/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #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}, {"colour", PLR_COLOUR, 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}, {"questor", PLR_QUESTOR, FALSE}, {"shortflags", PLR_SHORTFLAGS, FALSE}, {"showvnum", PLR_SHOWVNUM, 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}, {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}, {"questobj", ITEM_QUESTOBJ, 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}, {"quest", ITEM_QUEST, 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}, {"tail", ITEM_WEAR_TAILEND, TRUE}, {"shoulder", ITEM_WEAR_SHOULDER, 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}, {"worn on the tail", WEAR_TAILEND, TRUE}, {"on the left shoulder", WEAR_SHOULDER_L, TRUE}, {"on the left shoulder", WEAR_SHOULDER_R, TRUE}, {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}, {"tailend", WEAR_TAILEND, TRUE}, {"lshoulder", WEAR_SHOULDER_L, TRUE}, {"rshoulder", WEAR_SHOULDER_R, 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 chan_type chan_table[] = { { "\n\r{B[{WGossip{B] {x", "", "", COMM_NOGOSSIP}, { "\n\r{B[{WQuote{B] {x", "", "", COMM_NOQUOTE}, { "\n\r{B[{WQuestion{B] {x", "", "", COMM_NOQUESTION}, { "\n\r{B[{WAnswer{B] {x", "", "", COMM_NOQUESTION}, { "\n\r{B[{WMusic{B] {x", "", "", COMM_NOMUSIC}, { "\n\r{B[{WAuction{x{B] {x","", "", COMM_NOAUCTION}, { "\n\r{B[{WGrats{B] {x", "", "", COMM_NOGRATS}, { "\n\r{B[{WImmtalk{B]{x ","", "", COMM_NOWIZ}, { "\n\r{B[{WClan{B]{x ", "", "", COMM_NOCLAN}, { NULL, " ", " ", 0 } }; const struct hometown_type hometown_table [] = { /* { "name", recall, school, morgue, death }, */ { "City1", 2, 2, 2, 2 }, { "City2", 2, 2, 2, 2 }, { NULL, 2, 2, 2, 2 } }; const struct travel_type travel_table [MAX_AREAS] = { { "word1", "word2", "word3", 2 }, }; const struct flag_type oprog_flags[] = { { "act", TRIG_ACT, TRUE }, { "fight", TRIG_FIGHT, TRUE }, { "give", TRIG_GIVE, TRUE }, { "greet", TRIG_GRALL, TRUE }, { "random", TRIG_RANDOM, TRUE }, { "speech", TRIG_SPEECH, TRUE }, { "exall", TRIG_EXALL, TRUE }, { "delay", TRIG_DELAY, TRUE }, { "drop", TRIG_DROP, TRUE }, { "get", TRIG_GET, TRUE }, { "sit", TRIG_SIT, TRUE }, { NULL, 0, TRUE }, }; const struct flag_type rprog_flags[] = { { "act", TRIG_ACT, TRUE }, { "fight", TRIG_FIGHT, TRUE }, { "drop", TRIG_DROP, TRUE }, { "greet", TRIG_GRALL, TRUE }, { "random", TRIG_RANDOM, TRUE }, { "speech", TRIG_SPEECH, TRUE }, { "exall", TRIG_EXALL, TRUE }, { "delay", TRIG_DELAY, TRUE }, { NULL, 0, TRUE }, };