129 lines
3.7 KiB
C
129 lines
3.7 KiB
C
/*
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* static char *rcsid_commands_h =
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* "$Id: commands.h 11578 2009-02-23 22:02:27Z lalo $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 1994 Mark Wedel
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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 author can be reached via e-mail to mark@pyramid.com
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*/
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/**
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* @file
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* Defines and structures related to commands the player can send.
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*/
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#ifndef COMMANDS_H
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#define COMMANDS_H
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/*
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* Crossfire commands
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* ++Jam
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*
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* ''', run and fire-keys are parsed separately (cannot be overrided).
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*/
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/* The initialized arrays were removed from this file and are now
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* in commands.c. Initializing the arrays in any header file
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* is stupid, as it means that header file can only be included
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* in one source file (so what is the point of putting them in a header
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* file then?). Header files should be used like this one - to declare
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* the structures externally - they actual structures should resided/
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* be initialized in one of the source files.
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*/
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/** One command function. */
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typedef int (*command_function)(object *op, char *params);
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/** Represents one command. */
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typedef struct {
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const char *name; /**< Command name. */
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command_function func; /**< Pointer to command function. */
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float time; /**< How long it takes to execute this command. */
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} command_array_struct;
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extern command_array_struct Commands[], WizCommands[], CommunicationCommands[];
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extern const int CommandsSize, WizCommandsSize, CommunicationCommandSize;
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/**
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* @defgroup EMOTE_xxx Emotes players can use to communicate
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*/
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/*@{*/
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#define EMOTE_NOD 1
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#define EMOTE_DANCE 2
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#define EMOTE_KISS 3
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#define EMOTE_BOUNCE 4
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#define EMOTE_SMILE 5
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#define EMOTE_CACKLE 6
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#define EMOTE_LAUGH 7
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#define EMOTE_GIGGLE 8
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#define EMOTE_SHAKE 9
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#define EMOTE_PUKE 10
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#define EMOTE_GROWL 11
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#define EMOTE_SCREAM 12
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#define EMOTE_SIGH 13
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#define EMOTE_SULK 14
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#define EMOTE_HUG 15
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#define EMOTE_CRY 16
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#define EMOTE_POKE 17
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#define EMOTE_ACCUSE 18
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#define EMOTE_GRIN 19
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#define EMOTE_BOW 20
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#define EMOTE_CLAP 21
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#define EMOTE_BLUSH 22
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#define EMOTE_BURP 23
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#define EMOTE_CHUCKLE 24
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#define EMOTE_COUGH 25
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#define EMOTE_FLIP 26
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#define EMOTE_FROWN 27
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#define EMOTE_GASP 28
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#define EMOTE_GLARE 29
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#define EMOTE_GROAN 30
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#define EMOTE_HICCUP 31
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#define EMOTE_LICK 32
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#define EMOTE_POUT 33
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#define EMOTE_SHIVER 34
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#define EMOTE_SHRUG 35
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#define EMOTE_SLAP 36
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#define EMOTE_SMIRK 37
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#define EMOTE_SNAP 38
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#define EMOTE_SNEEZE 39
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#define EMOTE_SNICKER 40
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#define EMOTE_SNIFF 41
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#define EMOTE_SNORE 42
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#define EMOTE_SPIT 43
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#define EMOTE_STRUT 44
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#define EMOTE_THANK 45
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#define EMOTE_TWIDDLE 46
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#define EMOTE_WAVE 47
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#define EMOTE_WHISTLE 48
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#define EMOTE_WINK 49
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#define EMOTE_YAWN 50
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#define EMOTE_BEG 51
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#define EMOTE_BLEED 52
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#define EMOTE_CRINGE 53
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#define EMOTE_THINK 54
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/*@}*/
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#endif /* COMMANDS_H */
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