/***************************************************************************
* 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. *
* *
* Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley *
* *
* 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. *
* *
* _/ _/_/_/ _/ _/ _/ ACK! MUD is modified *
* _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code *
* _/ _/ _/ _/_/ _/ (c)Stephen Zepp 1998 *
* _/_/_/_/ _/ _/ _/ Version #: 4.3 *
* _/ _/ _/_/_/ _/ _/ _/ *
* *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/ AckFUSS is modified ACK!MUD 4.3.1 *
* _/ _/ _/ _/ _/ copyright Matt Goff (Kline) 2008 *
* _/_/ _/ _/ _/_/_/_/ _/_/_/_/ *
* _/ _/ _/ _/ _/ Support for this code is provided *
* _/ _/_/_/_/ _/_/_/_/ _/_/_/_/ at www.ackmud.net -- check it out!*
***************************************************************************/
#define DEC_CONFIG_H
/*
* Your mud info here :) Zen
*/
#define mudnamecolor "@@lAckFUSS Dev@@N"
#define mudnamenocolor "AckFUSS Dev"
#define sacgodname "Kline"
#define goodgodname "Good"
#define neutralgodname "Neutral"
#define evilgodname "Evil"
#define UPGRADE_REVISION 15
/*
* String and memory management parameters.
*/
#define MAX_ALLOC_SIZE 262144
#define MAS MAX_ALLOC_SIZE
#define MAX_KEY_HASH 2048
#define MKH MAX_KEY_HASH
#define MAX_STRING_LENGTH 8192
#define MSL MAX_STRING_LENGTH
#define MAX_INPUT_LENGTH 2048
#define MIL MAX_INPUT_LENGTH
#define MAX_AREAS 1000
#define MAX_VNUM 16777216
#define MAX_BITSET 256 /* Total bits per bitset */
#define MAX_PERM_BLOCK 131072
#define COMPRESS_BUF_SIZE MAX_STRING_LENGTH
#define BOOT_DB_ABORT_THRESHOLD 25
#define RUNNING_ABORT_THRESHOLD 10
#define ALARM_FREQUENCY 20
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_CLAN_EQ 6 /* Number of clan eq items */
#define MAX_COLOR 22 /* eg look, prompt, shout */
#define MAX_ANSI 28 /* eg red, black, etc (was 11) */
#define MAX_ALIASES 6
#define MAX_HOSTS 3 /* number of login sites/whitelist */
#define MAX_IGNORES 3
#define MAX_RACE 20
#define MAX_CLAN 9 /* number of clans */
#define MAX_SKILL 300
#define MAX_CLASS 5
#define MAX_LEVEL 85
#define MOUNT_COST 10
#define LEVEL_HERO (MAX_LEVEL - 4)
#define LEVEL_IMMORTAL (MAX_LEVEL - 3)
#define MAX_VAMP_LEVEL 20
#define MAX_WOLF_LEVEL 20
#define ADVANCE_VAMP 16
#define ADVANCE_ADEPT 32
#define ADVANCE_WOLF 64
#define MAX_FAMILY 5
#define MAX_TRIBE 5
#define MAX_SUPER 4
#define MAX_STANCE 13
#define MAX_TOT_STATS 90 /* Total sum of player stats when creating */
#define MAX_HISTORY 20 /* History per channel */
#define MAX_MOVE_DISPLAY 5 /* Number of rooms to auto-look while moving before they go brief */
#define MAX_PEDIT 5
#define MAX_COND 3
#define MAX_GREETING 5 /* Number of different login screen files: greeting1, greeting2, etc */
#define MAX_EXP 2000000000 /* signed int is 2147483647, safely below this limit */
/*
* total number of supernatural types in the game
*/
#define QUORUM_NUMBER 4
/*
* number of members to be a quorum for a council
*/
#define MAX_TRADE 5
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 17
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_MARTIAL -3 /* for martial arts */
#define TYPE_UNDEFINED -2
#define TYPE_HIT 1000
/*
* Lua owner types. --Kline
*/
#define LUA_TYPE_NONE 0
#define LUA_TYPE_CH 1
#define LUA_TYPE_OB 2
#define LUA_TYPE_RM 3
/*
* For speed combat, hands. --Kline
*/
#define MAX_SPEED 4
#define SPEED_RH 0
#define SPEED_LH 1
#define SPEED_TAIL 2
#define SPEED_FANG 3
/*
* Melee cooldown system. --Kline
*/
#define MAX_COOLDOWN 2
#define COOLDOWN_NONE -1
#define COOLDOWN_OFF 0
#define COOLDOWN_DEF 1
/*
* For charm item bonuses. --Kline
*/
#define CHARM_AFF 0
#define CHARM_BONUS 1
#define CHARM_AFF_EXP 0 /* Boost exp while in inv...shhhh */
#define CHARM_AFF_GOLD 1 /* Boost gold drops while in inv...shhhh */
#define CHARM_AFF_BATTLE 2 /* Boost melee dealt / reduce melee taken while in inv...shhhh */
#define CHARM_AFF_MAGE 3 /* Reduce spell cost / incrase spell dmg while in inv...shhhh */
#define CHARM_AFF_REGEN 4 /* Increase regen while in inv...shhhh */
#define CHARM_AFF_HUNGERLESS 5 /* Prevents hunger/thirst while in inv...shhhh */
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
/* Used as flags in skill_table */
#define MORTAL 1
#define REMORT 2
#define ADEPT 3
#define NORM 1
#define VAMP 2
#define WOLF 3
/*
* Quest mob personalities
*/
#define QUEST_RUDE 1
#define QUEST_NICE 2
#define QUEST_WIMPY 4
#define QUEST_COOL 8
#define QUEST_MEAN 16
#define C_TYPE_MISC 0
#define C_TYPE_COMM 1
#define C_TYPE_CONFIG 2
#define C_TYPE_INFO 3
#define C_TYPE_ACTION 4
#define C_TYPE_OBJECT 5
#define C_TYPE_IMM 6
#define C_SHOW_NEVER -1
#define C_SHOW_ALWAYS 0
#define C_SHOW_SKILL 1
/*
* vnums for quest items.
* One of these will be picked at random and placed onto a random mob
* (one the player has a chance of killing!).
* We'll define a range of possible vnums here - easier to expand (:
* The area questitems.are (vnum 101-200) is reserved for this use.
* As you add more items (for more variety!) incrase the max on this range.
*/
#define OBJ_VNUM_QUEST_MIN 101
#define OBJ_VNUM_QUEST_MAX 110
/*
* vnums for deathmatch arena.
* Upon starting a DM, all players will be transfered somewhere
* randomly within this range. Make sure it exists!
*
*/
#define DM_ARENA_START 201
#define DM_ARENA_END 300
#define PULSE_PER_SECOND sysdata.pulse /* Configurable in-game, essential to speed based combat. --Kline */
#define PULSE_COMBAT ( 1 )
#define PULSE_VIOLENCE ( 2 * PULSE_PER_SECOND )
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND )
#define PULSE_OBJFUN ( 4 * PULSE_PER_SECOND )
#define PULSE_TICK ( 60 * PULSE_PER_SECOND )
#define PULSE_MESSAGE ( 12 * PULSE_PER_SECOND )
#define PULSE_ROOMS ( 30 * PULSE_PER_SECOND )
#define PULSE_AREA ( 80 * PULSE_PER_SECOND )
#define PULSE_AUCTION ( 30 * PULSE_PER_SECOND )
#define PULSE_RAUCTION ( 30 * PULSE_PER_SECOND )
#define PULSE_MAUCTION ( 30 * PULSE_PER_SECOND )
#define VAMPIRE_RECALL 9001
#define LIQUID_BLOOD 13
#define WOLF_RECALL 3001
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_MONEY_ONE 1
#define OBJ_VNUM_MONEY_SOME 2
#define OBJ_VNUM_CORPSE_NPC 3
#define OBJ_VNUM_CORPSE_PC 4
#define OBJ_VNUM_SEVERED_HEAD 5
#define OBJ_VNUM_TORN_HEART 6
#define OBJ_VNUM_SLICED_ARM 7
#define OBJ_VNUM_SLICED_LEG 8
#define OBJ_VNUM_BRAIN 9
#define OBJ_VNUM_MUSHROOM 10
#define OBJ_VNUM_LIGHT_BALL 11
#define OBJ_VNUM_SPRING 12
#define OBJ_VNUM_WINDOW 13
#define OBJ_VNUM_FIREBLADE 14
#define OBJ_VNUM_FOOD 15
#define OBJ_VNUM_BEACON 16
#define OBJ_VNUM_PORTAL 17
#define OBJ_VNUM_SOUL_POTION 18
#define OBJ_VNUM_CAPTURED_SOUL 19
#define OBJ_VNUM_CONFLAGRATION 20
#define OBJ_VNUM_MINO_PASS 21
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 1
#define ROOM_VNUM_JAIL 2
#define ROOM_VNUM_BODIES 3 /* for morphed players */
#define ROOM_VNUM_CHAT 301
#define ROOM_VNUM_HALLS 302
#define ROOM_VNUM_ETHEREAL_PLANE 401
#define ROOM_VNUM_TEMPLE 1001
#define ROOM_VNUM_ALTAR 1002
#define ROOM_VNUM_ARMOR_DONATE 1012
#define ROOM_VNUM_WEAPON_DONATE 1013
#define ROOM_VNUM_MISC_DONATE 1014
#define ROOM_VNUM_SCHOOL 1051
#define ROOM_VNUM_BUILDER 1019 /* Bulder-flagged players only */
#define ROOM_VNUM_CLAN 1022 /* for leaders only */
#define ROOM_VNUM_DM_RECALL ROOM_VNUM_ALTAR
#define ROOM_VNUM_INT_HEAL ROOM_VNUM_ALTAR
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_STALKER 2
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_DOGGY 99
#define MOB_VNUM_ZOMBIE 11004
#define MOB_VNUM_WATERELEM 1028
#define MOB_VNUM_SKELETON 1028
#define MOB_VNUM_FIREELEM 1028
#define MOB_VNUM_TRAINER 1042
#define MOB_VNUM_EARTHELEM 1028
#define MOB_VNUM_IRON_GOLEM 1029
#define MOB_VNUM_SOUL_THIEF 1030
#define MOB_VNUM_HOLY_AVENGER 1031
#define MOB_VNUM_PEGASUS 1037
#define MOB_VNUM_NIGHTMARE 1038
#define MOB_VNUM_ELEM_BEAST 1039
#define MOB_VNUM_INT_DEVOURER 1040
#define MOB_VNUM_SHADOW_HOUND 1041
#define MOB_VNUM_DIAMOND_GOLEM 1032
#define MOB_VNUM_COMBAT_ELEMENTAL 1036 /* this needs to be a new mob ZENFIX */
#define STANCE_WARRIOR 0
#define STANCE_CASTER 1
#define STANCE_AMBUSH 2
#define STANCE_AC_BEST 3
#define STANCE_HR_BEST 4
#define STANCE_DR_BEST 5
#define STANCE_AC_WORST 6
#define STANCE_HR_WORST 7
#define STANCE_DR_WORST 8
#define STANCE_SUPER_FIGHTER 9
#define STANCE_SUPER_SPEED 10
#define STANCE_WIZARD 11
#define STANCE_MAGI 12
#define SUPER_NONE 0
#define SUPER_VAMP 1
#define SUPER_WOLF 2
#define SUPER_UNDEAD 3
#define SUPER_HUNTER 4
/* defines for enchant.c */
#define ENCHANT_EXTRA_FLAGS -1
#define ENCHANT_APPLY_FLAGS -2
#define ENCHANT_OBJFUNS -3
#define RACE_MOD_NONE BIT_0
#define RACE_MOD_FAST_HEAL BIT_1
#define RACE_MOD_SLOW_HEAL BIT_2
#define RACE_MOD_STRONG_MAGIC BIT_3
#define RACE_MOD_WEAK_MAGIC BIT_4
#define RACE_MOD_NO_MAGIC BIT_5
#define RACE_MOD_IMMUNE_POISON BIT_6
#define RACE_MOD_RESIST_SPELL BIT_7
#define RACE_MOD_WOODLAND BIT_8
#define RACE_MOD_DARKNESS BIT_9
#define RACE_MOD_HUGE BIT_10
#define RACE_MOD_LARGE BIT_11
#define RACE_MOD_TINY BIT_12
#define RACE_MOD_SMALL BIT_13
#define RACE_MOD_TAIL BIT_14
#define RACE_MOD_TOUGH_SKIN BIT_15
#define RACE_MOD_STONE_SKIN BIT_16
#define RACE_MOD_IRON_SKIN BIT_17
#define RACE_MOD_FAST_CAST BIT_18
/*
* Spell Damage Types
*/
/* Magic Shield types
-Damane 4/27/96 */
#define SHIELD_NONE 0
#define FLAME_SHIELD 1
#define SHOCK_SHIELD 2
#define SHADOW_SHIELD 3
#define ICE_SHIELD 4
#define PSI_SHIELD 5
/* These are for skill_table lookup funcs... to save writing 2 functions */
#define RETURN_BEST_LEVEL 1
#define RETURN_BEST_CLASS 2
/*
* God Levels
*/
#define L_GOD MAX_LEVEL
#define L_SUP L_GOD - 1
#define L_DEI L_SUP - 1
#define L_ANG L_DEI - 1
#define L_HER L_ANG - 1
#define CLAN_ONLY -1
#define BOSS_ONLY -2
#define VAMP_ONLY -3
#define WOLF_ONLY -4
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
#define MOON_DOWN 0
#define MOON_RISE 1
#define MOON_LOW 2
#define MOON_PEAK 3
#define MOON_FALL 4
#define MOON_SET 5
#define MOON_NEW 0
#define MOON_WAX_CRE 1
#define MOON_WAX_HALF 2
#define MOON_WAX_GIB 3
#define MOON_FULL 4
#define MOON_WAN_GIB 5
#define MOON_WAN_HALF 6
#define MOON_WAN_CRE 7
/*
* Connected state for a channel.
*/
/* These values referenced by users command, BTW */
#define CON_SETTING_STATS 1
#define CON_PLAYING 0
#define CON_GET_NAME -1
/*
* All non connected
*/
#define CON_GET_OLD_PASSWORD -2
/*
* states changed to
*/
#define CON_CONFIRM_NEW_NAME -3
/*
* negative so that
*/
#define CON_GET_NEW_PASSWORD -4
/*
* Hotboot can shut out
*/
#define CON_CONFIRM_NEW_PASSWORD -5
/*
* All nonplaying chars
*/
#define CON_GET_NEW_SEX -6
/*
* ---Flar
*/
#define CON_GET_NEW_CLASS -7
#define CON_GET_RACE -9
#define CON_READ_MOTD -10
#define CON_GET_STATS -11
#define CON_FINISHED -12
#define CON_MENU -13
#define CON_COPYOVER_RECOVER -14
/*
* For Hotreboot
*/
#define CON_QUITTING -15
#define CON_RECONNECTING -16
/* values used to check a new player has selected all options.... */
#define CHECK_RACE BIT_1
#define CHECK_CLASS BIT_2
#define CHECK_SEX BIT_3
#define CHECK_STATS BIT_4
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
/*
* Area flags.
* Used in #AREA
*/
#define AFLAG_NONE 0
#define AFLAG_PAYAREA 1
#define AFLAG_TELEPORT 2
#define AFLAG_BUILDING 3
#define AFLAG_NOSHOW 4 /* Show area name on 'areas' command? */
#define AFLAG_NO_ROOM_AFF 5
#define AFLAG_NO_QUEST 6
/*
* Room flags.
* Used in #ROOMS.
*/
#define RFLAG_NONE 0 /* durrr... */
#define RFLAG_DARK 1 /* room is dark, need a light */
#define RFLAG_REGEN 2 /* increased regen in this room */
#define RFLAG_NO_MOB 3 /* NPCs can't enter */
#define RFLAG_INDOORS 4 /* indoors, no weather */
#define RFLAG_NO_MAGIC 5 /* no casting */
#define RFLAG_HOT 6 /* players lose hp each tick */
#define RFLAG_COLD 7 /* players lose hp each tick */
#define RFLAG_PK 8 /* players may freely pk here */
#define RFLAG_QUIET 9 /* room is quiet */
#define RFLAG_PRIVATE 10 /* 2 pc/npc maximum */
#define RFLAG_SAFE 11 /* no fighting */
#define RFLAG_SOLITARY 12 /* 1 pc/npc maximum */
#define RFLAG_PET_SHOP 13 /* respawn mobs are pets */
#define RFLAG_NO_RECALL 14 /* no recalling */
#define RFLAG_NO_TELEPORT 15 /* can't teleport in/out of */
#define RFLAG_HUNT_MARK 16 /* Dont ever set! */
#define RFLAG_NO_BLOODWALK 17 /* vamps can't bloodwalk in */
#define RFLAG_NO_PORTAL 18 /* portals will collapse on use */
#define RFLAG_NO_REPOP 19 /* objs only spawn if no chars */
/*
* Directions.
* Used in #DOOR.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
#define MAX_DIR 6
/*
* Exit flags.
* Used in #DOOR.
*/
#define EX_NONE 0 /* durrrr */
#define EX_ISDOOR 1 /* must be set to set other flags */
#define EX_CLOSED 2 /* auto-close on repop */
#define EX_LOCKED 3 /* auto-lock on repop */
#define EX_CLIMB 4 /* must have climb/fly to enter */
#define EX_IMMORTAL 5 /* must be immortal to enter */
#define EX_PICKPROOF 6 /* can not pick lock */
#define EX_SMASHPROOF 7 /* can not smash */
#define EX_PASSPROOF 8 /* can not pass door */
#define EX_NODETECT 9
#define EX_NOMOB 10
/*
* Sector types.
* Used in #ROOM
*/
#define SECT_NULL 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_RECALL_OK 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_INSIDE 11
#define SECT_MAX 12
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_HALO 1
#define WEAR_AURA 2
#define WEAR_HORNS 3
#define WEAR_HEAD 4
#define WEAR_FACE 5
#define WEAR_BEAK 6
#define WEAR_EAR_L 7
#define WEAR_EAR_R 8
#define WEAR_NECK_1 9
#define WEAR_NECK_2 10
#define WEAR_WINGS 11
#define WEAR_SHOULDERS 12
#define WEAR_ARMS 13
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15
#define WEAR_HANDS 16
#define WEAR_FINGER_L 17
#define WEAR_FINGER_R 18
#define WEAR_CLAWS 19
#define WEAR_HOLD_HAND_L 20
#define WEAR_HOLD_HAND_R 21
#define WEAR_ABOUT 22
#define WEAR_WAIST 23
#define WEAR_BODY 24
#define WEAR_TAIL 25
#define WEAR_LEGS 26
#define WEAR_FEET 27
#define WEAR_HOOVES 28
#define MAX_WEAR 29
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
/*
* Positions.
*/
#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_FIGHTING 6
#define POS_STANDING 7
#define POS_WRITING 8
#define POS_BUILDING 9
#define POS_RIDING 10
/*
* ACT bits for players and mobs. Uses a bitset.
* I realize this could be an enum, but this allows comments next
* to each define and, imo, is easier to read if you add/remove one.
* --Kline
*/
#define ACT_NONE 0 /* Empty, don't use */
#define ACT_BOUGHT_PET 1 /* Player bought a pet this level */
#define ACT_SENTINEL 2 /* Stays in one room */
#define ACT_SCAVENGER 3 /* Picks up objects */
#define ACT_REMEMBER 4 /* Remembers target */
#define ACT_NO_FLEE 5 /* Can't flee from mob */
#define ACT_AGGRESSIVE 6 /* Attacks PC's */
#define ACT_STAY_AREA 7 /* Won't leave area */
#define ACT_WIMPY 8 /* Flees when hurt */
#define ACT_PET 9 /* Auto set for pets */
#define ACT_TRAIN 10 /* Can train PC's */
#define ACT_PRACTICE 11 /* Can practice PC's */
#define ACT_MERCENARY 12 /* Is a mercenary */
#define ACT_HEAL 13 /* Sells spells */
#define ACT_ADAPT 14 /* Adapts weapons */
#define ACT_UNDEAD 15 /* Undead...spooky */
#define ACT_BANKER 16 /* Is a *B*anker :P */
#define ACT_NO_BODY 17 /* No body for damage */
#define ACT_HUNTER 18 /* Hunts attackers */
#define ACT_NO_MIND 19 /* Psi attack no-no */
#define ACT_POSTMAN 20 /* Postmaster */
#define ACT_RE_WIELD 21 /* Uses better weapons */
#define ACT_RE_EQUIP 22 /* Uses better equipment */
#define ACT_INTELLIGENT 23 /* For shitkicking mobs */
#define ACT_VAMPIRE 24 /* Vampire */
#define ACT_BREEDER 25 /* Mob can breed */
#define ACT_SOLO 26 /* Buffed for solo combat */
#define ACT_WEREWOLF 27 /* Werewolf */
#define ACT_MOUNT 28 /* Mountable MOB */
#define ACT_NO_BLOOD 29 /* No bloodwalk */
#define ACT_NO_QUEST 30 /* Disable from mquest */
#define ACT_QUESTMASTER 31 /* Questmaster for mquest */
#define ACT_NO_PRAY 32 /* Can't use pray */
#define ACT_HOLYLIGHT 33 /* Can see everything */
#define ACT_WIZINVIS 34 /* Invisible to lower levels */
#define ACT_BUILDER 35 /* Is able to use the OLC */
#define ACT_SILENCE 36 /* Can't use channels */
#define ACT_NO_EMOTE 37 /* Can't use emotes/socials */
#define ACT_NO_TELL 38 /* Can't use tell */
#define ACT_LOG 39 /* All actions are logged */
#define ACT_DENY 40 /* Can't login */
#define ACT_FREEZE 41 /* Frozen in place, no commands */
#define ACT_THIEF 42 /* Thief! Wanted! */
#define ACT_KILLER 43 /* Pker! Wanted! */
#define ACT_NO_SUMMON 44 /* Doesn't want to be summoned */
#define ACT_NO_VISIT 45 /* Doesn't want to be visited */
/* 46, empty, used to be ACT_INCOG -- unused */
#define ACT_SHIFTED 47 /* Wolf-form Werewolf */
#define ACT_RAGED 48 /* Enraged Werewolf */
#define ACT_AFK 49 /* AFK -- duh? :P */
#define ACT_PKOK 50 /* Full PKer */
#define ACT_AMBASSADOR 51 /* Newbie helper mortals */
#define ACT_CDIPLOMAT 52 /* Clan Diplomat */
#define ACT_CBOSS 53 /* Clan Boss */
#define ACT_CTREASURER 54 /* Clan Treasurer */
#define ACT_CARMORER 55 /* Clan Armorer */
#define ACT_CLEADER 56 /* Clan Leader */
#define ACT_COUNCIL 57 /* Super council member */
#define ACT_RULER 58 /* Zone ruler */
#define ACT_BLIND_PLAYER 59 /* IRL blind, special output */
#define ACT_TESTER 60 /* Play testers */
#define ACT_AUTOEXIT 61 /* Automatically show exits */
#define ACT_AUTOLOOT 62 /* Automatically loot corpses */
#define ACT_AUTOSAC 63 /* Automatically sac corpses */
#define ACT_BLANK 64 /* Blank line before prompt */
#define ACT_BRIEF 65 /* Hide room descriptions */
#define ACT_COMBINE 66 /* Combine like items (3) etc */
#define ACT_PROMPT 67 /* Show a prompt */
#define ACT_TELNET_GA 68 /* Use Telnet GA sequences */
#define ACT_COLOR 69 /* CoLoR! */
#define ACT_AUTOSPLIT 70 /* Automatically split gold */
#define ACT_FULL_ANSI 71 /* Use full ANSI controls */
#define ACT_MAPPER 72 /* Display the automapper */
#define ACT_JUSTIFY 73 /* Justify text so it's prettier */
#define ACT_AUTODIG 74 /* Automatically dig in builder */
#define ACT_AUTOBRIEF 75 /* Hide room descrs on speedwalk */
#define ACT_GHOST 76 /* You're dead! A ghost! */
#define ACT_NO_COOLDOWN 77 /* suppress showing cooldown msgs */
#define ACT_SHUNTER 78 /* vamp/wolf 'hunter' super race */
#define ACT_WHITELIST 79 /* utilize login whitelist */
/*
* Channel bits.
*/
#define CHANNEL_NONE 0
#define CHANNEL_HERMIT 1 /* All channels are off */
#define CHANNEL_AUCTION 2
#define CHANNEL_GOSSIP 3
#define CHANNEL_MUSIC 4
#define CHANNEL_IMMTALK 5
#define CHANNEL_NEWBIE 6
#define CHANNEL_QUESTION 7
#define CHANNEL_SHOUT 8
#define CHANNEL_YELL 9
#define CHANNEL_FLAME 10
#define CHANNEL_ZZZ 11
#define CHANNEL_RACE 12
#define CHANNEL_CLAN 13
#define CHANNEL_NOTIFY 14
#define CHANNEL_INFO 15
#define CHANNEL_LOG 16
#define CHANNEL_CREATOR 17
#define CHANNEL_ALLCLAN 18
#define CHANNEL_ALLRACE 19
#define CHANNEL_BEEP 20
#define CHANNEL_FAMILY 21
#define CHANNEL_DIPLOMAT 22
#define CHANNEL_CRUSADE 23
#define CHANNEL_REMORTTALK 24
#define CHANNEL_HOWL 25
#define CHANNEL_ADEPT 26
#define CHANNEL_OOC 27
#define CHANNEL_QUEST 28
#define CHANNEL_GAME 29
/*
* Monitor channels - for imms to select what mud-based info they receive
*/
#define MONITOR_NONE 0
#define MONITOR_CONNECT 1
#define MONITOR_AREA_UPDATE 2
#define MONITOR_AREA_BUGS 3
#define MONITOR_AREA_SAVING 4
#define MONITOR_GEN_IMM 5
#define MONITOR_GEN_MORT 6
#define MONITOR_COMBAT 7
#define MONITOR_HUNTING 8
#define MONITOR_BUILD 9
#define MONITOR_CLAN 10
#define MONITOR_OBJ 11
#define MONITOR_MOB 12
#define MONITOR_ROOM 13
#define MONITOR_MAGIC 14
#define MONITOR_BAD 15
#define MONITOR_DEBUG 16
#define MONITOR_IMC 17
#define MONITOR_SYSTEM 18
#define MONITOR_HELPS 19
#define MONITOR_LOG 20
#define MONITOR_TYPO 21
#define MONITOR_IDEA 22
#define MONITOR_BUG 23
/*
* Hunt flags for mobs
*/
#define HUNT_WORLD 0x00000001 /* Search the whole world */
#define HUNT_OPENDOOR 0x00000002 /* Can open obstructung doors */
#define HUNT_UNLOCKDOOR 0x00000004 /* Can unlock obstructing doors */
#define HUNT_PICKDOOR 0x00000008 /* Can pick obstructing doors */
#define HUNT_INFORM 0x00000010 /* Yells while hunting */
#define HUNT_CR 0x00000020 /* Is preforming a CR */
#define HUNT_MERC 0x00000040 /* Is gonna assassinate someone */
#define HUNT_ALL 0x0000001E /* can hunt through anything */
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/********************* Define Flags for hunting *************************/
#define ACT_HUNT_CHAR 1 /* Hunting a character */
#define ACT_HUNT_OBJ 2 /* Hunting an object */
#define ACT_HUNT_INFORM 4 /* Mob will gossip when hunting */
#define ACT_HUNT_CR 8 /* Mob is doing a corpse retrival */
#define ACT_HUNT_MOVE 16 /* Just walking somewhere */
#define NO_VNUM -1 /* For ch->move_to thingy */
/************************************************************************/
/** Define what is calling the trigger handler for objects ******/
#define TRIGGER_OPEN 1
/*
* Opening a container
*/
#define TRIGGER_CLOSE 2
/*
* Closing a container
*/
#define TRIGGER_EAT 3
/*
* Eating some food
*/
#define TRIGGER_C_DRINK 4
/*
* Drinking from container
*/
#define TRIGGER_F_DRINK 5
/*
* Drinking from fountain
*/
#define TRIGGER_WEAR 6
/*
* Wearing an object
*/
#define TRIGGER_GET 7
/*
* Picking up an object
*/
#define TRIGGER_DROP 8
/*
* Dropping an object
*/
#define TRIGGER_EXAMINE 9
/*
* Examining an object
*/
/** Define what actions the triggered object can do *************/
#define ACTION_TRANSPORT 1
/*
* Transports victim to room
*/
#define ACTION_RESTORE 2
/*
* Restores victim
*/
#define ACTION_SLAY 3
/*
* Kills victim
*/
#define ACTION_TRANSFORM 4
/*
* Loads mob(s) in its place
*/
/****************************************************************/
/* BitVector flags for room-affect spells. These are used in the
ROOM_AFFECT_DATA structure, and passes to the major handling
functions. They MUST be used whenever a room-affect spell is
being cast (from within code) */
#define ROOM_BV_NONE 0
#define ROOM_BV_SILENCE 1 /* Like silence room flag */
#define ROOM_BV_SAFE 2 /* Like safe room flag */
#define ROOM_BV_ENCAPS 4 /* Magically blocks exits */
#define ROOM_BV_SHADE 8 /* Room is darkened */
#define ROOM_BV_HEAL_REGEN 16 /* room heals hits quicker */
#define ROOM_BV_HEAL_STEAL 32 /* room takes hits instead of giving */
#define ROOM_BV_MANA_REGEN 64 /* room heals mana quicker */
#define ROOM_BV_MANA_STEAL 128 /* room saps mana */
#define ROOM_BV_FIRE_RUNE 256 /* room does fire damage */
#define ROOM_BV_FIRE_TRAP 512 /* room is fire trapped */
#define ROOM_BV_DAMAGE_TRAP 1024 /* room is physical damage trapped */
#define ROOM_BV_SHOCK_RUNE 2048 /* room is shock runed */
#define ROOM_BV_SHOCK_TRAP 4096 /* room is shock trapped */
#define ROOM_BV_SPELL_ON_ENTER 8192 /* room spell cast on entrance */
#define ROOM_BV_SPELL_ALWAYS 16384 /* room casts spell continuously */
#define ROOM_BV_HOLD 32768 /* room lets you in, but not out..recall works */
#define ROOM_BV_POISON_RUNE 65536 /* room gives poison to entering ch */
#define ROOM_BV_SOUL_NET 131072 /* makes soul instead of corpse */
/* OLC modes */
#define BUILD_MODE_NONE 0 /* not doing anything */
#define BUILD_MODE_REDIT 1 /* editing rooms */
#define BUILD_MODE_OEDIT 2 /* editing objects */
#define BUILD_MODE_MEDIT 3 /* editing mobiles */
#define NO_USE -999 /* this table entry can */
/*
* NOT be used, except
*/
/*
* by a Creator
*/
/*
* New bits to determine what skills a mob can do in combat -S-
*/
#define MOB_NONE BIT_1
#define MOB_REFLEXES BIT_2
#define MOB_SLEIGHT BIT_3
#define MOB_CRUSHING BIT_4
#define MOB_PUNCH BIT_5
#define MOB_HEADBUTT BIT_6
#define MOB_KNEE BIT_7
#define MOB_DISARM BIT_8
#define MOB_TRIP BIT_9
#define MOB_NODISARM BIT_10
#define MOB_NOTRIP BIT_11
#define MOB_DODGE BIT_12
#define MOB_PARRY BIT_13
#define MOB_MARTIAL BIT_14
#define MOB_ENHANCED BIT_15
#define MOB_DUALWIELD BIT_16
#define MOB_DIRT BIT_17
#define MOB_PROWESS BIT_18
#define MOB_QUICKSTRIKE BIT_19
#define MOB_CHARGE BIT_20
/*
* New bits to determine what spells a mob will cast in combat -S-
* These are for offensive spells.
* Remember spec_funs may still cast as well! - but spells cast
* this way WILL reduce the mob's mana <g>
*/
#define CAST_NONE 1
#define CAST_MAGIC_MISSILE 2
#define CAST_SHOCKING_GRASP 4
#define CAST_BURNING_HANDS 8
#define CAST_COLOR_SPRAY 16
#define CAST_FIREBALL 32
#define CAST_HELLSPAWN 64
#define CAST_ACID_BLAST 128
#define CAST_CHAIN_LIGHTNING 256
#define CAST_FLARE 1024
#define CAST_FLAMESTRIKE 2048
#define CAST_EARTHQUAKE 4096
#define CAST_MIND_FLAIL 8192
#define CAST_PLANERGY 16384
#define CAST_PHOBIA 32768
#define CAST_MIND_BOLT 65536
#define CAST_STATIC 131072
#define CAST_EGO_WHIP 262144
#define CAST_BLOODY_TEARS 524288
#define CAST_MINDFLAME 1048576
#define CAST_SUFFOCATE 2097152
#define CAST_NERVE_FIRE 4194304
#define CAST_LIGHTNING_BOLT 8388608
#define CAST_HEAT_ARMOR 16777216
#define CAST_LAVA_BURST 33554432
/*
* New bits to determine the defensive spells available to
* mobs. May be used in fights (cure light, heal, etc)
* will deduct mana from the mob when cast.
*/
#define DEF_NONE 1
#define DEF_CURE_LIGHT 2
#define DEF_CURE_SERIOUS 4
#define DEF_CURE_CRITIC 8
#define DEF_CURE_HEAL 16
#define DEF_SHIELD_FIRE 32
#define DEF_SHIELD_ICE 64
#define DEF_SHIELD_SHOCK 128
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND 1
#define AFF_INVISIBLE 2
#define AFF_DETECT_EVIL 4
#define AFF_DETECT_INVIS 8
#define AFF_DETECT_MAGIC 16
#define AFF_DETECT_HIDDEN 32
#define AFF_CLOAK_REFLECTION 64
#define AFF_SANCTUARY 128
#define AFF_FAERIE_FIRE 256
#define AFF_INFRARED 512
#define AFF_CURSE 1024
#define AFF_CLOAK_FLAMING 2048
#define AFF_POISON 4096
#define AFF_PROTECT 8192
#define AFF_CLOAK_ABSORPTION 16384
#define AFF_SNEAK 32768
#define AFF_HIDE 65536
#define AFF_SLEEP 131072
#define AFF_CHARM 262144
#define AFF_FLYING 524288
#define AFF_PASS_DOOR 1048576
#define AFF_ANTI_MAGIC 2097152 /* -S- no magic hurts ch */
#define AFF_BLASTED BIT_23
/* available
#define AFF_ BIT_24
*/
#define AFF_CONFUSED BIT_25
#define AFF_VAMP_HEALING BIT_26 /* DO NOT USE IN OLC! */
#define AFF_HOLD BIT_27
#define AFF_PARALYSIS BIT_28
#define AFF_CLOAK_ADEPT BIT_29
#define AFF_CLOAK_REGEN BIT_30
/* VAMP_HEALING is used to show that a vamp is currently healing after death*/
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/*
* Class defines. I hate magic numbers! --Kline
*/
#define CLS_MAG 0
#define CLS_CLE 1
#define CLS_THI 2
#define CLS_WAR 3
#define CLS_PSI 4
#define CLS_SOR 0
#define CLS_MON 1
#define CLS_ASS 2
#define CLS_KNI 3
#define CLS_NEC 4
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_BEACON 6 /* for portals, etc */
#define ITEM_PORTAL 7
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLUTCH 11 /* for clutch location only! */
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_TRIGGER 14
#define ITEM_CONTAINER 15
#define ITEM_QUEST 16
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_STAKE 21
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_BOARD 27
#define ITEM_SOUL 28
#define ITEM_PIECE 29
#define ITEM_SPELL_MATRIX 30
#define ITEM_ENCHANTMENT 31
#define ITEM_WRAPPED_PRESENT 32
#define ITEM_CHARM 33
#define ITEM_ANVIL 34
#define ITEM_COOKING_FIRE 35
#define ITEM_ALCHEMY_LAB 36
#define ITEM_FORGE 37
#define ITEM_LOOM 38
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_EXTRA_NONE 0
#define ITEM_EXTRA_GLOW 1
#define ITEM_EXTRA_HUM 2
#define ITEM_EXTRA_NO_DISARM 3
#define ITEM_EXTRA_LOCK 4
#define ITEM_EXTRA_EVIL 5
#define ITEM_EXTRA_INVIS 6
#define ITEM_EXTRA_MAGIC 7
#define ITEM_EXTRA_NO_DROP 8
#define ITEM_EXTRA_BLESS 9
#define ITEM_EXTRA_ANTI_GOOD 10
#define ITEM_EXTRA_ANTI_EVIL 11
#define ITEM_EXTRA_ANTI_NEUTRAL 12
#define ITEM_EXTRA_NO_REMOVE 13
#define ITEM_EXTRA_INVENTORY 14
#define ITEM_EXTRA_NO_SAVE 15 /* For "quest" items :) */
#define ITEM_EXTRA_CLAN_EQ 16 /* only leaders and creators may load */
#define ITEM_EXTRA_TRIG_DESTROY 17 /* Trigger object that destroy after use */
#define ITEM_EXTRA_NO_AUCTION 18 /* Can't be auctioned */
#define ITEM_EXTRA_REMORT 19 /* player must have a remort class of higher level than item level */
#define ITEM_EXTRA_ADEPT 20
#define ITEM_EXTRA_RARE 21
#define ITEM_EXTRA_VAMP 22 /* player must be a vampire */
#define ITEM_EXTRA_NO_LOOT 23
#define ITEM_EXTRA_NO_SAC 24
#define ITEM_EXTRA_UNIQUE 25
#define ITEM_EXTRA_LIFESTEALER 26
#define ITEM_EXTRA_SILVER 27
#define ITEM_EXTRA_NO_QUEST 28 /* disable for mquest */
#define ITEM_EXTRA_NO_TAKE 29 /* can't get this item */
/* Class-restricted stuff dropped. */
#define ITEM_APPLY_NONE 1
#define ITEM_APPLY_INFRA 2
#define ITEM_APPLY_INV 4
#define ITEM_APPLY_DET_INV 8
#define ITEM_APPLY_SANC 16
#define ITEM_APPLY_SNEAK 32
#define ITEM_APPLY_HIDE 64
#define ITEM_APPLY_PROT 128
#define ITEM_APPLY_ENHANCED 256
#define ITEM_APPLY_DET_MAG 512
#define ITEM_APPLY_DET_HID 1024
#define ITEM_APPLY_DET_EVIL 2048
#define ITEM_APPLY_PASS_DOOR 4096
#define ITEM_APPLY_DET_POISON 8192
#define ITEM_APPLY_FLY 16384
#define ITEM_APPLY_KNOW_ALIGN 32768
#define ITEM_APPLY_DET_UNDEAD 65536
#define ITEM_APPLY_HEATED 131072
/* Class-restricted object stuff
* So only warriors can use some swords, thieves daggers, etc
* -- Stephen
*/
#define ITEM_CLASS_SOR 1
#define ITEM_CLASS_KNI 2
#define ITEM_CLASS_ASS 4
#define ITEM_CLASS_MON 8
#define ITEM_CLASS_NEC 16
#define ITEM_CLASS_PSI 32
#define ITEM_CLASS_CON 64
#define ITEM_CLASS_TEM 128
#define ITEM_CLASS_RAN 256
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_WEAR_NONE 0
#define ITEM_WEAR_HALO 1
#define ITEM_WEAR_AURA 2
#define ITEM_WEAR_HORNS 3
#define ITEM_WEAR_HEAD 4
#define ITEM_WEAR_FACE 5
#define ITEM_WEAR_BEAK 6
#define ITEM_WEAR_EAR 7
#define ITEM_WEAR_NECK 8
#define ITEM_WEAR_WINGS 9
#define ITEM_WEAR_SHOULDERS 10
#define ITEM_WEAR_ARMS 11
#define ITEM_WEAR_WRIST 12
#define ITEM_WEAR_HANDS 13
#define ITEM_WEAR_FINGER 14
#define ITEM_WEAR_CLAWS 15
#define ITEM_WEAR_HOLD_HAND 16
#define ITEM_WEAR_ABOUT 17
#define ITEM_WEAR_WAIST 18
#define ITEM_WEAR_BODY 19
#define ITEM_WEAR_TAIL 20
#define ITEM_WEAR_LEGS 21
#define ITEM_WEAR_FEET 22
#define ITEM_WEAR_HOOVES 23
#define ITEM_TAKE 24
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
/* 15 is empty */
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define MAX_OBJ_VALUE 10
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
/*
* Data files used by the server.
*
* AREA_LIST contains a list of areas to boot.
* All files are read in completely at bootup.
* Most output files (bug, idea, typo, shutdown) are append-only.
*
* The NULL_FILE is held open so that we have a stream handle in reserve,
* so players can go ahead and telnet to all the other descriptors.
* Then we close it whenever we need to open a file (e.g. a save file).
*/
#if defined(macintosh)
#define PLAYER_DIR "" /* Player files */
#define NPC_DIR ""
#define NULL_FILE "proto.are" /* To reserve one stream */
#define MOB_DIR "" /* MOBProg files */
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define NPC_DIR ""
#define NULL_FILE "nul" /* To reserve one stream */
#define MOB_DIR "" /* MOBProg files */
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define NPC_DIR "../npc/"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#if defined(linux)
#define PLAYER_DIR "../player/" /* Player files */
#define NPC_DIR "../npc/"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define AREA_DIR "../area/"
#define MAIL_DIR "../mail/"
#define DATA_DIR "../data/"
#define BUG_DIR "../report/"
#define HELP_DIR "../help/"
#define BOARD_DIR "../board/"
#define SCRIPT_DIR "../script/"
#define HELP_MORT "mrt" /* Mortal helpfiles */
#define HELP_IMM "imm" /* Immortal helpfiles */
#define HELP_INDEX "help.index" /* For 'help' with no arg */
#define SHELP_INDEX "shelp_help.index" /* For 'shelp' with no arg */
#define BHELP_INDEX "build_help.index" /* For 'help' with no arg while building */
#define BUG_FILE BUG_DIR "bugs.txt" /* For 'bug' and bug( ) */
#define IDEA_FILE BUG_DIR "ideas.txt" /* For 'idea' */
#define TYPO_FILE BUG_DIR "typos.txt" /* For 'typo' */
#define SHUTDOWN_FILE BUG_DIR "shutdown.txt" /* For 'shutdown' */
#define AREA_LIST DATA_DIR "arealst.dat" /* List of areas */
#define NOTE_FILE DATA_DIR "notes.dat" /* For 'notes' */
#define CLAN_FILE DATA_DIR "clans.dat" /* stores clan diplomacy data */
#define CORPSE_FILE DATA_DIR "corpses.dat"
#define MARKS_FILE DATA_DIR "marks.dat"
#define BANS_FILE DATA_DIR "bans.dat"
#define RULERS_FILE DATA_DIR "rulers.dat"
#define BRANDS_FILE DATA_DIR "brands.dat"
#define SYSDAT_FILE DATA_DIR "sysdat.dat"
#define SOCIAL_FILE DATA_DIR "socials.dat" /* or whatever fits you */
#define DISABLED_FILE DATA_DIR "disabled.dat"
#define MUDINFO_FILE DATA_DIR "mudinfo.dat"
#define PLAYERNUM_FILE DATA_DIR "playernum.dat"
/* Other Stuff - Flar */
#define COPYOVER_FILE "COPYOVER.TXT" /* Temp data file used for copyover */
#define EXE_FILE "../src/ack" /* The one that runs the ACK! */
/* Kline Stuff */
#define VERS_STRING "AckFUSS 4.4.1"
// Some string defaults
#define DEFAULT_PROMPT "@@g<@@d[@@W%x@@d] [@@e%h@@RH @@l%m@@BM @@r%v@@GV@@d]@@g>@@N"
// MSSP -- Update these to properly report your MUD to automated crawlers
#define MSSP_HOSTNAME "home.gotr00t.us" //MUD hostname
#define MSSP_PORT 3000 //MUD port
#define MSSP_CONTACT "genocaust@gmail.com" //Admin email
#define MSSP_CREATED 2008 //Year MUD opened
#define MSSP_ICON "http://www.ackmud.net/ack_mssp.gif" //32x32 256 color icon
#define MSSP_IP "24.162.100.182" //MUD IP address
#define MSSP_LANGUAGE "English" //Primary language spoken
#define MSSP_LOCATION "United States" //Full country name per ISO standard
#define MSSP_MIN_AGE 0 //Minimum age to play, 0 for none
#define MSSP_NAME mudnamenocolor //MUD name -- just copy from the top of config.h
#define MSSP_WEBSITE "http://www.ackmud.net" //MUD website
#define MSSP_FAMILY "DikuMUD" //Most distant ancestor -- leave this alone :P
#define MSSP_GENRE "Fantasy" //Duh...
#define MSSP_GAMEPLAY "Hack and Slash" //Kill lots of mobs!
#define MSSP_GAMESYSTEM "Custom" //Cuz AckFUSS is so badass
#define MSSP_INTERMUD "IMC2" //Included by default
#define MSSP_STATUS "Closed Beta" //Dev game is always closed
#define MSSP_SUBGENRE "Medieval Fantasy" //Duh...
#define MSSP_CLASSES 11 //5 mort + 5 remort + 1 adept
#define MSSP_RACES 19 //Total count so far
#define MSSP_LEVELS 120 //Adept is psuedo-level 120
#define MSSP_HIRE_BUILDER 1 //Hiring builders? 1 for yes 0 for no
#define MSSP_HIRE_CODER 1 //Hiring coders? 1 for yes 0 for no