/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * _/ _/_/_/ _/ _/ _/ ACK! MUD is modified * * _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code * * _/ _/ _/ _/_/ _/ (c)Stephen Zepp 1998 * * _/_/_/_/ _/ _/ _/ Version #: 4.3 * * _/ _/ _/_/_/ _/ _/ _/ * * * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #include "buildings.h" #define DEC_CONFIG_H 1 /* * Your mud info here :) Zen */ #define mudnamecolor "@@aAssault: 3.0@@N" #define mudnamenocolor "Assault: 3.0" #define UPGRADE_REVISION 16 #define WEBSITE "http://www.assaultmud.com" #define admin "Demortes" #define admin_email "demortes@assaultmud.com" /* * String and memory management parameters. */ #define MAX_KEY_HASH 2048 #define MAX_STRING_LENGTH 12288 #define MSL MAX_STRING_LENGTH #define MAX_INPUT_LENGTH 1280 #define MAX_AREAS 2000 #define MAX_VNUM 32767 #define BOOT_DB_ABORT_THRESHOLD 25 #define RUNNING_ABORT_THRESHOLD 10 #define ALARM_FREQUENCY 20 /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define DAMAGE_REDUCTION_PER_LEVEL 3 #define MAX_CASH 500000 #define STARTING_MONEY 75000 #define STARTING_HP 1000 #define MAX_BUILDING_LEVEL 10 #define MAX_color 10 /* eg look, prompt, shout */ #define MAX_ANSI 32 /* eg red, black, etc */ #define MAX_ALIASES 5 #define MAX_ALLIANCE 25 #define MAX_IGNORES 3 #define MAX_CLASS 12 #define MAX_OBJECT_VALUES 15 #define MAX_BUILDON 6 #define MAX_SKILL 14 #define MAX_LEVEL 90 #define LEVEL_HERO (80) #define LEVEL_GUIDE 79 #define LEVEL_IMMORTAL 80 #define MAX_QUOTE 200 #define MAX_MAPS 1500 #define MIN_LOAD_OBJ 1000 #define MAX_LOAD_OBJ 2000 #define BORDER_SIZE 0 #define MAX_HQS_ALLOWED 5 #define TERRAIN_NONE 0 #define TERRAIN_BALANCED 1 #define TERRAIN_PAINTBALL 2 #define TERRAIN_UG 3 #define Z_GROUND 0 #define Z_AIR 1 #define Z_PAINTBALL 2 #define Z_UNDER 3 #define Z_SPACE_EARTH 4 #define Z_SUPER_SPACE 5 #define Z_MAX 6 #define MAX_AMMO 45 #define DAMAGE_ENVIRO -3 #define DAMAGE_GENERAL -1 #define DAMAGE_BULLETS 1 #define DAMAGE_BLAST 2 #define DAMAGE_ACID 3 #define DAMAGE_FLAME 4 #define DAMAGE_LASER 5 #define DAMAGE_PAINT 6 #define DAMAGE_SOUND 7 #define DAMAGE_PSYCHIC 8 #define DAMAGE_EMP 9 #define DAMAGE_WATER 10 #define DAMAGE_MINING 11 #define VEHICLE_JEEP 0 #define VEHICLE_TANK 1 #define VEHICLE_AIRCRAFT 2 #define VEHICLE_TRUCK 3 #define VEHICLE_CHINOOK 4 #define VEHICLE_BOMBER 5 #define VEHICLE_MISSILE_SHIP 6 #define VEHICLE_LASER 7 #define VEHICLE_RECON 8 #define VEHICLE_CARRIER 9 #define VEHICLE_BIO_FLOATER 10 #define VEHICLE_CREEPER 11 #define VEHICLE_BOAT 12 #define VEHICLE_GUNSHIP 13 #define VEHICLE_DRAGON_TYRANT 14 #define VEHICLE_SPACESHIP 15 #define MAX_VEHICLE 19 #define VEHICLE_FIRE_RESISTANT BIT_1 #define VEHICLE_EXPLOSIVE BIT_2 #define VEHICLE_FLOATS BIT_3 #define VEHICLE_EATS_FUEL BIT_4 #define VEHICLE_REGEN BIT_5 #define VEHICLE_SWIM BIT_6 #define VEHICLE_SPACE BIT_7 #define EFFECT_BLIND BIT_1 #define EFFECT_BARIN BIT_2 #define EFFECT_SLOW BIT_3 #define EFFECT_RESOURCEFUL BIT_4 #define EFFECT_BOMBER BIT_5 #define EFFECT_CONFUSE BIT_6 #define EFFECT_POSTAL BIT_7 #define EFFECT_ENCRYPTION BIT_8 #define EFFECT_VISION BIT_9 #define EFFECT_RUNNING BIT_10 #define EFFECT_TRACER BIT_11 #define EFFECT_WULFSKIN BIT_12 #define EFFECT_DRUNK BIT_13 #define EFFECT_EVADE BIT_14 #define EFFECT2_CONSTITUTION 1 #define EFFECT2_SPEED 2 #define EFFECT2_SMART 3 #define EFFECT2_REGENERATION 4 #define EFFECT2_RAGE 5 #define POISON_ANTHRAX 1 #define POISON_TRANQ 2 #define POISON_LYE 3 #define SUIT_NONE 0 #define SUIT_WARP 1 #define SUIT_JUMP 2 #define WEAPON_BLINDING BIT_4 #define WEAPON_HITS_AIR BIT_6 #define WEAPON_CONFUSING BIT_7 #define WEAPON_ALCOHOL BIT_8 #define INST_NONE 0 #define INST_ONLINE BIT_1 #define INST_NOCHECK BIT_2 #define INST_DEPLEATED_URANIUM BIT_8 #define INST_ANTIVIRUS BIT_10 #define INST_FIREWALL BIT_11 #define INST_STUN_GUN BIT_12 #define INST_SPOOF BIT_14 #define INST_QP BIT_15 #define INST_ORGANIC_CORE BIT_16 #define INST_VIRAL_ENHANCER BIT_17 #define INST_ACID_DEFENSE BIT_19 #define INST_ALIEN_HIDES BIT_20 #define TURRET_MAGNET 1 #define TURRET_PROJECTOR 2 #define PIT_BORDER_X (MAX_MAPS-10) #define PIT_BORDER_Y (MAX_MAPS-10) /* * Extended bitvector stuff. */ #ifndef INT_BITS // #define INT_BITS 32 #define INT_BITS 64 #endif #define XBM 31 #define RSV 5 /* log2( INT_BITS ) */ #define XBI 2 /* int's in a bitvector */ #define MAX_BITS ( XBI * INT_BITS ) #define TYPE_UNDEFINED -1 #define C_TYPE_MISC 0 #define C_TYPE_COMM 1 #define C_TYPE_CONFIG 2 #define C_TYPE_INFO 3 #define C_TYPE_ACTION 4 #define C_TYPE_OBJECT 5 #define C_TYPE_ALLI 6 #define C_TYPE_IMM 7 #define C_SHOW_NEVER -1 #define C_SHOW_ALWAYS 0 #define C_SHOW_SKILL 1 #define PULSE_PER_SECOND 8 #define PULSE_VIOLENCE ( 2 * PULSE_PER_SECOND ) #define PULSE_OBJFUN ( 4 * PULSE_PER_SECOND ) #define PULSE_TICK ( 60 * PULSE_PER_SECOND ) #define PULSE_ROOMS ( 1 * PULSE_PER_SECOND ) #define PULSE_AREA ( 80 * PULSE_PER_SECOND ) #define PULSE_BACKUP ( 1800 * PULSE_PER_SECOND ) #define PULSE_TIME ( 3600 * PULSE_PER_SECOND ) #define PULSE_REMAP ( 7200 * PULSE_PER_SECOND ) #define PULSE_OBJECTS ( PULSE_PER_SECOND * 5 ) #define PULSE_BOMB ( PULSE_PER_SECOND ) #define PULSE_QUEST ( 15 * PULSE_PER_SECOND ) #define PULSE_SPEC ( PULSE_PER_SECOND * 10 ) #define PULSE_REBOOT ( PULSE_PER_SECOND * 3600 * 6 ) /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_TELEPORTER 32698 #define OBJ_VNUM_LOCATOR 32678 #define OBJ_VNUM_BLUEPRINTS 32693 #define OBJ_VNUM_ACID_TURRET_U 32694 #define OBJ_VNUM_FIRE_TURRET_U 32696 #define OBJ_VNUM_LASER_TOWER_U 32697 #define OBJ_VNUM_IDUP 32695 #define OBJ_VNUM_ACID_SPRAY 1010 #define OBJ_VNUM_CANNONBALL 32686 #define OBJ_VNUM_GRANADE 1012 #define OBJ_VNUM_SUIT_WARP 1013 #define OBJ_VNUM_SUIT_JUMP 1144 #define OBJ_VNUM_SCUD 32687 #define OBJ_VNUM_FLASH_GRENADE 1030 #define OBJ_VNUM_REFLECTOR 1031 #define OBJ_VNUM_COOKIE_LAUNCH 1032 #define OBJ_VNUM_COOKIE_AMMO 1033 #define OBJ_VNUM_MAIN_BOARD 1039 #define OBJ_VNUM_ATOM_BOMB 32692 #define OBJ_VNUM_CORPSE 32691 #define OBJ_VNUM_FLAG 32690 #define OBJ_VNUM_DART_BOARD 32689 #define OBJ_VNUM_QP_TOKEN 32688 #define OBJ_VNUM_ELEMENT 32682 #define OBJ_VNUM_CHINESE_TEA 32685 #define OBJ_VNUM_SMOKE_BOMB 32684 #define OBJ_VNUM_POISON_TEA 32683 #define OBJ_VNUM_CONTAINER 1077 #define OBJ_VNUM_LEAD_BOMB 999 #define OBJ_VNUM_BLACK_POWDER 998 #define OBJ_VNUM_BIO_GRENADE 997 #define OBJ_VNUM_BURN_GRENADE 996 #define OBJ_VNUM_SAFEHOUSE_INST 995 #define OBJ_VNUM_RESOURCE_PURE 994 #define OBJ_VNUM_DEPLEATED_URA 993 #define OBJ_VNUM_PULSE_NEUTRAL 992 #define OBJ_VNUM_COMPUTER 10 #define OBJ_VNUM_ALLI_BOARD 10000 #define OBJ_VNUM_PAINT_GUN 32679 #define OBJ_VNUM_STUN_GUN 989 #define OBJ_VNUM_PROCESSOR_UP 987 #define OBJ_VNUM_DISK_V 1138 #define OBJ_VNUM_DISK_C 1139 #define OBJ_VNUM_DISK_F 1140 #define OBJ_VNUM_DISK_S 1141 #define OBJ_VNUM_DISK_P 1145 #define OBJ_VNUM_SHOCK_BOMB 1150 #define OBJ_VNUM_MEDAL 32676 #define OBJ_VNUM_TOOLKIT 32669 #define OBJ_VNUM_DIRTY_BOMB 986 #define OBJ_VNUM_SCAFFOLD 32667 #define OBJ_VNUM_BROKEN_BONE 509 #define OBJ_VNUM_AIR2GROUNDBOMB 32686 #define MAX_PAWN 10 #define MAX_QUESTS 20 #define MAX_QP_OBJ 100 #define MIN_QUEST_OBJ 100 #define MAX_QUEST_OBJ 115 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_WMAP 3 #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_JAIL 1 /* * God Levels */ #define L_GOD MAX_LEVEL #define L_SUP L_GOD - 1 #define L_DEI L_SUP - 1 #define L_ANG L_DEI - 1 #define L_HER L_ANG - 1 /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 #define SKY_MAX 4 #define MOON_DOWN 0 #define MOON_RISE 1 #define MOON_LOW 2 #define MOON_PEAK 3 #define MOON_FALL 4 #define MOON_SET 5 #define MOON_NEW 0 #define MOON_WAX_CRE 1 #define MOON_WAX_HALF 2 #define MOON_WAX_GIB 3 #define MOON_FULL 4 #define MOON_WAN_GIB 5 #define MOON_WAN_HALF 6 #define MOON_WAN_CRE 7 /* * More Time and weather stuff. - Wyn */ /* Overall time */ #define HOURS_PER_DAY 24 #define DAYS_PER_WEEK 7 #define DAYS_PER_MONTH 30 #define MONTHS_PER_YEAR 10 #define DAYS_PER_YEAR (DAYS_PER_MONTH * MONTHS_PER_YEAR) /* PaB: Hours of the day */ /* Notes: Night is half of the day, so sunrise is 1/4 of the way * through the day, and sunset 3/4 of the day. */ #define HOUR_DAY_BEGIN (HOURS_PER_DAY / 4 - 1) #define HOUR_SUNRISE (HOUR_DAY_BEGIN + 1) #define HOUR_NOON (HOURS_PER_DAY / 2) #define HOUR_SUNSET ((HOURS_PER_DAY / 4) * 3 + 1) #define HOUR_NIGHT_BEGIN (HOUR_SUNSET + 1) #define HOUR_MIDNIGHT HOURS_PER_DAY /* PaB: Seasons */ /* Notes: Each season will be arbitrarily set at 1/4 of the year. */ #define SEASON_WINTER 0 #define SEASON_SPRING 1 #define SEASON_SUMMER 2 #define SEASON_FALL 3 #define SEASON_MAX 4 /* * Connected state for a channel. */ /* These values referenced by users command, BTW */ #define CON_PLAYING 0 #define CON_GET_NAME -1 #define CON_GET_OLD_PASSWORD -2 #define CON_CONFIRM_NEW_NAME -3 #define CON_GET_NEW_PASSWORD -4 #define CON_CONFIRM_NEW_PASSWORD -5 #define CON_READ_MOTD -10 #define CON_FINISHED -12 #define CON_MENU -13 #define CON_COPYOVER_RECOVER -14 /* For Hotreboot */ #define CON_QUITTING -15 #define CON_RECONNECTING -16 #define CON_GET_NEW_CLASS -17 #define CON_GET_ANSI -18 #define CON_GET_RECREATION -19 #define CON_GET_SEX -20 #define CON_GET_BONUS -21 #define CON_GET_NEW_PLANET -22 #define CON_READ_RULES -23 #define CON_GET_RESET -24 #define CON_GET_NEW_MODE -25 #define CON_SETTING_STATS 1 /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 /* * Room flags. * Used in #ROOMS. */ #define ROOM_NO_MOB BIT_3 #define ROOM_INDOORS BIT_4 /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 /* * Sector types. * Used in #ROOMS. */ #define SECT_NULL 0 #define SECT_MAX 18 #define SECT_ROCK 1 #define SECT_SAND 2 #define SECT_HILLS 3 #define SECT_MOUNTAIN 4 #define SECT_WATER 5 #define SECT_SNOW 6 #define SECT_FIELD 7 #define SECT_FOREST 8 #define SECT_LAVA 9 #define SECT_BURNED 10 #define SECT_SNOW_BLIZZARD 11 #define SECT_ASH 12 #define SECT_AIR 13 #define SECT_UNDERGROUND 14 #define SECT_ICE 15 #define SECT_OCEAN 16 #define SECT_SPACE 17 /* * Equpiment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_HEAD 0 #define WEAR_EYES 1 #define WEAR_FACE 2 #define WEAR_SHOULDERS 3 #define WEAR_ARMS 4 #define WEAR_HOLD_HAND_L 5 #define WEAR_HOLD_HAND_R 6 #define WEAR_WAIST 7 #define WEAR_BODY 8 #define WEAR_LEGS 9 #define WEAR_FEET 10 #define MAX_WEAR 11 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SNEAKING 6 #define POS_STANDING 7 #define POS_WRITING 8 #define POS_BUILDING 9 #define POS_HACKING 10 #define POS_NUKEM 11 #define POS_CUSTOMIZE 12 /* * Configuration Bits for players */ #define CONFIG_SMALLMAP BIT_1 #define CONFIG_EXITS BIT_3 #define CONFIG_NOCOLORS BIT_4 #define CONFIG_NOFOLLOW BIT_5 #define CONFIG_COMBINE BIT_6 #define CONFIG_PROMPT BIT_7 #define CONFIG_TELNET_GA BIT_8 #define CONFIG_COLOR BIT_9 #define CONFIG_COMPRESS BIT_10 #define CONFIG_FULL_ANSI BIT_11 #define CONFIG_MXP BIT_12 #define CONFIG_BLIND BIT_13 #define CONFIG_PUBMAIL BIT_14 #define CONFIG_LARGEMAP BIT_15 #define CONFIG_MINCOLORS BIT_16 #define CONFIG_SOUND BIT_17 #define CONFIG_ECHAN BIT_18 #define CONFIG_NOMAP BIT_19 #define CONFIG_CLIENT BIT_20 #define CONFIG_BRIEF BIT_21 #define CONFIG_IMAGE BIT_22 #define CONFIG_COMPRESS2 BIT_23 #define CONFIG_TINYMAP BIT_24 #define CONFIG_NOBLACK BIT_25 #define CONFIG_WHITEBG BIT_26 #define CONFIG_INVERSE BIT_27 #define CONFIG_NOLEGEND BIT_28 /* * ACT bits for players. */ #define PFLAG_AFK BIT_1 #define PFLAG_SNOOP BIT_2 #define PFLAG_PRACTICE BIT_3 #define PFLAG_ALIAS BIT_4 #define PFLAG_RAD_SIL BIT_5 #define PFLAG_HELPING BIT_6 #define PLR_PDELETER BIT_7 #define PLR_HOLYLIGHT BIT_13 #define PLR_WIZINVIS BIT_14 #define PLR_BUILDER BIT_15 /* Is able to use the OLC */ #define PLR_SILENCE BIT_16 #define PLR_NO_EMOTE BIT_17 #define PLR_NO_TELL BIT_19 #define PLR_LOG BIT_20 #define PLR_DENY BIT_21 #define PLR_FREEZE BIT_22 #define PLR_TAG BIT_27 /* For Tag */ #define PLR_ASS BIT_28 #define PLR_INCOG BIT_31 /* * Obsolete bits. */ #if 0 #define PLR_AUCTION 4 /* Obsolete */ #define PLR_CHAT 256 /* Obsolete */ #define PLR_NO_SHOUT 131072 /* Obsolete */ #endif /* * Channel bits. */ #define CHANNEL_ALLIANCE BIT_1 #define CHANNEL_GOSSIP BIT_2 #define CHANNEL_MUSIC BIT_3 #define CHANNEL_IMMTALK BIT_4 #define CHANNEL_NEWBIE BIT_5 #define CHANNEL_QUESTION BIT_6 #define CHANNEL_SHOUT BIT_7 #define CHANNEL_POLITICS BIT_8 #define CHANNEL_FLAME BIT_9 #define CHANNEL_ZZZ BIT_10 #define CHANNEL_RACE BIT_11 #define CHANNEL_CLAN BIT_12 #define CHANNEL_NOTIFY BIT_13 #define CHANNEL_INFO BIT_14 #define CHANNEL_LOG BIT_15 #define CHANNEL_CREATOR BIT_16 #define CHANNEL_ALLALLI BIT_17 #define CHANNEL_ALLRACE BIT_18 #define CHANNEL_HERMIT BIT_19 /* Turns off ALL channels */ #define CHANNEL_BEEP BIT_20 #define CHANNEL_FAMILY BIT_21 #define CHANNEL_DIPLOMAT BIT_22 #define CHANNEL_CRUSADE BIT_23 #define CHANNEL_REMORTTALK BIT_24 #define CHANNEL_HOWL BIT_25 #define CHANNEL_ADEPT BIT_26 #define CHANNEL_OOC BIT_27 #define CHANNEL_QUEST BIT_28 #define CHANNEL_CODE BIT_29 #define CHANNEL_GAME BIT_30 #define CHANNEL2_AFFIL BIT_1 #define CHANNEL2_ALLAFFIL BIT_2 #define CHANNEL2_PKOK BIT_3 #define CHANNEL2_GUIDE BIT_4 #define CHANNEL2_LANG BIT_5 /* NOTE 32 is the last allowable channel ZEN */ /* Monitor channels - for imms to select what mud-based info they receive */ #define MONITOR_CONNECT BIT_1 #define MONITOR_AREA_UPDATE BIT_2 #define MONITOR_AREA_BUGS BIT_3 #define MONITOR_AREA_SAVING BIT_4 #define MONITOR_GEN_IMM BIT_5 #define MONITOR_GEN_MORT BIT_6 #define MONITOR_COMBAT BIT_7 #define MONITOR_BUILD BIT_8 #define MONITOR_OBJ BIT_9 #define MONITOR_ROOM BIT_10 #define MONITOR_BAD BIT_11 #define MONITOR_DEBUG BIT_12 #define MONITOR_SYSTEM BIT_13 #define MONITOR_LDEBUG BIT_14 #define MONITOR_FAKE BIT_15 /* build bits for OLC -S- */ #define ACT_BUILD_NOWT 0 /* not doing anything */ #define ACT_BUILD_REDIT 1 /* editing rooms */ #define ACT_BUILD_OEDIT 2 /* editing objects */ #define ACT_BUILD_BEDIT 3 /* editing buildings */ #define ACT_BUILD_MPEDIT 4 /* editing mprogs */ #define ACT_BUILD_CEDIT 5 /* editing the clan table */ #define NO_USE -999 /* this table entry can */ /* NOT be used, except */ /* by a Creator */ #define SEX_MALE 1 #define SEX_FEMALE 2 /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_AMMO 2 #define ITEM_BOMB 3 #define ITEM_BLUEPRINT 4 #define ITEM_WEAPON 5 #define ITEM_SUIT 6 #define ITEM_MEDPACK 7 #define ITEM_DRONE 8 #define ITEM_ARMOR 9 #define ITEM_TELEPORTER 10 #define ITEM_INSTALLATION 11 #define ITEM_POTION 12 #define ITEM_FLAG 13 #define ITEM_DART_BOARD 14 #define ITEM_CONTAINER 16 #define ITEM_WEAPON_UP 17 #define ITEM_PIECE 18 #define ITEM_COMPUTER 19 #define ITEM_LOCATOR 20 #define ITEM_SKILL_UP 21 #define ITEM_DISK 23 #define ITEM_TRASH 24 #define ITEM_ASTEROID 25 #define ITEM_BACKUP_DISK 26 #define ITEM_BOARD 27 #define ITEM_VEHICLE_UP 28 #define ITEM_TOOLKIT 29 #define ITEM_SCAFFOLD 30 #define ITEM_ORE 31 #define ITEM_BIOTUNNEL 32 #define ITEM_BATTERY 33 #define ITEM_TOKEN 35 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_NUCLEAR 1 #define ITEM_STICKY 2 #define ITEM_NOQP 4 #define ITEM_PAWN 8 #define ITEM_INVIS 32 #define ITEM_NODROP 128 #define ITEM_NOREMOVE 4096 #define ITEM_INVENTORY 8192 #define ITEM_NOSAVE 16384 /* For "quest" items :) */ #define ITEM_RARE 1048576 #define ITEM_NOLOOT 4194304 #define ITEM_UNIQUE 16777216 #define CLASS_ENGINEER 0 #define CLASS_DARKOP 1 #define CLASS_DRIVER 2 #define CLASS_SNIPER 3 #define CLASS_HACKER 4 #define CLASS_SPRINTER 5 #define CLASS_MEDIC 6 #define CLASS_SPY 7 #define CLASS_PSYCHIC 8 #define CLASS_GAMBLER 9 #define CLASS_UGLY 10 #define CLASS_WEAPONMASTER 11 #define CLASS_PHASER 12 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_WEAR_NONE BIT_0 #define ITEM_WEAR_HEAD BIT_1 #define ITEM_WEAR_FACE BIT_2 #define ITEM_WEAR_SHOULDERS BIT_3 #define ITEM_WEAR_ARMS BIT_4 #define ITEM_WEAR_HANDS BIT_5 #define ITEM_WEAR_HOLD_HAND BIT_6 #define ITEM_WEAR_WAIST BIT_7 #define ITEM_WEAR_BODY BIT_8 #define ITEM_WEAR_LEGS BIT_9 #define ITEM_WEAR_FEET BIT_10 #define ITEM_TAKE BIT_24 #define ITEM_WEAR_EYES BIT_12 /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define LOG_DIR "" /* Log files */ #define PLAYER_DIR "" /* Player files */ #define SITE_DIR "" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define LOG_DIR "" /* Log files */ #define PLAYER_DIR "" /* Player files */ #define SITE_DIR "" #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define LOG_DIR "../log/" /* Log files */ #define SITE_DIR "~/public_html/assault/who/" /* For online who list */ #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #if defined(linux) #define PLAYER_DIR "../player/" /* Player files */ #define LOG_DIR "../log/" /* Log files */ #define SITE_DIR "~/public_html/assault/who/" #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define AREA_LIST "area.lst" /* List of areas */ #define MAIL_DIR "/home4/demortes/mail/" #define DATA_DIR "../data/" #define BUG_DIR "../reports/" #define LOG_DIR "../log/" #define BUG_FILE BUG_DIR "bugs.txt" /* For 'bug' and bug( ) */ #define IDEA_FILE BUG_DIR "ideas.txt" /* For 'idea' */ #define TYPO_FILE BUG_DIR "typos.txt" /* For 'typo' */ #define HELP_FILE BUG_DIR "helps.txt" /* For missing help files */ #define SNOOP_FILE LOG_DIR "watch.txt" /* For players who need to be watched */ /* FIXME: boards.txt in here????? */ #define SHUTDOWN_FILE BUG_DIR "shutdown.txt" /* For 'shutdown' */ #define DISABLED_FILE DATA_DIR "disabled.txt" /* disabled commands - Wyn */ #define PLAYER_LIST_FILE DATA_DIR "playerlist.txt" /* Player list */ #define OBJECTS_FILE DATA_DIR "objects.lst" #define OBJECTS_FEST_FILE DATA_DIR "objects.fst" #define OBJECTS_BACKUP_FILE DATA_DIR "objects.bak" #define QUOTE_FILE DATA_DIR "quotes.txt" #define BANS_FILE DATA_DIR "bans.lst" #define BRANDS_FILE DATA_DIR "brands.lst" #define MAP_FILE DATA_DIR "map.txt" #define BUILDING_TABLE_FILE DATA_DIR "building_table.txt" #define BUILDING_FILE DATA_DIR "buildings.txt" #define BUILDING_FEST_FILE DATA_DIR "buildings.fst" #define BUILDING_BACKUP_FILE DATA_DIR "buildings.bak" #define VEHICLE_FILE DATA_DIR "vehicles.txt" #define VEHICLE_FEST_FILE DATA_DIR "vehicles.fst" #define VEHICLE_BACKUP_FILE DATA_DIR "vehicles.bak" #define QUEST_FILE DATA_DIR "quests.txt" #define MAP_BACKUP_FILE DATA_DIR "map.bak" #define SCORE_FILE DATA_DIR "scores.txt" #define RANK_FILE DATA_DIR "ranks.txt" #define SYSDAT_FILE DATA_DIR "system.dat" #define ALLIANCES_FILE DATA_DIR "alliances.txt" #define PALLIANCES_FILE DATA_DIR "palliances.txt" #define PLANET_FILE DATA_DIR "planets.txt" #define MAX_PLAYERS_FILE DATA_DIR "players.txt" #define MULTIPLAY_FILE DATA_DIR "multiplay.txt" #define SPACE_OBJ DATA_DIR "space_obj.txt" /* Other Stuff - Flar */ #define COPYOVER_FILE "COPYOVER.TXT" /* Temp data file used for copyover */ #define EXE_FILE "../src/ack" /* The one that runs the ACK! */ /* stuff for Quests */ #define QROOM_VNUM "299" #define CLAN_MONEY 1039 // MySQL Settings #define MYSQL_HOST "localhost" #define MYSQL_USER "assaultmud" #define MYSQL_DB "assaultmud" #define MYSQL_PWD "18mother!"