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Date Posted: 23:41:15 06/06/00 Tue
Author: Jamadais
Author Host/IP: janus.itc.gu.edu.au / 132.234.250.7
Subject: BUILD STUFF FROM merc.h

Hello people. Here is some building reference stuff. Get to know the different editing modes. I have assigned builders to different areas. If you notice the mud go down, send me an ICQ, I'll boot it ASAP.


/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/

/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_TENTACLE 2
#define MOB_VNUM_VAMPIRE 8
#define MOB_VNUM_AIR_ELEMENTAL 10
#define MOB_VNUM_EARTH_ELEMENTAL 15
#define MOB_VNUM_FIRE_ELEMENTAL 20
#define MOB_VNUM_WATER_ELEMENTAL 25
#define MOB_VNUM_MERCENARY 40
#define MOB_VNUM_INSECT_LOWER 41
#define MOB_VNUM_INSECT_UPPER 45
#define MOB_VNUM_FAMILIAR_LOWER 50
#define MOB_VNUM_FAMILIAR_UPPER 54
#define MOB_VNUM_SMALL_GUARDIAN 60
#define MOB_VNUM_MEDIUM_GUARDIAN 61
#define MOB_VNUM_LARGE_GUARDIAN 62
#define MOB_VNUM_HUGE_GUARDIAN 63
#define MOB_VNUM_MONSTROUS_GUARDIAN 64


/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_NONE BIT_0
#define ACT_IS_NPC BIT_1
#define ACT_SENTINEL BIT_2
#define ACT_SCAVENGER BIT_3
#define ACT_REPAIR BIT_4
#define ACT_DRIVER BIT_5
#define ACT_AGGRESSIVE BIT_6
#define ACT_STAY_AREA BIT_7
#define ACT_WIMPY BIT_8
#define ACT_PET BIT_9
#define ACT_TRAIN BIT_10
#define ACT_PRACTICE BIT_11
#define ACT_PHYSICKER BIT_12
#define ACT_SWIM BIT_13
#define ACT_NO_KILL BIT_14
#define ACT_NEED_MAGIC BIT_15
#define ACT_ASSISTS BIT_16
#define ACT_FOLLOWER BIT_17
#define ACT_LEADER BIT_18
#define ACT_ELEMENTAL BIT_19
#define ACT_FAMILIAR BIT_20
#define ACT_UNDEAD BIT_21
#define ACT_ANIMAL BIT_22
#define ACT_UNSEEN BIT_23
#define ACT_INTELLIGENT BIT_24
#define ACT_BLOCKS BIT_25
#define ACT_BLOCK_NORTH BIT_26
#define ACT_BLOCK_EAST BIT_27
#define ACT_BLOCK_SOUTH BIT_28
#define ACT_BLOCK_WEST BIT_29
#define ACT_BLOCK_UP BIT_30
#define ACT_BLOCK_DOWN BIT_31

/*
* ACT2 bits for mobs.
*/
#define ACT2_NONE BIT_0
#define ACT2_CITIZEN BIT_1
#define ACT2_STAY_PUT BIT_2
#define ACT2_UNLIVING BIT_3
#define ACT2_NO_MIMIC BIT_4
#define ACT2_NO_CORPSE BIT_5
#define ACT2_SOULLESS BIT_6
#define ACT2_CAPTURE BIT_11
#define ACT2_AGGRESSOR BIT_29
#define ACT2_HOLYLIGHT BIT_30
#define ACT2_MOVE BIT_31


/*
* AFF bits.
* Used in #MOBILES.
*/
#define AFF_NONE BIT_0
#define AFF_BLIND BIT_1
#define AFF_INVISIBLE BIT_2
#define AFF_DETECT_EVIL BIT_3
#define AFF_DETECT_INVIS BIT_4
#define AFF_DETECT_MAGIC BIT_5
#define AFF_DETECT_HIDDEN BIT_6
#define AFF_WATER_WALKING BIT_7
#define AFF_SANCTUARY BIT_8
#define AFF_FAERIE_FIRE BIT_9
#define AFF_INFRAVISION BIT_10
#define AFF_CURSE BIT_11
#define AFF_PLAGUE BIT_12
#define AFF_POISON BIT_13
#define AFF_PROTECT BIT_14
#define AFF_UNDEAD BIT_15
#define AFF_SNEAK BIT_16
#define AFF_HIDDEN BIT_17
#define AFF_SLEEP BIT_18
#define AFF_CHARM BIT_19
#define AFF_FLYING BIT_20
#define AFF_PASS_DOOR BIT_21
#define AFF_HASTE BIT_22
#define AFF_CONCEALED BIT_23
#define AFF_NO_BREATHE_AIR BIT_24
#define AFF_BREATHE_WATER BIT_25
#define AFF_WARP_FLESH BIT_26
#define AFF_DETECT_GOOD BIT_27
#define AFF_AIR_WARD BIT_28
#define AFF_EARTH_WARD BIT_29
#define AFF_FIRE_WARD BIT_30
#define AFF_WATER_WARD BIT_31

/*
* AFF2 bits.
* Used in #MOBILES.
*/
#define AFF2_NONE BIT_0
#define AFF2_DEAF BIT_1
#define AFF2_DETECT_UNDEAD BIT_2
#define AFF2_DAZE BIT_3
#define AFF2_STEALTH BIT_4
#define AFF2_SPIRIT_EYES BIT_5
#define AFF2_REGENERATION BIT_6
#define AFF2_ECTOPLASM BIT_7
#define AFF2_SLOW BIT_8
#define AFF2_TONGUES BIT_9
#define AFF2_BLIGHT BIT_10
#define AFF2_BALM BIT_11
#define AFF2_HOLD BIT_12
#define AFF2_NO_CHARM BIT_13
#define AFF2_NO_AGGRESSION BIT_14
#define AFF2_TRUE_SIGHT BIT_15
#define AFF2_ANATHEMA BIT_16


/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTER 0
#define SEX_MALE 1
#define SEX_FEMALE 2



/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_MONEY_ONE 2
#define OBJ_VNUM_MONEY_SOME 3
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SPRING 12
#define OBJ_VNUM_DARK_BLADE 14
#define OBJ_VNUM_CAMP 15
#define OBJ_VNUM_SKELETON_KEY 16
#define OBJ_VNUM_ICE_SLICK 17
#define OBJ_VNUM_MAGIC_PORTAL 18
#define OBJ_VNUM_LAVA 19
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_MAGIC_SPRING 22
#define OBJ_VNUM_FIRE 23
#define OBJ_VNUM_STATUE 24
#define OBJ_VNUM_DARKNESS 26
#define OBJ_VNUM_FOG 27
#define OBJ_VNUM_SMOKE 28
#define OBJ_VNUM_MUD 29
#define OBJ_VNUM_POISON_VIAL 30
#define OBJ_VNUM_GOLD_LUMP 31
#define OBJ_VNUM_LEAD_LUMP 32
#define OBJ_VNUM_QUILL 36
#define OBJ_VNUM_MAKEUP_KIT 38
#define OBJ_VNUM_TRAP 39
#define OBJ_VNUM_THIEVES_TOOLS 40
#define OBJ_VNUM_WALL_OF_FIRE 41
#define OBJ_VNUM_WALL_OF_ICE 42
#define OBJ_VNUM_WALL_OF_STONE 43
#define OBJ_VNUM_WALL_OF_WIND 44
#define OBJ_VNUM_SNAKE_STICK 45
#define OBJ_VNUM_DRUID_STAFF 46
#define OBJ_VNUM_FLOATING_DISC 48

#define OBJ_VNUM_BERRIES 50
#define OBJ_VNUM_RABBIT 51
#define OBJ_VNUM_PHEASANT 52
#define OBJ_VNUM_FOX 53
#define OBJ_VNUM_SPARROW 54
#define OBJ_VNUM_BLACKBIRD 55
#define OBJ_VNUM_MUSHROOMS 56
#define OBJ_VNUM_TUBERS 57
#define OBJ_VNUM_APPLES 58
#define OBJ_VNUM_DEER 59
#define OBJ_VNUM_FISH 60
#define OBJ_VNUM_LIZARD 61
#define OBJ_VNUM_GOAT 62
#define OBJ_VNUM_CACTUS 63
#define OBJ_VNUM_SNAKE 64

#define OBJ_VNUM_HERB_LOWER 100
#define OBJ_VNUM_HERB_UPPER 115

#define OBJ_VNUM_SCHOOL_MACE 2600
#define OBJ_VNUM_SCHOOL_DAGGER 2601
#define OBJ_VNUM_SCHOOL_SWORD 2602
#define OBJ_VNUM_SCHOOL_VEST 2603
#define OBJ_VNUM_SCHOOL_SHIELD 2604
#define OBJ_VNUM_SCHOOL_BANNER 2616
#define OBJ_VNUM_SCHOOL_STAFF 2617


/*
* Costs for different things.
*/

#define COST_CLAN_WAR_ONGOING 900000000
#define COST_CLAN_WAR_DECLARE 900000000
#define COST_CLAN_SOLVENCY 1000000000

#define COST_LOCKER 10000
#define COST_MERCENARY 7500
#define COST_SYMBOL 100000

#define COST_SMALL_GUARDIAN 100000
#define COST_MEDIUM_GUARDIAN 200000
#define COST_LARGE_GUARDIAN 300000
#define COST_HUGE_GUARDIAN 500000
#define COST_MONSTROUS_GUARDIAN 750000


/*
* Outlawry.
*/
#define MISDEED_LIMIT 10
#define BOUNTY_PER_MISDEED 100
#define BAIL_MULTIPLIER 10


/*
* Color Codes
*/

#define _BLACK "\033[30m"
#define _RED "\033[31m"
#define _GREEN "\033[32m"
#define _YELLOW "\033[33m"
#define _BLUE "\033[34m"
#define _MAGENTA "\033[35m"
#define _CYAN "\033[36m"
#define _WHITE "\033[37m"
#define _FLASH "\033[5m"
#define _BOLD "\033[1m"
#define _NORMAL "\033[0m"

#define BLA(ch) ( SEE_COLOR( ch ) ? _BLACK : "" )
#define RED(ch) ( SEE_COLOR( ch ) ? _RED : "" )
#define GRE(ch) ( SEE_COLOR( ch ) ? _GREEN : "" )
#define YEL(ch) ( SEE_COLOR( ch ) ? _YELLOW : "" )
#define BLU(ch) ( SEE_COLOR( ch ) ? _BLUE : "" )
#define MAG(ch) ( SEE_COLOR( ch ) ? _MAGENTA : "" )
#define CYA(ch) ( SEE_COLOR( ch ) ? _CYAN : "" )
#define WHI(ch) ( SEE_COLOR( ch ) ? _WHITE : "" )
#define FLA(ch) ( SEE_COLOR( ch ) ? _FLASH : "" )
#define BOL(ch) ( SEE_COLOR( ch ) ? _BOLD : "" )
#define NOR(ch) ( SEE_COLOR( ch ) ? _NORMAL : "" )


/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_NONE 0
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_QUILL 14
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_VEHICLE 21
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_TRAP 27
#define ITEM_MISSILE_WEAPON 29
#define ITEM_MISSILE 30
#define ITEM_CLAN_SYMBOL 31
#define ITEM_PORTAL 32
#define ITEM_INSTRUMENT 33
#define ITEM_MANA_STORE 34
#define ITEM_POISON 35
#define ITEM_WALL 36



/*
* Types of object values.
*/
#define OBJECT_VALUE_INTEGER 0 /* Integer */
#define OBJECT_VALUE_SKILL 1 /* Skill/spell */



/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW BIT_1
#define ITEM_HUM BIT_2
#define ITEM_EVIL BIT_5
#define ITEM_INVIS BIT_6
#define ITEM_MAGIC BIT_7
#define ITEM_NO_DROP BIT_8
#define ITEM_BLESS BIT_9
#define ITEM_ANTI_GOOD BIT_10
#define ITEM_ANTI_EVIL BIT_11
#define ITEM_ANTI_NEUTRAL BIT_12
#define ITEM_NO_REMOVE BIT_13
#define ITEM_INVENTORY BIT_14
#define ITEM_POISONED BIT_15
#define ITEM_TAKE_OWNER BIT_16
#define ITEM_ARCANE BIT_17
#define ITEM_HIDDEN BIT_18
#define ITEM_SUBVERT BIT_19
#define ITEM_ILLEGAL BIT_20
#define ITEM_PATCHABLE BIT_21
#define ITEM_GOOD BIT_22
#define ITEM_NO_SELL BIT_23
#define ITEM_NO_IDENTIFY BIT_24
#define ITEM_NO_LOCATE BIT_25
#define ITEM_INDESTRUCTIBLE BIT_26
#define ITEM_HOT BIT_27
#define ITEM_OWN_EXTRA_DESCR BIT_28
#define ITEM_NO_RECHARGE BIT_29


/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_WEAR_NONE BIT_0
#define ITEM_TAKE BIT_1
#define ITEM_WEAR_FINGER BIT_2
#define ITEM_WEAR_NECK BIT_3
#define ITEM_WEAR_BODY BIT_4
#define ITEM_WEAR_HEAD BIT_5
#define ITEM_WEAR_LEGS BIT_6
#define ITEM_WEAR_FEET BIT_7
#define ITEM_WEAR_HANDS BIT_8
#define ITEM_WEAR_ARMS BIT_9
#define ITEM_WEAR_SHIELD BIT_10
#define ITEM_WEAR_ABOUT BIT_11
#define ITEM_WEAR_WAIST BIT_12
#define ITEM_WEAR_WRIST BIT_13
#define ITEM_WEAR_WIELD BIT_14
#define ITEM_WEAR_HOLD BIT_15
#define ITEM_WEAR_OFFHAND BIT_16
#define ITEM_WEAR_EAR BIT_17
#define ITEM_WEAR_EYES BIT_18
#define ITEM_WEAR_FLOAT BIT_19


/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_SIZE 10
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVING_THROWS 20
#define APPLY_SAVING_POISON 21
#define APPLY_SAVING_STAFF 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_SKILL 25
#define APPLY_SPELL 26
#define APPLY_SKILL_RATING 27


/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE BIT_1
#define CONT_PICKPROOF BIT_2
#define CONT_CLOSED BIT_3
#define CONT_LOCKED BIT_4



/*
* Values for traps (value[0]).
* Used in #OBJECTS.
*/
#define TRAP_NO_DETECT BIT_1
#define TRAP_NO_REMOVE BIT_2
#define TRAP_CAN_POISON BIT_3
#define TRAP_PERSISTENT BIT_4
#define TRAP_CONTAINS_SPELL BIT_5



/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_WAIT_ROOM 3
#define ROOM_VNUM_OUBLIETTE 4
#define ROOM_VNUM_HEROES_HALL 6
#define ROOM_VNUM_BATTLE_PREP 500
#define ROOM_VNUM_CHAT 2500
#define ROOM_VNUM_SCHOOL 2600
#define ROOM_VNUM_TEMPLE 3000
#define ROOM_VNUM_DONATION 3011


/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_NONE BIT_0
#define ROOM_DARK BIT_1
#define ROOM_LIGHTBANE BIT_2
#define ROOM_NO_MOB BIT_3
#define ROOM_INDOORS BIT_4
#define ROOM_FIRE BIT_5
#define ROOM_FOG BIT_6
#define ROOM_SMOKE BIT_7
#define ROOM_MUD BIT_8
#define ROOM_DOCK BIT_9
#define ROOM_PRIVATE BIT_10
#define ROOM_SAFE BIT_11
#define ROOM_SOLITARY BIT_12
#define ROOM_PET_SHOP BIT_13
#define ROOM_NO_RECALL BIT_14
#define ROOM_BANK BIT_15
#define ROOM_TEMPLE BIT_16
#define ROOM_DONATION BIT_17
#define ROOM_ICE_SLICK BIT_18
#define ROOM_GATHERING BIT_19
#define ROOM_LAVA BIT_20
#define ROOM_NO_MAGIC_IN BIT_21
#define ROOM_NO_MAGIC_OUT BIT_22
#define ROOM_WATCHHOUSE BIT_23
#define ROOM_NO_LOOK_OUT BIT_24
#define ROOM_NO_GET_OUT BIT_25
#define ROOM_AUCTION BIT_26


/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NO_DOOR -3
#define DIR_NO_EXIT -2
#define DIR_NOT_FOUND -1
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
#define MAX_DIR 6


/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_NONE BIT_0
#define EX_ISDOOR BIT_1
#define EX_CLOSED BIT_2
#define EX_LOCKED BIT_3
#define EX_BASHED BIT_4
#define EX_BASHPROOF BIT_5
#define EX_PICKPROOF BIT_6
#define EX_PASSPROOF BIT_7
#define EX_HIDDEN BIT_8
#define EX_BLOCKED BIT_9
#define EX_WALL BIT_10
#define EX_WALL_OF_FIRE BIT_11
#define EX_WALL_OF_ICE BIT_12
#define EX_WALL_OF_STONE BIT_13
#define EX_WALL_OF_WIND BIT_14
#define EX_WIZARD_LOCK BIT_15


/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SURFACE 6
#define SECT_WATER_SHALLOW 7
#define SECT_WATER_DEEP 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_SWAMP_SHALLOW 11
#define SECT_SWAMP_DEEP 12
#define SECT_JUNGLE 13
#define SECT_SNOW 14
#define SECT_ROAD 15
#define SECT_MAX 16



/*
* Sizes - used for rooms, characters, and objects.
*/
#define SIZE_NONE -99
#define SIZE_SMALL -1
#define SIZE_MEDIUM 0
#define SIZE_LARGE 1



/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 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_L 14
#define WEAR_WRIST_R 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_OFFHAND 18
#define WEAR_EAR_L 19
#define WEAR_EAR_R 20
#define WEAR_EYES 21
#define WEAR_FLOAT 22
#define MAX_WEAR 23

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