#define MAX_ALIAS 10 #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define ANGEL (MAX_LEVEL - 7) #define AVATAR (MAX_LEVEL - 8) #define HERO LEVEL_HERO * Connected state for a channel. #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_GET_NEW_RACE 6 #define CON_GET_NEW_SEX 7 #define CON_GET_NEW_CLASS 8 #define CON_GET_ALIGNMENT 9 #define CON_DEFAULT_CHOICE 10 #define CON_GEN_GROUPS 11 #define CON_PICK_WEAPON 12 #define CON_READ_IMOTD 13 #define CON_READ_MOTD 14 #define CON_BREAK_CONNECT 15 /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #define OFF_BACKSTAB (B) #define OFF_BASH (C) #define OFF_BERSERK (D) #define OFF_DISARM (E) #define OFF_DODGE (F) #define OFF_FADE (G) #define OFF_FAST (H) #define OFF_KICK (I) #define OFF_KICK_DIRT (J) #define OFF_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #define OFF_TRIP (N) #define OFF_CRUSH (O) #define ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) /* return values for check_imm */ #define IS_NORMAL 0 #define IS_IMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* IMM bits for mobs */ #define IMM_SUMMON (A) #define IMM_CHARM (B) #define IMM_MAGIC (C) #define IMM_WEAPON (D) #define IMM_BASH (E) #define IMM_PIERCE (F) #define IMM_SLASH (G) #define IMM_FIRE (H) #define IMM_COLD (I) #define IMM_LIGHTNING (J) #define IMM_ACID (K) #define IMM_POISON (L) #define IMM_NEGATIVE (M) #define IMM_HOLY (N) #define IMM_ENERGY (O) #define IMM_MENTAL (P) #define IMM_DISEASE (Q) #define IMM_DROWNING (R) #define IMM_LIGHT (S) #define IMM_SOUND (T) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) /* RES bits for mobs */ #define RES_SUMMON (A) #define RES_CHARM (B) #define RES_MAGIC (C) #define RES_WEAPON (D) #define RES_BASH (E) #define RES_PIERCE (F) #define RES_SLASH (G) #define RES_FIRE (H) #define RES_COLD (I) #define RES_LIGHTNING (J) #define RES_ACID (K) #define RES_POISON (L) #define RES_NEGATIVE (M) #define RES_HOLY (N) #define RES_ENERGY (O) #define RES_MENTAL (P) #define RES_DISEASE (Q) #define RES_DROWNING (R) #define RES_LIGHT (S) #define RES_SOUND (T) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) /* VULN bits for mobs */ #define VULN_SUMMON (A) #define VULN_CHARM (B) #define VULN_MAGIC (C) #define VULN_WEAPON (D) #define VULN_BASH (E) #define VULN_PIERCE (F) #define VULN_SLASH (G) #define VULN_FIRE (H) #define VULN_COLD (I) #define VULN_LIGHTNING (J) #define VULN_ACID (K) #define VULN_POISON (L) #define VULN_NEGATIVE (M) #define VULN_HOLY (N) #define VULN_ENERGY (O) #define VULN_MENTAL (P) #define VULN_DISEASE (Q) #define VULN_DROWNING (R) #define VULN_LIGHT (S) #define VULN_SOUND (T) #define VULN_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) #define AFF_BLIND (A) #define AFF_INVISIBLE (B) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_HIDDEN (F) #define AFF_DETECT_GOOD (G) #define AFF_SANCTUARY (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_POISON (M) #define AFF_PROTECT_EVIL (N) #define AFF_PROTECT_GOOD (O) #define AFF_SNEAK (P) #define AFF_HIDE (Q) #define AFF_SLEEP (R) #define AFF_CHARM (S) #define AFF_FLYING (T) #define AFF_PASS_DOOR (U) #define AFF_HASTE (V) #define AFF_CALM (W) #define AFF_PLAGUE (X) #define AFF_WEAKEN (Y) #define AFF_DARK_VISION (Z) #define AFF_BERSERK (aa) #define AFF_SWIM (bb) #define AFF_REGENERATION (cc) #define AFF_SLOW (dd) /* AC types */ #define AC_PIERCE 0 #define AC_BASH 1 #define AC_SLASH 2 #define AC_EXOTIC 3 /* dice */ #define DICE_NUMBER 0 #define DICE_TYPE 1 #define DICE_BONUS 2 /* size */ #define SIZE_TINY 0 #define SIZE_SMALL 1 #define SIZE_MEDIUM 2 #define SIZE_LARGE 3 #define SIZE_HUGE 4 #define SIZE_GIANT 5 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_ROSE 1001 #define OBJ_VNUM_WHISTLE 2116 #define ITEM_CLOTHING 11 #define ITEM_PROTECT 27 #define ITEM_MAP 28 #define ITEM_PORTAL 29 #define ITEM_WARP_STONE 30 #define ITEM_ROOM_KEY 31 #define ITEM_GEM 32 #define ITEM_JEWELRY 33 #define ITEM_JUKEBOX 34 #define ITEM_ROT_DEATH (P) #define ITEM_VIS_DEATH (Q) #define ITEM_NOSAC (R) #define ITEM_NONMETAL (S) #define ITEM_NOLOCATE (T) #define ITEM_MELT_DROP (U) #define ITEM_HAD_TIMER (V) #define ITEM_SELL_EXTRACT (W) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_NO_SAC (P) #define ITEM_WEAR_FLOAT (Q) /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_SPEAR 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_WHIP 7 #define WEAPON_POLEARM 8 /* weapon types */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) #define APPLY_SPELL_AFFECT 25 /* * Room flags. * Used in #ROOMS. */ #define ROOM_PRIVATE (J) #define ROOM_SAFE (K) #define ROOM_SOLITARY (L) #define ROOM_PET_SHOP (M) #define ROOM_NO_RECALL (N) #define ROOM_IMP_ONLY (O) #define ROOM_GODS_ONLY (P) #define ROOM_HEROES_ONLY (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (A) #define EX_CLOSED (B) #define EX_LOCKED (C) #define EX_PICKPROOF (F) #define EX_NOPASS (G) #define EX_EASY (H) #define EX_HARD (I) #define EX_INFURIATING (J) #define EX_NOCLOSE (K) #define EX_NOLOCK (L) #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_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ #define PLR_HOLYLIGHT (N) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) /* 2 bits reserved, S-T */ #define COMM_TRUE_TRUST (K) #define COMM_COMPACT (L) #define COMM_SHOW_AFFECTS (Q) #define COMM_NOGRATS (R) /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3