1.2 |
#define TRANSPORT 2 /* see doc/Developers/objects */ |
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root |
1.1 |
#define ROD 3 |
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#define TREASURE 4 |
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#define POTION 5 |
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#define FOOD 6 |
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#define POISON 7 |
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#define BOOK 8 |
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#define CLOCK 9 |
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/*#define FBULLET 10 */ |
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/*#define FBALL 11 */ |
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#define LIGHTNING 12 |
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#define ARROW 13 |
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#define BOW 14 |
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#define WEAPON 15 |
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#define ARMOUR 16 |
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#define PEDESTAL 17 |
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#define ALTAR 18 |
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elmex |
1.1.1.3 |
/*#define CONFUSION 19 */ |
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root |
1.1 |
#define LOCKED_DOOR 20 |
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#define SPECIAL_KEY 21 |
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#define MAP 22 |
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#define DOOR 23 |
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#define KEY 24 |
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/*#define MMISSILE 25 */ |
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#define TIMED_GATE 26 |
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#define TRIGGER 27 |
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#define GRIMREAPER 28 |
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#define MAGIC_EAR 29 |
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#define TRIGGER_BUTTON 30 |
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#define TRIGGER_ALTAR 31 |
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#define TRIGGER_PEDESTAL 32 |
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#define SHIELD 33 |
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#define HELMET 34 |
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#define HORN 35 |
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#define MONEY 36 |
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#define CLASS 37 /* object for applying character class modifications to someone */ |
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#define GRAVESTONE 38 |
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#define AMULET 39 |
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#define PLAYERMOVER 40 |
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#define TELEPORTER 41 |
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#define CREATOR 42 |
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#define SKILL 43 /* also see SKILL_TOOL (74) below */ |
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#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
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/* experience for broad skill categories. This value */ |
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/* is now automatically converteed at load time. */ |
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#define EARTHWALL 45 |
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#define GOLEM 46 |
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/*#define BOMB 47 */ |
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#define THROWN_OBJ 48 |
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#define BLINDNESS 49 |
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#define GOD 50 |
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#define DETECTOR 51 /* peterm: detector is an object */ |
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/* which notices the presense of */ |
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/* another object and is triggered */ |
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/* like buttons. */ |
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#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
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/* force into a player with a specified string WHEN TRIGGERED. */ |
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#define DEAD_OBJECT 53 |
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#define DRINK 54 |
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#define MARKER 55 /* inserts an invisible, weightless */ |
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/* force into a player with a specified string. */ |
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#define HOLY_ALTAR 56 |
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#define PLAYER_CHANGER 57 |
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#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
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#define PEACEMAKER 59 /* Object owned by a player which can convert */ |
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/* a monster into a peaceful being incapable of attack. */ |
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#define GEM 60 |
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/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ |
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#define FIREWALL 62 |
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#define ANVIL 63 |
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#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
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#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
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* values of last_sp set how to change: |
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* 0 = furious, all monsters become aggressive |
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* 1 = angry, all but friendly become aggressive |
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* 2 = calm, all aggressive monsters calm down |
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* 3 = sleep, all monsters fall asleep |
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* 4 = charm, monsters become pets */ |
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#define EXIT 66 |
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#define ENCOUNTER 67 |
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#define SHOP_FLOOR 68 |
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#define SHOP_MAT 69 |
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#define RING 70 |
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#define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
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#define FLESH 72 /* animal 'body parts' -b.t. */ |
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#define INORGANIC 73 /* metals and minerals */ |
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#define SKILL_TOOL 74 /* Allows the use of a skill */ |
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#define LIGHTER 75 |
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/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
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* types are not used in any archetypes, and should perhaps be removed. |
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*/ |
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#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
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#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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#define MISC_OBJECT 79 /* misc. objects are for objects without a function |
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in the engine. Like statues, clocks, chairs,... |
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If perhaps we create a function where we can sit |
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on chairs, we create a new type and remove all |
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chairs from here. */ |
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#define MONSTER 80 /* yes, thats a real, living creature */ |
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#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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#define LAMP 82 /* a lamp */ |
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#define DUPLICATOR 83 /* duplicator/multiplier object */ |
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#define TOOL 84 /* a tool for building objects */ |
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#define SPELLBOOK 85 |
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#define BUILDFAC 86 /* facilities for building objects */ |
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#define CLOAK 87 |
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/*#define CONE 88 */ |
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/*#define AURA 89 *//* aura spell object */ |
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#define SPINNER 90 |
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#define GATE 91 |
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#define BUTTON 92 |
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#define CF_HANDLE 93 |
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#define HOLE 94 |
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#define TRAPDOOR 95 |
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/*#define WORD_OF_RECALL 96 */ |
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/*#define PARAIMAGE 97 */ |
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#define SIGN 98 |
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#define BOOTS 99 |
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#define GLOVES 100 |
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#define SPELL 101 |
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#define SPELL_EFFECT 102 |
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#define CONVERTER 103 |
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#define BRACERS 104 |
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#define POISONING 105 |
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#define SAVEBED 106 |
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#define POISONCLOUD 107 |
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#define FIREHOLES 108 |
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#define WAND 109 |
| 257 |
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/*#define ABILITY 110*/ |
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#define SCROLL 111 |
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#define DIRECTOR 112 |
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#define GIRDLE 113 |
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#define FORCE 114 |
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#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
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#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
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#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
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#define CONTAINER 122 |
| 266 |
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#define ARMOUR_IMPROVER 123 |
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#define WEAPON_IMPROVER 124 |
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| 269 |
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/* unused: 125 - 129 |
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* type 125 was MONEY_CHANGER |
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*/ |
| 272 |
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#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ |
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#define DEEP_SWAMP 138 |
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#define IDENTIFY_ALTAR 139 |
| 275 |
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/*#define CANCELLATION 141*/ /* not used with new spell code */ |
| 276 |
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#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ |
| 278 |
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/*#define SWARM_SPELL 153*/ |
| 279 |
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#define RUNE 154 |
| 280 |
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#define TRAP 155 |
| 281 |
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| 282 |
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#define POWER_CRYSTAL 156 |
| 283 |
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#define CORPSE 157 |
| 284 |
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| 285 |
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#define DISEASE 158 |
| 286 |
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#define SYMPTOM 159 |
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| 288 |
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#define BUILDER 160 /* Generic item builder, see subtypes */ |
| 289 |
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#define MATERIAL 161 /* Material for building */ |
| 290 |
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/* #define GPS 162 Ground positionning system, moved to Python plugin */ |
| 291 |
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#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
| 292 |
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#define QUEST 164 /* See below for subtypes */ |
| 293 |
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/* END TYPE DEFINE */ |
| 294 |
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| 295 |
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/* Subtypes for BUILDER */ |
| 296 |
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#define ST_BD_BUILD 1 /* Builds an item */ |
| 297 |
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#define ST_BD_REMOVE 2 /* Removes an item */ |
| 298 |
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| 299 |
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/* Subtypes for MATERIAL */ |
| 300 |
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#define ST_MAT_FLOOR 1 /* Floor */ |
| 301 |
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#define ST_MAT_WALL 2 /* Wall */ |
| 302 |
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#define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
| 303 |
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| 304 |
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/* Subtypes for QUEST */ |
| 305 |
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#define QUEST_IN_PROGRESS 1 |
| 306 |
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#define QUEST_DONE_QUEST 2 |
| 307 |
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#define QUEST_DONE_TASK 3 |
| 308 |
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#define QUEST_START_QUEST 4 |
| 309 |
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#define QUEST_END_QUEST 5 |
| 310 |
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#define QUEST_START_TASK 6 |
| 311 |
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#define QUEST_END_TASK 7 |
| 312 |
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#define QUEST_OVERRIDE 8 |
| 313 |
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#define QUEST_ON_ACTIVATE 9 |
| 314 |
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| 315 |
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/* definitions for weapontypes */ |
| 316 |
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| 317 |
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#define WEAP_HIT 0 /* the basic */ |
| 318 |
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#define WEAP_SLASH 1 /* slash */ |
| 319 |
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#define WEAP_PIERCE 2 /* arrows, stiletto */ |
| 320 |
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#define WEAP_CLEAVE 3 /* axe */ |
| 321 |
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#define WEAP_SLICE 4 /* katana */ |
| 322 |
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#define WEAP_STAB 5 /* knife, dagger */ |
| 323 |
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#define WEAP_WHIP 6 /* whips n chains */ |
| 324 |
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#define WEAP_CRUSH 7 /* big hammers, flails */ |
| 325 |
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#define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
| 326 |
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| 327 |
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typedef struct typedata { |
| 328 |
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int number; |
| 329 |
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const char *name; |
| 330 |
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const char *name_pl; |
| 331 |
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int identifyskill; |
| 332 |
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int identifyskill2; |
| 333 |
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} typedata; |
| 334 |
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| 335 |
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extern const int ItemTypesSize; |
| 336 |
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extern typedata ItemTypes[]; |
| 337 |
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| 338 |
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/* definitions for detailed pickup descriptions. |
| 339 |
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* The objective is to define intelligent groups of items that the |
| 340 |
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* user can pick up or leave as he likes. */ |
| 341 |
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| 342 |
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/* high bit as flag for new pickup options */ |
| 343 |
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#define PU_NOTHING 0x00000000 |
| 344 |
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| 345 |
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#define PU_DEBUG 0x10000000 |
| 346 |
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#define PU_INHIBIT 0x20000000 |
| 347 |
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#define PU_STOP 0x40000000 |
| 348 |
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#define PU_NEWMODE 0x80000000 |
| 349 |
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| 350 |
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#define PU_RATIO 0x0000000F |
| 351 |
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| 352 |
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#define PU_FOOD 0x00000010 |
| 353 |
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#define PU_DRINK 0x00000020 |
| 354 |
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#define PU_VALUABLES 0x00000040 |
| 355 |
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#define PU_BOW 0x00000080 |
| 356 |
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| 357 |
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#define PU_ARROW 0x00000100 |
| 358 |
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#define PU_HELMET 0x00000200 |
| 359 |
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#define PU_SHIELD 0x00000400 |
| 360 |
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|
#define PU_ARMOUR 0x00000800 |
| 361 |
|
|
|
| 362 |
|
|
#define PU_BOOTS 0x00001000 |
| 363 |
|
|
#define PU_GLOVES 0x00002000 |
| 364 |
|
|
#define PU_CLOAK 0x00004000 |
| 365 |
|
|
#define PU_KEY 0x00008000 |
| 366 |
|
|
|
| 367 |
|
|
#define PU_MISSILEWEAPON 0x00010000 |
| 368 |
|
|
#define PU_ALLWEAPON 0x00020000 |
| 369 |
|
|
#define PU_MAGICAL 0x00040000 |
| 370 |
|
|
#define PU_POTION 0x00080000 |
| 371 |
|
|
|
| 372 |
|
|
#define PU_SPELLBOOK 0x00100000 |
| 373 |
|
|
#define PU_SKILLSCROLL 0x00200000 |
| 374 |
|
|
#define PU_READABLES 0x00400000 |
| 375 |
|
|
#define PU_MAGIC_DEVICE 0x00800000 |
| 376 |
|
|
|
| 377 |
|
|
#define PU_NOT_CURSED 0x01000000 |
| 378 |
|
|
#define PU_JEWELS 0x02000000 |
| 379 |
|
|
|
| 380 |
|
|
|
| 381 |
|
|
/* Instead of using arbitrary constants for indexing the |
| 382 |
|
|
* freearr, add these values. <= SIZEOFFREE1 will get you |
| 383 |
|
|
* within 1 space. <= SIZEOFFREE2 wll get you withing |
| 384 |
|
|
* 2 spaces, and the entire array (< SIZEOFFREE) is |
| 385 |
|
|
* three spaces |
| 386 |
|
|
*/ |
| 387 |
|
|
#define SIZEOFFREE1 8 |
| 388 |
|
|
#define SIZEOFFREE2 24 |
| 389 |
|
|
#define SIZEOFFREE 49 |
| 390 |
|
|
|
| 391 |
|
|
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
| 392 |
|
|
|
| 393 |
|
|
/* Flag structure now changed. |
| 394 |
|
|
* Each flag is now a bit offset, starting at zero. The macros |
| 395 |
|
|
* will update/read the appropriate flag element in the object |
| 396 |
|
|
* structure. |
| 397 |
|
|
* |
| 398 |
|
|
* Hopefully, since these offsets are integer constants set at run time, |
| 399 |
|
|
* the compiler will reduce the macros something as simple as the |
| 400 |
|
|
* old system was. |
| 401 |
|
|
* |
| 402 |
|
|
* Flags now have FLAG as the prefix. This to be clearer, and also |
| 403 |
|
|
* to make sure F_ names are not still being used anyplace. |
| 404 |
|
|
* |
| 405 |
|
|
* The macros below assume that the flag size for each element is 32 |
| 406 |
|
|
* bits. IF it is smaller, bad things will happen. See structs.h |
| 407 |
|
|
* for more info. |
| 408 |
|
|
* |
| 409 |
|
|
* All functions should use the macros below. In process of converting |
| 410 |
|
|
* to the new system, I find several files that did not use the previous |
| 411 |
|
|
* macros. |
| 412 |
|
|
* |
| 413 |
|
|
* If any FLAG's are or changed, make sure the flag_names structure in |
| 414 |
|
|
* common/loader.l is updated. |
| 415 |
|
|
* |
| 416 |
|
|
* flags[0] is 0 to 31 |
| 417 |
|
|
* flags[1] is 32 to 63 |
| 418 |
|
|
* flags[2] is 64 to 95 |
| 419 |
|
|
* flags[3] is 96 to 127 |
| 420 |
|
|
*/ |
| 421 |
|
|
/* Basic routines to do above */ |
| 422 |
|
|
#define SET_FLAG(xyz, p) \ |
| 423 |
|
|
((xyz)->flags[p/32] |= (1U << (p % 32))) |
| 424 |
|
|
#define CLEAR_FLAG(xyz, p) \ |
| 425 |
|
|
((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
| 426 |
|
|
#define QUERY_FLAG(xyz, p) \ |
| 427 |
|
|
((xyz)->flags[p/32] & (1U << (p % 32))) |
| 428 |
|
|
#define COMPARE_FLAGS(p,q) \ |
| 429 |
|
|
( \ |
| 430 |
|
|
((p)->flags[0] == (q)->flags[0]) && \ |
| 431 |
|
|
((p)->flags[1] == (q)->flags[1]) && \ |
| 432 |
|
|
((p)->flags[2] == (q)->flags[2]) && \ |
| 433 |
|
|
((p)->flags[3] == (q)->flags[3]) \ |
| 434 |
|
|
) |
| 435 |
|
|
/* convenience macros to determine what kind of things we are dealing with */ |
| 436 |
|
|
|
| 437 |
|
|
#define IS_WEAPON(op) \ |
| 438 |
|
|
(op->type == ARROW || op->type == BOW || op->type == WEAPON) |
| 439 |
|
|
|
| 440 |
|
|
#define IS_ARMOR(op) \ |
| 441 |
|
|
(op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
| 442 |
|
|
op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
| 443 |
|
|
op->type == BRACERS || op->type == GIRDLE) |
| 444 |
|
|
|
| 445 |
|
|
#define IS_LIVE(op) \ |
| 446 |
|
|
((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
| 447 |
|
|
(QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
| 448 |
|
|
!op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
| 449 |
|
|
|
| 450 |
|
|
#define IS_ARROW(op) \ |
| 451 |
|
|
(op->type==ARROW || \ |
| 452 |
|
|
(op->type==SPELL_EFFECT && \ |
| 453 |
|
|
(op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
| 454 |
|
|
|
| 455 |
|
|
/* This return TRUE if object has still randomitems which |
| 456 |
|
|
* could be expanded. |
| 457 |
|
|
*/ |
| 458 |
|
|
#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
| 459 |
|
|
|
| 460 |
|
|
/* the flags */ |
| 461 |
|
|
|
| 462 |
|
|
#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
| 463 |
|
|
#define FLAG_WIZ 1 /* Object has special privilegies */ |
| 464 |
|
|
#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
| 465 |
|
|
#define FLAG_FREED 3 /* Object is in the list of free objects */ |
| 466 |
|
|
#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
| 467 |
|
|
#define FLAG_APPLIED 5 /* Object is ready for use by living */ |
| 468 |
|
|
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
| 469 |
|
|
#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
| 470 |
|
|
|
| 471 |
|
|
#define FLAG_NO_PICK 8 /* Object can't be picked up */ |
| 472 |
|
|
/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
| 473 |
|
|
/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
| 474 |
|
|
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
| 475 |
|
|
/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
| 476 |
|
|
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
| 477 |
|
|
#define FLAG_MONSTER 14 /* Will attack players */ |
| 478 |
|
|
#define FLAG_FRIENDLY 15 /* Will help players */ |
| 479 |
|
|
|
| 480 |
|
|
#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
| 481 |
|
|
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
| 482 |
|
|
#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
| 483 |
|
|
#define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
| 484 |
|
|
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
| 485 |
|
|
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
| 486 |
|
|
#define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
| 487 |
|
|
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
| 488 |
|
|
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
| 489 |
|
|
/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
| 490 |
|
|
/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
| 491 |
|
|
/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
| 492 |
|
|
#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ |
| 493 |
|
|
#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
| 494 |
|
|
#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
| 495 |
|
|
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ |
| 496 |
|
|
|
| 497 |
|
|
/* Start of values in flags[1] */ |
| 498 |
|
|
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
| 499 |
|
|
#define FLAG_HITBACK 33 /* Object will hit back when hit */ |
| 500 |
|
|
#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
| 501 |
|
|
#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
| 502 |
|
|
#define FLAG_UNDEAD 36 /* Monster is undead */ |
| 503 |
|
|
#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ |
| 504 |
|
|
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
| 505 |
|
|
#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
| 506 |
|
|
|
| 507 |
|
|
#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
| 508 |
|
|
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
| 509 |
|
|
#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
| 510 |
|
|
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
| 511 |
|
|
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
| 512 |
|
|
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
| 513 |
|
|
but can still attack at a distance */ |
| 514 |
|
|
/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ |
| 515 |
|
|
thru this object as if it wasn't there */ |
| 516 |
|
|
/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ |
| 517 |
|
|
|
| 518 |
|
|
#define FLAG_PICK_UP 48 /* Can pick up */ |
| 519 |
|
|
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
| 520 |
|
|
#define FLAG_NO_DROP 50 /* Object can't be dropped */ |
| 521 |
|
|
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
| 522 |
|
|
#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
| 523 |
|
|
#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
| 524 |
|
|
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
| 525 |
|
|
#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
| 526 |
|
|
|
| 527 |
|
|
#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
| 528 |
|
|
#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
| 529 |
|
|
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
| 530 |
|
|
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
| 531 |
|
|
#define FLAG_READY_BOW 60 /* not implemented yet */ |
| 532 |
|
|
#define FLAG_XRAYS 61 /* X-ray vision */ |
| 533 |
|
|
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
| 534 |
|
|
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
| 535 |
|
|
|
| 536 |
|
|
/* Start of values in flags[2] */ |
| 537 |
|
|
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
| 538 |
|
|
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
| 539 |
|
|
#define FLAG_SLEEP 66 /* NPC is sleeping */ |
| 540 |
|
|
#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
| 541 |
|
|
#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
| 542 |
|
|
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
| 543 |
|
|
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
| 544 |
|
|
#define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
| 545 |
|
|
|
| 546 |
|
|
#define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
| 547 |
|
|
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
| 548 |
|
|
#define FLAG_CURSED 74 /* The object is cursed */ |
| 549 |
|
|
#define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
| 550 |
|
|
#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
| 551 |
|
|
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
| 552 |
|
|
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
| 553 |
|
|
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
| 554 |
|
|
|
| 555 |
|
|
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
| 556 |
|
|
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
| 557 |
|
|
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
| 558 |
|
|
/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
| 559 |
|
|
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
| 560 |
|
|
#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
| 561 |
|
|
#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
| 562 |
|
|
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
| 563 |
|
|
|
| 564 |
|
|
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
| 565 |
|
|
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
| 566 |
|
|
#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
| 567 |
|
|
#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
| 568 |
|
|
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
| 569 |
|
|
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
| 570 |
|
|
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
| 571 |
|
|
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
| 572 |
|
|
|
| 573 |
|
|
/* Start of values in flags[3] */ |
| 574 |
|
|
#define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
| 575 |
|
|
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
| 576 |
|
|
* away (replaces ghosthit) |
| 577 |
|
|
*/ |
| 578 |
|
|
#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
| 579 |
|
|
* detect cases were the server is trying |
| 580 |
|
|
* to send an upditem when we have not |
| 581 |
|
|
* actually sent the item. |
| 582 |
|
|
*/ |
| 583 |
|
|
|
| 584 |
|
|
#define FLAG_BERSERK 99 /* monster will attack closest living |
| 585 |
|
|
object */ |
| 586 |
|
|
#define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
| 587 |
|
|
#define FLAG_NO_ATTACK 101 /* monster don't attack */ |
| 588 |
|
|
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
| 589 |
|
|
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
| 590 |
|
|
* load_original_map() */ |
| 591 |
|
|
#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
| 592 |
|
|
* the overlay, and is not subject to |
| 593 |
|
|
* decay. */ |
| 594 |
|
|
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
| 595 |
|
|
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
| 596 |
|
|
#define FLAG_IS_WATER 107 |
| 597 |
|
|
#define FLAG_CONTENT_ON_GEN 108 |
| 598 |
|
|
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ |
| 599 |
|
|
#define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
| 600 |
|
|
#define FLAG_AFK 111 /* Player is AFK */ |
| 601 |
|
|
#define NUM_FLAGS 111 /* Should always be equal to the last |
| 602 |
|
|
* defined flag. If you change this, |
| 603 |
|
|
* make sure you update the flag_links |
| 604 |
|
|
* in common/loader.l |
| 605 |
|
|
*/ |
| 606 |
|
|
|
| 607 |
|
|
/* Values can go up to 127 before the size of the flags array in the |
| 608 |
|
|
* object structure needs to be enlarged. |
| 609 |
|
|
* So there are 18 available flags slots |
| 610 |
|
|
*/ |
| 611 |
|
|
|
| 612 |
|
|
|
| 613 |
|
|
#define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
| 614 |
|
|
|
| 615 |
|
|
#if 0 |
| 616 |
|
|
/* These should no longer be needed - access move_slow_penalty |
| 617 |
|
|
* directly. |
| 618 |
|
|
*/ |
| 619 |
|
|
#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
| 620 |
|
|
#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
| 621 |
|
|
#endif |
| 622 |
|
|
|
| 623 |
|
|
/* If you add new movement types, you may need to update |
| 624 |
|
|
* describe_item() so properly describe those types. |
| 625 |
|
|
* change_abil() probably should be updated also. |
| 626 |
|
|
*/ |
| 627 |
|
|
#define MOVE_WALK 0x1 /* Object walks */ |
| 628 |
|
|
#define MOVE_FLY_LOW 0x2 /* Low flying object */ |
| 629 |
|
|
#define MOVE_FLY_HIGH 0x4 /* High flying object */ |
| 630 |
|
|
#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ |
| 631 |
|
|
#define MOVE_SWIM 0x8 /* Swimming object */ |
| 632 |
elmex |
1.1.1.2 |
#define MOVE_BOAT 0x10 /* Boats/sailing */ |
| 633 |
|
|
#define MOVE_ALL 0x1f /* Mask of all movement types */ |
| 634 |
root |
1.1 |
|
| 635 |
|
|
/* the normal assumption is that objects are walking/flying. |
| 636 |
|
|
* So often we don't want to block movement, but still don't want |
| 637 |
|
|
* to allow all types (swimming is rather specialized) - I also |
| 638 |
|
|
* expect as more movement types show up, this is likely to get |
| 639 |
|
|
* updated. Basically, this is the default for spaces that allow |
| 640 |
|
|
* movement - anything but swimming right now. If you really |
| 641 |
|
|
* want nothing at all, then can always set move_block to 0 |
| 642 |
|
|
*/ |
| 643 |
|
|
#define MOVE_BLOCK_DEFAULT MOVE_SWIM |
| 644 |
|
|
|
| 645 |
|
|
/* typdef here to define type large enough to hold bitmask of |
| 646 |
|
|
* all movement types. Make one declaration so easy to update. |
| 647 |
|
|
* uint8 is defined yet, so just use what that would define it |
| 648 |
|
|
* at anyways. |
| 649 |
|
|
*/ |
| 650 |
|
|
typedef unsigned char MoveType; |
| 651 |
|
|
|
| 652 |
|
|
/* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
| 653 |
|
|
* Basically, ob2 has to block all of ob1 movement types. |
| 654 |
|
|
*/ |
| 655 |
|
|
#define OB_MOVE_BLOCK(ob1, ob2) \ |
| 656 |
|
|
((ob1->move_type & ob2->move_block) == ob1->move_type) |
| 657 |
|
|
|
| 658 |
|
|
/* Basic macro to see if if ob1 can not move onto a space based |
| 659 |
|
|
* on the 'type' move_block parameter |
| 660 |
|
|
* Add check - if type is 0, don't stop anything from moving |
| 661 |
|
|
* onto it. |
| 662 |
|
|
* |
| 663 |
|
|
*/ |
| 664 |
|
|
#define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
| 665 |
|
|
( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
| 666 |
|
|
|
| 667 |
|
|
|
| 668 |
|
|
#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
| 669 |
|
|
#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
| 670 |
|
|
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
| 671 |
|
|
|
| 672 |
|
|
/* Note: These values are only a default value, resizing can change them */ |
| 673 |
|
|
#define INV_SIZE 12 /* How many items can be viewed in inventory */ |
| 674 |
|
|
#define LOOK_SIZE 6 /* ditto, but for the look-window */ |
| 675 |
|
|
#define MAX_INV_SIZE 40 /* For initializing arrays */ |
| 676 |
|
|
#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
| 677 |
|
|
|
| 678 |
|
|
#define EDITABLE(xyz) ((xyz)->arch->editable) |
| 679 |
|
|
|
| 680 |
|
|
#define E_MONSTER 0x00000001 |
| 681 |
|
|
#define E_EXIT 0x00000002 |
| 682 |
|
|
#define E_TREASURE 0x00000004 |
| 683 |
|
|
#define E_BACKGROUND 0x00000008 |
| 684 |
|
|
#define E_DOOR 0x00000010 |
| 685 |
|
|
#define E_SPECIAL 0x00000020 |
| 686 |
|
|
#define E_SHOP 0x00000040 |
| 687 |
|
|
#define E_NORMAL 0x00000080 |
| 688 |
|
|
#define E_FALSE_WALL 0x00000100 |
| 689 |
|
|
#define E_WALL 0x00000200 |
| 690 |
|
|
#define E_EQUIPMENT 0x00000400 |
| 691 |
|
|
#define E_OTHER 0x00000800 |
| 692 |
|
|
#define E_ARTIFACT 0x00001000 |
| 693 |
|
|
|
| 694 |
|
|
#define EXIT_PATH(xyz) (xyz)->slaying |
| 695 |
|
|
#define EXIT_LEVEL(xyz) (xyz)->stats.food |
| 696 |
|
|
#define EXIT_X(xyz) (xyz)->stats.hp |
| 697 |
|
|
#define EXIT_Y(xyz) (xyz)->stats.sp |
| 698 |
|
|
#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
| 699 |
|
|
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
| 700 |
|
|
|
| 701 |
|
|
/* for use by the lighting code */ |
| 702 |
|
|
#define MAX_LIGHT_RADII 4 /* 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 |
|
|
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
| 739 |
|
|
/******************************************************************************/ |
| 740 |
|
|
/* if your monsters start acting wierd, mail me */ |
| 741 |
|
|
/******************************************************************************/ |
| 742 |
|
|
/* the following definitions are for the attack_movement variable in monsters */ |
| 743 |
|
|
/* if the attack_variable movement is left out of the monster archetype, or is*/ |
| 744 |
|
|
/* set to zero */ |
| 745 |
|
|
/* the standard mode of movement from previous versions of crossfire will be */ |
| 746 |
|
|
/* used. the upper four bits of movement data are not in effect when the monst*/ |
| 747 |
|
|
/* er has an enemy. these should only be used for non agressive monsters. */ |
| 748 |
|
|
/* to program a monsters movement add the attack movement numbers to the movem*/ |
| 749 |
|
|
/* ment numbers example a monster that moves in a circle until attacked and */ |
| 750 |
|
|
/* then attacks from a distance: */ |
| 751 |
|
|
/* CIRCLE1 = 32 */ |
| 752 |
|
|
/* + DISTATT = 1 */ |
| 753 |
|
|
/* ------------------- */ |
| 754 |
|
|
/* attack_movement = 33 */ |
| 755 |
|
|
/******************************************************************************/ |
| 756 |
|
|
#define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
| 757 |
|
|
/* attack from a distance - good for missile users only */ |
| 758 |
|
|
#define RUNATT 2 /* run but attack if player catches up to object */ |
| 759 |
|
|
#define HITRUN 3 /* run to then hit player then run away cyclicly */ |
| 760 |
|
|
#define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
| 761 |
|
|
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
| 762 |
|
|
#define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
| 763 |
|
|
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
| 764 |
|
|
#define WAIT2 8 /* monster does not try to move towards player if far */ |
| 765 |
|
|
/* maintains comfortable distance */ |
| 766 |
|
|
#define PETMOVE 16 /* if the upper four bits of attack_movement */ |
| 767 |
|
|
/* are set to this number, the monster follows a player */ |
| 768 |
|
|
/* until the owner calls it back or off */ |
| 769 |
|
|
/* player followed denoted by 0b->owner */ |
| 770 |
|
|
/* the monster will try to attack whatever the player is */ |
| 771 |
|
|
/* attacking, and will continue to do so until the owner */ |
| 772 |
|
|
/* calls off the monster - a key command will be */ |
| 773 |
|
|
/* inserted to do so */ |
| 774 |
|
|
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
| 775 |
|
|
/* are set to this number, the monster will move in a */ |
| 776 |
|
|
/* circle until it is attacked, or the enemy field is */ |
| 777 |
|
|
/* set, this is good for non-aggressive monsters and NPC */ |
| 778 |
|
|
#define CIRCLE2 48 /* same as above but a larger circle is used */ |
| 779 |
|
|
#define PACEH 64 /* The Monster will pace back and forth until attacked */ |
| 780 |
|
|
/* this is HORIZONTAL movement */ |
| 781 |
|
|
#define PACEH2 80 /* the monster will pace as above but the length of the */ |
| 782 |
|
|
/* pace area is longer and the monster stops before */ |
| 783 |
|
|
/* changing directions */ |
| 784 |
|
|
/* this is HORIZONTAL movement */ |
| 785 |
|
|
#define RANDO 96 /* the monster will go in a random direction until */ |
| 786 |
|
|
/* it is stopped by an obstacle, then it chooses another */ |
| 787 |
|
|
/* direction. */ |
| 788 |
|
|
#define RANDO2 112 /* constantly move in a different random direction */ |
| 789 |
|
|
#define PACEV 128 /* The Monster will pace back and forth until attacked */ |
| 790 |
|
|
/* this is VERTICAL movement */ |
| 791 |
|
|
#define PACEV2 144 /* the monster will pace as above but the length of the */ |
| 792 |
|
|
/* pace area is longer and the monster stops before */ |
| 793 |
|
|
/* changing directions */ |
| 794 |
|
|
/* this is VERTICAL movement */ |
| 795 |
|
|
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
| 796 |
|
|
#define HI4 240 |
| 797 |
|
|
|
| 798 |
|
|
/* |
| 799 |
|
|
* Use of the state-variable in player objects: |
| 800 |
|
|
*/ |
| 801 |
|
|
|
| 802 |
|
|
#define ST_PLAYING 0 |
| 803 |
|
|
#define ST_PLAY_AGAIN 1 |
| 804 |
|
|
#define ST_ROLL_STAT 2 |
| 805 |
|
|
#define ST_CHANGE_CLASS 3 |
| 806 |
|
|
#define ST_CONFIRM_QUIT 4 |
| 807 |
|
|
#define ST_CONFIGURE 5 |
| 808 |
|
|
#define ST_GET_NAME 6 |
| 809 |
|
|
#define ST_GET_PASSWORD 7 |
| 810 |
|
|
#define ST_CONFIRM_PASSWORD 8 |
| 811 |
|
|
#define ST_GET_PARTY_PASSWORD 10 |
| 812 |
|
|
|
| 813 |
|
|
#define BLANK_FACE_NAME "blank.111" |
| 814 |
|
|
#define EMPTY_FACE_NAME "empty.111" |
| 815 |
|
|
#define DARK_FACE1_NAME "dark1.111" |
| 816 |
|
|
#define DARK_FACE2_NAME "dark2.111" |
| 817 |
|
|
#define DARK_FACE3_NAME "dark3.111" |
| 818 |
|
|
#define SMOOTH_FACE_NAME "default_smoothed.111" |
| 819 |
|
|
|
| 820 |
|
|
/* |
| 821 |
|
|
* Defines for the luck/random functions to make things more readable |
| 822 |
|
|
*/ |
| 823 |
|
|
|
| 824 |
|
|
#define PREFER_HIGH 1 |
| 825 |
|
|
#define PREFER_LOW 0 |
| 826 |
|
|
|
| 827 |
|
|
/* Simple function we use below to keep adding to the same string |
| 828 |
|
|
* but also make sure we don't overwrite that string. |
| 829 |
|
|
*/ |
| 830 |
|
|
static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) |
| 831 |
|
|
{ |
| 832 |
|
|
if (*curlen == (maxlen-1)) return; |
| 833 |
|
|
strncpy(dest+*curlen, orig, maxlen-*curlen-1); |
| 834 |
|
|
dest[maxlen-1]=0; |
| 835 |
|
|
*curlen += strlen(orig); |
| 836 |
|
|
if (*curlen>(maxlen-1)) *curlen=maxlen-1; |
| 837 |
|
|
} |
| 838 |
|
|
|
| 839 |
|
|
|
| 840 |
|
|
/* The SAFE versions of these call the safe_strcat function above. |
| 841 |
|
|
* Ideally, all functions should use the SAFE functions, but they |
| 842 |
|
|
* require some extra support in the calling function to remain as |
| 843 |
|
|
* efficient. |
| 844 |
|
|
*/ |
| 845 |
|
|
#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
| 846 |
|
|
if(variable) { \ |
| 847 |
|
|
int i,j=0; \ |
| 848 |
|
|
safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
| 849 |
|
|
for(i=0; i<NROFATTACKS; i++) \ |
| 850 |
|
|
if(variable & (1<<i)) { \ |
| 851 |
|
|
if (j) \ |
| 852 |
|
|
safe_strcat(retbuf,", ", len, maxlen); \ |
| 853 |
|
|
else \ |
| 854 |
|
|
j = 1; \ |
| 855 |
|
|
safe_strcat(retbuf, attacks[i], len, maxlen); \ |
| 856 |
|
|
} \ |
| 857 |
|
|
safe_strcat(retbuf,")",len,maxlen); \ |
| 858 |
|
|
} |
| 859 |
|
|
|
| 860 |
|
|
|
| 861 |
|
|
/* separated this from the common/item.c file. b.t. Dec 1995 */ |
| 862 |
|
|
|
| 863 |
|
|
#define DESCRIBE_ABILITY(retbuf, variable, name) \ |
| 864 |
|
|
if(variable) { \ |
| 865 |
|
|
int i,j=0; \ |
| 866 |
|
|
strcat(retbuf,"(" name ": "); \ |
| 867 |
|
|
for(i=0; i<NROFATTACKS; i++) \ |
| 868 |
|
|
if(variable & (1<<i)) { \ |
| 869 |
|
|
if (j) \ |
| 870 |
|
|
strcat(retbuf,", "); \ |
| 871 |
|
|
else \ |
| 872 |
|
|
j = 1; \ |
| 873 |
|
|
strcat(retbuf, attacks[i]); \ |
| 874 |
|
|
} \ |
| 875 |
|
|
strcat(retbuf,")"); \ |
| 876 |
|
|
} |
| 877 |
|
|
|
| 878 |
|
|
|
| 879 |
|
|
#define DESCRIBE_PATH(retbuf, variable, name) \ |
| 880 |
|
|
if(variable) { \ |
| 881 |
|
|
int i,j=0; \ |
| 882 |
|
|
strcat(retbuf,"(" name ": "); \ |
| 883 |
|
|
for(i=0; i<NRSPELLPATHS; i++) \ |
| 884 |
|
|
if(variable & (1<<i)) { \ |
| 885 |
|
|
if (j) \ |
| 886 |
|
|
strcat(retbuf,", "); \ |
| 887 |
|
|
else \ |
| 888 |
|
|
j = 1; \ |
| 889 |
|
|
strcat(retbuf, spellpathnames[i]); \ |
| 890 |
|
|
} \ |
| 891 |
|
|
strcat(retbuf,")"); \ |
| 892 |
|
|
} |
| 893 |
|
|
|
| 894 |
|
|
|
| 895 |
|
|
#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
| 896 |
|
|
if(variable) { \ |
| 897 |
|
|
int i,j=0; \ |
| 898 |
|
|
safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
| 899 |
|
|
for(i=0; i<NRSPELLPATHS; i++) \ |
| 900 |
|
|
if(variable & (1<<i)) { \ |
| 901 |
|
|
if (j) \ |
| 902 |
|
|
safe_strcat(retbuf,", ", len, maxlen); \ |
| 903 |
|
|
else \ |
| 904 |
|
|
j = 1; \ |
| 905 |
|
|
safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
| 906 |
|
|
} \ |
| 907 |
|
|
safe_strcat(retbuf,")", len, maxlen); \ |
| 908 |
|
|
} |
| 909 |
|
|
|
| 910 |
|
|
/* Flags for apply_special() */ |
| 911 |
|
|
enum apply_flag { |
| 912 |
|
|
/* Basic flags, always use one of these */ |
| 913 |
|
|
AP_NULL = 0, |
| 914 |
|
|
AP_APPLY = 1, |
| 915 |
|
|
AP_UNAPPLY = 2, |
| 916 |
|
|
|
| 917 |
|
|
AP_BASIC_FLAGS = 15, |
| 918 |
|
|
|
| 919 |
|
|
/* Optional flags, for bitwise or with a basic flag */ |
| 920 |
|
|
AP_NO_MERGE = 16, |
| 921 |
|
|
AP_IGNORE_CURSE = 32, |
| 922 |
|
|
AP_PRINT = 64 /* Print what to do, don't actually do it */ |
| 923 |
|
|
/* Note this is supported in all the functions */ |
| 924 |
|
|
|
| 925 |
|
|
}; |
| 926 |
|
|
|
| 927 |
|
|
/* Bitmask values for 'can_apply_object()' return values. |
| 928 |
|
|
* the CAN_APPLY_ prefix is to just note what function the |
| 929 |
|
|
* are returned from. |
| 930 |
|
|
* |
| 931 |
|
|
* CAN_APPLY_NEVER: who will never be able to use this - requires a body |
| 932 |
|
|
* location who doesn't have. |
| 933 |
|
|
* CAN_APPLY_RESTRICTION: There is some restriction from using this item - |
| 934 |
|
|
* this basically means one of the FLAGS are set saying you can't |
| 935 |
|
|
* use this. |
| 936 |
|
|
* CAN_APPLY_NOT_MASK - this can be used to check the return value to see |
| 937 |
|
|
* if this object can do anything to use this object. If the value |
| 938 |
|
|
* returned from can_apply_object() anded with the mask is non zero, |
| 939 |
|
|
* then it is out of the control of this creature to use the item. |
| 940 |
|
|
* otherwise it means that by unequipping stuff, they could apply the object |
| 941 |
|
|
* CAN_APPLY_UNAPPLY: Player needs to unapply something before applying |
| 942 |
|
|
* this. |
| 943 |
|
|
* CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be |
| 944 |
|
|
* unapplied before this can be applied. Think of switching to |
| 945 |
|
|
* a bow but you have a sword & shield - both the sword and |
| 946 |
|
|
* shield need to be uneqipped before you can do the bow. |
| 947 |
|
|
* CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before |
| 948 |
|
|
* this one can be applied. Think of rings - human is wearing two |
| 949 |
|
|
* rings and tries to apply one - there are two possible rings he |
| 950 |
|
|
* could remove. |
| 951 |
|
|
* |
| 952 |
|
|
*/ |
| 953 |
|
|
#define CAN_APPLY_NEVER 0x1 |
| 954 |
|
|
#define CAN_APPLY_RESTRICTION 0x2 |
| 955 |
|
|
#define CAN_APPLY_NOT_MASK 0xf |
| 956 |
|
|
#define CAN_APPLY_UNAPPLY 0x10 |
| 957 |
|
|
#define CAN_APPLY_UNAPPLY_MULT 0x20 |
| 958 |
|
|
#define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
| 959 |
|
|
|
| 960 |
|
|
/* Cut off point of when an object is put on the active list or not */ |
| 961 |
|
|
#define MIN_ACTIVE_SPEED 0.00001 |
| 962 |
|
|
|
| 963 |
|
|
/* |
| 964 |
|
|
* random() is much better than rand(). If you have random(), use it instead. |
| 965 |
|
|
* You shouldn't need to change any of this |
| 966 |
|
|
* |
| 967 |
|
|
* 0.93.3: It looks like linux has random (previously, it was set below |
| 968 |
|
|
* to use rand). Perhaps old version of linux lack rand? IF you run into |
| 969 |
|
|
* problems, add || defined(__linux__) the #if immediately below. |
| 970 |
|
|
* |
| 971 |
|
|
* 0.94.2 - you probably shouldn't need to change any of the rand stuff |
| 972 |
|
|
* here. |
| 973 |
|
|
*/ |
| 974 |
|
|
|
| 975 |
|
|
#ifdef HAVE_SRANDOM |
| 976 |
|
|
#define RANDOM() random() |
| 977 |
|
|
#define SRANDOM(xyz) srandom(xyz) |
| 978 |
|
|
#else |
| 979 |
|
|
# ifdef HAVE_SRAND48 |
| 980 |
|
|
# define RANDOM() lrand48() |
| 981 |
|
|
# define SRANDOM(xyz) srand48(xyz) |
| 982 |
|
|
# else |
| 983 |
|
|
# ifdef HAVE_SRAND |
| 984 |
|
|
# define RANDOM() rand() |
| 985 |
|
|
# define SRANDOM(xyz) srand(xyz) |
| 986 |
|
|
# else |
| 987 |
|
|
# error "Could not find a usable random routine" |
| 988 |
|
|
# endif |
| 989 |
|
|
# endif |
| 990 |
|
|
#endif |
| 991 |
|
|
|
| 992 |
|
|
/* Returns the weight of the given object. Note: it does not take the number of |
| 993 |
|
|
* items (nrof) into account. |
| 994 |
|
|
*/ |
| 995 |
|
|
#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
| 996 |
|
|
|
| 997 |
|
|
|
| 998 |
|
|
/* Code fastening defines |
| 999 |
|
|
* FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
| 1000 |
|
|
* buf__ and increment buf__ position so it will point to the end of buf__. |
| 1001 |
|
|
* the '\0' caracter will not be put at end of buf__. |
| 1002 |
|
|
* use preparefastcat and finishfastcat on buf__ to prepare |
| 1003 |
|
|
* and clean up the string. (Lots faster than doing each time...) |
| 1004 |
|
|
* If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
| 1005 |
|
|
* keep in mind FAST_STRNCAT is faster since length of second argument is |
| 1006 |
|
|
* kown in advance. |
| 1007 |
|
|
*/ |
| 1008 |
|
|
|
| 1009 |
|
|
#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
| 1010 |
|
|
#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
| 1011 |
|
|
#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
| 1012 |
|
|
#define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
| 1013 |
|
|
|
| 1014 |
|
|
/* You may uncomment following define to check sanity of code. |
| 1015 |
|
|
* But use as debug only (loses all speed gained by those macros) |
| 1016 |
|
|
*/ |
| 1017 |
|
|
/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
| 1018 |
|
|
if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
| 1019 |
|
|
|
| 1020 |
|
|
|
| 1021 |
|
|
|
| 1022 |
|
|
|
| 1023 |
|
|
|
| 1024 |
|
|
|
| 1025 |
|
|
|
| 1026 |
|
|
/* |
| 1027 |
|
|
* Warning! |
| 1028 |
|
|
* If you add message types here, don't forget |
| 1029 |
|
|
* to keep the client up to date too! |
| 1030 |
|
|
*/ |
| 1031 |
|
|
|
| 1032 |
|
|
|
| 1033 |
|
|
/* message types */ |
| 1034 |
|
|
#define MSG_TYPE_BOOK 1 |
| 1035 |
|
|
#define MSG_TYPE_CARD 2 |
| 1036 |
|
|
#define MSG_TYPE_PAPER 3 |
| 1037 |
|
|
#define MSG_TYPE_SIGN 4 |
| 1038 |
|
|
#define MSG_TYPE_MONUMENT 5 |
| 1039 |
|
|
#define MSG_TYPE_SCRIPTED_DIALOG 6 |
| 1040 |
|
|
#define MSG_TYPE_MOTD 7 |
| 1041 |
|
|
#define MSG_TYPE_ADMIN 8 |
| 1042 |
|
|
#define MSG_TYPE_LAST 9 |
| 1043 |
|
|
|
| 1044 |
|
|
#define MSG_SUBTYPE_NONE 0 |
| 1045 |
|
|
|
| 1046 |
|
|
/* book messages subtypes */ |
| 1047 |
|
|
#define MSG_TYPE_BOOK_CLASP_1 1 |
| 1048 |
|
|
#define MSG_TYPE_BOOK_CLASP_2 2 |
| 1049 |
|
|
#define MSG_TYPE_BOOK_ELEGANT_1 3 |
| 1050 |
|
|
#define MSG_TYPE_BOOK_ELEGANT_2 4 |
| 1051 |
|
|
#define MSG_TYPE_BOOK_QUARTO_1 5 |
| 1052 |
|
|
#define MSG_TYPE_BOOK_QUARTO_2 6 |
| 1053 |
|
|
#define MSG_TYPE_BOOK_SPELL_EVOKER 7 |
| 1054 |
|
|
#define MSG_TYPE_BOOK_SPELL_PRAYER 8 |
| 1055 |
|
|
#define MSG_TYPE_BOOK_SPELL_PYRO 9 |
| 1056 |
|
|
#define MSG_TYPE_BOOK_SPELL_SORCERER 10 |
| 1057 |
|
|
#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 |
| 1058 |
|
|
|
| 1059 |
|
|
/* card messages subtypes*/ |
| 1060 |
|
|
#define MSG_TYPE_CARD_SIMPLE_1 1 |
| 1061 |
|
|
#define MSG_TYPE_CARD_SIMPLE_2 2 |
| 1062 |
|
|
#define MSG_TYPE_CARD_SIMPLE_3 3 |
| 1063 |
|
|
#define MSG_TYPE_CARD_ELEGANT_1 4 |
| 1064 |
|
|
#define MSG_TYPE_CARD_ELEGANT_2 5 |
| 1065 |
|
|
#define MSG_TYPE_CARD_ELEGANT_3 6 |
| 1066 |
|
|
#define MSG_TYPE_CARD_STRANGE_1 7 |
| 1067 |
|
|
#define MSG_TYPE_CARD_STRANGE_2 8 |
| 1068 |
|
|
#define MSG_TYPE_CARD_STRANGE_3 9 |
| 1069 |
|
|
#define MSG_TYPE_CARD_MONEY_1 10 |
| 1070 |
|
|
#define MSG_TYPE_CARD_MONEY_2 11 |
| 1071 |
|
|
#define MSG_TYPE_CARD_MONEY_3 12 |
| 1072 |
|
|
|
| 1073 |
|
|
/* Paper messages subtypes */ |
| 1074 |
|
|
#define MSG_TYPE_PAPER_NOTE_1 1 |
| 1075 |
|
|
#define MSG_TYPE_PAPER_NOTE_2 2 |
| 1076 |
|
|
#define MSG_TYPE_PAPER_NOTE_3 3 |
| 1077 |
|
|
#define MSG_TYPE_PAPER_LETTER_OLD_1 4 |
| 1078 |
|
|
#define MSG_TYPE_PAPER_LETTER_OLD_2 5 |
| 1079 |
|
|
#define MSG_TYPE_PAPER_LETTER_NEW_1 6 |
| 1080 |
|
|
#define MSG_TYPE_PAPER_LETTER_NEW_2 7 |
| 1081 |
|
|
#define MSG_TYPE_PAPER_ENVELOPE_1 8 |
| 1082 |
|
|
#define MSG_TYPE_PAPER_ENVELOPE_2 9 |
| 1083 |
|
|
#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 |
| 1084 |
|
|
#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 |
| 1085 |
|
|
#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 |
| 1086 |
|
|
#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 |
| 1087 |
|
|
#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 |
| 1088 |
|
|
|
| 1089 |
|
|
/* road signs messages subtypes */ |
| 1090 |
|
|
#define MSG_TYPE_SIGN_BASIC 1 |
| 1091 |
|
|
#define MSG_TYPE_SIGN_DIR_LEFT 2 |
| 1092 |
|
|
#define MSG_TYPE_SIGN_DIR_RIGHT 3 |
| 1093 |
|
|
#define MSG_TYPE_SIGN_DIR_BOTH 4 |
| 1094 |
|
|
|
| 1095 |
|
|
/* stones and monument messages */ |
| 1096 |
|
|
#define MSG_TYPE_MONUMENT_STONE_1 1 |
| 1097 |
|
|
#define MSG_TYPE_MONUMENT_STONE_2 2 |
| 1098 |
|
|
#define MSG_TYPE_MONUMENT_STONE_3 3 |
| 1099 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_1 4 |
| 1100 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_2 5 |
| 1101 |
|
|
#define MSG_TYPE_MONUMENT_STATUE_3 6 |
| 1102 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 |
| 1103 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 |
| 1104 |
|
|
#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 |
| 1105 |
|
|
#define MSG_TYPE_MONUMENT_WALL_1 10 |
| 1106 |
|
|
#define MSG_TYPE_MONUMENT_WALL_2 11 |
| 1107 |
|
|
#define MSG_TYPE_MONUMENT_WALL_3 12 |
| 1108 |
|
|
|
| 1109 |
|
|
/*some readable flags*/ |
| 1110 |
|
|
|
| 1111 |
|
|
/* dialog messsage */ |
| 1112 |
|
|
#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ |
| 1113 |
|
|
#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ |
| 1114 |
|
|
#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ |
| 1115 |
|
|
|
| 1116 |
|
|
/* admin messages */ |
| 1117 |
|
|
#define MSG_TYPE_ADMIN_RULES 1 |
| 1118 |
|
|
#define MSG_TYPE_ADMIN_NEWS 2 |
| 1119 |
|
|
|
| 1120 |
|
|
#endif /* DEFINE_H */ |