/*************************************************************************** * Port of ROM 2.4b6 to Windows by TAKA * * * * I call this "NEW ROM" Ghost since it has changed extensively. * * This version runs as a native console application * * windows NT 4 service patch 3, Windows 95 software version release 2 * * and windows 98. * * * * Ghost to my knowledge is the first ROM port to windows to be 100% * * stable. * * * * I compiled it using MS Vissual C++ 5.0 * * THE FOLLOWING MODULES WERE MODIFIED TO ALLOW STABLE WINDOWS OPERATION * * - merc.h * * - comm.c * * - db.c * * BE SURE TO INCLUDE IN THE LINK LIST * * - wsock32.lib * * * * Other source files are straight from the ROM24b6 distribution. * * * * ALL I ASK FOR MY WORK: * * 1) Is that you do not remove or modify this comment block. * * 2) You must state on the entry screen that this is GHOST a ROM code * * base designed and ported to windows by TAKA . * * 3) The latest version number from you source listing must be must be * * in the help file as well as my name TAKA * * and my email a_ghost_dancer@excite.com * * < < Simplist way is to leave my help entry supplied > > * * 4) You must abid by all other ROM and MERC licences * * 5) Finally any improvements or snippets you make please forward them * * to me so we can imcorperate them into the latest version. I will * * post all snippets with the authors named and credited. * * * * Last thank you to all the ROM amd MERC folks for this wounderful code * * base know as ROM. * * * * TAKA * * a_ghost_dancer@excite.com * * * * (C) 2000 TAKA and Ghost Dancer Mud Project * * *** All rights reserved * * * *************************************************************************** *************************************************************************** * 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. * * * * 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 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * 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 * ***************************************************************************/ /* --TBD * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_FIDO 2 #define MOB_VNUM_CITYGUARD 1 #define MOB_VNUM_VAMPIRE 3 #define MOB_VNUM_PATROLMAN 5 #define GROUP_VNUM_TROLLS 6 #define GROUP_VNUM_OGRES 4 #define MOB_VNUM_GGOLEM 22 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_SILVER_ONE 1 #define OBJ_VNUM_GOLD_ONE 2 #define OBJ_VNUM_GOLD_SOME 3 #define OBJ_VNUM_SILVER_SOME 4 #define OBJ_VNUM_COINS 5 #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_GUTS 16 #define OBJ_VNUM_BRAINS 17 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_ROSE 26 /*#define OBJ_VNUM_PIT 40*/ #define OBJ_VNUM_SCHOOL_MACE 27 #define OBJ_VNUM_SCHOOL_DAGGER 28 #define OBJ_VNUM_SCHOOL_SWORD 29 #define OBJ_VNUM_SCHOOL_SPEAR 33 #define OBJ_VNUM_SCHOOL_STAFF 34 #define OBJ_VNUM_SCHOOL_AXE 35 #define OBJ_VNUM_SCHOOL_FLAIL 36 #define OBJ_VNUM_SCHOOL_WHIP 37 #define OBJ_VNUM_SCHOOL_POLEARM 38 #define OBJ_VNUM_SCHOOL_VEST 30 #define OBJ_VNUM_SCHOOL_SHIELD 31 #define OBJ_VNUM_SCHOOL_BANNER 32 #define OBJ_VNUM_MAP 39 #define OBJ_VNUM_WHISTLE 41 #define OBJ_VNUM_STEAK 42 #define OBJ_VNUM_PILL 43 #define OBJ_VNUM_POTION 44 #define OBJ_VNUM_SCHOOL_DART 45 #define OBJ_VNUM_ARROW 53 #define OBJ_VNUM_BOW 52 #define OBJ_VNUM_PIT 3002 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 3001 #define ROOM_VNUM_ALTAR 3001 #define ROOM_VNUM_SCHOOL 3005 #define ROOM_VNUM_BALANCE 4500 #define ROOM_VNUM_CIRCLE 4400 #define ROOM_VNUM_DEMISE 4201 #define ROOM_VNUM_HONOR 4300 #define ROOM_VNUM_RTD 1212 /* realm of the dead */ /* * Object defined in limbo.are * Used in save.c to load objects that don't exist. */ #define OBJ_VNUM_DUMMY 51 /***************************************************************************************** * reserved for TAKA flexable flag programming * do not put anything below here! * * TAKA The Wolf (c) 2000 **All rights reserved *****************************************************************************************/ /* TAKA sign in stuff */ int LOGIN_STATUS; /* * TAKA banking stuff * - for now transfer is only in gold * - flags 1=on, 0=off * - atm max withdrawl is automatically applied to silver (max * 100) */ #define BANK_TRANSFER 1 /* allow transfer of gold player > player */ #define BANK_INVEST 0 /* allow shares or investment in stockmarket */ #define SHARE_VALUE #define SHARE_MIN_VALUE 50 /* minimum share value in gold */ #define SHARE_MAX_VALUE 1400 /* maximum share value in gold */ #define BANK_DEPOSIT_SILVER 1 /* allow the deposit/withdrawl of silver */ #define BANK_CONVERT_SILVER 1 /* allow bank to convert silver */ #define BANK_ALLOW_ATM 1 /* allow atm support (24 hour banking) */ #define BANK_ALLOW_ATM_MAX 500 /* maximum daily gold allowed to withdraw */ #define BANK_NUMBER_ATM 1 /* reserved for future atm uses */ /* in beta code development now version 2.1 will have this */ #define BANK_PAY_INTEREST 1 /* bank pays interest */ #define BANK_INTEREST_AMOUNT 3500 /* divide by 100000 for .03500 percent of 3.5 */ extern int share_value1; extern int share_value2; extern int share_value3; extern int share_value4; /* morge code flag TAKA */ #define USE_MORGE_CODE 0 /* use morge code */ #define MORGE_TO_LEVEL 0 /* level to allow morge use till */ #define ROOM_VNUM_MORGE 3001 /* vnum of morge */ /* use home recalls */ #define USE_HOME_RECALL 1 #define MIN_HOME_LEVEL 10 /* * if you use default wizi when you type wizi and no argument * you will be wizi at immortal level on my mud 102. */ #define USE_DEFAULT_WIZI 1 /* 0 = no, 1 = yes */