pdirt/data/
pdirt/data/HELP/
pdirt/data/HELP/0/
pdirt/data/HELP/F/
pdirt/data/HELP/G/
pdirt/data/HELP/H/
pdirt/data/HELP/J/
pdirt/data/HELP/K/
pdirt/data/HELP/O/
pdirt/data/HELP/Q/
pdirt/data/HELP/R/
pdirt/data/HELP/U/
pdirt/data/HELP/V/
pdirt/data/HELP/Y/
pdirt/data/HELP/Z/
pdirt/data/MESSAGES/
pdirt/data/POWERINFO/
pdirt/data/WIZ_ZONES/
pdirt/drv/
pdirt/drv/bin/
pdirt/drv/compiler/converter/
pdirt/drv/compiler/libs/
pdirt/drv/compiler/scripts/
pdirt/drv/include/AberChat/
pdirt/drv/include/InterMud/
pdirt/drv/include/machine/
pdirt/drv/src/InterMud/
pdirt/drv/src/Players/
pdirt/drv/utils/UAFPort/
pdirt/drv/utils/dnsresolv/
pdirt/drv/utils/gdbm/
/******************************************************************************
 ** I Called this file to life so I could minimize the amount of files that
 ** needs to be compiled on a world-gen (hopefully down to just special.c).
 ** It includes constant references to locations, objects, mobiles, in either
 ** tables or variables.
 ****************************************************************************/
#ifndef TABLES_H_
#define TABLES_H_

#ifdef SPECIAL_C

const int sp_shields[] = {
	OBJ_CATACOMB_SHIELD,
	-1
};

const int amulets[] = {
	OBJ_TREEHOUSE_AMULET,
	OBJ_BLIZZARD_TALISMAN,
	OBJ_THENEWWORLD_AMULET,
	-1
};

const int pits[] = {
  OBJ_START_PIT, OBJ_START_CHURCH_PIT,
  OBJ_CATACOMB_PIT_NORTH, OBJ_CATACOMB_PIT_EAST,
  OBJ_CATACOMB_PIT_SOUTH, OBJ_CATACOMB_PIT_WEST,
  OBJ_SEA_HOLE,
  -1};

const int exception_pits[] = {
  OBJ_CATACOMB_PIT_NORTH, OBJ_CATACOMB_PIT_EAST,
  OBJ_CATACOMB_PIT_SOUTH, OBJ_CATACOMB_PIT_WEST,
  -1
};

/* Maybe not the usual way to write it, but it got past my compiler like this,
 * and not using the normal declaration 
 */
/*
const int special_exits[][2] = {
	{ EX_DEFENDER,	LOC_CATACOMB_HALL },
        { EX_GET_STUFF, LOC_CATACOMB_CHAMBER },
        { EX_DOWN_SLIME,LOC_WINDOW_SLIME},
        { -1, -1 }
};
*/
/* Where is it possible to jump from, and where do
 * we land...
 */
const int jumtb[] =
{
      /* FROM,                    	TO */
      LOC_CASTLE_LEAP, 			LOC_VALLEY_NPATH,
      LOC_TOWER_LEDGE, 			LOC_CASTLE_WALLS,
      LOC_TREEHOUSE_TREEHOUSE_1,	LOC_VALLEY_ESIDE,
      LOC_MOOR_PIT, 			LOC_LEDGE_PIT,
      LOC_WINDOW_WINDOW, 		LOC_WINDOW_CHAMBER,
      LOC_JBS_BRIDGE, 			LOC_JBS_MOUNTAINS,
      LOC_WINDOW_CHAMBER, 		LOC_WINDOW_WINDOW,
      LOC_CATACOMB_CHASM1,		LOC_CATACOMB_CAVERN,
      LOC_CATACOMB_CHASM2, 		LOC_CATACOMB_CAVERN,
      LOC_CATACOMB_SLEDGE2, 		LOC_CATACOMB_CAVERN,
      LOC_CATACOMB_NLEDGE2, 		LOC_CATACOMB_CAVERN,
      LOC_CATACOMB_SLEDGE1, 		LOC_CATACOMB_CHASM1,
      LOC_CATACOMB_NLEDGE1, 		LOC_CATACOMB_CHASM2,
      0, 0
};

const int pit_jumptb[] = {
	OBJ_CATACOMB_PIT_NORTH,		LOC_CATACOMB_RIPS,
	OBJ_CATACOMB_PIT_EAST,		LOC_CATACOMB_RIPS,
	OBJ_CATACOMB_PIT_WEST,		LOC_CATACOMB_RIPS,
	OBJ_CATACOMB_PIT_SOUTH,		LOC_CATACOMB_RIPS,
	OBJ_START_PIT,			LOC_PIT_PIT,
	OBJ_START_CHURCH_PIT,		LOC_PIT_PIT,
	OBJ_ORCHOLD_HOLEORCS,		LOC_PIT_PIT,
	-1,				0
};

const int dragget_mobs[] = {
	MOB_CAVE_DRAGON,
	MOB_OAKTREE_COSIMO,
	-1
};


const int spell_enhance[] = {
	OBJ_ISLAND_SULPHUR,
	OBJ_EFOREST_SULPHUR,
	OBJ_BLIZZARD_WINTERGREEN,
	OBJ_BLIZZARD_TALISMAN,
	OBJ_VALLEY_LODESTONE,
};

const char *dragget_msgs[] = {
	"The dragon makes it quite clear that he doesn't want his treasure borrowed!\n",
	"Cosimo guards his treasure jealously.\n",
	NULL
};

const int rafts[] = {
	OBJ_VILLAGE_RAFT,
	-1
};

const int base_corpse = OBJ_LIMBO_BCORPSE;
const int limbo_loc = LOC_LIMBO_LIMBO;
const int jail_loc = LOC_JAIL_JAIL;
const int pit_loc = LOC_PIT_PIT;
const int dead_loc = LOC_DEAD_DEAD;
const int eaten_loc = LOC_DEAD_EATEN;
const int destroyed_loc = LOC_DEAD_DESTROYED;
const int Puff_The_Dragon = MOB_START_PUFF;
const int Umbrella_Obj = OBJ_START_UMBRELLA;
const int RuneSword_Obj = OBJ_CASTLE_RUNESWORD;
const int Tower_Ring_Obj = OBJ_TOWER_RING;
const int Church_Cross = OBJ_CHURCH_CROSS;
const int Tower_Treasure_Loc = LOC_TOWER_TREASURE;
const int Tower_Door = OBJ_TOWER_DOOR_TREASURE;
const int Tower_Door2 = OBJ_TOWER_DOOR_SHAZARETH;
const int Down_Catacomb_Pits = LOC_CATACOMB_CHAMBER;
const int Sea_Pit = LOC_SEA_SEA_7;
const int HorseShoe_Obj = OBJ_CASTLE_HORSESHOE;
const int Tower_Staff_Obj = OBJ_TOWER_STAFF;
const int ShadyClearing = LOC_BLIZZARD_SHADY;
const int LimboWater = OBJ_LIMBO_WATER;
#else

extern const int base_corpse;
extern const int rafts[];
extern const int amulets[];
/*extern const int special_exits[][2];*/
extern const int sp_shields[];
extern const int pits[];
extern const int exception_pits[];
extern const int jumtb[];
extern const int pit_jumptb[];
extern const int limbo_loc;
extern const int jail_loc;
extern const int dead_loc;
extern const int pit_loc;
extern const int eaten_loc;
extern const int destroyed_loc;
extern const int thyrannen_mobs[];
extern const int Puff_The_Dragon;
extern const int dragget_mobs[];
extern const char *dragget_msgs[];
extern const int Umbrella_Obj;
extern const int RuneSword_Obj;
extern const int Tower_Staff_Obj;
extern const int Tower_Ring_Obj;
extern const int Church_Cross;
extern const int Tower_Treasure_Loc;
extern const int Tower_Door;
extern const int Tower_Door2;
extern const int Down_Catacomb_Pits;
extern const int Sea_Pit;
extern const int spell_enhance[];
extern const int HorseShoe_Obj;
extern const int ShadyClearing;
extern const int LimboWater;
#endif

#endif