/* ************************************************************************ * File: objs.h Part of LostLands * * Usage: header file for central structures and contstants * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ /* preamble *************************************************************/ #include <sys/types.h> /* Character equipment positions: used as index for char_data.equipment[] */ /* NOTE: Don't confuse these constants with the ITEM_ bitvectors which control the valid places you can wear a piece of equipment */ #define WEAR_LIGHT 0 #define WEAR_FINGER_R 1 #define WEAR_FINGER_L 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_R 14 #define WEAR_WRIST_L 15 #define WEAR_WIELD 16 #define WEAR_DUALWIELD 17 #define WEAR_HOLD 18 #define WEAR_BACKPACK 19 #define WEAR_FACE 20 /* object-related defines ********************************************/ /* Item types: used by obj_data.obj_flags.type_flag */ #define ITEM_LIGHT 1 /* Item is a light source */ #define ITEM_SCROLL 2 /* Item is a scroll */ #define ITEM_WAND 3 /* Item is a wand */ #define ITEM_STAFF 4 /* Item is a staff */ #define ITEM_WEAPON 5 /* Item is a weapon */ #define ITEM_FIREWEAPON 6 /* Unimplemented */ #define ITEM_MISSILE 7 /* Unimplemented */ #define ITEM_TREASURE 8 /* Item is a treasure, not gold */ #define ITEM_ARMOR 9 /* Item is armor */ #define ITEM_POTION 10 /* Item is a potion */ #define ITEM_WORN 11 /* Unimplemented */ #define ITEM_OTHER 12 /* Misc object */ #define ITEM_TRASH 13 /* Trash - shopkeeps won't buy */ #define ITEM_TRAP 14 /* Unimplemented */ #define ITEM_CONTAINER 15 /* Item is a container */ #define ITEM_NOTE 16 /* Item is note */ #define ITEM_DRINKCON 17 /* Item is a drink container */ #define ITEM_KEY 18 /* Item is a key */ #define ITEM_FOOD 19 /* Item is food */ #define ITEM_MONEY 20 /* Item is money (gold) */ #define ITEM_PEN 21 /* Item is a pen */ #define ITEM_BOAT 22 /* Item is a boat */ #define ITEM_FOUNTAIN 23 /* Item is a fountain */ #define ITEM_FLIGHT 24 /* Item provides flight */ /* Take/Wear flags: used by obj_data.obj_flags.wear_flags */ #define ITEM_WEAR_TAKE (1 << 0) /* Item can be takes */ #define ITEM_WEAR_FINGER (1 << 1) /* Can be worn on finger */ #define ITEM_WEAR_NECK (1 << 2) /* Can be worn around neck */ #define ITEM_WEAR_BODY (1 << 3) /* Can be worn on body */ #define ITEM_WEAR_HEAD (1 << 4) /* Can be worn on head */ #define ITEM_WEAR_LEGS (1 << 5) /* Can be worn on legs */ #define ITEM_WEAR_FEET (1 << 6) /* Can be worn on feet */ #define ITEM_WEAR_HANDS (1 << 7) /* Can be worn on hands */ #define ITEM_WEAR_ARMS (1 << 8) /* Can be worn on arms */ #define ITEM_WEAR_SHIELD (1 << 9) /* Can be used as a shield */ #define ITEM_WEAR_ABOUT (1 << 10) /* Can be worn about body */ #define ITEM_WEAR_WAIST (1 << 11) /* Can be worn around waist */ #define ITEM_WEAR_WRIST (1 << 12) /* Can be worn on wrist */ #define ITEM_WEAR_WIELD (1 << 13) /* Can be wielded */ #define ITEM_WEAR_HOLD (1 << 14) /* Can be held */ #define ITEM_WEAR_BACK (1 << 15) /* Can be backpack */ #define ITEM_WEAR_FACE (1 << 16) /* Can be worn on face */ /* Extra object flags: used by obj_data.obj_flags.extra_flags */ #define ITEM_GLOW (1 << 0) /* Item is glowing */ #define ITEM_HUM (1 << 1) /* Item is humming */ #define ITEM_NORENT (1 << 2) /* Item cannot be rented */ #define ITEM_NODONATE (1 << 3) /* Item cannot be donated */ #define ITEM_NOINVIS (1 << 4) /* Item cannot be made invis */ #define ITEM_INVISIBLE (1 << 5) /* Item is invisible */ #define ITEM_MAGIC (1 << 6) /* Item is magical */ #define ITEM_NODROP (1 << 7) /* Item is cursed: can't drop */ #define ITEM_BLESS (1 << 8) /* Item is blessed */ #define ITEM_ANTI_GOOD (1 << 9) /* Not usable by good people */ #define ITEM_ANTI_EVIL (1 << 10) /* Not usable by evil people */ #define ITEM_ANTI_NEUTRAL (1 << 11) /* Not usable by neutral people */ #define ITEM_ANTI_MAGIC_USER (1 << 12) /* Not usable by mages */ #define ITEM_ANTI_CLERIC (1 << 13) /* Not usable by clerics */ #define ITEM_ANTI_THIEF (1 << 14) /* Not usable by thieves */ #define ITEM_ANTI_WARRIOR (1 << 15) /* Not usable by warriors */ #define ITEM_NOSELL (1 << 16) /* Shopkeepers won't touch it */ #define ITEM_ANTI_HUMAN (1 << 17) /* Not usable by Humans */ #define ITEM_ANTI_ELF (1 << 18) /* Not usable by elves */ #define ITEM_ANTI_DWARF (1 << 19) /* Not usable by dwarves */ #define ITEM_ANTI_GNOME (1 << 20) /* Not usable by gnomes */ #define ITEM_ANTI_HALFLING (1 << 21) /* Not usable by halflings */ #define ITEM_ANTI_MINOTAUR (1 << 22) /* Not usable by minotaurs */ #define ITEM_ANTI_PIXIE (1 << 23) /* Not usable by pixies */ #define ITEM_PLUSONE (1 << 24) /* Item harm upto AFF_PLUSONE */ #define ITEM_PLUSTWO (1 << 25) /* Item harm upto AFF_PLUSTWO */ #define ITEM_PLUSTHREE (1 << 26) /* Item harm upto AFF_PLUSTHREE */ #define ITEM_PLUSFOUR (1 << 27) /* Item harm upto AFF_PLUSFOUR */ #define ITEM_PLUSFIVE (1 << 28) /* Item harm upto AFF_PLUSFIVE */ #define ITEM_SILVER (1 << 29) /* Item harm AFF_SILVER */ #define ITEM_NOBREAK (1 << 30) /* Item can't be broken */ /* Extra object flags: used by obj_data.obj_flags.extra_flags2 */ #define ITEM2_RETURNING (1 << 0) /* Boomerang item, returns */ #define ITEM2_NOREMOVE (1 << 1) /* Can't be removed */ #define ITEM2_ENGRAVED (1 << 2) /* Engraved */ #define ITEM2_2HANDED (1 << 3) /* Needs two hands to wield */ #define ITEM2_AUTOENGRAVE (1 << 4) /* AutoEngrave to first owner */ /* Modifier constants used with obj affects ('A' fields) */ #define APPLY_NONE 0 /* No effect */ #define APPLY_STR 1 /* Apply to strength */ #define APPLY_DEX 2 /* Apply to dexterity */ #define APPLY_INT 3 /* Apply to constitution */ #define APPLY_WIS 4 /* Apply to wisdom */ #define APPLY_CON 5 /* Apply to constitution */ #define APPLY_CHA 6 /* Apply to charisma */ #define APPLY_CLASS 7 /* Reserved */ #define APPLY_LEVEL 8 /* Reserved */ #define APPLY_AGE 9 /* Apply to age */ #define APPLY_CHAR_WEIGHT 10 /* Apply to weight */ #define APPLY_CHAR_HEIGHT 11 /* Apply to height */ #define APPLY_MANA 12 /* Apply to max mana */ #define APPLY_HIT 13 /* Apply to max hit points */ #define APPLY_MOVE 14 /* Apply to max move points */ #define APPLY_GOLD 15 /* Reserved */ #define APPLY_EXP 16 /* Reserved */ #define APPLY_AC 17 /* Apply to Armor Class */ #define APPLY_HITROLL 18 /* Apply to hitroll */ #define APPLY_DAMROLL 19 /* Apply to damage roll */ #define APPLY_SAVING_PARA 20 /* Apply to save throw: paralz */ #define APPLY_SAVING_ROD 21 /* Apply to save throw: rods */ #define APPLY_SAVING_PETRI 22 /* Apply to save throw: petrif */ #define APPLY_SAVING_BREATH 23 /* Apply to save throw: breath */ #define APPLY_SAVING_SPELL 24 /* Apply to save throw: spells */ /* Container flags - value[1] */ #define CONT_CLOSEABLE (1 << 0) /* Container can be closed */ #define CONT_PICKPROOF (1 << 1) /* Container is pickproof */ #define CONT_CLOSED (1 << 2) /* Container is closed */ #define CONT_LOCKED (1 << 3) /* Container is locked */ /* Some different kind of liquids for use in values of drink containers */ #define LIQ_WATER 0 #define LIQ_BEER 1 #define LIQ_WINE 2 #define LIQ_ALE 3 #define LIQ_DARKALE 4 #define LIQ_WHISKY 5 #define LIQ_LEMONADE 6 #define LIQ_FIREBRT 7 #define LIQ_LOCALSPC 8 #define LIQ_SLIME 9 #define LIQ_MILK 10 #define LIQ_TEA 11 #define LIQ_COFFE 12 #define LIQ_BLOOD 13 #define LIQ_SALTWATER 14 #define LIQ_CLEARWATER 15