/* ************************************************************************ * File: spec_assign.c Part of CircleMUD * * Usage: Functions to assign function pointers to objs/mobs/rooms * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include <stdio.h> #include "structs.h" #include "awake.h" #include "db.h" #include "interpreter.h" #include "utils.h" #include "spells.h" void ASSIGNMOB(int mob, SPECIAL(fname)); /* arrays for trainers/teachers/adepts/masters */ /* order: vnum, attributes, 1 - newbie trainer (else 0) */ /* to have multiple attributes, separate them with | */ train_t trainers[] = { { 2506, TSTR, 0 }, { 4255, TBOD, 0 }, { 60500, TBOD | TQUI | TSTR | TCHA | TINT | TWIL, 1 }, { 17104, TBOD | TQUI | TSTR, 0 }, { 9413, TCHA | TINT | TWIL, 0 }, { 0, 0, 0 } /* this MUST be last */ }; /* order: vnum, skill1, skill2, skill3, skill4, skill5, learn message, level */ /* see spells.h for the list of skills. */ /* don't have them teach anything above SKILL_ELF_ETTIQUETTE (except SKILL_CLIMBING)*/ /* if they teach < 5 skills, put a 0 in the remaining skill slots */ /* available levels are NEWBIE (4), AMATEUR (6/7), and ADVANCED (10/11) */ teach_t teachers[] = { { 2508, SKILL_BIOTECH, 0, 0, 0, 0, 0, 0, 0, "After hours of medical research and instruction, you begin " "to\r\nunderstand more of the basic biotech procedures.\r\n", NEWBIE }, { 2701, SKILL_ATHLETICS, SKILL_STEALTH, SKILL_UNARMED_COMBAT, SKILL_EDGED_WEAPONS, SKILL_WHIPS_FLAILS, SKILL_PROJECTILES, SKILL_THROWING_WEAPONS, 0, "Toh Li gives you the workout of your life, but you come out more learned.", ADVANCED }, { 3722, SKILL_ATHLETICS, SKILL_RIFLES, SKILL_PISTOLS, 0, 0, 0, 0, 0, "After hours of study and physical practice, you feel like you've " "learned\r\nsomething.\r\n", AMATEUR }, { 4101, SKILL_SHOTGUNS, SKILL_PISTOLS, SKILL_RIFLES, SKILL_SMG, SKILL_ASSAULT_RIFLES, 0, 0, 0, "After hours of study and target practice, you feel like you've " "learned\r\nsomething.\r\n", ADVANCED }, { 4102, SKILL_CLUBS, SKILL_EDGED_WEAPONS, SKILL_POLE_ARMS, SKILL_WHIPS_FLAILS, SKILL_PILOT_CAR, 0, 0, 0, "After hours of study and practice, you feel like you've " "learned\r\nsomething.\r\n", AMATEUR }, { 4103, SKILL_SHOTGUNS, SKILL_PISTOLS, SKILL_RIFLES, SKILL_SMG, SKILL_ASSAULT_RIFLES, SKILL_MACHINE_GUNS, SKILL_MISSILE_LAUNCHERS, SKILL_ASSAULT_CANNON, "After hours of study and target practice, you feel like you've " "learned\r\nsomething.\r\n", ADVANCED }, { 4104, SKILL_CLUBS, SKILL_EDGED_WEAPONS, SKILL_POLE_ARMS, SKILL_WHIPS_FLAILS, 0, 0, 0, 0, "After hours of study and melee practice, you feel like you've " "learned\r\nsomething.\r\n", ADVANCED }, { 4250, SKILL_SORCERY, SKILL_MAGICAL_THEORY, SKILL_CONJURING, SKILL_AURA_READING, 0, 0, 0, 0, "After hours of study and magical practice, you feel like you've " "learned\r\nsomething.\r\n", ADVANCED }, { 4251, SKILL_SHAMANIC_STUDIES, SKILL_CONJURING, SKILL_SORCERY, SKILL_AURA_READING, 0, 0, 0, 0, "After hours of study and magical practice, you feel like you've " "learned\r\nsomething.\r\n", ADVANCED }, { 4257, SKILL_ASSAULT_RIFLES, SKILL_TASERS, 0, 0, 0, 0, 0, 0, "After hours of study and weapon practice, you feel like you've " "learned\r\nsomething.\r\n", AMATEUR }, { 60501, SKILL_SORCERY, SKILL_CONJURING, SKILL_SHAMANIC_STUDIES, SKILL_MAGICAL_THEORY, SKILL_AURA_READING, 0, 0, 0, "After hours of study and practice, you " "feel like you've learned\r\nsomething.\r\n", NEWBIE }, { 60502, SKILL_STEALTH, SKILL_ATHLETICS, SKILL_COMPUTER, SKILL_BR_COMPUTER, SKILL_ELECTRONICS, SKILL_BIOTECH, SKILL_NEGOTIATION, 0, "After hours of study and practice, you " "feel like you've learned\r\nsomething.\r\n", NEWBIE }, { 60503, SKILL_ENGLISH, SKILL_JAPANESE, SKILL_CHINESE, SKILL_KOREAN, SKILL_SPERETHIEL, SKILL_SALISH, SKILL_SIOUX, SKILL_MAKAW, "Von Richter runs through basic " "conjugation and sentance structure with you.\r\n", NEWBIE }, { 60504, SKILL_PILOT_CAR, SKILL_PILOT_BIKE, SKILL_PILOT_TRUCK, SKILL_BR_BIKE, SKILL_BR_DRONE, SKILL_BR_CAR, SKILL_BR_TRUCK, 0, "After hours of study and practice, " "you feel like you've learned\r\nsomething.\r\n", NEWBIE }, { 60505, SKILL_EDGED_WEAPONS, SKILL_WHIPS_FLAILS, SKILL_POLE_ARMS, SKILL_CLUBS, SKILL_PROJECTILES, SKILL_THROWING_WEAPONS, SKILL_UNARMED_COMBAT, SKILL_CYBER_IMPLANTS, "After hours of study and practice, you feel like you've learned\r\nsomething.\r\n", NEWBIE }, { 60506, SKILL_PISTOLS, SKILL_RIFLES, SKILL_SHOTGUNS, SKILL_SMG, SKILL_ASSAULT_RIFLES, SKILL_GUNNERY, SKILL_MACHINE_GUNS, SKILL_PROJECTILES, "After hours of study and practice, " "you feel like you've learned\r\nsomething.\r\n", NEWBIE }, { 3109, SKILL_GERMAN, SKILL_RUSSIAN, SKILL_SPANISH, SKILL_ITALIAN, SKILL_SIOUX, 0, 0, 0, "After a mixture of lectures, tests and conversation workshops, you gain proficiency in the language.", ADVANCED }, { 30700, SKILL_ENGLISH, SKILL_JAPANESE, SKILL_CHINESE, SKILL_KOREAN, SKILL_SPERETHIEL, SKILL_SALISH, SKILL_ITALIAN, SKILL_NEGOTIATION, "Socrates shows you the intricities " "of the language and you emerge with a greater understanding.\r\n", ADVANCED }, { 13499, SKILL_COMPUTER, SKILL_ELECTRONICS, SKILL_BR_COMPUTER, SKILL_BIOTECH, SKILL_PROGRAM_COMBAT, SKILL_PROGRAM_DEFENSIVE, SKILL_PROGRAM_CYBERTERM, 0, "Brian explains some concepts you had yet to understand " "and\r\nyou feel like you've learned something.\r\n", ADVANCED }, { 14608, SKILL_PILOT_CAR, SKILL_GRENADE_LAUNCHERS, SKILL_MACHINE_GUNS, SKILL_MISSILE_LAUNCHERS, SKILL_ASSAULT_CANNON, SKILL_PILOT_BIKE, SKILL_PILOT_TRUCK, SKILL_GUNNERY, "Hal shows you a trick or two, and the rest just falls into place.\r\n", ADVANCED }, { 14638, SKILL_COMPUTER, SKILL_ELECTRONICS, SKILL_BR_COMPUTER, SKILL_BIOTECH, SKILL_BR_DRONE, SKILL_PROGRAM_SPECIAL, SKILL_PROGRAM_OPERATIONAL, SKILL_DATA_BROKERAGE, "Gargamel looks at you, hands you some parts, drops you a clue, and you get it.\r\n", ADVANCED }, { 7223, SKILL_UNARMED_COMBAT, SKILL_THROWING_WEAPONS, SKILL_STEALTH, SKILL_ATHLETICS, SKILL_PROJECTILES, SKILL_CYBER_IMPLANTS, 0, 0, "Shing gives you a work out like none you've ever had, " "but\r\nyou feel like you've learned something.\r\n", AMATEUR }, { 24806, SKILL_SORCERY, SKILL_CONJURING, SKILL_MAGICAL_THEORY, SKILL_EDGED_WEAPONS, SKILL_ATHLETICS, SKILL_SHAMANIC_STUDIES, SKILL_NEGOTIATION, SKILL_AURA_READING, "Hermes imparts his wisdom upon you.\r\n", ADVANCED }, { 37500, SKILL_BR_CAR, SKILL_BR_BIKE, SKILL_BR_DRONE, SKILL_BR_TRUCK, 0, 0, 0, 0, "Marty shows you a few tricks of the " "trade and you emerge more skilled than before.\r\n", AMATEUR }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, "Report this bug!\r\n", 0 } // this MUST be last }; /* order: vnum, perception, combat sense, inc. reflexes, killing hands, pain res., 1 - newbie trainer (else 0) */ /* max ratings - astral perception: 1, combat sense: 3, inc. reflexes: 3, */ /* killing hands: 4, pain resistance: 10 */ adept_t adepts[] = { { 60507,{ 0, 1, 3, 1, 1, 4, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 3, 10, 3, 3, 3, 1, 1, 6, 6, 6, 6 }, 1 }, { 7223, { 0, 1, 3, 0, 1, 4, 1, 0, 0, 3, 0, 6, 0, 0, 6, 0, 6, 0, 0, 0, 0, 10, 0, 0, 6, 1, 1, 2, 0, 6, 0 }, 0 }, { 2701, { 0, 1, 3, 0, 0, 4, 0, 1, 1, 0, 6, 0, 6, 6, 0, 6, 0, 1, 1, 1, 4, 0, 3, 3, 0, 0, 0, 4, 2, 0, 0 }, 0 }, { 3603, { 0, 0, 3, 1, 1, 4, 1, 1, 1, 3, 6, 0, 0, 0, 0, 6, 0, 1, 1, 1, 4, 10, 6, 0, 0, 0, 0, 4, 0, 0, 6 }, 0 }, { 20326,{ 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 4, 5, 2, 2, 2, 0, 1, 2, 1, 2, 6 }, 0 }, { 0, { 0, 0, 0, 0 }, 0 } // this MUST be last }; /* order: vnum, first spell, first max force, second spell, second max force, 1 - mage teacher (0 - shaman teacher), 1 - newbie teacher (else 0) */ /* see spells.h for the list of spells */ /* don't have them teach anything above SPELL_TOXIC_WAVE */ /* neither force shouldn't exceed 6, as no one should have a magic rating > 6 */ /* if they don't teach two spells, put a 0 in the fourth and fifth slots */ master_t masters[] = { { 60508, SPELL_POWER_DART, 4, SPELL_MANA_DART, 4, 1, 1 }, { 60509, SPELL_POWER_DART, 4, SPELL_MANA_DART, 4, 0, 1 }, { 9413, SPELL_INVISIBILITY, 6, SPELL_ARMOR, 6, 0, 0 }, { 0, 0, 0, 0, 0 } // this MUST be last }; /* functions to perform assignments */ void ASSIGNMOB(int mob, SPECIAL(fname)) { int rnum; if ((rnum = real_mobile(mob)) >= 0) { mob_index[rnum].sfunc = mob_index[rnum].func; mob_index[rnum].func = fname; } else log("SYSERR: Attempt to assign spec to non-existant mob #%d", mob); } void ASSIGNOBJ(int obj, SPECIAL(fname)) { if (real_object(obj) >= 0) obj_index[real_object(obj)].func = fname; else log("SYSERR: Attempt to assign spec to non-existant obj #%d", obj); } void ASSIGNWEAPON(int weapon, WSPEC(fname)) { if (real_object(weapon) >= 0) obj_index[real_object(weapon)].wfunc = fname; else log("SYSERR: Attempt to assign spec to non-existant weapon #%d", weapon); } void ASSIGNROOM(int room, SPECIAL(fname)) { if (real_room(room) >= 0) world[real_room(room)].func = fname; else log("SYSERR: Attempt to assign spec to non-existant rm. #%d", room); } /* ******************************************************************** * Assignments * ******************************************************************** */ /* assign special procedures to mobiles */ void assign_mobiles(void) { int i; SPECIAL(postmaster); SPECIAL(generic_guard); SPECIAL(receptionist); SPECIAL(cryogenicist); SPECIAL(teacher); SPECIAL(trainer); SPECIAL(adept_trainer); SPECIAL(spell_master); SPECIAL(puff); SPECIAL(janitor); SPECIAL(snake); SPECIAL(thief); SPECIAL(magic_user); SPECIAL(pike); SPECIAL(jeff); SPECIAL(captain); SPECIAL(rodgers); SPECIAL(delaney); SPECIAL(lone_star_park); SPECIAL(mugger_park); SPECIAL(gate_guard_park); SPECIAL(squirrel_park); SPECIAL(sick_ork); SPECIAL(mage_messenger); SPECIAL(malinalxochi); SPECIAL(adept_guard); SPECIAL(takehero_tsuyama); SPECIAL(bio_secretary); SPECIAL(pool); SPECIAL(harlten); SPECIAL(branson); SPECIAL(bio_guard); SPECIAL(worker); SPECIAL(dwarf); SPECIAL(elf); SPECIAL(george); SPECIAL(wendigo); SPECIAL(pimp); SPECIAL(prostitute); SPECIAL(heinrich); SPECIAL(ignaz); SPECIAL(waitress); SPECIAL(dracula); SPECIAL(pandemonia); SPECIAL(tunnel_rat); SPECIAL(saeder_guard); SPECIAL(atomix); SPECIAL(fixer); SPECIAL(hacker); SPECIAL(fence); SPECIAL(taxi); SPECIAL(crime_mall_guard); SPECIAL(doctor_scriptshaw); SPECIAL(huge_troll); SPECIAL(roots_receptionist); SPECIAL(aegnor); SPECIAL(purple_haze_bartender); SPECIAL(yukiya_dahoto); SPECIAL(smelly); //Clan SpecMobs SPECIAL(backstage_barkeep); SPECIAL(backstage_mechanic); SPECIAL(backstage_fixer); SPECIAL(backstage_russian); SPECIAL(terell_davis); SPECIAL(smiths_bouncer); ASSIGNMOB(65200, backstage_barkeep); ASSIGNMOB(65201, backstage_mechanic); ASSIGNMOB(65202, backstage_russian); ASSIGNMOB(65203, backstage_fixer); /* trainers */ for (i = 0; trainers[i].vnum != 0; i++) ASSIGNMOB(trainers[i].vnum, trainer); /* teachers */ for (i = 0; teachers[i].vnum != 0; i++) ASSIGNMOB(teachers[i].vnum, teacher); /* adept trainer */ for (i = 0; adepts[i].vnum != 0; i++) ASSIGNMOB(adepts[i].vnum, adept_trainer); for (i = 0; masters[i].vnum != 0; i++) ASSIGNMOB(masters[i].vnum, spell_master); /* Personal rooms */ ASSIGNMOB(1, puff); /* cab drivers */ ASSIGNMOB(600, taxi); /* Immortal HQ */ ASSIGNMOB(1002, janitor); ASSIGNMOB(1005, postmaster); ASSIGNMOB(1151, terell_davis); /* SWU */ ASSIGNMOB(60526, postmaster); /* Various Tacoma */ ASSIGNMOB(1823, aegnor); ASSIGNMOB(1832, fixer); ASSIGNMOB(1833, purple_haze_bartender); ASSIGNMOB(1900, postmaster); ASSIGNMOB(1902, receptionist); ASSIGNMOB(1916, generic_guard); /* Tacoma */ ASSIGNMOB(2013, generic_guard); ASSIGNMOB(2020, hacker); ASSIGNMOB(2022, janitor); ASSIGNMOB(2023, fence); /* club penumbra */ ASSIGNMOB(2112, generic_guard); ASSIGNMOB(2113, magic_user); ASSIGNMOB(2115, receptionist); /* Puyallup */ ASSIGNMOB(2306, pike); ASSIGNMOB(2305, jeff); ASSIGNMOB(2403, atomix); /*Lone Star 17th Precinct*/ ASSIGNMOB(3700, captain); ASSIGNMOB(3708, rodgers); ASSIGNMOB(3709, delaney); ASSIGNMOB(3703, generic_guard); ASSIGNMOB(3720, generic_guard); ASSIGNMOB(3829, janitor); ASSIGNMOB(3712, janitor); /*Seattle State Park*/ ASSIGNMOB(4001, lone_star_park); ASSIGNMOB(4003, mugger_park); ASSIGNMOB(4008, janitor); ASSIGNMOB(4009, gate_guard_park); ASSIGNMOB(4012, squirrel_park); ASSIGNMOB(4013, sick_ork); ASSIGNMOB(4016, adept_guard); ASSIGNMOB(4019, takehero_tsuyama); /* Various - zone 116 */ ASSIGNMOB(4100, postmaster); /*BioHyde Complex*/ ASSIGNMOB(4202, bio_secretary); ASSIGNMOB(4206, harlten); ASSIGNMOB(4209, branson); ASSIGNMOB(4200, bio_guard); ASSIGNMOB(4203, worker); /*Titty Twister*/ ASSIGNMOB(4500, wendigo); ASSIGNMOB(4501, pimp); ASSIGNMOB(4502, prostitute); ASSIGNMOB(4504, heinrich); ASSIGNMOB(4506, ignaz); ASSIGNMOB(4507, waitress); ASSIGNMOB(4508, dracula); ASSIGNMOB(4509, pandemonia); ASSIGNMOB(4513, tunnel_rat); /* Tarislar */ ASSIGNMOB(4912, saeder_guard); /* Seattle */ ASSIGNMOB(5100, generic_guard); ASSIGNMOB(5101, janitor); /* Neophytic Guild */ ASSIGNMOB(8010, postmaster); ASSIGNMOB(60523, receptionist); /* Council Island */ ASSIGNMOB(9202, doctor_scriptshaw); ASSIGNMOB(9410, huge_troll); /* Ork Underground */ ASSIGNMOB(9913, receptionist); /* Bellevue */ ASSIGNMOB(20342, receptionist); /* Crime Mall */ ASSIGNMOB(10022, crime_mall_guard); /* Bradenton */ ASSIGNMOB(14515, hacker); ASSIGNMOB(14516, fence); /* Portland */ ASSIGNMOB(14605, receptionist); /* Mitsuhama */ ASSIGNMOB(17112, yukiya_dahoto); /* Seattle 2.0 */ ASSIGNMOB(30500, receptionist); /* Telestrian */ ASSIGNMOB(18902, smelly); ASSIGNMOB(18910, receptionist); /* Smiths Pub */ ASSIGNMOB(32784, postmaster); ASSIGNMOB(38027, smiths_bouncer); ASSIGNMOB(70775, receptionist); } /* assign special procedures to objects */ void assign_objects(void) { SPECIAL(bank); SPECIAL(gen_board); SPECIAL(vendtix); SPECIAL(clock); SPECIAL(vending_machine); SPECIAL(hand_held_scanner); SPECIAL(anticoagulant); SPECIAL(rng); SPECIAL(toggled_invis); SPECIAL(desktop); ASSIGNOBJ(3, gen_board); /* Rift's Board */ ASSIGNOBJ(4, gen_board); /* Pook's Board */ ASSIGNOBJ(12, gen_board); /* Dunk's Board */ ASSIGNOBJ(22, gen_board); /* old Changelogs */ ASSIGNOBJ(26, gen_board); /* RP Board */ ASSIGNOBJ(28, gen_board); /* Quest Board */ ASSIGNOBJ(31, gen_board); /* War Room Board */ ASSIGNOBJ(50, gen_board); /* Harl's Board */ ASSIGNOBJ(66, gen_board); /* Lofwyr's Board */ ASSIGNOBJ(1006, gen_board); /* Builder Board */ ASSIGNOBJ(1038, gen_board); /* Coders Board */ ASSIGNOBJ(1074, gen_board); /* Administration Board */ ASSIGNOBJ(65126, gen_board); ASSIGNOBJ(26150, gen_board); ASSIGNOBJ(1117, desktop); ASSIGNOBJ(1118, desktop); ASSIGNOBJ(1119, desktop); ASSIGNOBJ(1120, desktop); ASSIGNOBJ(1121, desktop); ASSIGNOBJ(1122, desktop); ASSIGNOBJ(1123, desktop); ASSIGNOBJ(1124, desktop); ASSIGNOBJ(1125, desktop); ASSIGNOBJ(1126, desktop); ASSIGNOBJ(1845, desktop); ASSIGNOBJ(1846, desktop); ASSIGNOBJ(1847, desktop); ASSIGNOBJ(1848, desktop); ASSIGNOBJ(1904, clock); /* clock */ ASSIGNOBJ(1946, bank); /* atm */ ASSIGNOBJ(2104, gen_board); /* mortal board */ ASSIGNOBJ(2106, gen_board); /* immortal board */ ASSIGNOBJ(2107, gen_board); /* freeze board */ ASSIGNOBJ(2108, bank); /* atm */ ASSIGNOBJ(2506, anticoagulant); ASSIGNOBJ(3012, vendtix); ASSIGNOBJ(3114, gen_board); /* Matrix Board */ ASSIGNOBJ(4006, clock); ASSIGNOBJ(4216, clock); ASSIGNOBJ(8001, gen_board); /* newbie board */ ASSIGNOBJ(8002, gen_board); /* newbie board */ ASSIGNOBJ(8003, gen_board); /* newbie board */ ASSIGNOBJ(8004, gen_board); /* newbie board */ ASSIGNOBJ(8013, gen_board); /* newbie board */ ASSIGNOBJ(9329, vending_machine); ASSIGNOBJ(10108, vending_machine); ASSIGNOBJ(9406, hand_held_scanner); ASSIGNOBJ(12114, vending_machine); ASSIGNOBJ(29997, gen_board); /* Loki's Board */ ASSIGNOBJ(22445, bank); ASSIGNOBJ(14645, clock); ASSIGNOBJ(16234, clock); ASSIGNOBJ(18884, clock); ASSIGNOBJ(18950, bank); ASSIGNOBJ(14726, bank); ASSIGNOBJ(64986, clock); ASSIGNOBJ(64900, gen_board); /* RPE Board */ ASSIGNOBJ(65207, gen_board); /* Backstage Group's Board */ ASSIGNOBJ(4603, gen_board); ASSIGNOBJ(50301, toggled_invis); ASSIGNOBJ(50305, desktop); ASSIGNOBJ(8458, desktop); ASSIGNOBJ(8459, desktop); ASSIGNOBJ(65214, desktop); ASSIGNOBJ(4607, desktop); ASSIGNOBJ(35026, clock); ASSIGNOBJ(29340, bank); ASSIGNOBJ(42118, clock); ASSIGNOBJ(70703, bank); WSPEC(monowhip); ASSIGNWEAPON(660, monowhip); ASSIGNWEAPON(4905, monowhip); ASSIGNWEAPON(10011, monowhip); } /* assign special procedures to rooms */ void assign_rooms(void) { SPECIAL(car_dealer); SPECIAL(oceansounds); SPECIAL(aztec_one); SPECIAL(escalator); SPECIAL(neophyte_entrance); SPECIAL(simulate_bar_fight); SPECIAL(crime_mall_blockade); SPECIAL(waterfall); SPECIAL(climb_down_junk_pile); SPECIAL(climb_up_junk_pile); SPECIAL(junk_pile_fridge); SPECIAL(slave); SPECIAL(roots_office); SPECIAL(circulation_fan); SPECIAL(traffic); SPECIAL(newbie_car); SPECIAL(auth_room); SPECIAL(room_damage_radiation); SPECIAL(bouncy_castle); SPECIAL(rpe_room); /* Limbo/God Rooms */ ASSIGNROOM(8, oceansounds); ASSIGNROOM(9, oceansounds); ASSIGNROOM(15, roots_office); //ASSIGNROOM(5, room_damage_radiation); /* Traffic */ ASSIGNROOM(2000, traffic); ASSIGNROOM(2001, traffic); ASSIGNROOM(2003, traffic); ASSIGNROOM(2010, traffic); ASSIGNROOM(2011, traffic); ASSIGNROOM(2018, traffic); ASSIGNROOM(2019, traffic); ASSIGNROOM(2021, traffic); ASSIGNROOM(2031, traffic); ASSIGNROOM(2033, traffic); ASSIGNROOM(2040, traffic); ASSIGNROOM(2046, traffic); ASSIGNROOM(2047, traffic); ASSIGNROOM(2048, traffic); ASSIGNROOM(2049, traffic); ASSIGNROOM(2050, traffic); ASSIGNROOM(2060, traffic); ASSIGNROOM(2061, traffic); ASSIGNROOM(2062, traffic); ASSIGNROOM(2063, traffic); ASSIGNROOM(2072, traffic); ASSIGNROOM(2084, traffic); ASSIGNROOM(30502, traffic); ASSIGNROOM(30503, traffic); ASSIGNROOM(30504, traffic); ASSIGNROOM(30505, traffic); ASSIGNROOM(30506, traffic); ASSIGNROOM(30507, traffic); ASSIGNROOM(30508, traffic); ASSIGNROOM(30509, traffic); ASSIGNROOM(30510, traffic); ASSIGNROOM(30511, traffic); ASSIGNROOM(30512, traffic); ASSIGNROOM(30513, traffic); ASSIGNROOM(30514, traffic); ASSIGNROOM(30515, traffic); ASSIGNROOM(30516, traffic); ASSIGNROOM(30517, traffic); ASSIGNROOM(30518, traffic); ASSIGNROOM(30519, traffic); ASSIGNROOM(30520, traffic); ASSIGNROOM(30521, traffic); ASSIGNROOM(30522, traffic); ASSIGNROOM(30523, traffic); ASSIGNROOM(30524, traffic); ASSIGNROOM(30525, traffic); ASSIGNROOM(30526, traffic); ASSIGNROOM(30527, traffic); ASSIGNROOM(30528, traffic); ASSIGNROOM(30529, traffic); ASSIGNROOM(30530, traffic); ASSIGNROOM(30531, traffic); ASSIGNROOM(30532, traffic); ASSIGNROOM(30533, traffic); ASSIGNROOM(30534, traffic); ASSIGNROOM(30535, traffic); ASSIGNROOM(30536, traffic); ASSIGNROOM(30537, traffic); ASSIGNROOM(30538, traffic); ASSIGNROOM(30539, traffic); ASSIGNROOM(30540, traffic); ASSIGNROOM(30541, traffic); ASSIGNROOM(30542, traffic); ASSIGNROOM(30543, traffic); ASSIGNROOM(30544, traffic); ASSIGNROOM(30545, traffic); ASSIGNROOM(30546, traffic); ASSIGNROOM(30547, traffic); ASSIGNROOM(30548, traffic); ASSIGNROOM(30549, traffic); ASSIGNROOM(30550, traffic); ASSIGNROOM(30551, traffic); ASSIGNROOM(30552, traffic); ASSIGNROOM(30553, traffic); ASSIGNROOM(30554, traffic); ASSIGNROOM(30555, traffic); ASSIGNROOM(30556, traffic); ASSIGNROOM(30557, traffic); ASSIGNROOM(30558, traffic); ASSIGNROOM(30559, traffic); ASSIGNROOM(30560, traffic); ASSIGNROOM(30561, traffic); ASSIGNROOM(30562, traffic); ASSIGNROOM(30563, traffic); ASSIGNROOM(30564, traffic); ASSIGNROOM(30565, traffic); ASSIGNROOM(30566, traffic); ASSIGNROOM(30567, traffic); ASSIGNROOM(30568, traffic); ASSIGNROOM(30569, traffic); ASSIGNROOM(30570, traffic); ASSIGNROOM(30571, traffic); ASSIGNROOM(30572, traffic); ASSIGNROOM(30573, traffic); ASSIGNROOM(30574, traffic); ASSIGNROOM(30575, traffic); ASSIGNROOM(30576, traffic); ASSIGNROOM(30577, traffic); ASSIGNROOM(30578, traffic); ASSIGNROOM(30579, traffic); ASSIGNROOM(30580, traffic); ASSIGNROOM(30581, traffic); ASSIGNROOM(30582, traffic); ASSIGNROOM(30583, traffic); ASSIGNROOM(30584, traffic); ASSIGNROOM(30585, traffic); ASSIGNROOM(30586, traffic); ASSIGNROOM(30587, traffic); ASSIGNROOM(30588, traffic); ASSIGNROOM(30589, traffic); ASSIGNROOM(30590, traffic); ASSIGNROOM(30591, traffic); ASSIGNROOM(30592, traffic); ASSIGNROOM(30593, traffic); ASSIGNROOM(30594, traffic); ASSIGNROOM(30595, traffic); ASSIGNROOM(30596, traffic); ASSIGNROOM(30597, traffic); ASSIGNROOM(30598, traffic); ASSIGNROOM(30599, traffic); ASSIGNROOM(30600, traffic); /* Carbanado */ ASSIGNROOM(4477, waterfall); /* Aztechnology */ ASSIGNROOM(7401, aztec_one); /* Neophytic guild */ ASSIGNROOM(60585, neophyte_entrance); ASSIGNROOM(60586, newbie_car); ASSIGNROOM(60562, auth_room); /* Ork Underground */ ASSIGNROOM(9978, simulate_bar_fight); /* Tacoma Mall */ ASSIGNROOM(1904, escalator); ASSIGNROOM(1920, escalator); ASSIGNROOM(1923, escalator); ASSIGNROOM(1937, escalator); /* Crime Mall */ ASSIGNROOM(10075, crime_mall_blockade); ASSIGNROOM(10077, crime_mall_blockade); /* Mr. BetterWrench Auto Repair */ ASSIGNROOM(12246, climb_down_junk_pile); ASSIGNROOM(12248, junk_pile_fridge); ASSIGNROOM(12278, climb_up_junk_pile); ASSIGNROOM(1399, car_dealer); ASSIGNROOM(14798, car_dealer); ASSIGNROOM(14796, car_dealer); ASSIGNROOM(37505, car_dealer); ASSIGNROOM(37507, car_dealer); ASSIGNROOM(37509, car_dealer); ASSIGNROOM(37511, car_dealer); ASSIGNROOM(37513, car_dealer); /* Mitsuhama */ ASSIGNROOM(17171, circulation_fan); /* Portland */ ASSIGNROOM(18860, escalator); ASSIGNROOM(18859, escalator); /* Kuroda's Bouncy Castle */ ASSIGNROOM(65075, bouncy_castle); ASSIGNROOM(35611, rpe_room); }