/*************************************************************************** * 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. * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * In particular, you may not remove either of these copyright notices. * * * * 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. * * * * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * * * * Code Adapted and Improved by Abandoned Realms Mud * * and Aabahran: The Forsaken Lands Mud by Virigoth * * * * Continued Production of this code is available at www.flcodebase.com * ***************************************************************************/ #ifndef __RAID_H__ #define __RAID_H__ #define RAID_WAIT 7200 //wait between raids in area in seconds #define CAB_RAID_WAIT 3600 //wait between raids from same cabal //types of raids #define RAID_NORMAL -1 #define RAID_UNDEAD_1 0 #define RAID_UNDEAD_2 1 #define RAID_UNDEAD_3 2 #define RAID_UNDEAD_4 3 #define RAID_DEMON_1 4 #define RAID_DEMON_2 5 #define RAID_DEMON_3 6 #define RAID_DEMON_4 7 #define RAID_NATURE_1 8 #define RAID_NATURE_2 9 #define RAID_NATURE_3 10 #define RAID_NATURE_4 11 #define RAID_MAX 12 typedef struct raid_data RAID_DATA; struct raid_data{ CABAL_DATA* pCab; int mob_vnum; //mob skeleton to spawn int mob_total; //total mobs to spawn int lifetime; //how long to spawn for int mob_spawned; //mobs spawned so far int duration; //duration so far int act; //act flags to add int race; int attack; char* name; //custom strings char* short_desc; char* long_desc; }; struct raid_strings{ int act; char* race; char* attack; char* name; //custom strings char* short_desc; char* long_desc; }; void raid_update( AREA_DATA* pArea, RAID_DATA* pr ); void raidmob_check( CHAR_DATA* vch, CHAR_DATA* victim); #endif