#define MAX_LAYERS 8 /* maximum clothing layers */ #define MAX_NEST 100 /* maximum container nesting */ /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_EXP_WORTH 500000 #define MIN_EXP_WORTH 20 #define MAX_REXITS 20 /* Maximum exits allowed in 1 room */ #define MAX_SKILL 225 #define MAX_CLASS 8 /* Increased to 8 for Augurer - SB*/ #define MAX_NPC_CLASS 26 #define MAX_RACE 14 #define MAX_NPC_RACE 91 #define MAX_LEVEL 65 #define MAX_CLAN 50 #define MAX_DEITY 50 #define MAX_CPD 4 /* Maximum council power level difference */ #define MAX_HERB 20 #define LEVEL_HERO (MAX_LEVEL - 15) #define LEVEL_IMMORTAL (MAX_LEVEL - 14) #define LEVEL_SUPREME MAX_LEVEL #define LEVEL_INFINITE (MAX_LEVEL - 1) #define LEVEL_ETERNAL (MAX_LEVEL - 2) #define LEVEL_IMPLEMENTOR (MAX_LEVEL - 3) #define LEVEL_SUB_IMPLEM (MAX_LEVEL - 4) #define LEVEL_ASCENDANT (MAX_LEVEL - 5) #define LEVEL_GREATER (MAX_LEVEL - 6) #define LEVEL_GOD (MAX_LEVEL - 7) #define LEVEL_LESSER (MAX_LEVEL - 8) #define LEVEL_TRUEIMM (MAX_LEVEL - 9) #define LEVEL_DEMI (MAX_LEVEL - 10) #define LEVEL_SAVIOR (MAX_LEVEL - 11) #define LEVEL_CREATOR (MAX_LEVEL - 12) #define LEVEL_ACOLYTE (MAX_LEVEL - 13) #define LEVEL_NEOPHYTE (MAX_LEVEL - 14) #define LEVEL_AVATAR (MAX_LEVEL - 15) #define LEVEL_LOG LEVEL_LESSER #define LEVEL_HIGOD LEVEL_GOD #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (70 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_AUCTION (10 * PULSE_PER_SECOND) /* the races */ #define RACE_HUMAN 0 #define RACE_ELF 1 #define RACE_DWARF 2 #define RACE_HALFLING 3 #define RACE_PIXIE 4 #define RACE_VAMPIRE 5 #define RACE_HALF_OGRE 6 #define RACE_HALF_ORC 7 #define RACE_HALF_TROLL 8 #define RACE_HALF_ELF 9 #define RACE_GITH 10 /* npc races */ #define RACE_DRAGON 31 #define CLASS_NONE -1 /* For skill/spells according to guild */ #define CLASS_MAGE 0 #define CLASS_CLERIC 1 #define CLASS_THIEF 2 #define CLASS_WARRIOR 3 #define CLASS_VAMPIRE 4 #define CLASS_DRUID 5 #define CLASS_RANGER 6 #define CLASS_AUGURER 7 /* 7-7-96 SB */ /* #define CLASS_WEREWOLF 8 #define CLASS_LYCANTHROPE 9 #define CLASS_LICH 10 */ /* * Languages -- Altrag */ #define LANG_COMMON BV00 /* Human base language */ #define LANG_ELVEN BV01 /* Elven base language */ #define LANG_DWARVEN BV02 /* Dwarven base language */ #define LANG_PIXIE BV03 /* Pixie/Fairy base language */ #define LANG_OGRE BV04 /* Ogre base language */ #define LANG_ORCISH BV05 /* Orc base language */ #define LANG_TROLLISH BV06 /* Troll base language */ #define LANG_RODENT BV07 /* Small mammals */ #define LANG_INSECTOID BV08 /* Insects */ #define LANG_MAMMAL BV09 /* Larger mammals */ #define LANG_REPTILE BV10 /* Small reptiles */ #define LANG_DRAGON BV11 /* Large reptiles, Dragons */ #define LANG_SPIRITUAL BV12 /* Necromancers or undeads/spectres */ #define LANG_MAGICAL BV13 /* Spells maybe? Magical creatures */ #define LANG_GOBLIN BV14 /* Goblin base language */ #define LANG_GOD BV15 /* Clerics possibly? God creatures */ #define LANG_ANCIENT BV16 /* Prelude to a glyph read skill? */ #define LANG_HALFLING BV17 /* Halfling base language */ #define LANG_CLAN BV18 /* Clan language */ #define LANG_GITH BV19 /* Gith Language */ #define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */ #define VALID_LANGS ( LANG_COMMON | LANG_ELVEN | LANG_DWARVEN | LANG_PIXIE \ | LANG_OGRE | LANG_ORCISH | LANG_TROLLISH | LANG_GOBLIN \ | LANG_HALFLING | LANG_GITH ) /* 18 Languages */ /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC BV00 /* Auto set for mobs */ #define ACT_SENTINEL BV01 /* Stays in one room */ #define ACT_SCAVENGER BV02 /* Picks up objects */ #define ACT_AGGRESSIVE BV05 /* Attacks PC's */ #define ACT_STAY_AREA BV06 /* Won't leave area */ #define ACT_WIMPY BV07 /* Flees when hurt */ #define ACT_PET BV08 /* Auto set for pets */ #define ACT_TRAIN BV09 /* Can train PC's */ #define ACT_PRACTICE BV10 /* Can practice PC's */ #define ACT_IMMORTAL BV11 /* Cannot be killed */ #define ACT_DEADLY BV12 /* Has a deadly poison */ #define ACT_POLYSELF BV13 #define ACT_META_AGGR BV14 /* Extremely aggressive */ #define ACT_GUARDIAN BV15 /* Protects master */ #define ACT_RUNNING BV16 /* Hunts quickly */ #define ACT_NOWANDER BV17 /* Doesn't wander */ #define ACT_MOUNTABLE BV18 /* Can be mounted */ #define ACT_MOUNTED BV19 /* Is mounted */ #define ACT_SCHOLAR BV20 /* Can teach languages */ #define ACT_SECRETIVE BV21 /* actions aren't seen */ #define ACT_POLYMORPHED BV22 /* Mob is a ch */ #define ACT_MOBINVIS BV23 /* Like wizinvis */ #define ACT_NOASSIST BV24 /* Doesn't assist mobs */ #define ACT_PROTOTYPE BV30 /* A prototype mob */ /* 20 acts */ /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND BV00 #define AFF_INVISIBLE BV01 #define AFF_DETECT_EVIL BV02 #define AFF_DETECT_INVIS BV03 #define AFF_DETECT_MAGIC BV04 #define AFF_DETECT_HIDDEN BV05 #define AFF_HOLD BV06 /* Unused */ #define AFF_SANCTUARY BV07 #define AFF_FAERIE_FIRE BV08 #define AFF_INFRARED BV09 #define AFF_CURSE BV10 #define AFF_FLAMING BV11 /* Unused */ #define AFF_POISON BV12 #define AFF_PROTECT BV13 #define AFF_PARALYSIS BV14 #define AFF_SNEAK BV15 #define AFF_HIDE BV16 #define AFF_SLEEP BV17 #define AFF_CHARM BV18 #define AFF_FLYING BV19 #define AFF_PASS_DOOR BV20 #define AFF_FLOATING BV21 #define AFF_TRUESIGHT BV22 #define AFF_DETECTTRAPS BV23 #define AFF_SCRYING BV24 #define AFF_FIRESHIELD BV25 #define AFF_SHOCKSHIELD BV26 #define AFF_HAUS1 BV27 #define AFF_ICESHIELD BV28 #define AFF_POSSESS BV29 #define AFF_BERSERK BV30 #define AFF_AQUA_BREATH BV31 /* 31 aff's (1 left.. :P) */ /* make that none - ugh - time for another field? :P */ /* * Resistant Immune Susceptible flags */ #define RIS_FIRE BV00 #define RIS_COLD BV01 #define RIS_ELECTRICITY BV02 #define RIS_ENERGY BV03 #define RIS_BLUNT BV04 #define RIS_PIERCE BV05 #define RIS_SLASH BV06 #define RIS_ACID BV07 #define RIS_POISON BV08 #define RIS_DRAIN BV09 #define RIS_SLEEP BV10 #define RIS_CHARM BV11 #define RIS_HOLD BV12 #define RIS_NONMAGIC BV13 #define RIS_PLUS1 BV14 #define RIS_PLUS2 BV15 #define RIS_PLUS3 BV16 #define RIS_PLUS4 BV17 #define RIS_PLUS5 BV18 #define RIS_PLUS6 BV19 #define RIS_MAGIC BV20 #define RIS_PARALYSIS BV21 /* 21 RIS's*/ /* * Attack types */ #define ATCK_BITE BV00 #define ATCK_CLAWS BV01 #define ATCK_TAIL BV02 #define ATCK_STING BV03 #define ATCK_PUNCH BV04 #define ATCK_KICK BV05 #define ATCK_TRIP BV06 #define ATCK_BASH BV07 #define ATCK_STUN BV08 #define ATCK_GOUGE BV09 #define ATCK_BACKSTAB BV10 #define ATCK_FEED BV11 #define ATCK_DRAIN BV12 #define ATCK_FIREBREATH BV13 #define ATCK_FROSTBREATH BV14 #define ATCK_ACIDBREATH BV15 #define ATCK_LIGHTNBREATH BV16 #define ATCK_GASBREATH BV17 #define ATCK_POISON BV18 #define ATCK_NASTYPOISON BV19 #define ATCK_GAZE BV20 #define ATCK_BLINDNESS BV21 #define ATCK_CAUSESERIOUS BV22 #define ATCK_EARTHQUAKE BV23 #define ATCK_CAUSECRITICAL BV24 #define ATCK_CURSE BV25 #define ATCK_FLAMESTRIKE BV26 #define ATCK_HARM BV27 #define ATCK_FIREBALL BV28 #define ATCK_COLORSPRAY BV29 #define ATCK_WEAKEN BV30 #define ATCK_SPIRALBLAST BV31 /* 32 USED! DO NOT ADD MORE! SB */ /* * Defense types */ #define DFND_PARRY BV00 #define DFND_DODGE BV01 #define DFND_HEAL BV02 #define DFND_CURELIGHT BV03 #define DFND_CURESERIOUS BV04 #define DFND_CURECRITICAL BV05 #define DFND_DISPELMAGIC BV06 #define DFND_DISPELEVIL BV07 #define DFND_SANCTUARY BV08 #define DFND_FIRESHIELD BV09 #define DFND_SHOCKSHIELD BV10 #define DFND_SHIELD BV11 #define DFND_BLESS BV12 #define DFND_STONESKIN BV13 #define DFND_TELEPORT BV14 #define DFND_MONSUM1 BV15 #define DFND_MONSUM2 BV16 #define DFND_MONSUM3 BV17 #define DFND_MONSUM4 BV18 #define DFND_DISARM BV19 #define DFND_ICESHIELD BV20 #define DFND_GRIP BV21 /* 21 def's */ /* * Body parts */ #define PART_HEAD BV00 #define PART_ARMS BV01 #define PART_LEGS BV02 #define PART_HEART BV03 #define PART_BRAINS BV04 #define PART_GUTS BV05 #define PART_HANDS BV06 #define PART_FEET BV07 #define PART_FINGERS BV08 #define PART_EAR BV09 #define PART_EYE BV10 #define PART_LONG_TONGUE BV11 #define PART_EYESTALKS BV12 #define PART_TENTACLES BV13 #define PART_FINS BV14 #define PART_WINGS BV15 #define PART_TAIL BV16 #define PART_SCALES BV17 /* for combat */ #define PART_CLAWS BV18 #define PART_FANGS BV19 #define PART_HORNS BV20 #define PART_TUSKS BV21 #define PART_TAILATTACK BV22 #define PART_SHARPSCALES BV23 #define PART_BEAK BV24 #define PART_HAUNCH BV25 #define PART_HOOVES BV26 #define PART_PAWS BV27 #define PART_FORELEGS BV28 #define PART_FEATHERS BV29 /* * Autosave flags */ #define SV_DEATH BV00 #define SV_KILL BV01 #define SV_PASSCHG BV02 #define SV_DROP BV03 #define SV_PUT BV04 #define SV_GIVE BV05 #define SV_AUTO BV06 #define SV_ZAPDROP BV07 #define SV_AUCTION BV08 #define SV_GET BV09 #define SV_RECEIVE BV10 #define SV_IDLE BV11 #define SV_BACKUP BV12 /* * Pipe flags */ #define PIPE_TAMPED BV01 #define PIPE_LIT BV02 #define PIPE_HOT BV03 #define PIPE_DIRTY BV04 #define PIPE_FILTHY BV05 #define PIPE_GOINGOUT BV06 #define PIPE_BURNT BV07 #define PIPE_FULLOFASH BV08 /* * Skill/Spell flags The minimum BV *MUST* be 11! */ #define SF_WATER BV11 #define SF_EARTH BV12 #define SF_AIR BV13 #define SF_ASTRAL BV14 #define SF_AREA BV15 /* is an area spell */ #define SF_DISTANT BV16 /* affects something far away */ #define SF_REVERSE BV17 #define SF_SAVE_HALF_DAMAGE BV18 /* save for half damage */ #define SF_SAVE_NEGATES BV19 /* save negates affect */ #define SF_ACCUMULATIVE BV20 /* is accumulative */ #define SF_RECASTABLE BV21 /* can be refreshed */ #define SF_NOSCRIBE BV22 /* cannot be scribed */ #define SF_NOBREW BV23 /* cannot be brewed */ #define SF_GROUPSPELL BV24 /* only affects group members */ #define SF_OBJECT BV25 /* directed at an object */ #define SF_CHARACTER BV26 /* directed at a character */ #define SF_SECRETSKILL BV27 /* hidden unless learned */ #define SF_PKSENSITIVE BV28 /* much harder for plr vs. plr */ #define SF_STOPONFAIL BV29 /* stops spell on first failure */ typedef enum { SS_NONE, SS_POISON_DEATH, SS_ROD_WANDS, SS_PARA_PETRI, SS_BREATH, SS_SPELL_STAFF } save_types; #define ALL_BITS INT_MAX #define SDAM_MASK ALL_BITS & ~(BV00 | BV01 | BV02) #define SACT_MASK ALL_BITS & ~(BV03 | BV04 | BV05) #define SCLA_MASK ALL_BITS & ~(BV06 | BV07 | BV08) #define SPOW_MASK ALL_BITS & ~(BV09 | BV10) typedef enum { SD_NONE, SD_FIRE, SD_COLD, SD_ELECTRICITY, SD_ENERGY, SD_ACID, SD_POISON, SD_DRAIN } spell_dam_types; typedef enum { SA_NONE, SA_CREATE, SA_DESTROY, SA_RESIST, SA_SUSCEPT, SA_DIVINATE, SA_OBSCURE, SA_CHANGE } spell_act_types; typedef enum { SP_NONE, SP_MINOR, SP_GREATER, SP_MAJOR } spell_power_types; typedef enum { SC_NONE, SC_LUNAR, SC_SOLAR, SC_TRAVEL, SC_SUMMON, SC_LIFE, SC_DEATH, SC_ILLUSION } spell_class_types; /* * Sex. * Used in #MOBILES. */ typedef enum { SEX_NEUTRAL, SEX_MALE, SEX_FEMALE } sex_types; typedef enum { TRAP_TYPE_POISON_GAS = 1, TRAP_TYPE_POISON_DART, TRAP_TYPE_POISON_NEEDLE, TRAP_TYPE_POISON_DAGGER, TRAP_TYPE_POISON_ARROW, TRAP_TYPE_BLINDNESS_GAS, TRAP_TYPE_SLEEPING_GAS, TRAP_TYPE_FLAME, TRAP_TYPE_EXPLOSION, TRAP_TYPE_ACID_SPRAY, TRAP_TYPE_ELECTRIC_SHOCK, TRAP_TYPE_BLADE, TRAP_TYPE_SEX_CHANGE } trap_types; #define MAX_TRAPTYPE TRAP_TYPE_SEX_CHANGE /* * Item types. * Used in #OBJECTS. */ typedef enum { ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL, ITEM_WAND, ITEM_STAFF, ITEM_WEAPON, ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION, ITEM_WORN, ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP, ITEM_CONTAINER, ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_PEN, ITEM_BOAT, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL, ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON, ITEM_HERB, ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK, ITEM_SWITCH, ITEM_LEVER, ITEM_PULLCHAIN, ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE, ITEM_RUNEPOUCH, ITEM_MATCH, ITEM_TRAP, ITEM_MAP, ITEM_PORTAL, ITEM_PAPER, ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE, ITEM_DISEASE, ITEM_OIL, ITEM_FUEL, ITEM_SHORT_BOW, ITEM_LONG_BOW, ITEM_CROSSBOW, ITEM_PROJECTILE, ITEM_QUIVER, ITEM_SHOVEL, ITEM_SALVE } item_types; #define MAX_ITEM_TYPE ITEM_SALVE /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW BV00 #define ITEM_HUM BV01 #define ITEM_DARK BV02 #define ITEM_LOYAL BV03 #define ITEM_EVIL BV04 #define ITEM_INVIS BV05 #define ITEM_MAGIC BV06 #define ITEM_NODROP BV07 #define ITEM_BLESS BV08 #define ITEM_ANTI_GOOD BV09 #define ITEM_ANTI_EVIL BV10 #define ITEM_ANTI_NEUTRAL BV11 #define ITEM_NOREMOVE BV12 #define ITEM_INVENTORY BV13 #define ITEM_ANTI_MAGE BV14 #define ITEM_ANTI_THIEF BV15 #define ITEM_ANTI_WARRIOR BV16 #define ITEM_ANTI_CLERIC BV17 #define ITEM_ORGANIC BV18 #define ITEM_METAL BV19 #define ITEM_DONATION BV20 #define ITEM_CLANOBJECT BV21 #define ITEM_CLANCORPSE BV22 #define ITEM_ANTI_VAMPIRE BV23 #define ITEM_ANTI_DRUID BV24 #define ITEM_HIDDEN BV25 #define ITEM_POISONED BV26 #define ITEM_COVERING BV27 #define ITEM_DEATHROT BV28 #define ITEM_BURRIED BV29 /* item is underground */ #define ITEM_PROTOTYPE BV30 /* Magic flags - extra extra_flags for objects that are used in spells */ #define ITEM_RETURNING BV00 #define ITEM_BACKSTABBER BV01 #define ITEM_BANE BV02 #define ITEM_LOYAL BV03 #define ITEM_HASTE BV04 #define ITEM_DRAIN BV05 #define ITEM_LIGHTNING_BLADE BV06 /* * Apply types (for affects). * Used in #OBJECTS. */ typedef enum { APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON, APPLY_SEX, APPLY_CLASS, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT, APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC, APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_POISON, APPLY_SAVING_ROD, APPLY_SAVING_PARA, APPLY_SAVING_BREATH, APPLY_SAVING_SPELL, APPLY_CHA, APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE, APPLY_WEAPONSPELL, APPLY_LCK, APPLY_BACKSTAB, APPLY_PICK, APPLY_TRACK, APPLY_STEAL, APPLY_SNEAK, APPLY_HIDE, APPLY_PALM, APPLY_DETRAP, APPLY_DODGE, APPLY_PEEK, APPLY_SCAN, APPLY_GOUGE, APPLY_SEARCH, APPLY_MOUNT, APPLY_DISARM, APPLY_KICK, APPLY_PARRY, APPLY_BASH, APPLY_STUN, APPLY_PUNCH, APPLY_CLIMB, APPLY_GRIP, APPLY_SCRIBE, APPLY_BREW, APPLY_WEARSPELL, APPLY_REMOVESPELL, APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DIG, APPLY_FULL, APPLY_THIRST, APPLY_DRUNK, APPLY_BLOOD, MAX_APPLY_TYPE } apply_types; /* * Room flags. Holy cow! Talked about stripped away.. * Used in #ROOMS. Those merc guys know how to strip code down. * Lets put it all back... ;) */ #define ROOM_DARK BV00 #define ROOM_DEATH BV01 #define ROOM_NO_MOB BV02 #define ROOM_INDOORS BV03 #define ROOM_LAWFUL BV04 #define ROOM_NEUTRAL BV05 #define ROOM_CHAOTIC BV06 #define ROOM_NO_MAGIC BV07 #define ROOM_TUNNEL BV08 #define ROOM_PRIVATE BV09 #define ROOM_SAFE BV10 #define ROOM_SOLITARY BV11 #define ROOM_PET_SHOP BV12 #define ROOM_NO_RECALL BV13 #define ROOM_DONATION BV14 #define ROOM_NODROPALL BV15 #define ROOM_SILENCE BV16 #define ROOM_LOGSPEECH BV17 #define ROOM_NODROP BV18 #define ROOM_CLANSTOREROOM BV19 #define ROOM_NO_SUMMON BV20 #define ROOM_NO_ASTRAL BV21 #define ROOM_TELEPORT BV22 #define ROOM_TELESHOWDESC BV23 #define ROOM_NOFLOOR BV24 #define ROOM_PROTOTYPE BV30 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR BV00 #define EX_CLOSED BV01 #define EX_LOCKED BV02 #define EX_SECRET BV03 #define EX_SWIM BV04 #define EX_PICKPROOF BV05 #define EX_FLY BV06 #define EX_CLIMB BV07 #define EX_DIG BV08 #define EX_RES1 BV09 /* are these res[1-4] important? */ #define EX_NOPASSDOOR BV10 #define EX_HIDDEN BV11 #define EX_PASSAGE BV12 #define EX_PORTAL BV13 #define EX_RES2 BV14 #define EX_RES3 BV15 #define EX_xCLIMB BV16 #define EX_xENTER BV17 #define EX_xLEAVE BV18 #define EX_xAUTO BV19 #define EX_RES4 BV20 #define EX_xSEARCHABLE BV21 #define EX_BASHED BV22 #define EX_BASHPROOF BV23 #define EX_NOMOB BV24 #define EX_WINDOW BV25 #define EX_xLOOK BV26 #define MAX_EXFLAG 26 /* * Sector types. * Used in #ROOMS. */ typedef enum { SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN, SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT, SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_MAX } sector_types; /* * ACT bits for players. */ #define PLR_IS_NPC BV00 /* Don't EVER set. */ #define PLR_BOUGHT_PET BV01 #define PLR_SHOVEDRAG BV02 #define PLR_AUTOEXIT BV03 #define PLR_AUTOLOOT BV04 #define PLR_AUTOSAC BV05 #define PLR_BLANK BV06 #define PLR_OUTCAST BV07 #define PLR_BRIEF BV08 #define PLR_COMBINE BV09 #define PLR_PROMPT BV10 #define PLR_TELNET_GA BV11 #define PLR_HOLYLIGHT BV12 #define PLR_WIZINVIS BV13 #define PLR_ROOMVNUM BV14 #define PLR_SILENCE BV15 #define PLR_NO_EMOTE BV16 #define PLR_ATTACKER BV17 #define PLR_NO_TELL BV18 #define PLR_LOG BV19 #define PLR_DENY BV20 #define PLR_FREEZE BV21 #define PLR_THIEF BV22 #define PLR_KILLER BV23 #define PLR_LITTERBUG BV24 #define PLR_ANSI BV25 #define PLR_RIP BV26 #define PLR_NICE BV27 #define PLR_FLEE BV28 #define PLR_AUTOGOLD BV29 #define PLR_AUTOMAP BV30 #define PLR_AFK BV31 /* #define PLR_INVISPROMPT BV32 what the hell is this? */ /* Bits for pc_data->flags. */ #define PCFLAG_R1 BV00 #define PCFLAG_DEADLY BV01 #define PCFLAG_UNAUTHED BV02 #define PCFLAG_NORECALL BV03 #define PCFLAG_NOINTRO BV04 #define PCFLAG_GAG BV05 #define PCFLAG_RETIRED BV06 #define PCFLAG_GUEST BV07 #define PCFLAG_NOSUMMON BV08 #define PCFLAG_PAGERON BV09 #define PCFLAG_NOTITLE BV10 /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_notfound ); DECLARE_SPELL_FUN( spell_acid_blast ); DECLARE_SPELL_FUN( spell_animate_dead ); DECLARE_SPELL_FUN( spell_astral_walk ); DECLARE_SPELL_FUN( spell_blindness ); DECLARE_SPELL_FUN( spell_burning_hands ); DECLARE_SPELL_FUN( spell_call_lightning ); DECLARE_SPELL_FUN( spell_cause_critical ); DECLARE_SPELL_FUN( spell_cause_light ); DECLARE_SPELL_FUN( spell_cause_serious ); DECLARE_SPELL_FUN( spell_change_sex ); DECLARE_SPELL_FUN( spell_charm_person ); DECLARE_SPELL_FUN( spell_chill_touch ); DECLARE_SPELL_FUN( spell_colour_spray ); DECLARE_SPELL_FUN( spell_control_weather ); DECLARE_SPELL_FUN( spell_create_food ); DECLARE_SPELL_FUN( spell_create_water ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_curse ); DECLARE_SPELL_FUN( spell_detect_poison ); DECLARE_SPELL_FUN( spell_dispel_evil ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_dream ); DECLARE_SPELL_FUN( spell_earthquake ); DECLARE_SPELL_FUN( spell_enchant_weapon ); DECLARE_SPELL_FUN( spell_energy_drain ); DECLARE_SPELL_FUN( spell_faerie_fire ); DECLARE_SPELL_FUN( spell_faerie_fog ); DECLARE_SPELL_FUN( spell_farsight ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_gate ); DECLARE_SPELL_FUN( spell_knock ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_identify ); DECLARE_SPELL_FUN( spell_invis ); DECLARE_SPELL_FUN( spell_know_alignment ); DECLARE_SPELL_FUN( spell_lightning_bolt ); DECLARE_SPELL_FUN( spell_locate_object ); DECLARE_SPELL_FUN( spell_magic_missile ); DECLARE_SPELL_FUN( spell_mist_walk ); DECLARE_SPELL_FUN( spell_pass_door ); DECLARE_SPELL_FUN( spell_plant_pass ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_polymorph ); DECLARE_SPELL_FUN( spell_possess ); DECLARE_SPELL_FUN( spell_recharge ); DECLARE_SPELL_FUN( spell_remove_curse ); DECLARE_SPELL_FUN( spell_remove_invis ); DECLARE_SPELL_FUN( spell_remove_trap ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_smaug ); DECLARE_SPELL_FUN( spell_solar_flight ); DECLARE_SPELL_FUN( spell_summon ); DECLARE_SPELL_FUN( spell_teleport ); DECLARE_SPELL_FUN( spell_ventriloquate ); DECLARE_SPELL_FUN( spell_weaken ); DECLARE_SPELL_FUN( spell_word_of_recall ); DECLARE_SPELL_FUN( spell_acid_breath ); DECLARE_SPELL_FUN( spell_fire_breath ); DECLARE_SPELL_FUN( spell_frost_breath ); DECLARE_SPELL_FUN( spell_gas_breath ); DECLARE_SPELL_FUN( spell_lightning_breath ); DECLARE_SPELL_FUN( spell_spiral_blast ); DECLARE_SPELL_FUN( spell_scorching_surge ); DECLARE_SPELL_FUN( spell_helical_flow ); DECLARE_SPELL_FUN( spell_transport ); DECLARE_SPELL_FUN( spell_portal ); DECLARE_SPELL_FUN( spell_ethereal_fist ); DECLARE_SPELL_FUN( spell_spectral_furor ); DECLARE_SPELL_FUN( spell_hand_of_chaos ); DECLARE_SPELL_FUN( spell_disruption ); DECLARE_SPELL_FUN( spell_sonic_resonance ); DECLARE_SPELL_FUN( spell_mind_wrack ); DECLARE_SPELL_FUN( spell_mind_wrench ); DECLARE_SPELL_FUN( spell_revive ); DECLARE_SPELL_FUN( spell_sulfurous_spray ); DECLARE_SPELL_FUN( spell_caustic_fount ); DECLARE_SPELL_FUN( spell_acetum_primus ); DECLARE_SPELL_FUN( spell_galvanic_whip ); DECLARE_SPELL_FUN( spell_magnetic_thrust ); DECLARE_SPELL_FUN( spell_quantum_spike ); DECLARE_SPELL_FUN( spell_black_hand ); DECLARE_SPELL_FUN( spell_black_fist ); DECLARE_SPELL_FUN( spell_black_lightning ); DECLARE_SPELL_FUN( spell_midas_touch );