/***************************************************************************
* 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 1993-1998 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 *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <time.h>
#include "merc.h"
#include "tables.h"
/* for clans */
const struct clan_type clan_table[MAX_CLAN] = {
/* name, who entry, death-transfer room, independent */
/* independent should be FALSE if is a real clan */
{"", "", ROOM_VNUM_ALTAR, TRUE},
{"loner", "[ Loner ] ", ROOM_VNUM_ALTAR, TRUE},
{"rom", "[ ROM ] ", ROOM_VNUM_ALTAR, FALSE}
};
/* for position */
const struct position_type position_table[] = {
{"dead", "dead"},
{"mortally wounded", "mort"},
{"incapacitated", "incap"},
{"stunned", "stun"},
{"sleeping", "sleep"},
{"resting", "rest"},
{"sitting", "sit"},
{"fighting", "fight"},
{"standing", "stand"},
{NULL, NULL}
};
/* for sex */
const struct sex_type sex_table[] = {
{"none"},
{"male"},
{"female"},
{"either"},
{NULL}
};
/* for sizes */
const struct size_type size_table[] = {
{"tiny"},
{"small"},
{"medium"},
{"large"},
{"huge",},
{"giant"},
{NULL}
};
/* various flag tables */
const struct flag_type act_flags[] = {
{"npc", ACT_IS_NPC, FALSE},
{"sentinel", ACT_SENTINEL, TRUE},
{"scavenger", ACT_SCAVENGER, TRUE},
{"aggressive", ACT_AGGRESSIVE, TRUE},
{"stay_area", ACT_STAY_AREA, TRUE},
{"wimpy", ACT_WIMPY, TRUE},
{"pet", ACT_PET, TRUE},
{"train", ACT_TRAIN, TRUE},
{"practice", ACT_PRACTICE, TRUE},
{"undead", ACT_UNDEAD, TRUE},
{"cleric", ACT_CLERIC, TRUE},
{"mage", ACT_MAGE, TRUE},
{"thief", ACT_THIEF, TRUE},
{"warrior", ACT_WARRIOR, TRUE},
{"noalign", ACT_NOALIGN, TRUE},
{"nopurge", ACT_NOPURGE, TRUE},
{"outdoors", ACT_OUTDOORS, TRUE},
{"indoors", ACT_INDOORS, TRUE},
{"healer", ACT_IS_HEALER, TRUE},
{"gain", ACT_GAIN, TRUE},
{"update_always", ACT_UPDATE_ALWAYS, TRUE},
{"changer", ACT_IS_CHANGER, TRUE},
{NULL, 0, FALSE}
};
const struct flag_type plr_flags[] = {
{"npc", PLR_IS_NPC, FALSE},
{"autoassist", PLR_AUTOASSIST, FALSE},
{"autoexit", PLR_AUTOEXIT, FALSE},
{"autoloot", PLR_AUTOLOOT, FALSE},
{"autosac", PLR_AUTOSAC, FALSE},
{"autogold", PLR_AUTOGOLD, FALSE},
{"autosplit", PLR_AUTOSPLIT, FALSE},
{"holylight", PLR_HOLYLIGHT, FALSE},
{"can_loot", PLR_CANLOOT, FALSE},
{"nosummon", PLR_NOSUMMON, FALSE},
{"nofollow", PLR_NOFOLLOW, FALSE},
{"permit", PLR_PERMIT, TRUE},
{"log", PLR_LOG, FALSE},
{"deny", PLR_DENY, FALSE},
{"freeze", PLR_FREEZE, FALSE},
{"thief", PLR_THIEF, FALSE},
{"killer", PLR_KILLER, FALSE},
{NULL, 0, 0}
};
const struct flag_type affect_flags[] = {
{"blind", AFF_BLIND, TRUE},
{"invisible", AFF_INVISIBLE, TRUE},
{"detect_evil", AFF_DETECT_EVIL, TRUE},
{"detect_invis", AFF_DETECT_INVIS, TRUE},
{"detect_magic", AFF_DETECT_MAGIC, TRUE},
{"detect_hidden", AFF_DETECT_HIDDEN, TRUE},
{"detect_good", AFF_DETECT_GOOD, TRUE},
{"sanctuary", AFF_SANCTUARY, TRUE},
{"faerie_fire", AFF_FAERIE_FIRE, TRUE},
{"infrared", AFF_INFRARED, TRUE},
{"curse", AFF_CURSE, TRUE},
{"poison", AFF_POISON, TRUE},
{"protect_evil", AFF_PROTECT_EVIL, TRUE},
{"protect_good", AFF_PROTECT_GOOD, TRUE},
{"sneak", AFF_SNEAK, TRUE},
{"hide", AFF_HIDE, TRUE},
{"sleep", AFF_SLEEP, TRUE},
{"charm", AFF_CHARM, TRUE},
{"flying", AFF_FLYING, TRUE},
{"pass_door", AFF_PASS_DOOR, TRUE},
{"haste", AFF_HASTE, TRUE},
{"calm", AFF_CALM, TRUE},
{"plague", AFF_PLAGUE, TRUE},
{"weaken", AFF_WEAKEN, TRUE},
{"dark_vision", AFF_DARK_VISION, TRUE},
{"berserk", AFF_BERSERK, TRUE},
{"swim", AFF_SWIM, TRUE},
{"regeneration", AFF_REGENERATION, TRUE},
{"slow", AFF_SLOW, TRUE},
{NULL, 0, 0}
};
const struct flag_type off_flags[] = {
{"area_attack", OFF_AREA_ATTACK, TRUE},
{"backstab", OFF_BACKSTAB, TRUE},
{"bash", OFF_BASH, TRUE},
{"berserk", OFF_BERSERK, TRUE},
{"disarm", OFF_DISARM, TRUE},
{"dodge", OFF_DODGE, TRUE},
{"fade", OFF_FADE, TRUE},
{"fast", OFF_FAST, TRUE},
{"kick", OFF_KICK, TRUE},
{"dirt_kick", OFF_KICK_DIRT, TRUE},
{"parry", OFF_PARRY, TRUE},
{"rescue", OFF_RESCUE, TRUE},
{"tail", OFF_TAIL, TRUE},
{"trip", OFF_TRIP, TRUE},
{"crush", OFF_CRUSH, TRUE},
{"assist_all", ASSIST_ALL, TRUE},
{"assist_align", ASSIST_ALIGN, TRUE},
{"assist_race", ASSIST_RACE, TRUE},
{"assist_players", ASSIST_PLAYERS, TRUE},
{"assist_guard", ASSIST_GUARD, TRUE},
{"assist_vnum", ASSIST_VNUM, TRUE},
{NULL, 0, 0}
};
const struct flag_type imm_flags[] = {
{"summon", IMM_SUMMON, TRUE},
{"charm", IMM_CHARM, TRUE},
{"magic", IMM_MAGIC, TRUE},
{"weapon", IMM_WEAPON, TRUE},
{"bash", IMM_BASH, TRUE},
{"pierce", IMM_PIERCE, TRUE},
{"slash", IMM_SLASH, TRUE},
{"fire", IMM_FIRE, TRUE},
{"cold", IMM_COLD, TRUE},
{"lightning", IMM_LIGHTNING, TRUE},
{"acid", IMM_ACID, TRUE},
{"poison", IMM_POISON, TRUE},
{"negative", IMM_NEGATIVE, TRUE},
{"holy", IMM_HOLY, TRUE},
{"energy", IMM_ENERGY, TRUE},
{"mental", IMM_MENTAL, TRUE},
{"disease", IMM_DISEASE, TRUE},
{"drowning", IMM_DROWNING, TRUE},
{"light", IMM_LIGHT, TRUE},
{"sound", IMM_SOUND, TRUE},
{"wood", IMM_WOOD, TRUE},
{"silver", IMM_SILVER, TRUE},
{"iron", IMM_IRON, TRUE},
{NULL, 0, 0}
};
const struct flag_type form_flags[] = {
{"edible", FORM_EDIBLE, TRUE},
{"poison", FORM_POISON, TRUE},
{"magical", FORM_MAGICAL, TRUE},
{"instant_decay", FORM_INSTANT_DECAY, TRUE},
{"other", FORM_OTHER, TRUE},
{"animal", FORM_ANIMAL, TRUE},
{"sentient", FORM_SENTIENT, TRUE},
{"undead", FORM_UNDEAD, TRUE},
{"construct", FORM_CONSTRUCT, TRUE},
{"mist", FORM_MIST, TRUE},
{"intangible", FORM_INTANGIBLE, TRUE},
{"biped", FORM_BIPED, TRUE},
{"centaur", FORM_CENTAUR, TRUE},
{"insect", FORM_INSECT, TRUE},
{"spider", FORM_SPIDER, TRUE},
{"crustacean", FORM_CRUSTACEAN, TRUE},
{"worm", FORM_WORM, TRUE},
{"blob", FORM_BLOB, TRUE},
{"mammal", FORM_MAMMAL, TRUE},
{"bird", FORM_BIRD, TRUE},
{"reptile", FORM_REPTILE, TRUE},
{"snake", FORM_SNAKE, TRUE},
{"dragon", FORM_DRAGON, TRUE},
{"amphibian", FORM_AMPHIBIAN, TRUE},
{"fish", FORM_FISH, TRUE},
{"cold_blood", FORM_COLD_BLOOD, TRUE},
{NULL, 0, 0}
};
const struct flag_type part_flags[] = {
{"head", PART_HEAD, TRUE},
{"arms", PART_ARMS, TRUE},
{"legs", PART_LEGS, TRUE},
{"heart", PART_HEART, TRUE},
{"brains", PART_BRAINS, TRUE},
{"guts", PART_GUTS, TRUE},
{"hands", PART_HANDS, TRUE},
{"feet", PART_FEET, TRUE},
{"fingers", PART_FINGERS, TRUE},
{"ear", PART_EAR, TRUE},
{"eye", PART_EYE, TRUE},
{"long_tongue", PART_LONG_TONGUE, TRUE},
{"eyestalks", PART_EYESTALKS, TRUE},
{"tentacles", PART_TENTACLES, TRUE},
{"fins", PART_FINS, TRUE},
{"wings", PART_WINGS, TRUE},
{"tail", PART_TAIL, TRUE},
{"claws", PART_CLAWS, TRUE},
{"fangs", PART_FANGS, TRUE},
{"horns", PART_HORNS, TRUE},
{"scales", PART_SCALES, TRUE},
{"tusks", PART_TUSKS, TRUE},
{NULL, 0, 0}
};
const struct flag_type comm_flags[] = {
{"quiet", COMM_QUIET, TRUE},
{"deaf", COMM_DEAF, TRUE},
{"nowiz", COMM_NOWIZ, TRUE},
{"noclangossip", COMM_NOAUCTION, TRUE},
{"nogossip", COMM_NOGOSSIP, TRUE},
{"noquestion", COMM_NOQUESTION, TRUE},
{"nomusic", COMM_NOMUSIC, TRUE},
{"noclan", COMM_NOCLAN, TRUE},
{"noquote", COMM_NOQUOTE, TRUE},
{"shoutsoff", COMM_SHOUTSOFF, TRUE},
{"compact", COMM_COMPACT, TRUE},
{"brief", COMM_BRIEF, TRUE},
{"prompt", COMM_PROMPT, TRUE},
{"combine", COMM_COMBINE, TRUE},
{"telnet_ga", COMM_TELNET_GA, TRUE},
{"show_affects", COMM_SHOW_AFFECTS, TRUE},
{"nograts", COMM_NOGRATS, TRUE},
{"noemote", COMM_NOEMOTE, FALSE},
{"noshout", COMM_NOSHOUT, FALSE},
{"notell", COMM_NOTELL, FALSE},
{"nochannels", COMM_NOCHANNELS, FALSE},
{"snoop_proof", COMM_SNOOP_PROOF, FALSE},
{"afk", COMM_AFK, TRUE},
{"nocolour", COMM_NOCOLOUR, TRUE},
{NULL, 0, 0}
};
const struct flag_type desc_flags[] = {
{"colour", DESC_COLOUR, TRUE},
{NULL, 0, 0}
};
const struct flag_type mprog_flags[] = {
{"act", TRIG_ACT, TRUE},
{"bribe", TRIG_BRIBE, TRUE},
{"death", TRIG_DEATH, TRUE},
{"entry", TRIG_ENTRY, TRUE},
{"fight", TRIG_FIGHT, TRUE},
{"give", TRIG_GIVE, TRUE},
{"greet", TRIG_GREET, TRUE},
{"grall", TRIG_GRALL, TRUE},
{"kill", TRIG_KILL, TRUE},
{"hpcnt", TRIG_HPCNT, TRUE},
{"random", TRIG_RANDOM, TRUE},
{"speech", TRIG_SPEECH, TRUE},
{"exit", TRIG_EXIT, TRUE},
{"exall", TRIG_EXALL, TRUE},
{"delay", TRIG_DELAY, TRUE},
{"surr", TRIG_SURR, TRUE},
{NULL, 0, TRUE}
};
const struct flag_type area_flags[] = {
{"none", AREA_NONE, FALSE},
{"changed", AREA_CHANGED, TRUE},
{"added", AREA_ADDED, TRUE},
{"loading", AREA_LOADING, FALSE},
{NULL, 0, 0}
};
const struct flag_type sex_flags[] = {
{"male", SEX_MALE, TRUE},
{"female", SEX_FEMALE, TRUE},
{"neutral", SEX_NEUTRAL, TRUE},
{"random", 3, TRUE}, /* ROM */
{"none", SEX_NEUTRAL, TRUE},
{NULL, 0, 0}
};
const struct flag_type exit_flags[] = {
{"door", EX_ISDOOR, TRUE},
{"closed", EX_CLOSED, TRUE},
{"locked", EX_LOCKED, TRUE},
{"pickproof", EX_PICKPROOF, TRUE},
{"nopass", EX_NOPASS, TRUE},
{"easy", EX_EASY, TRUE},
{"hard", EX_HARD, TRUE},
{"infuriating", EX_INFURIATING, TRUE},
{"noclose", EX_NOCLOSE, TRUE},
{"nolock", EX_NOLOCK, TRUE},
{NULL, 0, 0}
};
const struct flag_type door_resets[] = {
{"open and unlocked", 0, TRUE},
{"closed and unlocked", 1, TRUE},
{"closed and locked", 2, TRUE},
{NULL, 0, 0}
};
const struct flag_type room_flags[] = {
{"dark", ROOM_DARK, TRUE},
{"no_mob", ROOM_NO_MOB, TRUE},
{"indoors", ROOM_INDOORS, TRUE},
{"private", ROOM_PRIVATE, TRUE},
{"safe", ROOM_SAFE, TRUE},
{"solitary", ROOM_SOLITARY, TRUE},
{"pet_shop", ROOM_PET_SHOP, TRUE},
{"no_recall", ROOM_NO_RECALL, TRUE},
{"imp_only", ROOM_IMP_ONLY, TRUE},
{"gods_only", ROOM_GODS_ONLY, TRUE},
{"heroes_only", ROOM_HEROES_ONLY, TRUE},
{"newbies_only", ROOM_NEWBIES_ONLY, TRUE},
{"law", ROOM_LAW, TRUE},
{"nowhere", ROOM_NOWHERE, TRUE},
{NULL, 0, 0}
};
const struct flag_type sector_flags[] = {
{"inside", SECT_INSIDE, TRUE},
{"city", SECT_CITY, TRUE},
{"field", SECT_FIELD, TRUE},
{"forest", SECT_FOREST, TRUE},
{"hills", SECT_HILLS, TRUE},
{"mountain", SECT_MOUNTAIN, TRUE},
{"swim", SECT_WATER_SWIM, TRUE},
{"noswim", SECT_WATER_NOSWIM, TRUE},
{"unused", SECT_UNUSED, TRUE},
{"air", SECT_AIR, TRUE},
{"desert", SECT_DESERT, TRUE},
{NULL, 0, 0}
};
const struct flag_type type_flags[] = {
{"light", ITEM_LIGHT, TRUE},
{"scroll", ITEM_SCROLL, TRUE},
{"wand", ITEM_WAND, TRUE},
{"staff", ITEM_STAFF, TRUE},
{"weapon", ITEM_WEAPON, TRUE},
{"treasure", ITEM_TREASURE, TRUE},
{"armor", ITEM_ARMOR, TRUE},
{"potion", ITEM_POTION, TRUE},
{"furniture", ITEM_FURNITURE, TRUE},
{"trash", ITEM_TRASH, TRUE},
{"container", ITEM_CONTAINER, TRUE},
{"drinkcontainer", ITEM_DRINK_CON, TRUE},
{"key", ITEM_KEY, TRUE},
{"food", ITEM_FOOD, TRUE},
{"money", ITEM_MONEY, TRUE},
{"boat", ITEM_BOAT, TRUE},
{"npccorpse", ITEM_CORPSE_NPC, TRUE},
{"pc corpse", ITEM_CORPSE_PC, FALSE},
{"fountain", ITEM_FOUNTAIN, TRUE},
{"pill", ITEM_PILL, TRUE},
{"protect", ITEM_PROTECT, TRUE},
{"map", ITEM_MAP, TRUE},
{"portal", ITEM_PORTAL, TRUE},
{"warpstone", ITEM_WARP_STONE, TRUE},
{"roomkey", ITEM_ROOM_KEY, TRUE},
{"gem", ITEM_GEM, TRUE},
{"jewelry", ITEM_JEWELRY, TRUE},
{"jukebox", ITEM_JUKEBOX, TRUE},
{NULL, 0, 0}
};
const struct flag_type extra_flags[] = {
{"glow", ITEM_GLOW, TRUE},
{"hum", ITEM_HUM, TRUE},
{"dark", ITEM_DARK, TRUE},
{"lock", ITEM_LOCK, TRUE},
{"evil", ITEM_EVIL, TRUE},
{"invis", ITEM_INVIS, TRUE},
{"magic", ITEM_MAGIC, TRUE},
{"nodrop", ITEM_NODROP, TRUE},
{"bless", ITEM_BLESS, TRUE},
{"antigood", ITEM_ANTI_GOOD, TRUE},
{"antievil", ITEM_ANTI_EVIL, TRUE},
{"antineutral", ITEM_ANTI_NEUTRAL, TRUE},
{"noremove", ITEM_NOREMOVE, TRUE},
{"inventory", ITEM_INVENTORY, TRUE},
{"nopurge", ITEM_NOPURGE, TRUE},
{"rotdeath", ITEM_ROT_DEATH, TRUE},
{"visdeath", ITEM_VIS_DEATH, TRUE},
{"nonmetal", ITEM_NONMETAL, TRUE},
{"meltdrop", ITEM_MELT_DROP, TRUE},
{"hadtimer", ITEM_HAD_TIMER, TRUE},
{"sellextract", ITEM_SELL_EXTRACT, TRUE},
{"burnproof", ITEM_BURN_PROOF, TRUE},
{"nouncurse", ITEM_NOUNCURSE, TRUE},
{NULL, 0, 0}
};
const struct flag_type wear_flags[] = {
{"take", ITEM_TAKE, TRUE},
{"finger", ITEM_WEAR_FINGER, TRUE},
{"neck", ITEM_WEAR_NECK, TRUE},
{"body", ITEM_WEAR_BODY, TRUE},
{"head", ITEM_WEAR_HEAD, TRUE},
{"legs", ITEM_WEAR_LEGS, TRUE},
{"feet", ITEM_WEAR_FEET, TRUE},
{"hands", ITEM_WEAR_HANDS, TRUE},
{"arms", ITEM_WEAR_ARMS, TRUE},
{"shield", ITEM_WEAR_SHIELD, TRUE},
{"about", ITEM_WEAR_ABOUT, TRUE},
{"waist", ITEM_WEAR_WAIST, TRUE},
{"wrist", ITEM_WEAR_WRIST, TRUE},
{"wield", ITEM_WIELD, TRUE},
{"hold", ITEM_HOLD, TRUE},
{"nosac", ITEM_NO_SAC, TRUE},
{"wearfloat", ITEM_WEAR_FLOAT, TRUE},
/* { "twohands", ITEM_TWO_HANDS, TRUE }, */
{NULL, 0, 0}
};
/*
* Used when adding an affect to tell where it goes.
* See addaffect and delaffect in act_olc.c
*/
const struct flag_type apply_flags[] = {
{"none", APPLY_NONE, TRUE},
{"strength", APPLY_STR, TRUE},
{"dexterity", APPLY_DEX, TRUE},
{"intelligence", APPLY_INT, TRUE},
{"wisdom", APPLY_WIS, TRUE},
{"constitution", APPLY_CON, TRUE},
{"sex", APPLY_SEX, TRUE},
{"class", APPLY_CLASS, TRUE},
{"level", APPLY_LEVEL, TRUE},
{"age", APPLY_AGE, TRUE},
{"height", APPLY_HEIGHT, TRUE},
{"weight", APPLY_WEIGHT, TRUE},
{"mana", APPLY_MANA, TRUE},
{"hp", APPLY_HIT, TRUE},
{"move", APPLY_MOVE, TRUE},
{"gold", APPLY_GOLD, TRUE},
{"experience", APPLY_EXP, TRUE},
{"ac", APPLY_AC, TRUE},
{"hitroll", APPLY_HITROLL, TRUE},
{"damroll", APPLY_DAMROLL, TRUE},
{"saves", APPLY_SAVES, TRUE},
{"savingpara", APPLY_SAVING_PARA, TRUE},
{"savingrod", APPLY_SAVING_ROD, TRUE},
{"savingpetri", APPLY_SAVING_PETRI, TRUE},
{"savingbreath", APPLY_SAVING_BREATH, TRUE},
{"savingspell", APPLY_SAVING_SPELL, TRUE},
{"spellaffect", APPLY_SPELL_AFFECT, FALSE},
{NULL, 0, 0}
};
/*
* What is seen.
*/
const struct flag_type wear_loc_strings[] = {
{"in the inventory", WEAR_NONE, TRUE},
{"as a light", WEAR_LIGHT, TRUE},
{"on the left finger", WEAR_FINGER_L, TRUE},
{"on the right finger", WEAR_FINGER_R, TRUE},
{"around the neck (1)", WEAR_NECK_1, TRUE},
{"around the neck (2)", WEAR_NECK_2, TRUE},
{"on the body", WEAR_BODY, TRUE},
{"over the head", WEAR_HEAD, TRUE},
{"on the legs", WEAR_LEGS, TRUE},
{"on the feet", WEAR_FEET, TRUE},
{"on the hands", WEAR_HANDS, TRUE},
{"on the arms", WEAR_ARMS, TRUE},
{"as a shield", WEAR_SHIELD, TRUE},
{"about the shoulders", WEAR_ABOUT, TRUE},
{"around the waist", WEAR_WAIST, TRUE},
{"on the left wrist", WEAR_WRIST_L, TRUE},
{"on the right wrist", WEAR_WRIST_R, TRUE},
{"wielded", WEAR_WIELD, TRUE},
{"held in the hands", WEAR_HOLD, TRUE},
{"floating nearby", WEAR_FLOAT, TRUE},
{"dual wielded", WEAR_SECONDARY},
{NULL, 0, 0}
};
const struct flag_type wear_loc_flags[] = {
{"none", WEAR_NONE, TRUE},
{"light", WEAR_LIGHT, TRUE},
{"lfinger", WEAR_FINGER_L, TRUE},
{"rfinger", WEAR_FINGER_R, TRUE},
{"neck1", WEAR_NECK_1, TRUE},
{"neck2", WEAR_NECK_2, TRUE},
{"body", WEAR_BODY, TRUE},
{"head", WEAR_HEAD, TRUE},
{"legs", WEAR_LEGS, TRUE},
{"feet", WEAR_FEET, TRUE},
{"hands", WEAR_HANDS, TRUE},
{"arms", WEAR_ARMS, TRUE},
{"shield", WEAR_SHIELD, TRUE},
{"about", WEAR_ABOUT, TRUE},
{"waist", WEAR_WAIST, TRUE},
{"lwrist", WEAR_WRIST_L, TRUE},
{"rwrist", WEAR_WRIST_R, TRUE},
{"wielded", WEAR_WIELD, TRUE},
{"hold", WEAR_HOLD, TRUE},
{"floating", WEAR_FLOAT, TRUE},
{"secondary", WEAR_SECONDARY, TRUE},
{NULL, 0, 0}
};
const struct flag_type container_flags[] = {
{"closeable", 1, TRUE},
{"pickproof", 2, TRUE},
{"closed", 4, TRUE},
{"locked", 8, TRUE},
{"puton", 16, TRUE},
{NULL, 0, 0}
};
/*****************************************************************************
ROM - specific tables:
****************************************************************************/
const struct flag_type ac_type[] = {
{"pierce", AC_PIERCE, TRUE},
{"bash", AC_BASH, TRUE},
{"slash", AC_SLASH, TRUE},
{"exotic", AC_EXOTIC, TRUE},
{NULL, 0, 0}
};
const struct flag_type size_flags[] = {
{"tiny", SIZE_TINY, TRUE},
{"small", SIZE_SMALL, TRUE},
{"medium", SIZE_MEDIUM, TRUE},
{"large", SIZE_LARGE, TRUE},
{"huge", SIZE_HUGE, TRUE},
{"giant", SIZE_GIANT, TRUE},
{NULL, 0, 0},
};
const struct flag_type weapon_class[] = {
{"exotic", WEAPON_EXOTIC, TRUE},
{"sword", WEAPON_SWORD, TRUE},
{"dagger", WEAPON_DAGGER, TRUE},
{"spear", WEAPON_SPEAR, TRUE},
{"mace", WEAPON_MACE, TRUE},
{"axe", WEAPON_AXE, TRUE},
{"flail", WEAPON_FLAIL, TRUE},
{"whip", WEAPON_WHIP, TRUE},
{"polearm", WEAPON_POLEARM, TRUE},
{NULL, 0, 0}
};
const struct flag_type weapon_type2[] = {
{"flaming", WEAPON_FLAMING, TRUE},
{"frost", WEAPON_FROST, TRUE},
{"vampiric", WEAPON_VAMPIRIC, TRUE},
{"sharp", WEAPON_SHARP, TRUE},
{"vorpal", WEAPON_VORPAL, TRUE},
{"twohands", WEAPON_TWO_HANDS, TRUE},
{"shocking", WEAPON_SHOCKING, TRUE},
{"poison", WEAPON_POISON, TRUE},
{NULL, 0, 0}
};
const struct flag_type res_flags[] = {
{"summon", RES_SUMMON, TRUE},
{"charm", RES_CHARM, TRUE},
{"magic", RES_MAGIC, TRUE},
{"weapon", RES_WEAPON, TRUE},
{"bash", RES_BASH, TRUE},
{"pierce", RES_PIERCE, TRUE},
{"slash", RES_SLASH, TRUE},
{"fire", RES_FIRE, TRUE},
{"cold", RES_COLD, TRUE},
{"lightning", RES_LIGHTNING, TRUE},
{"acid", RES_ACID, TRUE},
{"poison", RES_POISON, TRUE},
{"negative", RES_NEGATIVE, TRUE},
{"holy", RES_HOLY, TRUE},
{"energy", RES_ENERGY, TRUE},
{"mental", RES_MENTAL, TRUE},
{"disease", RES_DISEASE, TRUE},
{"drowning", RES_DROWNING, TRUE},
{"light", RES_LIGHT, TRUE},
{"sound", RES_SOUND, TRUE},
{"wood", RES_WOOD, TRUE},
{"silver", RES_SILVER, TRUE},
{"iron", RES_IRON, TRUE},
{NULL, 0, 0}
};
const struct flag_type vuln_flags[] = {
{"summon", VULN_SUMMON, TRUE},
{"charm", VULN_CHARM, TRUE},
{"magic", VULN_MAGIC, TRUE},
{"weapon", VULN_WEAPON, TRUE},
{"bash", VULN_BASH, TRUE},
{"pierce", VULN_PIERCE, TRUE},
{"slash", VULN_SLASH, TRUE},
{"fire", VULN_FIRE, TRUE},
{"cold", VULN_COLD, TRUE},
{"lightning", VULN_LIGHTNING, TRUE},
{"acid", VULN_ACID, TRUE},
{"poison", VULN_POISON, TRUE},
{"negative", VULN_NEGATIVE, TRUE},
{"holy", VULN_HOLY, TRUE},
{"energy", VULN_ENERGY, TRUE},
{"mental", VULN_MENTAL, TRUE},
{"disease", VULN_DISEASE, TRUE},
{"drowning", VULN_DROWNING, TRUE},
{"light", VULN_LIGHT, TRUE},
{"sound", VULN_SOUND, TRUE},
{"wood", VULN_WOOD, TRUE},
{"silver", VULN_SILVER, TRUE},
{"iron", VULN_IRON, TRUE},
{NULL, 0, 0}
};
const struct flag_type position_flags[] = {
{"dead", POS_DEAD, FALSE},
{"mortal", POS_MORTAL, FALSE},
{"incap", POS_INCAP, FALSE},
{"stunned", POS_STUNNED, FALSE},
{"sleeping", POS_SLEEPING, TRUE},
{"resting", POS_RESTING, TRUE},
{"sitting", POS_SITTING, TRUE},
{"fighting", POS_FIGHTING, FALSE},
{"standing", POS_STANDING, TRUE},
{NULL, 0, 0}
};
const struct flag_type portal_flags[] = {
{"normal_exit", GATE_NORMAL_EXIT, TRUE},
{"no_curse", GATE_NOCURSE, TRUE},
{"go_with", GATE_GOWITH, TRUE},
{"buggy", GATE_BUGGY, TRUE},
{"random", GATE_RANDOM, TRUE},
{NULL, 0, 0}
};
const struct flag_type furniture_flags[] = {
{"stand_at", STAND_AT, TRUE},
{"stand_on", STAND_ON, TRUE},
{"stand_in", STAND_IN, TRUE},
{"sit_at", SIT_AT, TRUE},
{"sit_on", SIT_ON, TRUE},
{"sit_in", SIT_IN, TRUE},
{"rest_at", REST_AT, TRUE},
{"rest_on", REST_ON, TRUE},
{"rest_in", REST_IN, TRUE},
{"sleep_at", SLEEP_AT, TRUE},
{"sleep_on", SLEEP_ON, TRUE},
{"sleep_in", SLEEP_IN, TRUE},
{"put_at", PUT_AT, TRUE},
{"put_on", PUT_ON, TRUE},
{"put_in", PUT_IN, TRUE},
{"put_inside", PUT_INSIDE, TRUE},
{NULL, 0, 0}
};
const struct flag_type apply_types[] = {
{"affects", TO_AFFECTS, TRUE},
{"object", TO_OBJECT, TRUE},
{"immune", TO_IMMUNE, TRUE},
{"resist", TO_RESIST, TRUE},
{"vuln", TO_VULN, TRUE},
{"weapon", TO_WEAPON, TRUE},
{NULL, 0, TRUE}
};
const struct bit_type bitvector_type[] = {
{affect_flags, "affect"},
{apply_flags, "apply"},
{imm_flags, "imm"},
{res_flags, "res"},
{vuln_flags, "vuln"},
{weapon_type2, "weapon"}
};
const struct colour_type colour_chars[] = {
{"Reset", C_CLEAR},
{"Black", C_BLACK},
{"Red", C_RED},
{"Green", C_GREEN},
{"Yellow", C_YELLOW},
{"Blue", C_BLUE},
{"Magenta", C_MAGENTA},
{"Cyan", C_CYAN},
{"White", C_WHITE},
{"B_Black", CB_BLACK},
{"B_Red", CB_RED},
{"B_Green", CB_GREEN},
{"B_Yellow", CB_YELLOW},
{"B_Blue", CB_BLUE},
{"B_Magenta", CB_MAGENTA},
{"B_Cyan", CB_CYAN},
{"B_White", CB_WHITE},
{"Random", C_RANDOM},
{"RedBG", RED_BG},
{"BlueBG", BLUE_BG},
{"GreenBG", GREEN_BG},
{"BlackBG", BLACK_BG},
{"WhiteBG", WHITE_BG},
{"MagentaBG", MAGENTA_BG},
{"YellowBG", YELLOW_BG},
{"CyanBG", CYAN_BG},
{"B_RedBG", RED_BBG},
{"B_BlueBG", BLUE_BBG},
{"B_GreenBG", GREEN_BBG},
{"B_BlackBG", BLACK_BBG},
{"B_WhiteBG", WHITE_BBG},
{"B_MagentaBG", MAGENTA_BBG},
{"B_YellowBG", YELLOW_BBG},
{"B_CyanBG", CYAN_BBG},
{"RandomBG", RANDOM_BG},
{NULL, C_FLASH},
{NULL, C_UNDERSCORE},
{NULL, C_REVERSE},
{NULL, NULL}
};
const struct cslot_type cslot_table[] = {
{"Clear", _DEFAULT, 0},
{"Gossip1", _GOSSIP1, 6},
{"Gossip2", _GOSSIP2, 14},
{"Gossip3", _GOSSIP3, 11},
{"Music1", _MUSIC1, 2},
{"Music2", _MUSIC2, 10},
{"Music3", _MUSIC3, 16},
{"Q/A1", _QA1, 12},
{"Q/A2", _QA2, 4},
{"Q/A3", _QA3, 0},
{"Quote1", _QUOTE1, 11},
{"Quote2", _QUOTE2, 16},
{"Quote3", _QUOTE3, 10},
{"Gratz1", _GRATS1, 12},
{"Gratz2", _GRATS2, 3},
{"Gratz3", _GRATS3, 16},
{"Shout1", _SHOUT1, 8},
{"Shout2", _SHOUT2, 6},
{"ImmTalk1", _IMMTALK1, 4},
{"ImmTalk2", _IMMTALK2, 7},
{"ImmTalk3", _IMMTALK3, 7},
{"Tells1", _TELLS1, 7},
{"Tells2", _TELLS2, 15},
{"Say1", _SAY1, 3},
{"Say2", _SAY2, 11},
{"Skill", _SKILL, 12},
{"YHit", _YHIT, 3},
{"OHit", _OHIT, 5},
{"VHit", _VHIT, 2},
{"WhoRace", _WRACE, 10},
{"WhoClass", _WCLASS, 15},
{"WhoLevel", _WLEVEL, 13},
{"RoomTitle", _RTITLE, 11},
{"Score1", _SCORE1, 3},
{"Score2", _SCORE2, 7},
{"Score3", _SCORE3, 16},
{"Score4", _SCOREB, 0},
{"Wiznet", _WIZNET, 3},
{"Gtell1", _GTELL1, 13},
{"Gtell2", _GTELL2, 14},
{"Whois1", _WHOIS1, 3},
{"Whois2", _WHOIS2, 16},
{"Whois3", _WHOISB, 7},
{NULL, -1, -1}
};
const struct vnum_type vnum_table[] = {
{MOB_VNUM_FIDO},
{MOB_VNUM_CITYGUARD},
{MOB_VNUM_VAMPIRE},
{MOB_VNUM_PATROLMAN},
{GROUP_VNUM_TROLLS},
{GROUP_VNUM_OGRES},
{OBJ_VNUM_SILVER_ONE},
{OBJ_VNUM_GOLD_ONE},
{OBJ_VNUM_GOLD_SOME},
{OBJ_VNUM_SILVER_SOME},
{OBJ_VNUM_COINS},
{OBJ_VNUM_CORPSE_NPC},
{OBJ_VNUM_CORPSE_PC},
{OBJ_VNUM_SEVERED_HEAD},
{OBJ_VNUM_TORN_HEART},
{OBJ_VNUM_SLICED_ARM},
{OBJ_VNUM_SLICED_LEG},
{OBJ_VNUM_GUTS},
{OBJ_VNUM_BRAINS},
{OBJ_VNUM_MUSHROOM},
{OBJ_VNUM_LIGHT_BALL},
{OBJ_VNUM_SPRING},
{OBJ_VNUM_DISC},
{OBJ_VNUM_PORTAL},
{OBJ_VNUM_ROSE},
{OBJ_VNUM_PIT},
{OBJ_VNUM_SCHOOL_MACE},
{OBJ_VNUM_SCHOOL_DAGGER},
{OBJ_VNUM_SCHOOL_SWORD},
{OBJ_VNUM_SCHOOL_SPEAR},
{OBJ_VNUM_SCHOOL_STAFF},
{OBJ_VNUM_SCHOOL_AXE},
{OBJ_VNUM_SCHOOL_FLAIL},
{OBJ_VNUM_SCHOOL_WHIP},
{OBJ_VNUM_SCHOOL_POLEARM},
{OBJ_VNUM_SCHOOL_VEST},
{OBJ_VNUM_SCHOOL_SHIELD},
{OBJ_VNUM_SCHOOL_BANNER},
{OBJ_VNUM_MAP},
{OBJ_VNUM_WHISTLE},
{ROOM_VNUM_LIMBO},
{ROOM_VNUM_CHAT},
{ROOM_VNUM_TEMPLE},
{ROOM_VNUM_ALTAR},
{ROOM_VNUM_SCHOOL},
{-1}
};