/***************************************************************************
* Port of ROM 2.4b6 to Windows by TAKA *
* *
* I call this "NEW ROM" Ghost since it has changed extensively. *
* This version runs as a native console application *
* windows NT 4 service patch 3, Windows 95 software version release 2 *
* and windows 98. *
* *
* Ghost to my knowledge is the first ROM port to windows to be 100% *
* stable. *
* *
* I compiled it using MS Vissual C++ 5.0 *
* THE FOLLOWING MODULES WERE MODIFIED TO ALLOW STABLE WINDOWS OPERATION *
* - merc.h *
* - comm.c *
* - db.c *
* BE SURE TO INCLUDE IN THE LINK LIST *
* - wsock32.lib *
* *
* Other source files are straight from the ROM24b6 distribution. *
* *
* ALL I ASK FOR MY WORK: *
* 1) Is that you do not remove or modify this comment block. *
* 2) You must state on the entry screen that this is GHOST a ROM code *
* base designed and ported to windows by TAKA . *
* 3) The latest version number from you source listing must be must be *
* in the help file as well as my name TAKA *
* and my email a_ghost_dancer@excite.com *
* < < Simplist way is to leave my help entry supplied > > *
* 4) You must abid by all other ROM and MERC licences *
* 5) Finally any improvements or snippets you make please forward them *
* to me so we can imcorperate them into the latest version. I will *
* post all snippets with the authors named and credited. *
* *
* Last thank you to all the ROM amd MERC folks for this wounderful code *
* base know as ROM. *
* *
* TAKA *
* a_ghost_dancer@excite.com *
* *
* (C) 2000 TAKA and Ghost Dancer Mud Project *
* *** All rights reserved *
* *
***************************************************************************
***************************************************************************
* 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 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. *
* *
* 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 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* 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 *
***************************************************************************/
/* --TBD
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_FIDO 2
#define MOB_VNUM_CITYGUARD 1
#define MOB_VNUM_VAMPIRE 3
#define MOB_VNUM_PATROLMAN 5
#define GROUP_VNUM_TROLLS 6
#define GROUP_VNUM_OGRES 4
#define MOB_VNUM_GGOLEM 22
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_SILVER_ONE 1
#define OBJ_VNUM_GOLD_ONE 2
#define OBJ_VNUM_GOLD_SOME 3
#define OBJ_VNUM_SILVER_SOME 4
#define OBJ_VNUM_COINS 5
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_GUTS 16
#define OBJ_VNUM_BRAINS 17
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_DISC 23
#define OBJ_VNUM_PORTAL 25
#define OBJ_VNUM_ROSE 26
/*#define OBJ_VNUM_PIT 40*/
#define OBJ_VNUM_SCHOOL_MACE 27
#define OBJ_VNUM_SCHOOL_DAGGER 28
#define OBJ_VNUM_SCHOOL_SWORD 29
#define OBJ_VNUM_SCHOOL_SPEAR 33
#define OBJ_VNUM_SCHOOL_STAFF 34
#define OBJ_VNUM_SCHOOL_AXE 35
#define OBJ_VNUM_SCHOOL_FLAIL 36
#define OBJ_VNUM_SCHOOL_WHIP 37
#define OBJ_VNUM_SCHOOL_POLEARM 38
#define OBJ_VNUM_SCHOOL_VEST 30
#define OBJ_VNUM_SCHOOL_SHIELD 31
#define OBJ_VNUM_SCHOOL_BANNER 32
#define OBJ_VNUM_MAP 39
#define OBJ_VNUM_WHISTLE 41
#define OBJ_VNUM_STEAK 42
#define OBJ_VNUM_PILL 43
#define OBJ_VNUM_POTION 44
#define OBJ_VNUM_PIT 3002
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3001
#define ROOM_VNUM_SCHOOL 3005
#define ROOM_VNUM_BALANCE 4500
#define ROOM_VNUM_CIRCLE 4400
#define ROOM_VNUM_DEMISE 4201
#define ROOM_VNUM_HONOR 4300
#define ROOM_VNUM_RTD 1212 /* realm of the dead */
/*
* Object defined in limbo.are
* Used in save.c to load objects that don't exist.
*/
#define OBJ_VNUM_DUMMY 51
/*****************************************************************************************
* reserved for TAKA flexable flag programming
* do not put anything below here!
*
* TAKA The Wolf (c) 2000 **All rights reserved
*****************************************************************************************/
/* TAKA sign in stuff */
int LOGIN_STATUS;
/*
* TAKA banking stuff
* - for now transfer is only in gold
* - flags 1=on, 0=off
* - atm max withdrawl is automatically applied to silver (max * 100)
*/
#define BANK_TRANSFER 1 /* allow transfer of gold player > player */
#define BANK_INVEST 1 /* allow shares or investment in stockmarket */
#define SHARE_VALUE
#define SHARE_MIN_VALUE 50 /* minimum share value in gold */
#define SHARE_MAX_VALUE 1400 /* maximum share value in gold */
#define BANK_DEPOSIT_SILVER 1 /* allow the deposit/withdrawl of silver */
#define BANK_CONVERT_SILVER 1 /* allow bank to convert silver */
#define BANK_ALLOW_ATM 1 /* allow atm support (24 hour banking) */
#define BANK_ALLOW_ATM_MAX 500 /* maximum daily gold allowed to withdraw */
#define BANK_NUMBER_ATM 1 /* reserved for future atm uses */
/* in beta code development now version 2.1 will have this */
#define BANK_PAY_INTEREST 1 /* bank pays interest */
#define BANK_INTEREST_AMOUNT 3500 /* divide by 100000 for .03500 percent of 3.5 */
extern int share_value1;
extern int share_value2;
extern int share_value3;
extern int share_value4;
/* morge code flag TAKA */
#define USE_MORGE_CODE 1 /* use morge code */
#define MORGE_TO_LEVEL 110 /* level to allow morge use till */
#define ROOM_VNUM_MORGE 3001 /* vnum of morge */
/* use home recalls */
#define USE_HOME_RECALL 1
#define MIN_HOME_LEVEL 10
/*
* if you use default wizi when you type wizi and no argument
* you will be wizi at immortal level on my mud 102.
*/
#define USE_DEFAULT_WIZI 1 /* 0 = no, 1 = yes */