/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Stfeldt, 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" #include "const.h" /* 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 } }; //Stances by Majik const struct stance_type stance_table[] = { { "neutral" }, { "aggressive" }, { "defensive" }, { 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[] = { { "forger", D, TRUE }, { "npc", A, FALSE }, { "sentinel", B, TRUE }, { "scavenger", C, TRUE }, { "bounty", E, TRUE }, { "aggressive", F, TRUE }, { "stay_area", G, TRUE }, { "wimpy", H, TRUE }, { "pet", I, TRUE }, { "train", J, TRUE }, { "practice", K, TRUE }, { "mount", L, TRUE }, { "undead", O, TRUE }, { "cleric", Q, TRUE }, { "mage", R, TRUE }, { "thief", S, TRUE }, { "warrior", T, TRUE }, { "noalign", U, TRUE }, { "nopurge", V, TRUE }, { "outdoors", W, TRUE }, { "indoors", Y, TRUE }, { "healer", aa, TRUE }, { "gain", bb, TRUE }, { "update_always", cc, TRUE }, { "changer", dd, TRUE }, { "leveler", ee, TRUE }, { NULL, 0, FALSE } }; const struct flag_type plr_flags[] = { { "npc", A, FALSE }, { "autoassist", C, FALSE }, { "autodamage", D, FALSE }, { "autoexit", E, FALSE }, { "autoloot", F, FALSE }, { "autosac", G, FALSE }, { "autogold", H, FALSE }, { "autosplit", I, FALSE }, { "holylight", N, FALSE }, { "can_loot", P, FALSE }, { "nosummon", Q, FALSE }, { "nofollow", R, FALSE }, { "colour", T, FALSE }, { "permit", U, TRUE }, { "log", W, FALSE }, { "deny", X, FALSE }, { "freeze", Y, FALSE }, { "thief", Z, FALSE }, { "killer", aa, FALSE }, { "questor", J, FALSE }, { "gquest", B, FALSE }, { "war", dd, FALSE }, { "frequent", M, FALSE }, { "timeout", O, FALSE }, { "autoweather", ee, FALSE }, { NULL, 0, 0 } }; const struct flag_type off_flags[] = { { "area_attack", A, TRUE }, { "backstab", B, TRUE }, { "bash", C, TRUE }, { "berserk", D, TRUE }, { "disarm", E, TRUE }, { "dodge", F, TRUE }, { "fade", G, TRUE }, { "fast", H, TRUE }, { "kick", I, TRUE }, { "dirt_kick", J, TRUE }, { "parry", K, TRUE }, { "rescue", L, TRUE }, { "tail", M, TRUE }, { "trip", N, TRUE }, { "crush", O, TRUE }, { "assist_all", P, TRUE }, { "assist_align", Q, TRUE }, { "assist_race", R, TRUE }, { "assist_players", S, TRUE }, { "assist_guard", T, TRUE }, { "assist_vnum", U, 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 affect_flags[] = { { 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 }, { "nopray", COMM_NOPRAY, TRUE }, { NULL, 0, 0 } }; const struct flag_type comm2_flags[] = { /* { "test", COMM_TEST, TRUE } */ { "imp", COMM_NOIMP, TRUE }, { "show_armor", COMM_SHOW_ARMOR, TRUE }, { "newbie", COMM_NONEWBIE, TRUE }, { "auto_afk", COMM_AUTO_AFK, TRUE }, { "announce", COMM_ANNOUNCE, TRUE }, { "autolevel", COMM_AUTOLEVEL, TRUE }, { "petlevel", COMM_PETLEVEL, TRUE }, { "noadmin", COMM_NOADMIN, TRUE }, { NULL, 0, 0 } }; const struct hometown_type hometown_table [] = { /* { "name", recall, school, morgue, death, donation, postal }, */ { "Midgaard", 3001, 3700, 3000, 3054, 3037, 3037 }, { NULL, 0, 0, 0, 0, 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 }, { "complete", AREA_COMPLETE, TRUE }, { "unique", NO_UNIQUE, TRUE }, { 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 }, { "nobash", EX_NOBASH, TRUE }, { "hidden", EX_HIDDEN, 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 }, { "mount_shop", ROOM_MOUNT_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 }, { "donation", ROOM_DONATION, TRUE }, { "rental", ROOM_RENTAL, TRUE }, { "casino", ROOM_CASINO, TRUE }, { "nomagic", ROOM_NOMAGIC, TRUE }, { "arena", ROOM_ARENA, TRUE }, { "waypoint", ROOM_WAYPOINT, TRUE }, { "mapped", ROOM_MAPPED, FALSE }, { "mine", ROOM_MINE, TRUE }, { "bank", ROOM_BANK, TRUE }, { "postal", ROOM_POSTAL, 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 }, { "farmland", SECT_FARM, TRUE }, { "dock", SECT_DOCK, TRUE }, { "beach", SECT_BEACH, TRUE }, { "road", SECT_ROAD, TRUE }, { NULL, 0, 0 } }; const struct rgb_type rgbsect_table[] = { { SECT_INSIDE, 99, 101, 99, "{w.{x", "{c#{x" }, { SECT_CITY, 156, 154, 156, "{c#{x", "{c#{x" }, { SECT_FIELD, 0, 255, 0, "{g\"{x", "{g\"{x" }, { SECT_FOREST, 0, 130, 0, "{g&{x", "{g&{x" }, { SECT_HILLS, 53, 83, 47, "{g^{x", "{g^{x" }, { SECT_MOUNTAIN, 0, 0, 0, "{D^{x", "{D^{x" }, { SECT_WATER_SWIM, 0, 207, 206, "{b:{x", "{B:{x" }, { SECT_WATER_NOSWIM, 0, 0, 250, "{b:{x", "{b:{x" }, { SECT_UNUSED, 0, 0, 0 , " ", " " }, { SECT_AIR, 0, 255, 255, "{C#{x", "{C.{x" }, { SECT_DESERT, 255, 255, 0, "{Y.{x", "{Y.{x" }, { SECT_FARM, 0, 70, 0, "{y~{x", "{y~{x" }, { SECT_DOCK, 140, 89, 0, "{y#{x", "{y#{x" }, { SECT_BEACH, 255, 247, 140, "{y.{x", "{y.{x" }, { SECT_ROAD, 160, 130, 0, "{y+{x", "{c#{x" }, { -1, 0, 0, 0, NULL, NULL } }; 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 }, { "quest", ITEM_QUEST, TRUE }, { "nouncurse", ITEM_NOUNCURSE, TRUE }, { "auctioned", ITEM_AUCTIONED, FALSE }, { "no_auction", ITEM_NO_AUCTION, TRUE }, { "lodged", ITEM_LODGED, TRUE }, { "nocond", ITEM_NOCOND, TRUE }, { "norepair", ITEM_NOREPAIR, TRUE }, { NULL, 0, 0 } }; const struct flag_type extra2_flags[] = { { "unique", ITEM_UNIQUE, TRUE }, { "no_animate", CORPSE_NO_ANIMATE, TRUE }, { "sanctuary", ITEM_SANC, TRUE }, { "relic", ITEM_RELIC, 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 }, { "shoulder", ITEM_WEAR_SHOULDER, TRUE }, { "wearfloat", ITEM_WEAR_FLOAT, TRUE }, { "hood", ITEM_WEAR_HOOD, TRUE }, { "cloak", ITEM_WEAR_CLOAK, TRUE }, { "armlayer", ITEM_LAYER_ARMS, TRUE }, { "bodylayer", ITEM_LAYER_BODY, TRUE }, { "leglayer", ITEM_LAYER_LEGS, TRUE }, { "back", ITEM_WEAR_BACK, 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 }, { "clevel", APPLY_CAST_LEVEL, TRUE }, { "cability", APPLY_CAST_ABILITY, TRUE }, { "spellaffect", APPLY_SPELL_AFFECT, FALSE }, { "quiver", UTYPE_QUIVER, TRUE }, { "arrow", UTYPE_ARROW, TRUE }, { 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 }, { "worn as hood", WEAR_HOOD, 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 }, { "worn around body", WEAR_LAYER_BODY,TRUE }, { "on the body", WEAR_BODY, TRUE }, { "over the head", WEAR_HEAD, TRUE }, { "worn as cloak", WEAR_CLOAK, TRUE }, { "worn around legs", WEAR_LAYER_LEGS,TRUE }, { "on the legs", WEAR_LEGS, TRUE }, { "on the feet", WEAR_FEET, TRUE }, { "on the hands", WEAR_HANDS, TRUE }, { "worn around arms", WEAR_LAYER_ARMS,TRUE }, { "on the arms", WEAR_ARMS, TRUE }, { "as a shield", WEAR_SHIELD, TRUE }, { "about the shoulders", WEAR_ABOUT, TRUE }, { "worn on back", WEAR_BACK, 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 }, { "on your shoulder", WEAR_SHOULDER, TRUE }, { NULL, 0 , 0 } }; const struct flag_type wear_loc_flags[] = { { "none", WEAR_NONE, TRUE }, { "light", WEAR_LIGHT, TRUE }, { "hood", WEAR_HOOD, TRUE }, { "lfinger", WEAR_FINGER_L, TRUE }, { "rfinger", WEAR_FINGER_R, TRUE }, { "neck1", WEAR_NECK_1, TRUE }, { "neck2", WEAR_NECK_2, TRUE }, { "laybody", WEAR_LAYER_BODY,TRUE }, { "body", WEAR_BODY, TRUE }, { "head", WEAR_HEAD, TRUE }, { "cloak", WEAR_CLOAK, TRUE }, { "llegs", WEAR_LAYER_LEGS,TRUE }, { "legs", WEAR_LEGS, TRUE }, { "feet", WEAR_FEET, TRUE }, { "hands", WEAR_HANDS, TRUE }, { "laarms", WEAR_LAYER_ARMS,TRUE }, { "arms", WEAR_ARMS, TRUE }, { "shield", WEAR_SHIELD, TRUE }, { "about", WEAR_ABOUT, TRUE }, { "back", WEAR_BACK, 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 }, { "shoulder", WEAR_SHOULDER, TRUE }, { "lodge_leg", WEAR_LODGE_LEG, TRUE }, { "lodge_arm", WEAR_LODGE_ARM, TRUE }, { "lodge_rib", WEAR_LODGE_RIB, 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 }, { "bow", WEAPON_BOW, TRUE }, { "staff", WEAPON_STAFF, 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[] = { { "bash", DAM_BASH, TRUE }, { "pierce", DAM_PIERCE, TRUE }, { "slash", DAM_SLASH, TRUE }, { "fire", DAM_FIRE, TRUE }, { "cold", DAM_COLD, TRUE }, { "electric", DAM_ELECTRIC, TRUE }, { "light", DAM_LIGHT, TRUE }, { "life", DAM_LIFE, TRUE }, { "death", DAM_DEATH, TRUE }, { "water", DAM_WATER, TRUE }, { "earth", DAM_EARTH, 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 }, { "affects2", TO_AFFECTS2, TRUE }, { "object2", TO_OBJECT2, TRUE }, { NULL, 0, TRUE } }; const struct bit_type bitvector_type [] = { { affect_flags, "affect" }, { apply_flags, "apply" }, { weapon_type2, "weapon" } }; const struct flag_type material_type[] = { { "none", 0, TRUE }, { "steel", MAT_STEEL, TRUE }, { "stone", MAT_STONE, TRUE }, { "brass", MAT_BRASS, TRUE }, { "bone", MAT_BONE, TRUE }, { "energy", MAT_ENERGY, TRUE }, { "mithril", MAT_MITHRIL, TRUE }, { "copper", MAT_COPPER, TRUE }, { "silk", MAT_SILK, TRUE }, { "marble", MAT_MARBLE, TRUE }, { "glass", MAT_GLASS, TRUE }, { "water", MAT_WATER, TRUE }, { "flesh", MAT_FLESH, TRUE }, { "platinum", MAT_PLATINUM, TRUE }, { "granite", MAT_GRANITE, TRUE }, { "leather", MAT_LEATHER, TRUE }, { "cloth", MAT_CLOTH, TRUE }, { "gemstone", MAT_GEMSTONE, TRUE }, { "gold", MAT_GOLD, TRUE }, { "porcelain", MAT_PORCELAIN, TRUE }, { "obsidian", MAT_OBSIDIAN, TRUE }, { "dragonscal", MAT_DRAGONSCALE,TRUE }, { "ebony", MAT_EBONY, TRUE }, { "bronze", MAT_BRONZE, TRUE }, { "wood", MAT_WOOD, TRUE }, { "silver", MAT_SILVER, TRUE }, { "iron", MAT_IRON, TRUE }, { "bloodstone", MAT_BLOODSTONE, TRUE }, { "food", MAT_FOOD, TRUE }, { "lead", MAT_LEAD, TRUE }, { "wax", MAT_WAX, TRUE }, { "diamond", MAT_DIAMOND, TRUE }, { "crystal", MAT_CRYSTAL, TRUE }, { "vellum", MAT_VELLUM, TRUE }, { "paper", MAT_PAPER, TRUE }, { "meat", MAT_MEAT, TRUE }, { "pill", MAT_PILL, TRUE }, { "liquid", MAT_LIQUID, TRUE }, { "adamantite", MAT_ADAMANTITE, TRUE }, { "unique", MAT_UNIQUE, TRUE }, { "unknown", MAT_UNKNOWN, TRUE }, { NULL, 0, 0 } }; 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 }, { "alias", TRIG_ALIAS, TRUE }, { "wear", TRIG_WEAR, TRUE }, { "remove", TRIG_REMOVE, 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 }, { "alias", TRIG_ALIAS, TRUE }, { NULL, 0, TRUE }, }; const char *osize_table [] = { "tiny", "small", "medium", "large", "huge", "giant" }; const char *cond_table [] = { "Perfect", "Excellent", "Slightly damaged", "Moderately damaged", "Heavily damaged", "Badly damaged", "Barely usable", "Worthless" }; const struct chan_type chan_table[] = { { "{W[{yOOC{W]{x", "W", "y", COMM_NOOOC}, { "{c[{CGossip{c]{x", "W", "C", COMM_NOGOSSIP}, { "{w[{BQuote{w]{x", "B", "w", COMM_NOQUOTE}, { "{b[{BMusic{b]{x", "W", "B", COMM_NOMUSIC}, { "{G[{gQA{G]{x", "g", "G", COMM_NOQUESTION}, { "{r[{RAuction{r]{x", "r", "R", COMM_NOAUCTION}, { "{M[{mGrats{M]", "M", "m", COMM_NOGRATS}, { "{W[{CImm{cChat{W]{x", "c", "C", COMM_NOWIZ}, { "{r[{RClan{r]{x", "w", "w", COMM_NOCLAN}, { "{r[{rIMP{r]{x", "Y", "Y", COMM_NOIMP}, { "[HERO]", "B", "c", COMM_NOHERO}, { "[Newbie]", "B", "c", COMM_NONEWBIE}, { "{r[{DADMIN{r]{x", "w", "D", COMM_NOADMIN}, { "{G[{gGodChat{G]{x", "g", "y", COMM_NOWIZ }, { "[CommChat]", "w", "D", COMM_NOOOC }, { NULL, " ", " ", 0 } }; const struct flag_type strap_table [] = { { "none", STRAP_NONE, TRUE }, { "thigh", STRAP_THIGH, TRUE }, { "ankle", STRAP_ANKLE, TRUE }, { "shoulder", STRAP_SHOULDER, TRUE }, { "rwrist", STRAP_WRIST_R, TRUE }, { "lwrist", STRAP_WRIST_L, TRUE }, { NULL, 0, 0 } }; const struct flag_type guild_flags[] = { { "Independent", GUILD_INDEPENDENT, TRUE }, { "Modified", GUILD_CHANGED, FALSE }, { "Delete", GUILD_DELETED, TRUE }, { "Immortal", GUILD_IMMORTAL, TRUE }, { NULL, 0, FALSE } }; const struct flag_type auctn_table[] = { { "once", 0, 0 }, { "twice", 0, 0 }, { "three times", 0, 0 } }; const char *admin_table[] = { "Sola", "Davion", "Mobius", "" }; const char *stat_table[MAX_STATS] = { "strength", "intellegence", "wisdome", "dexterity", "constitution" }; const struct vnum_type vnum_table[] = { { &MOB_VNUM_WARMASTER, VNUM_MOB}, { &MOB_VNUM_SKELETON, VNUM_MOB}, { &MOB_VNUM_RENTER, VNUM_MOB}, { &MOB_VNUM_DEMON, VNUM_MOB}, { &MOB_VNUM_ANGEL, VNUM_MOB}, { &MOB_VNUM_FBEAST, VNUM_MOB}, { &MOB_VNUM_SYPHLOYD, VNUM_MOB}, { &MOB_VNUM_TYPHLOYD, VNUM_MOB}, { &MOB_VNUM_GOLEM, VNUM_MOB}, { &MOB_VNUM_SHADOW, VNUM_MOB}, { &MOB_VNUM_AURORA, VNUM_MOB}, { &ROOM_VNUM_LIMBO, VNUM_ROOM }, { &ROOM_VNUM_TEMPLE, VNUM_ROOM }, { &ROOM_VNUM_SCHOOL, VNUM_ROOM }, { &ROOM_VNUM_MORGUE, VNUM_ROOM }, { &ROOM_VNUM_DONATION, VNUM_ROOM }, { &ROOM_VNUM_BANK, VNUM_ROOM }, { &ROOM_VNUM_WAITROOM, VNUM_ROOM }, { &ROOM_VNUM_RENTBOX, VNUM_ROOM }, { &ROOM_VNUM_RENTER, VNUM_ROOM }, { &ROOM_VNUM_TIMEOUT, VNUM_ROOM }, { &ROOM_VNUM_OCEAN, VNUM_ROOM }, { &OBJ_VNUM_SILVER_ONE, VNUM_OBJ }, { &OBJ_VNUM_GOLD_ONE, VNUM_OBJ }, { &OBJ_VNUM_GOLD_SOME, VNUM_OBJ }, { &OBJ_VNUM_SILVER_SOME, VNUM_OBJ }, { &OBJ_VNUM_COINS, VNUM_OBJ }, { &OBJ_VNUM_CORPSE_NPC, VNUM_OBJ }, { &OBJ_VNUM_CORPSE_PC, VNUM_OBJ }, { &OBJ_VNUM_SEVERED_HEAD, VNUM_OBJ }, { &OBJ_VNUM_TORN_HEART, VNUM_OBJ }, { &OBJ_VNUM_SLICED_ARM, VNUM_OBJ }, { &OBJ_VNUM_SLICED_LEG, VNUM_OBJ }, { &OBJ_VNUM_GUTS, VNUM_OBJ }, { &OBJ_VNUM_BRAINS, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_MACE, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_DAGGER, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_SWORD, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_SPEAR, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_AXE, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_FLAIL, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_WHIP, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_POLEARM, VNUM_OBJ }, { &OBJ_VNUM_SCHOOL_SHIELD, VNUM_OBJ }, { &OBJ_VNUM_BOW, VNUM_OBJ }, { &OBJ_VNUM_BREW, VNUM_OBJ }, { &OBJ_VNUM_ARROW, VNUM_OBJ }, { &OBJ_VNUM_BLOOD_TRAIL, VNUM_OBJ }, { &OBJ_UNIQUE_DUMMY, VNUM_OBJ }, { &OBJ_VNUM_SKELETON, VNUM_OBJ }, { &OBJ_VNUM_ORE, VNUM_OBJ }, { &OBJ_VNUM_STAFF, VNUM_OBJ }, { &OBJ_VNUM_BLADE, VNUM_OBJ }, { &OBJ_VNUM_AXE, VNUM_OBJ }, { &OBJ_VNUM_HILT, VNUM_OBJ }, { NULL , -1 } }; const struct size_type cont_table[] = { { "Lurin" }, { "Acire" }, { "Ishani" }, { "Dhriag" }, { "none" } }; const struct flag_type target_table[] = { { "ignore", TAR_IGNORE, TRUE }, { "char_offensive", TAR_CHAR_OFFENSIVE, TRUE }, { "char_defensive", TAR_CHAR_DEFENSIVE, TRUE }, { "char_self", TAR_CHAR_SELF, TRUE }, { "obj_inventory", TAR_OBJ_INV, TRUE }, { "obj_char_defensive", TAR_OBJ_CHAR_DEF, TRUE }, { "obj_char_ofensive", TAR_OBJ_CHAR_OFF, TRUE }, { NULL, 0, 0 }, }; const struct smith_type smith_table[] = { /* Name */ /* cost */ { "Hitroll", 10 }, { "Damroll", 10 }, { "Dex", 2 }, { "Int", 2 }, { "Wis", 2 }, { "Con", 2 }, { "Str", 2 }, { "Hp", 4 }, { "Mana", 4 }, { "Move", 4 }, { "Ac", 1 }, { "Saves", 10 }, { "Clevel", 10 }, { "Cability", 10 }, { "Invisible", 15 }, { "Detect_evil", 12 }, { "Detect_invis", 14 }, { "Detect_magic", 12 }, { "Detect_hidden", 13 }, { "Detect_good", 14 }, { "Sanctuary", 20 }, { "Protect_evil", 15 }, { "Protect_good", 12 }, { "Sneak", 13 }, { "Hide", 10 }, { "Infrared", 12 }, { "Flying", 11 }, { "Haste", 15 }, { "Pass_door", 13 }, { "Swim", 14 }, { "Regeneration", 18 }, { "Berserk", 17 }, { NULL, 0 }, }; const struct rain_type rain_table[ MAX_RAIN ] = { { "There is a cold rain trickling down.", }, { "There is a warm rain trickling down.", }, { "Giant drops of rain are pouring from the sky.", }, { "Ring sized drops of rain are falling from the sky.", }, { "Soft warm rain is slowly coming down.", }, { "Hand sized drops of rain are falling from the sky.", }, { "Boot sized drops of rain are falling from the sky.", } }; const struct cloud_type cloud_table[ MAX_CLOUD ] = { { "An overcast sheet of clouds heavily blankets the sky.", }, { "Wisps of clouds delicately curl and drift above.", } }; const struct cloudy_description cloudy_table[ MAX_CLOUDY ] = { { "A clear azure sky blankets the land.", }, { "The pristine blue of the sky above spreads, unmarred by a cloud or a bird." } }; const struct hailstorm_description hailstorm_table[ MAX_HAILSTORM ] = { { "Small pellets of ice fall from the sky and bounce as they hit the ground.", }, { "Balls of hail blanket the ground covering the landscape.", } }; const struct thunderstorm_description thunderstorm_table[ MAX_THUNDERSTORM ] = { { "A large thunderstorm approaches you from a distance.", }, { "A deep roar of thunder causes the very earth to tremble.", }, { "Flashes of light stab and illuminate the sky.", } }; const struct icestorm_description icestorm_table[ MAX_ICESTORM ] = { { "Waves of ice fall continually from the sky.", }, { "Shards of ice mercilessly batter the land.", } }; const struct snow_description snow_table[ MAX_SNOW ] = { { "Soft flakes of snow drift from above, covering the land in a wash of white.", }, { "Large snowflakes swirl and drift, obscuring the nearby landscape.", } }; const struct blizzard_description blizzard_table[ MAX_BLIZZARD ] = { { "Large drifts of snow cover the ground blown out by driving winds.", }, { "Blinding snow drives into the land, carried on howling gusts." } }; const struct foggy_description foggy_table[ MAX_FOGGY ] = { { "A misty haze covers the horizon.", }, { "Rolling fog claims the land clinging to the ground.", } }; const struct lightning_description lightning_table[ MAX_LIGHTNING ] = { { "A bolt of lightning pierces the sky as a large storm approaches.", }, { "Violent flashes of light rent the dark clouds.", } }; const struct breeze_description breeze_table[ MAX_BREEZE ] = { { "A warm breeze flows through the land blanketing it with heat.", }, { "A cold breeze flows through the land blanketing it with frost.", } }; const struct wind_description wind_table[ MAX_WIND ] = { { "Gusts of wind sweep across the ground, pushing against any resistance.", }, { "Pressing winds push against the land, sighing mounfully with their passage.", } }; const struct size_type mineral_table[] = { { "steel" }, { "iron" }, { "copper" }, { "adamantium" }, { "platinum" }, { "bronze" }, { "silver" }, { "marble" }, { "brass" }, { "granite" }, { "electrum" }, { NULL } }; const struct const_type const_table[] = { { "MOB_VNUM_WARMASTER", &MOB_VNUM_WARMASTER }, { "MOB_VNUM_SKELETON", &MOB_VNUM_SKELETON }, { "MOB_VNUM_RENTER", &MOB_VNUM_RENTER }, { "MOB_VNUM_DEMON", &MOB_VNUM_DEMON }, { "MOB_VNUM_ANGEL", &MOB_VNUM_ANGEL }, { "MOB_VNUM_FBEAST", &MOB_VNUM_FBEAST }, { "MOB_VNUM_SYPHLOYD", &MOB_VNUM_SYPHLOYD }, { "MOB_VNUM_TYPHLOYD", &MOB_VNUM_TYPHLOYD }, { "MOB_VNUM_GOLEM", &MOB_VNUM_GOLEM }, { "MOB_VNUM_SHADOW", &MOB_VNUM_SHADOW }, { "MOB_VNUM_AURORA", &MOB_VNUM_AURORA }, { "OBJ_VNUM_SILVER_ONE", &OBJ_VNUM_SILVER_ONE }, { "OBJ_VNUM_GOLD_ONE", &OBJ_VNUM_GOLD_ONE }, { "OBJ_VNUM_GOLD_SOME", &OBJ_VNUM_GOLD_SOME }, { "OBJ_VNUM_SILVER_SOME", &OBJ_VNUM_SILVER_SOME }, { "OBJ_VNUM_COINS", &OBJ_VNUM_COINS }, { "OBJ_VNUM_CORPSE_NPC", &OBJ_VNUM_CORPSE_NPC }, { "OBJ_VNUM_CORPSE_PC", &OBJ_VNUM_CORPSE_PC }, { "OBJ_VNUM_SEVERED_HEAD", &OBJ_VNUM_SEVERED_HEAD }, { "OBJ_VNUM_TORN_HEART", &OBJ_VNUM_TORN_HEART }, { "OBJ_VNUM_SLICED_ARM", &OBJ_VNUM_SLICED_ARM }, { "OBJ_VNUM_SLICED_LEG", &OBJ_VNUM_SLICED_LEG }, { "OBJ_VNUM_GUTS", &OBJ_VNUM_GUTS }, { "OBJ_VNUM_BRAINS", &OBJ_VNUM_BRAINS }, { "OBJ_VNUM_SCHOOL_MACE", &OBJ_VNUM_SCHOOL_MACE }, { "OBJ_VNUM_SCHOOL_DAGGER", &OBJ_VNUM_SCHOOL_DAGGER }, { "OBJ_VNUM_SCHOOL_SWORD", &OBJ_VNUM_SCHOOL_SWORD }, { "OBJ_VNUM_SCHOOL_SPEAR", &OBJ_VNUM_SCHOOL_SPEAR }, { "OBJ_VNUM_SCHOOL_AXE", &OBJ_VNUM_SCHOOL_AXE }, { "OBJ_VNUM_SCHOOL_FLAIL", &OBJ_VNUM_SCHOOL_FLAIL }, { "OBJ_VNUM_SCHOOL_WHIP", &OBJ_VNUM_SCHOOL_WHIP }, { "OBJ_VNUM_SCHOOL_POLEARM", &OBJ_VNUM_SCHOOL_POLEARM }, { "OBJ_VNUM_SCHOOL_SHIELD", &OBJ_VNUM_SCHOOL_SHIELD }, { "OBJ_VNUM_SCHOOL_PANTS", &OBJ_VNUM_SCHOOL_PANTS }, { "OBJ_VNUM_BEGINING", &OBJ_VNUM_BEGINING }, { "OBJ_VNUM_SCHOOL_SATCHEL", &OBJ_VNUM_SCHOOL_SATCHEL }, { "OBJ_VNUM_SCHOOL_SANDLES", &OBJ_VNUM_SCHOOL_SANDLES }, { "OBJ_VNUM_SCHOOL_SHIRT", &OBJ_VNUM_SCHOOL_SHIRT }, { "OBJ_VNUM_SCHOOL_WATER_SKIN", &OBJ_VNUM_SCHOOL_WATER_SKIN }, { "OBJ_VNUM_BOW", &OBJ_VNUM_BOW }, { "OBJ_VNUM_ORE", &OBJ_VNUM_ORE }, { "OBJ_VNUM_BREW", &OBJ_VNUM_BREW }, { "OBJ_VNUM_ARROW", &OBJ_VNUM_ARROW }, { "OBJ_VNUM_BLOOD_TRAIL", &OBJ_VNUM_BLOOD_TRAIL }, { "OBJ_UNIQUE_DUMMY", &OBJ_UNIQUE_DUMMY }, { "OBJ_VNUM_SKELETON", &OBJ_VNUM_SKELETON }, { "OBJ_VNUM_BATTLEWEAPON", &OBJ_VNUM_BATTLEWEAPON }, { "OBJ_VNUM_STAFF", &OBJ_VNUM_STAFF }, { "OBJ_VNUM_BLADE", &OBJ_VNUM_BLADE }, { "OBJ_VNUM_AXE", &OBJ_VNUM_AXE }, { "OBJ_VNUM_HILT", &OBJ_VNUM_HILT }, { "ROOM_VNUM_LIMBO", &ROOM_VNUM_LIMBO }, { "ROOM_VNUM_TEMPLE", &ROOM_VNUM_TEMPLE }, { "ROOM_VNUM_SCHOOL", &ROOM_VNUM_SCHOOL }, { "ROOM_VNUM_MORGUE", &ROOM_VNUM_MORGUE }, { "ROOM_VNUM_DONATION", &ROOM_VNUM_DONATION }, { "ROOM_VNUM_BANK", &ROOM_VNUM_BANK }, { "ROOM_VNUM_WAITROOM", &ROOM_VNUM_WAITROOM }, { "ROOM_VNUM_RENTBOX", &ROOM_VNUM_RENTBOX }, { "ROOM_VNUM_RENTER", &ROOM_VNUM_RENTER }, { "ROOM_VNUM_TIMEOUT", &ROOM_VNUM_TIMEOUT }, { "ROOM_GRAVE", &ROOM_GRAVE }, { "ROOM_HEAVEN", &ROOM_HEAVEN }, { "ROOM_VNUM_OCEAN", &ROOM_VNUM_OCEAN }, { NULL, 0 } }; const struct gamble_item gamble_table[MAX_ITEM] = { /* Vnum */ { 20209 }, }; const struct flag_type suppress_flags[] = { { "flags", SUPPRESS_FLAGS, TRUE }, { "flageffects", SUPPRESS_FLAG_EFFECTS, TRUE }, { "dodge", SUPPRESS_DODGE, TRUE }, { "burn", SUPPRESS_BURN, TRUE }, { "std", SUPPRESS_STD, TRUE }, { "shield", SUPPRESS_SHIELD, TRUE }, { "shieldcomp", SUPPRESS_SHIELD_COMP, TRUE }, { NULL, 0, 0 } }; const struct house_item house_table [] = { /* Name */ /* Cost */ /* Vnum */ /* Type */ { "Couch", 200, 20706, OBJ_VNUM }, { "Healer", 500, 20701, MOB_VNUM }, { NULL, 0, 0, 0, } }; const struct weather_type weather_table[MAX_WEATHER] = { { "There is a cold rain trickling down.", }, { "There is a warm rain trickling down.", }, { "Giant drops of rain are pouring from the sky.", }, { "Ring sized drops of rain are falling from the sky.", }, { "Soft warm rain is slowly coming down.", }, { "Hand sized drops of rain are falling from the sky.", }, { "Boot sized drops of rain are falling from the sky.", }, { "A clear azure sky blankets the land.", }, { "The pristine blue of the sky above spreads, unmarred by a cloud or a bird.", }, { "An overcast sheet of clouds heavily blankets the sky.", }, { "Wisps of clouds delicately curl and drift above.", }, { "Small pellets of ice fall from the sky and bounce as they hit the ground.", }, { "Balls of hail blanket the ground covering the landscape.", }, { "A large thunderstorm approaches you from a distance.", }, { "A deep roar of thunder causes the very earth to tremble.", }, { "Flashes of light stab and illuminate the sky.", }, { "Waves of ice fall conintually from the sky.", }, { "Shards of ice mercilessly batter the land.", }, { "Soft flakes of snow drift from above, covering the land in a wash of white.", }, { "Large snowflakes swirl and drift, obscuring the nearby landscape.", }, { "Large drifts of snow cover the ground blown out by driving winds.", }, { "Blinding snow drives into the land, carried on howling gusts.", }, { "A misty haze covers the horizon.", }, { "Rolling fog claims the land clinging to the ground.", }, { "A bolt of lightning pierces the sky as a large storm approaches.", }, { "Violent flashes of light rent the dark clouds.", }, { "A warm breeze flows through the land blanketing it with heat.", }, { "A cold breeze flows through the land blanketing it with frost.", }, { "Gusts of wind sweep across the ground, pushing against any resistance.", }, { "Pressing winds push against the land, sighing mournfully with their passage.", }, }; const struct summoner_data summoner_table[] = { /* Name */ /* Cost */ /* Vnum */ {"Ofcol", 50, 5500 }, {"New Thalos", 75, 3900 }, {"Miden'nir", 200, 3500 }, {"Hell", 500, 10416 }, {"Pyramid", 75, 8700 }, {"Olympus", 100, 900 }, {"Drow City", 200, 5269 }, { NULL,0,0 } /* End of list - must always end with this! - Kharas */ }; const struct gpos_type gpos_table[] = { { "front", POS_FRONT }, { "middle", POS_MIDDLE }, { "back", POS_BACK }, { NULL, 0 } }; const struct flag_type usetype_table[] = { { "treeaxe", UTYPE_AXE, TRUE }, { "tong", UTYPE_TONG, TRUE }, { "pot", UTYPE_POT, TRUE }, { "anvil", UTYPE_ANVIL, TRUE }, { "hammer", UTYPE_HAMMER, TRUE }, { "blade", UTYPE_BLADE, TRUE }, { "ball", UTYPE_BALL, TRUE }, { "hammerhead", UTYPE_HHEAD, TRUE }, { "hilt", UTYPE_HILT, TRUE }, { "pole", UTYPE_POLE, TRUE }, { "axehead", UTYPE_AHEAD, TRUE }, { "light", UTYPE_LIGHT, TRUE }, { "scroll", UTYPE_SCROLL, TRUE }, { "weapon", UTYPE_WEAPON, TRUE }, { "treasure", UTYPE_TREASURE, TRUE }, { "armor", UTYPE_ARMOR, TRUE }, { "potion", UTYPE_POTION, TRUE }, { "clothing", UTYPE_CLOTHING, TRUE }, { "furniture", UTYPE_FURNITURE,TRUE }, { "trash", UTYPE_TRASH, TRUE }, { "container", UTYPE_CONTAINER,TRUE }, { "drink", UTYPE_DRINK_CON,TRUE }, { "key", UTYPE_KEY, TRUE }, { "food", UTYPE_FOOD, TRUE }, { "money", UTYPE_MONEY, TRUE }, { "boat", UTYPE_BOAT, TRUE }, { "npc_corpse", UTYPE_CORPSE_NPC,TRUE }, { "pc_corpse", UTYPE_CORPSE_PC,TRUE }, { "fountain", UTYPE_FOUNTAIN, TRUE }, { "pill", UTYPE_PILL, TRUE }, { "protect", UTYPE_PROTECT, TRUE }, { "map", UTYPE_MAP, TRUE }, { "portal", UTYPE_PORTAL, TRUE }, { "warp_stone", UTYPE_WARP_STONE,TRUE }, { "room_key", UTYPE_ROOM_KEY, TRUE }, { "gem", UTYPE_GEM, TRUE }, { "jewelry", UTYPE_JEWELRY, TRUE }, { "jukebox", UTYPE_JUKEBOX, TRUE }, { "token", UTYPE_TOKEN, TRUE }, { "source", UTYPE_SOURCE, TRUE }, { "instrument", UTYPE_INSTRUMENT,TRUE }, { "socket", UTYPE_SOCKET, TRUE }, { "quiver", UTYPE_QUIVER, TRUE }, { "arrow", UTYPE_ARROW, TRUE }, { "sheath", UTYPE_SHEATH, TRUE }, { "skeleton", UTYPE_SKELETON, TRUE }, { "ore", UTYPE_ORE, TRUE }, { "lumber", UTYPE_LUMBER, TRUE }, { "hearth", UTYPE_HEARTH, TRUE }, { "furnace", UTYPE_FURNACE, TRUE }, { "belt", UTYPE_BELT, TRUE }, { "crystal", UTYPE_CRYSTAL, TRUE }, { NULL, 0, 0 } }; const struct fuel_type fuel_table[] = { { "none", 0, 0 }, { "coal", 800, 5 }, { "wood", 600, 2 }, { NULL, 0, 0 } }; const struct forge_type forge_table[] = { //Blades { "short duel-edged blade", "duel-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "short inside-edged blade", "inside-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "short outside-edged blade", "outside-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "short single-edged blade", "single-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "medium duel-edged blade", "duel-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "medium inside-edged blade", "inside-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "medium outside-edged blade", "outside-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "medium single-edged blade", "single-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "long duel-edged blade", "duel-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "long inside-edged blade", "inside-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "long outside-edged blade", "outside-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "long single-edged blade", "single-edged blade", UTYPE_BLADE, 1, BUILD_BLADE, &OBJ_VNUM_BLADE }, { "hilt", "", UTYPE_HILT, 1, BUILD_HILT, &OBJ_VNUM_HILT }, //Axes { "short duel-edged axe", "duel edged axe", UTYPE_AXE, 1, BUILD_AXE, &OBJ_VNUM_AXE }, { NULL, NULL, 0, 0, 0, 0 } }; const struct blength_type blength_table[] = { { "short", "dagger" }, { "medium", "short sword" }, { "long", "long sword" }, { NULL, NULL }, }; const struct flag_type bstyle_table[] = { { "straight", 0, 1 }, { "curved", 0, 1 }, { NULL, 0, 0 }, }; const struct flag_type astyle_table[] = { { "straight", 0, TRUE }, { "concave", 0, TRUE }, { "convex", 0, TRUE }, { NULL, 0, FALSE }, }; const struct flag_type staffpos_table[] = { { "Implimentor", POS_IMP, TRUE }, { "Builder", POS_BUILD, TRUE }, { "Quester", POS_QUEST, TRUE }, { "Enforcer", POS_ENFORCE, TRUE }, { "HeadBuilder", POS_HBUILD, TRUE }, { "Immortal", POS_IMM, TRUE }, }; const char *crystal_table[] = { "Jet", "Carnelian", "Bloodstone", "Aquamarine", "Amethyst", "Quartz", NULL }; const struct integral_type integral_table[] = { { "hilt", UTYPE_BLADE, UTYPE_WEAPON, EVENT_INT_HILT }, { NULL, 0, 0 } };