/**************************************************************************/ // params.h - Most defined parameters for the game /*************************************************************************** * The Dawn of Time v1.69r (c)1997-2004 Michael Garratt * * >> A number of people have contributed to the Dawn codebase, with the * * majority of code written by Michael Garratt - www.dawnoftime.org * * >> To use this source code, you must fully comply with all the licenses * * in licenses.txt... In particular, you may not remove this copyright * * notice. * *************************************************************************** * >> Original Diku Mud copyright (c)1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, & Katja Nyboe. * * >> Merc Diku Mud improvements copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * >> ROM 2.4 is copyright 1993-1995 Russ Taylor and has been brought to * * you by the ROM consortium: Russ Taylor(rtaylor@pacinfo.com), * * Gabrielle Taylor(gtaylor@pacinfo.com) & Brian Moore(rom@rom.efn.org) * * >> Oblivion 1.2 is copyright 1996 Wes Wagner * **************************************************************************/ #ifndef PARAMS_H #define PARAMS_H #ifndef MUD_NAME #define MUD_NAME (game_settings->gamename) #endif // DEFAULT MUD PORT // - The default PORT the mud runs on, and port offsets #define default_mud_port (game_settings->port_default) // 4000 // Note: The mud_port value defaults to default_mud_port but can be over ridden // at bootup, e.g. 'dawn 9000' starts the mud with mud_port set to 9000. #define DEFAULT_LISTEN_ON_TEXT "telnet://:+0,http://:+1" // ADDITIONAL PORT VALUES // The following port numbers are relevative to the mud_port // e.g. irc_port == mud_port + irc_port_offset #define web_port_offset (game_settings->port_web_offset) #define irc_port_offset (game_settings->port_irc_offset) #define mudftp_port_offset (game_settings->port_mudftp_offset) #ifndef DEFAULT_MSP_URL #define DEFAULT_MSP_URL "http://msp.url.needs.to.be.set.in.gameedit/download/msp/" #endif #define MSP_URL (game_settings->msp_url) #ifndef DEFAULT_MAX_STRING #ifdef unix #define DEFAULT_MAX_STRING 5340032 #else #define DEFAULT_MAX_STRING 3670016 #endif #endif #define MAX_STRING (game_settings->max_string) #ifdef WIN32 #ifndef NO_INITIAL_ALPHA_PFILEDIRS #define NO_INITIAL_ALPHA_PFILEDIRS #endif #endif #define DEFAULT_REALM_NAME "mythrin" #define DEFAULT_BATTLELAG_TEXT "`^`RBattleLagged`&" #ifndef DEFAULT_MUD_NAME // don't change this... instead use gameedit // to set the game name. #define DEFAULT_MUD_NAME "Dawn v1.69r based mud" #endif /* * 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). */ #ifdef unix #define DIR_SYM "/" #define NULL_FILE "/dev/null" // To reserve one stream #define ANULL_FILE "/dev/null" // reserves append_string_to_file stream #else #define DIR_SYM "\\" #define ANULL_FILE "nul" // reserves append_string_to_file stream #define NULL_FILE "nul" // To reserve file streams #endif #define BRACKET_OPEN "\x7b" //{ #define BRACKET_CLOSE "\x7d" //} // directories #define AREA_DIR "area"DIR_SYM // default directory of areas #define AREA_RIL_DIR AREA_DIR"ril"DIR_SYM // default directory of areas room invite list #define BACKUP_AREA_DIR "bak_area"DIR_SYM // stores the previous save of an area #define BACKUP_AREA_RIL_DIR BACKUP_AREA_DIR"ril"DIR_SYM // stores the previous save of an area ril list #define BACKUP_HELP_DIR "bak_help"DIR_SYM // stores the previous save of a helpfile #define SYSTEM_DIR "system"DIR_SYM // game system parameters root directory #define DATA_DIR "data"DIR_SYM // data files #define HELP_DIR "help"DIR_SYM // default directory of helps #define NOTES_DIR "notes"DIR_SYM // notes stored in this directory #define PLAYER_DIR "player"DIR_SYM // root directory of player files #define SCRIPTS_DIR "scripts"DIR_SYM // Scripts directory #define AUTOSTAT_DIR SYSTEM_DIR // where the autostat templates live // directories which aren't off the root #define CLASSES_DIR SYSTEM_DIR"classes"DIR_SYM // classes - stats on each class #define DEITY_DIR SYSTEM_DIR"deities"DIR_SYM // deities #define LANGUAGES_DIR SYSTEM_DIR"languages"DIR_SYM// languages #define REMORT_DIR PLAYER_DIR "remort" DIR_SYM // where pfiles goto when remorting begins #define SRC_DIR "src"DIR_SYM // source code in this directory // log directories #define LOG_ROOT_DIR "logs"DIR_SYM // root directory of all logs #define GAME_LOGS_DIR LOG_ROOT_DIR"game"DIR_SYM #define OLC_LOGS_DIR LOG_ROOT_DIR"olc"DIR_SYM // logs olc #define CODE_LOGS_DIR LOG_ROOT_DIR"code"DIR_SYM // code logs olc #define ADMIN_LOGS_DIR LOG_ROOT_DIR"admin"DIR_SYM // default logs directory #define PLAYER_LOGS_DIR LOG_ROOT_DIR"plogs"DIR_SYM // Player logs go in here #define RESTRING_LOGS_DIR LOG_ROOT_DIR"rstrlogs"DIR_SYM // Player restring logs go in here #define CHANNELS_LOGS_DIR LOG_ROOT_DIR"channels"DIR_SYM #define SUPPORT_LOGS_DIR LOG_ROOT_DIR"support"DIR_SYM #define IMMLOG_DIR LOG_ROOT_DIR"immlogs"DIR_SYM // Immortal logs #define PDIR_LOCKED PLAYER_DIR"locked"DIR_SYM // pfiles requiring unlock code #define PDIR_BUILDER PLAYER_DIR"builder"DIR_SYM // pfiles of those with olc access #define PDIR_TRUSTED PLAYER_DIR"trusted"DIR_SYM // pfiles of mortals with an imm trust #define PDIR_IMMORTAL PLAYER_DIR"immortal"DIR_SYM // immortal pfiles #define LOCKED_PFILES_DIR PLAYER_DIR"locked"DIR_SYM // pfiles requiring an email unlock code #define RETIRED_DIR PLAYER_DIR"retired"DIR_SYM // manually retired pfiles #define DEAD_DIR PLAYER_DIR"dead"DIR_SYM // Pkilled Player files #define DELETE_DIR PLAYER_DIR"deleted"DIR_SYM // Players that delete above level 5 //MSP DIRECTORIES - ALL FILE NAMES USE / BECAUSE OF MSP CLIENT SPECIFICATIONS #define MSP_DIR "msp"DIR_SYM // Directory all sounds are contained off - usually a link to the web url // below are the MSP directories which different things are held in #define MSP_ACTION_DIR "action"DIR_SYM // actions (brew, quaff etc) #define MSP_COMBAT_DIR "combat"DIR_SYM // sounds of weapons, tripping etc #define MSP_MOBPROG_DIR "mobprog"DIR_SYM // from msptochar mobprog call #define MSP_ROOM_DIR "room"DIR_SYM // room sounds #define MSP_SKILLS_DIR "skills"DIR_SYM // skills set in sedit #define MSP_SPELLS_DIR "spells"DIR_SYM // spells set in sedit #define MSP_WEATHER_DIR "weather"DIR_SYM // sounds of weather etc // note spools #define CHANGES_FILE NOTES_DIR"chang.not" #define IDEA_FILE NOTES_DIR"ideas.not" #define NEWS_FILE NOTES_DIR"news.not" #define NOTE_FILE NOTES_DIR"notes.not" // For 'notes' #define SNOTE_FILE NOTES_DIR"snotes.not" // For 'snotes' #define ANOTE_FILE NOTES_DIR"anotes.not" // For 'anotes' #define INOTE_FILE NOTES_DIR"inotes.not" // For 'inotes' #define PKNOTE_FILE NOTES_DIR"pknotes.not" // For 'pknotes' #define MISC_FILE NOTES_DIR"misc.not" // For 'misc' notes #define PENALTY_FILE NOTES_DIR"penal.not" // === log files #define DAWNLOG_INDEX_FILE "dawnlogs.txt" // Appended, explaining what each log is for #define BAD_RESETS_FILE ADMIN_LOGS_DIR"badreset.txt" // Used by fix_resets #define HOSTS_FILE ADMIN_LOGS_DIR"hosts.txt" // records all the hosts #define MPBUG_FILE OLC_LOGS_DIR"mpbugs.txt" // For mobprog bugs 'mpinfo' #define BOUNDSBUG_FILE CODE_LOGS_DIR"boundbug.txt" // For boundsbug login function #define BUG_FILE CODE_LOGS_DIR"bugs.txt" // For 'bug' and bug() #define INTRO_DEBUG_FILE CODE_LOGS_DIR"introdbg.txt" #define MKILL_LOGFILE OLC_LOGS_DIR"mkills.txt" // logs mkills on pc's #define OLC_LOGFILE OLC_LOGS_DIR"olc_log.txt" // logs general olc #define NTALK_LOGFILE CHANNELS_LOGS_DIR"ntalk.txt" // logs ntalk #define OOC_LOGFILE CHANNELS_LOGS_DIR"ooc.txt" // logs ooc #define CHAT_LOGFILE CHANNELS_LOGS_DIR"chat.txt" // logs chat #define IC_LOGFILE CHANNELS_LOGS_DIR"ic.txt" // logs ic #define CLANTALK_LOGFILE CHANNELS_LOGS_DIR"clantalk.txt" // logs clantalk #define NEWBIE_HUH_FILE SUPPORT_LOGS_DIR"newb_huh.txt" // records huhs level 1 gets #define NEWBIE_SUPPORT_LOG_FILE SUPPORT_LOGS_DIR"nsup_log.txt" // logs newbie support #define NEWBIE_LOGFILE CHANNELS_LOGS_DIR"newbie.txt" // logs newbietalks #define MOBLOG_LOGFILE OLC_LOGS_DIR"moblog.txt" // logs moblog_debugged mobs #define NO_HELP_FILE SUPPORT_LOGS_DIR"no_help.txt" // records missed help entries #define OBJ_REM_FILE OLC_LOGS_DIR"obj_rem.log" // rec object removed from pc #define MULTILOG_FILE ADMIN_LOGS_DIR"multilog.txt" // For multilog detection #define RESTRING_LOGFILE RESTRING_LOGS_DIR"restring.log" // log restrings #define REMOVEDHELP_FILE OLC_LOGS_DIR"rem_help.txt" // records help entries that are removed #define SECURE_FILE ADMIN_LOGS_DIR"secure.txt" #define SENDLOG_FILE SUPPORT_LOGS_DIR"send_log.txt" #define SHUTDOWN_FILE ADMIN_LOGS_DIR"shutdown.txt" // For 'shutdown' #define TYPO_FILE SUPPORT_LOGS_DIR"typos.txt" // For 'typo' #define EMAILADDRESSES_FILE ADMIN_LOGS_DIR"emailadd.txt" // email addresses for players #define CONNECTS_FILE ADMIN_LOGS_DIR"connects.txt" // host names of those connecting #define UPDATE_MAGIC_FILE ADMIN_LOGS_DIR"upmagic.txt" // records the magic update #define LASTON_DELETE_LOGFILE ADMIN_LOGS_DIR"deletes.txt" // records all the deleters details #define CLANBANKING_FILE ADMIN_LOGS_DIR"clanbank.txt" // records clan bank transactions // === data files #define BAN_FILE DATA_DIR"ban.txt" #define CLAN_FILE DATA_DIR"clans.txt" #define DISABLED_FILE DATA_DIR"disabled.txt" // disabled commands #define INTRODB_FILE DATA_DIR"intro_db.txt" // Introduction database #define LETGAINDB_FILE DATA_DIR"letgains.txt" // records the letgains info #define QUEST_FILE DATA_DIR"quests.txt" // quests database #define OFFMOOT_FILE DATA_DIR"offmoot.txt" // offmoot database #define LOCKERS_FILE DATA_DIR"lockers.txt" // lockers database #define CORPSES_FILE DATA_DIR"corpses.txt" // Corpses Save database ( used in hreboot etc ) // === system files #define CLASSES_LIST SYSTEM_DIR"classes.txt" // the list of all classes #define SKILLS_FILE SYSTEM_DIR"skills.txt" #define SKILLGROUPS_FILE SYSTEM_DIR"skgroups.txt" #define RACES_FILE SYSTEM_DIR "races.txt" #define CONTINENTS_FILE SYSTEM_DIR "continen.txt" #define SOCIAL_FILE SYSTEM_DIR"socials.txt" #define COMMANDS_FILE SYSTEM_DIR"commands.txt" #define COMMANDS_CATEGORIES_FILE SYSTEM_DIR"com_cats.txt" #define COLOUR_TEMPLATES_FILE SYSTEM_DIR"colours.txt" #define NAME_PROFILES_FILE SYSTEM_DIR"namegen.txt" #define DEITY_FILE DEITY_DIR"deity.txt" // deity list #define MIX_FILE SYSTEM_DIR"mix.txt" // mix database #define HERB_FILE SYSTEM_DIR"herblist.txt" // herb db #define LANGUAGES_INDEX_FILE LANGUAGES_DIR"languages.txt" // list of all language names // === general files #define DYNAMIC_INCLUDE "1dyntable.cpp" // Dynamically written source file #define AREA_LIST AREA_DIR"arealist.txt" // List of areas #define HELP_LIST HELP_DIR"helplist.txt" // List of help files #define LASTCMD_FILE "lastcmd.txt" #define TEMP_FILE "dawntmp.txt" #define SCRIPTS_FILE SCRIPTS_DIR"scripts.txt"// scripts database /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_ALIAS (50) #define MAX_SOCIALS (400) #define MAX_SKILL (700) #define MAX_RESERVED_SPELL_SPACE (15) // this is how many new spells can be added // dynamically between hotreboots. #define MAX_GROUP_TABLE (24) #define MAX_SKILLGROUP (50) #define MAX_IN_GROUP (20) #define MAX_INPUTTAIL (20) #define MAX_CLASS (35) #define MAX_CONDENSE_LENGTH (110) #define MAX_PC_RACE (120) // MAX_PC_RACE should NEVER be > MAX_RACE #define MAX_RACE (175) #define MAX_RACIAL_SKILLS (10) #define MAX_DIR (10) #define MAX_RANK (7) // max ranks in a clan #define MAX_TRACKS_PER_ROOM (20) #define MAX_TRACKABLE_CHARACTERS_IN_GAME (10000) // this includes mobs #define MAX_DEITY (50) #define MAX_BUILD_RESTRICTS (9) #define MAX_REPLAYTELL (30) #define MAX_REPLAYROOM (40) #define MAX_REPLAYCHANNELS (40) #define MAX_CHECK_IMMTALK (30) // number of immtalks to remember #define MAX_MOB_WEALTH_MULTIPLIER (20) #define MAX_HELP_CATEGORIES (150) // max nesting of objects within objects for loading/saving #define MAX_NEST (100) // LEVEL RELATED PARAMETERS #define MAX_LEVEL (100) //#define FOUNDER_LEVEL_ENABLED #define IMPLEMENTOR MAX_LEVEL #define ADMIN (MAX_LEVEL - 2) // admin group for notes and stuff #define COUNCIL (MAX_LEVEL - 4) #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GUARDIAN (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define ANGEL (MAX_LEVEL - 7) #define AVATAR (MAX_LEVEL - 8) #define LEVEL_IMMORTAL (MAX_LEVEL - 8) #define LEVEL_HERO (MAX_LEVEL - 9) #define HERO LEVEL_HERO #ifdef FOUNDER_LEVEL_ENABLED #define ABSOLUTE_MAX_LEVEL (MAX_LEVEL + 1) #else #define ABSOLUTE_MAX_LEVEL (MAX_LEVEL) #endif // mob_prog.c - program_flow() #define MAX_CALL_LEVEL (5) // maximum nested calls #define MAX_QUEST_STATE (5) // maximum number of quest states #define MAX_HELP_HISTORY (10) // max number of times you can click on PREV for helps // String and memory management parameters. #define MAX_KEY_HASH (1024) #define MSL (8192) // MAX_STRING_LENGTH #define MIL (1024) // MAX_INPUT_LENGTH #define PAGELEN (22) // default page length #define HSL (MSL*17) // HUGE STRING LENGTH #define MAX_HELP_SIZE (10000) // note posting restriction related code #define MAX_NOTE_POST_TIME_INDEX (5) #define NOTE_POST_RESTRICTIONS_BELOW_LEVEL (20) #define PULSE_PER_SECOND 4 #define PULSE_AFFECTS ( 1 * PULSE_PER_SECOND) #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_MINUTE ( 6 * PULSE_PER_SECOND) #define PULSE_DAWNSTAT ( 10 * PULSE_PER_SECOND) #define PULSE_TICK ( 60 * PULSE_PER_SECOND) #define PULSE_AREA (120 * PULSE_PER_SECOND) #define PULSE_AUCTION ( 15 * PULSE_PER_SECOND) #define PULSE_MOOT ( 60 * PULSE_PER_SECOND) // Stat stuff #define MAX_STATS 10 #define STAT_ST 0 #define STAT_QU 1 #define STAT_PR 2 #define STAT_EM 3 #define STAT_IN 4 #define STAT_CO 5 #define STAT_AG 6 #define STAT_SD 7 #define STAT_ME 8 #define STAT_RE 9 #define RPS_AUDIT_SIZE (30) // stop spamming // shops - max number of different item types they can trade #define MAX_TRADE (5) #define MAX_INN (5) #define NO_FLAG -99 // Must not be used in flags or stats. // alarm handler system related settings #define BOOT_DB_ABORT_THRESHOLD (game_settings->alarm_boot_db_abort_threshold) #define RUNNING_ABORT_THRESHOLD (game_settings->alarm_running_abort_threshold) #define RUNNING_DNS_ABORT_THRESHOLD (game_settings->alarm_running_dns_abort_threshold) #define ALARM_FREQUENCY (game_settings->alarm_frequency) // Well known room virtual numbers - all gamesettings based now // Kal - April 00 #define ROOM_VNUM_NEWBIE_RECALL (game_settings->roomvnum_newbie_recall) // 7359 #define ROOM_VNUM_STARTTELNET (game_settings->roomvnum_starttelnet) // 3000 #define ROOM_VNUM_STARTIRC (game_settings->roomvnum_startirc) // 4200 #define ROOM_VNUM_LIMBO (game_settings->roomvnum_limbo ) // 2 #define ROOM_VNUM_COURT_RECALL (game_settings->roomvnum_court_recall) // 6000 #define ROOM_VNUM_OOC (game_settings->roomvnum_ooc ) // 30000 #define ROOM_VNUM_GOOD_RECALL (game_settings->roomvnum_good_recall) // 3000 #define ROOM_VNUM_GOOD_BANK (game_settings->roomvnum_good_bank ) // 3029 #define ROOM_VNUM_EVIL_RECALL (game_settings->roomvnum_evil_recall) // 27003 #define ROOM_VNUM_EVIL_BANK (game_settings->roomvnum_evil_bank ) // 27024 #define ROOM_PKILLPORT_DEATH_ROOM (game_settings->roomvnum_pkport_death_room)//16 #define ROOM_VNUM_JAIL (game_settings->roomvnum_jail) //299 #define ROOM_VNUM_WEAPON_DONATE (game_settings->roomvnum_weapon_donate) //GPM #define ROOM_VNUM_ARMOR_DONATE (game_settings->roomvnum_armor_donate) //GPM #define ROOM_VNUM_MISC_DONATE (game_settings->roomvnum_misc_donate) //GPM #define ROOM_VNUM_NEWBIEWEAPON_DONATE (game_settings->roomvnum_newbieweapon_donate) //GPM #define ROOM_VNUM_NEWBIEARMOR_DONATE (game_settings->roomvnum_newbiearmor_donate) //GPM #define ROOM_VNUM_NEWBIEMISC_DONATE (game_settings->roomvnum_newbiemisc_donate) //GPM // Well known object virtual numbers. // money objects in limbo.are #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_CRYSTAL_FLASK 7 #define OBJ_VNUM_BADCRYSTAL_FLASK 8 #define OBJ_VNUM_DUMMY 9 // Used in save.cpp to load objects that don't exist. // body part objects in limbo.are #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_ASHES 18 // Used for fire decay remnant #define OBJ_VNUM_FIRE 19 // Used for build <fire> // magic objects in limbo.are #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_SLICE 24 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_ORE 44 // The template for ores // magic objects in magics.are #define OBJ_VNUM_WORLD_MAP (game_settings->obj_vnum_world_map) #define OBJ_VNUM_GOOD_CITY_MAP (game_settings->obj_vnum_good_city_map) #define OBJ_VNUM_EVIL_CITY_MAP (game_settings->obj_vnum_evil_city_map) #define OBJ_VNUM_DIVINE_LIGHT (game_settings->obj_vnum_divine_light) #define OBJ_VNUM_ROSE (game_settings->obj_vnum_rose) #define OBJ_VNUM_RAFT (game_settings->obj_vnum_raft) #define OBJ_VNUM_NEWBIE_GUIDE (game_settings->obj_vnum_newbie_guide) #define OBJ_VNUM_RP_ITEM (game_settings->obj_vnum_rp_item) #define OBJ_VNUM_SPIRIT_HAMMER (game_settings->obj_vnum_spirit_hammer) #define OBJ_VNUM_STAFF (game_settings->obj_vnum_staff) #define OBJ_VNUM_DRUIDSTAFF (game_settings->obj_vnum_druidstaff) #define OBJ_VNUM_TOTEMSTAFF (game_settings->obj_vnum_totemstaff) #define OBJ_VNUM_PIT (game_settings->obj_vnum_pit) #define OBJ_VNUM_SUMMON_JUSTICE (game_settings->obj_vnum_summon_justice) #define OBJ_VNUM_OUTFIT_MACE (game_settings->obj_vnum_outfit_mace) #define OBJ_VNUM_OUTFIT_DAGGER (game_settings->obj_vnum_outfit_dagger) #define OBJ_VNUM_OUTFIT_SWORD (game_settings->obj_vnum_outfit_sword) #define OBJ_VNUM_OUTFIT_STAFF (game_settings->obj_vnum_outfit_staff) #define OBJ_VNUM_OUTFIT_AXE (game_settings->obj_vnum_outfit_axe) #define OBJ_VNUM_OUTFIT_FLAIL (game_settings->obj_vnum_outfit_flail) #define OBJ_VNUM_OUTFIT_WHIP (game_settings->obj_vnum_outfit_whip) #define OBJ_VNUM_OUTFIT_POLEARM (game_settings->obj_vnum_outfit_polearm) #define OBJ_VNUM_OUTFIT_SICKLE (game_settings->obj_vnum_outfit_sickle) #define OBJ_VNUM_OUTFIT_VEST (game_settings->obj_vnum_outfit_vest) #define OBJ_VNUM_OUTFIT_SHIELD (game_settings->obj_vnum_outfit_shield) #define OBJ_VNUM_OUTFIT_LIGHT (game_settings->obj_vnum_outfit_light) #define OBJ_VNUM_OUTFIT_SLEEVES (game_settings->obj_vnum_outfit_sleeves) #define OBJ_VNUM_OUTFIT_CAP (game_settings->obj_vnum_outfit_cap) #define OBJ_VNUM_OUTFIT_GLOVES (game_settings->obj_vnum_outfit_gloves) #define OBJ_VNUM_OUTFIT_LEGGINGS (game_settings->obj_vnum_outfit_leggings) #define OBJ_VNUM_OUTFIT_BOOTS (game_settings->obj_vnum_outfit_boots) #define OBJ_VNUM_OUTFIT_BELT (game_settings->obj_vnum_outfit_belt) // Well known mob virtual numbers. // Defined in #MOBILES. #define MOB_VNUM_SUMMON_GUARDIAN (game_settings->mob_vnum_summon_guardian) #define MOB_VNUM_VYR_GOOD (game_settings->mob_vnum_vyr_good) #define MOB_VNUM_VYR_BAD (game_settings->mob_vnum_vyr_bad) // Totemic mob templates (shorts/longs/extended descs, etc) #define MOB_VNUM_TOTEM_BEAR 60 #define MOB_VNUM_TOTEM_STAG 61 #define MOB_VNUM_TOTEM_SWALLOW 62 #define MOB_VNUM_TOTEM_OSPREY 63 #define MOB_VNUM_TOTEM_TORTOISE 64 #define MOB_VNUM_TOTEM_RAVEN 65 #define MOB_VNUM_TOTEM_BAT 66 #define MOB_VNUM_TOTEM_WOLF 67 #define MOB_VNUM_TOTEM_SERPENT 68 #define MOB_VNUM_TOTEM_TOAD 69 #define MOB_VNUM_TOTEM_OWL 70 #define MOB_VNUM_TOTEM_HARE 71 #define CD char_data #define MID MOB_INDEX_DATA #define OD OBJ_DATA #define OID OBJ_INDEX_DATA #define RID ROOM_INDEX_DATA #define SF SPEC_FUN #define OSF OSPEC_FUN #define AD AFFECT_DATA #define MPC MPROG_CODE // Connected states for OLC editor. #define ED_AREA 1 #define ED_ROOM 2 #define ED_OBJECT 3 #define ED_MOBILE 4 #define ED_MPCODE 5 #define ED_HELP 6 #define ED_RACE 7 #define ED_CORECLASS 9 #define ED_CLASS 10 #define ED_SPELLSKILL 11 #define ED_COMMAND 12 #define ED_DEITY 13 #define ED_BAN 15 #define ED_QUEST 16 #define ED_GAME 17 #define ED_SOCIAL 18 #define ED_HERB 19 #define ED_MIX 20 #define ED_CLAN 21 #define ED_SKILLGROUP 22 #define ED_LANGUAGE 23 // up to 34 is reserved for dot codebase development #define SUBLEVELS_PER_PRAC (2) #define SUBLEVELS_PER_TRAIN (5) #endif // PARAMS_H