#ifndef _DUMP_DOTD_H #define _DUMP_DOTD_H /* * This file holds defined values for the diku target. * They are used in converting the original WileyMUD files into * the target diku format. */ /* * Room flags. * Used in #ROOMS. */ #define DIKU_ROOM_NONE 0x00000000 #define DIKU_ROOM_DARK 0x00000001 #define DIKU_ROOM_NO_MOB 0x00000002 #define DIKU_ROOM_INDOORS 0x00000004 #define DIKU_ROOM_IMMORTAL 0x00000008 #define DIKU_BFS_MARK 0x00000010 /* 2 4 8 */ #define DIKU_ROOM_BANK 0x00000100 #define DIKU_ROOM_PRIVATE 0x00000200 #define DIKU_ROOM_SAFE 0x00000400 #define DIKU_ROOM_SOLITARY 0x00000800 #define DIKU_ROOM_PET_SHOP 0x00001000 #define DIKU_ROOM_NO_RECALL 0x00002000 /* * 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 DIKU_ROOM_DARK BV00 #define DIKU_ROOM_DEATH BV01 #define DIKU_ROOM_NO_MOB BV02 #define DIKU_ROOM_INDOORS BV03 #define DIKU_ROOM_LAWFUL BV04 #define DIKU_ROOM_NEUTRAL BV05 #define DIKU_ROOM_CHAOTIC BV06 #define DIKU_ROOM_NO_MAGIC BV07 #define DIKU_ROOM_TUNNEL BV08 #define DIKU_ROOM_PRIVATE BV09 #define DIKU_ROOM_SAFE BV10 #define DIKU_ROOM_SOLITARY BV11 #define DIKU_ROOM_PET_SHOP BV12 #define DIKU_ROOM_NO_RECALL BV13 #define DIKU_ROOM_DONATION BV14 #define DIKU_ROOM_NODROPALL BV15 #define DIKU_ROOM_SILENCE BV16 #define DIKU_ROOM_LOGSPEECH BV17 #define DIKU_ROOM_NODROP BV18 #define DIKU_ROOM_CLANSTOREROOM BV19 #define DIKU_ROOM_NO_SUMMON BV20 #define DIKU_ROOM_NO_ASTRAL BV21 #define DIKU_ROOM_TELEPORT BV22 #define DIKU_ROOM_TELESHOWDESC BV23 #define DIKU_ROOM_NOFLOOR BV24 #define DIKU_ROOM_RECEPTION BV25 #define DIKU_ROOM_BANK BV26 #define DIKU_ROOM_RIV_SRC BV27 #define DIKU_ROOM_ARENA BV28 #define DIKU_ROOM_NOMISSILE BV29 #define DIKU_ROOM_PROTOTYPE BV30 /* * Sector types. * Used in #ROOMS. */ #define DIKU_SECT_INSIDE 0 /* cant see weather */ #define DIKU_SECT_CITY 1 /* outdoor mv as inside */ #define DIKU_SECT_FIELD 2 /* illuminated by moon */ #define DIKU_SECT_FOREST 3 /* not illuminated */ #define DIKU_SECT_HILLS 4 /* slower moving */ #define DIKU_SECT_MOUNTAIN 5 /* requires grapple */ #define DIKU_SECT_WATER_SWIM 6 /* dropped objs float away */ #define DIKU_SECT_WATER_NOSWIM 7 /* 4 pulse time on objs */ #define DIKU_SECT_UNDERWATER 8 /* needs breathing help */ #define DIKU_SECT_AIR 9 /* requires FLY or vehicle */ #define DIKU_SECT_DESERT 10 /* hmm. no recall zone */ #define DIKU_SECT_ICELAND 11 /* colder */ #define DIKU_SECT_MAX 12 /* * 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_TREE, SECT_FIRE, SECT_QUICKSAND, SECT_ETHER, SECT_GLACIER, SECT_EARTH, SECT_MAX } sector_types; void dump_as_dotd(zones *Zones, rooms *Rooms, shops *Shops); #endif