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constants.c
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/**
* @file constants.c LuminariMUD
* Numeric and string contants used by the MUD.
*
* Part of the core tbaMUD source code distribution, which is a derivative
* of, and continuation of, CircleMUD.
*
* All rights reserved. See license for complete information.
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991.
*
* @todo Come up with a standard for descriptive arrays. Either all end with
* newlines or all of them don not.
*/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "interpreter.h" /* alias_data */
#include "spells.h"
#include "craft.h"
#include "feats.h"
#include "domains_schools.h"
#include "handler.h"
#include "deities.h"
#include "constants.h"
#include "roleplay.h"
#define CHECK_TABLE_SIZE(tbl, exp_sz) \
_Static_assert(sizeof((tbl)) / sizeof((tbl)[0]) == (exp_sz), #tbl " wrong number entries")
/** Current LuminariMUD version.
* @todo defined with _LUMINARIMUD so we don't have multiple constants to change.
* @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
* works correctly with C compilers (at least in my Experience)
* Jeremy Osborne 1/28/2008 */
cpp_extern const char *const luminari_version = "LuminariMUD 2.4839 (tbaMUD 3.64)";
cpp_extern const char *const luminari_build =
#if defined(MKTIME)
"Make time: " MKTIME "\r\n"
#endif
#if defined(MKUSER)
"Make user: " MKUSER "\r\n"
#endif
#if defined(MKHOST)
"Make host: " MKHOST "\r\n"
#endif
#if defined(BRANCH)
"Branch: " BRANCH "\r\n"
#endif
#if defined(PARENT)
"Parent: " PARENT "\r\n"
#endif
"";
;
/* strings corresponding to ordinals/bitvectors in structs.h */
// armor suit types
const char *armor_suit_types[] = {
"none",
"clothing",
"padded",
"leather",
"studded leather",
"light chainmail",
"hide",
"scale",
"chainmail",
"piecemeal",
"split",
"banded",
"half plate",
"full plate",
"buckler",
"small shield",
"heavy shield",
"tower shield",
"\n"};
CHECK_TABLE_SIZE(armor_suit_types, NUM_SPEC_ARMOR_SUIT_TYPES + 1);
// npc subrace
const char *npc_subrace_types[] = {
"Unknown", /**/
"Air", /**/
"Angelic", /**/
"Aquatic", /**/
"Archon", /**/
"Augmented", /**/
"Chaotic", /**/
"Cold", /**/
"Earth", /**/
"Evil", /**/
"Extraplanar", /**/
"Fire", /**/
"Goblinoid", /**/
"Good", /**/
"Incorporeal", /**/
"Lawful", /**/
"Native", /**/
"Reptilian", /**/
"Shapechanger", /**/
"Swarm", /**/
"Water", /**/
"Darkling", /**/
"Vampire", /**/
"\n"};
CHECK_TABLE_SIZE(npc_subrace_types, NUM_SUB_RACES + 1);
// colored npc subrace abbreviations
// for now full name for effect
const char *npc_subrace_abbrevs[] = {
"Unknown",
"\tCAir\tn",
"\tWAngelic\tn",
"\tBAquatic\tn",
"\trArch\tRon\tn",
"\tYAugmented\tn",
"\tDChaotic\tn",
"\tbCold\tn",
"\tGEarth\tn",
"\trEvil\tn",
"\tmExtraplanar\tn",
"\tRFire\tn",
"\tgGoblinoid\tn",
"\tWGood\tn",
"\tGIncorporeal\tn",
"\twLawful\tn",
"\tyNative\tn",
"\tyReptilian\tn",
"\tMShapechanger\tn",
"\tySwarm\tn",
"\tBWater\tn",
"\tDDarkling\tn",
"\tRVampire\tn",
"\n"};
CHECK_TABLE_SIZE(npc_subrace_abbrevs, NUM_SUB_RACES + 1);
// made this for shapechange, a tad tacky -zusuk
const char *npc_race_menu =
"\r\n"
" \tbRea\tclms \tWof Lu\tcmin\tbari\tn | npc race selection\r\n"
"---------------------+\r\n"
"1) \tWHumanoid\tn\r\n"
"2) \tDUndead\tn\r\n"
"3) \tgAnimal\tn\r\n"
"4) \trDragon\tn\r\n"
"5) \tYGiant\tn\r\n"
"6) \tRAberration\tn\r\n"
"7) \tcConstruct\tn\r\n"
"8) \tRElemental\tn\r\n"
"9) \tCFey\tn\r\n"
"10) \tmMagical \tgBeast\tn\r\n"
"11) \tBMonstrous \tWHumanoid\tn\r\n"
"12) \tMOoze\tn\r\n"
"13) \tDOut\twsider\tn\r\n"
"14) \tGPlant\tn\r\n"
"15) \tyVermin\tn\r\n"
"16) \tRLycanthrope\tn\r\n";
// shapechange morph messages to_room, original system
const char *morph_to_room[] = {
/* unknown */
" ",
/* Humanoid */
" ",
/* Undead */
"$n's flesh decays visibly, $s features becoming shallow and sunken as $e"
"turns to the \tDundead\tn.",
/* Animal */
" ",
/* Dragon */
"$n's features lengthen, $s skin peeling back to reveal a thick, "
"scaly hide. Leathery wings sprout from $s shoulders and $s "
"fingers become long, razor-sharp talons.",
/* Giant */
" ",
/* Aberration */
" ",
/* Construct */
" ",
/* Elemental */
"$n bursts into elemental energy, then becomes that element as $s form shifts to that of a "
"\tRelemental\tn.",
/* Fey */
" ",
/* Magical Beast */
" ",
/* Monstrous Humanoid */
" ",
/* Ooze */
"$n's bones dissolve and $s flesh becomes translucent as $e changes form "
"into an ooze!",
/* Outsider */
" ",
/* Plant */
"Thin vines and shoots curl away from $n's body as $s skin changes to a "
"\tGmottled green plant\tn.",
/* Vermin */
" ",
// Lycanthrope
" ",
/*END*/ "\n"};
CHECK_TABLE_SIZE(morph_to_room, NUM_RACE_TYPES + 1);
// shapechange morph messages to_char
const char *morph_to_char[] = {
/* unknown */
" ",
/* Humanoid */
" ",
/* Undead */
"Your flesh decays visibly, and your features becoming shallow and sunken as"
" you turn to the \tDundead\tn.",
/* Animal */
" ",
/* Dragon */
"Your features lengthen, your skin peeling back to reveal a thick, "
"scaly hide. Leathery wings sprout from your shoulders and your "
"fingers become long, razor sharp talons.",
/* Giant */
" ",
/* Aberration */
" ",
/* Construct */
" ",
/* Elemental */
"You burst into fire, then become living flame as your form shifts to that "
"of a \tRfire elemental\tn.",
/* Fey */
" ",
/* Magical Beast */
" ",
/* Monstrous Humanoid */
" ",
/* Ooze */
"Your bones dissolve and your flesh becomes translucent as you change form "
"into an \tGooze\tn!",
/* Outsider */
" ",
/* Plant */
"Thin vines and shoots curl away from your body as your skin changes to a "
"\tGmottled green plant\tn.",
/* Vermin */
" ",
// Lycanthrope
" ",
/*END*/ "\n"};
CHECK_TABLE_SIZE(morph_to_char, NUM_RACE_TYPES + 1);
/* druid shape change race options */
const char *shape_types[MAX_PC_SUBRACES + 1] = {
"Unknown",
"badger",
"panther",
"bear",
"crocodile",
"\n"};
// 5 (number of types)
/* druid shape change messages, to room */
const char *shape_to_room[] = {
"Unknown",
/* badger */
"$n shrinks and suddenly grows spiky brown fur all over $s body, $s nose lengthens"
" into a dirty snout as $s face contorts into an expression of primal"
" rage.",
/* panther */
"$n's back arches into a feline form and $s teeth grow long and sharp. "
"Knifelike claws extend from $s newly formed paws and $s body becomes "
"covered in sleek, dark fur.",
/* bear */
"$n's form swells with muscle as $s shoulders expand into a great girth. "
"Suddenly $s nose transforms "
"into a short perceptive snout and $s ears become larger and rounder on the "
"top of $s head. Then $s teeth become sharper as claws extend from $s meaty paws.",
/* crocodile, giant */
"$n involuntarily drops to the ground on all fours as $s legs shorten to "
"small stumps and a large tail extends from $s body. Hard dark scales cover "
"$s whole body as $s nose and mouth extend into a large tooth-filled maw.",
/*END*/ "\n"};
CHECK_TABLE_SIZE(shape_to_room, MAX_PC_SUBRACES + 1);
/* druid shape change messages, to char */
const char *shape_to_char[] = {
"Unknown",
/* badger */
"You shrink and suddenly grows spiky brown fur all over your body, your nose lengthens"
" into a dirty snout as his face contorts into an expression of primal"
" rage.",
/* panther */
"Your back arches into a feline form and your teeth grow long and sharp. "
"Knifelike claws extend from your newly formed paws and your body becomes "
"covered in sleek, dark fur.",
/* bear */
"Your form swells with muscle as your shoulders expand into a great girth. "
"Suddenly you seem more aware of scents in the air as your nose transforms "
"into a short perceptive snout. Your ears become larger and rounder on the "
"top of your head and your teeth become sharper as claws extend from your meaty paws.",
/* crocodile, giant */
"You involuntarily drop to the ground on all fours as your legs shorten to "
"small stumps and a large tail extends from your body. Hard dark scales cover "
"your whole body as your nose and mouth extend into a large tooth-filled maw.",
/*END*/ "\n"};
CHECK_TABLE_SIZE(shape_to_char, MAX_PC_SUBRACES + 1);
// colored npc race abbreviations
// for now full name for effect
const char *race_family_abbrevs[] = {
"Unknown",
"\tWHmnd\tn",
"\tDUndd\tn",
"\tgAnml\tn",
"\trDrgn\tn",
"\tYGnt\tn",
"\tRAbrt\tn",
"\tcCnst\tn",
"\tRElem\tn",
"\tCFey\tn",
"\tmM\tgBst\tn",
"\tBM\tWHmn\tn",
"\tMOoze\tn",
"\tDOut\tws\tn",
"\tGPlnt\tn",
"\tyVrmn\tn",
"\tGLyc\tn",
"\n"};
CHECK_TABLE_SIZE(race_family_abbrevs, NUM_RACE_TYPES + 1);
const char *race_family_short[] = {
"???",
"Hmn",
"Und",
"Anm",
"Drg",
"Gnt",
"Abr",
"Con",
"Ele",
"Fey",
"Bst",
"MoH",
"Oze",
"Out",
"Plt",
"Ver",
"Lyc",
"\n"};
CHECK_TABLE_SIZE(race_family_short, NUM_RACE_TYPES + 1);
const char *race_family_types[] = {
"Unknown", // 0
"Humanoid",
"Undead",
"Animal",
"Dragon",
"Giant", // 5
"Aberration",
"Construct",
"Elemental",
"Fey",
"Magical Beast", // 10
"Monstrous Humanoid",
"Ooze",
"Outsider",
"Plant",
"Vermin", // 15
"Lycanthrope",
"\n"};
CHECK_TABLE_SIZE(race_family_types, NUM_RACE_TYPES + 1);
const char *race_family_types_plural[] = {
"Unknown", // 0
"Humanoids",
"Undead",
"Animals",
"Dragons",
"Giants", // 5
"Aberrations",
"Constructs",
"Elementals",
"Fey",
"Magical Beasts", // 10
"Monstrous Humanoids",
"Oozes",
"Outsiders",
"Plants",
"Vermin", // 15
"Lycanthropes",
"\n"};
CHECK_TABLE_SIZE(race_family_types_plural, NUM_RACE_TYPES + 1);
const char *award_types[] = {
"experience",
"quest-points",
"account-experience",
"gold",
"bank-gold",
"skill-points",
"feats",
"class-feats",
"epic-feats",
"epic-class-feats",
"ability-boosts",
"\n"};
CHECK_TABLE_SIZE(award_types, NUM_AWARD_TYPES + 1);
const char *paladin_mercies[] = {
"",
"Deceived",
"Fatigued",
"Shaken",
"Dazed",
"Enfeebled",
"Staggered",
"Confused",
"Cursed",
"Frightened",
"Injured",
"Nauseated",
"Poisoned",
"Blinded",
"Deafened",
"Ensorcelled",
"Paralyzed",
"Stunned",
"\n"};
CHECK_TABLE_SIZE(paladin_mercies, NUM_PALADIN_MERCIES + 1);
const char *paladin_mercy_descriptions[] = {
"does nothing",
"removes effects from taunt or intimidate",
"removes fatigue from rage or other sources",
"removes shaken status",
"removes dazed status",
"removes effects that reduce strength or constitution",
"removes staggered status",
"removes confused status",
"removes curses on a person (not items though)",
"removes fear status",
"gives regeneration of 3 hp/round for duration of 1/2 paladin levels",
"removes nauseated status",
"removes poison status",
"removes blindess",
"removes deafness",
"removes 1 random negative effect",
"removes paralysis",
"removes stunned status",
"\n"};
CHECK_TABLE_SIZE(paladin_mercy_descriptions, NUM_PALADIN_MERCIES + 1);
const int paladin_mercy_levels[] = {
0, // none
3, // decevied
3, // fatigued
3, // shaken
6, // dazed
6, // enfeebled
6, // staggered
6, // confused
9, // cursed
9, // frightened
9, // injured
9, // nauseated
9, // poisoned
12, // blinded
12, // deafened
12, // ensorcelled
12, // paralyzed
12, // stunned
0, // end
};
CHECK_TABLE_SIZE(paladin_mercy_levels, NUM_PALADIN_MERCIES + 1);
const char *fiendish_boons[] = {
"",
"flaming",
"keen",
"vicious",
"anarchic",
"flaming burst",
"unholy",
"wounding",
"speed",
"vorpal",
"\n"};
CHECK_TABLE_SIZE(fiendish_boons, NUM_FIENDISH_BOONS + 1);
const char *fiendish_boon_descriptions[] = {
"",
"adds 1d6 fire damage per hit",
"increases weapon threat range (won't stack with itself or improved critical)",
"deals 2d6 negative damage to target and 1d6 negative damage to wielder each hit",
"deals 2d6 negative damage on lawful creatures",
"adds 2d10 fire damage or more on a critical hit",
"adds 1d6 negative damage per hit",
"causes bleed damage each hit",
"gives an extra attack per round (won't stack with itself or haste)",
"5 percent chance on a critical hit to kill the target outright (won't work on undead, constructs or oozes)",
"\n"};
CHECK_TABLE_SIZE(fiendish_boon_descriptions, NUM_FIENDISH_BOONS + 1);
const int fiendish_boon_levels[] = {
0,
5, // flaming
5, // keen
5, // vicious
8, // anarchic
8, // flaming burst
8, // unholy
8, // wounding
11, // speed
14, // vorpal
0};
CHECK_TABLE_SIZE(fiendish_boon_levels, NUM_FIENDISH_BOONS + 1);
const int fiendish_boon_slots[] = {
0,
1, // flaming
1, // keen
1, // vicious
2, // anarchic
2, // flaming burst
2, // unholy
2, // wounding
3, // speed
5, // vorpal
0};
CHECK_TABLE_SIZE(fiendish_boon_slots, NUM_FIENDISH_BOONS + 1);
const char *blackguard_cruelties[] = {
"",
"Fatigued",
"Shaken",
"Sickened",
"Dazed",
"Diseased",
"Staggered",
"Cursed",
"Frightened",
"Nauseated",
"Poisoned",
"Blinded",
"Deafened",
"Paralyzed",
"Stunned",
"\n"};
CHECK_TABLE_SIZE(blackguard_cruelties, NUM_BLACKGUARD_CRUELTIES + 1);
const char *blackguard_cruelty_descriptions[] = {
"does nothing",
"Causes fatigue on a failed save",
"applies shaken status on failed saved",
"applies sickened status on failed saved",
"dazes target on failed saved",
"inflict target with disease on failed saved",
"staggers target on failed saved",
"curses target on failed saved",
"causes fear on target with failed saved",
"causes nausea on target with failed saved",
"poisons target on failed saved",
"blinds target on failed saved",
"deafens target on failed saved",
"paralyzes target on failed saved",
"stuns target on failed saved",
"\n"};
CHECK_TABLE_SIZE(blackguard_cruelty_descriptions, NUM_BLACKGUARD_CRUELTIES + 1);
const int blackguard_cruelty_levels[] = {
0, // none
3, // Fatigued
3, // Shaken
3, // Sickened
6, // Dazed
6, // Diseased
6, // Staggered
9, // Cursed
9, // Frightened
9, // Nauseated
9, // Poisoned
12, // Blinded
12, // Deafened
12, // Paralyzed
12, // Stunned
0, // end
};
CHECK_TABLE_SIZE(blackguard_cruelty_levels, NUM_BLACKGUARD_CRUELTIES + 1);
const int blackguard_cruelty_affect_types[] = {
AFF_DONTUSE, // none
AFF_FATIGUED, // Fatigued
AFF_SHAKEN, // Shaken
AFF_SICKENED, // Sickened
AFF_DAZED, // Dazed
AFF_DISEASE, // Diseased
AFF_STAGGERED, // Staggered
AFF_CURSE, // Cursed
AFF_FEAR, // Frightened
AFF_NAUSEATED, // Nauseated
AFF_POISON, // Poisoned
AFF_BLIND, // Blinded
AFF_DEAF, // Deafened
AFF_PARALYZED, // Paralyzed
AFF_STUN, // Stunned
AFF_DONTUSE, // end
};
CHECK_TABLE_SIZE(blackguard_cruelty_affect_types, NUM_BLACKGUARD_CRUELTIES + 1);
const char *inquisitor_judgements[] = {
"",
"Destruction",
"Healing",
"Justice",
"Piercing",
"Protection",
"Purity",
"Resiliency",
"Resistance",
"\n"};
CHECK_TABLE_SIZE(inquisitor_judgements, NUM_INQ_JUDGEMENTS + 1);
const char *inquisitor_judgement_descriptions[] = {
"",
"+1 sacred bonus on damage rolls per 3 Inquisitor levels.",
"fast healing 1 per 3 Inquisitor levels.",
"+1 sacred bonus on attack rolls per 5 Inquisitor levels. At level 10 this is doubled on checks to confirm critical hits.",
"+1 sacred bonus on concentration checks and checks to overcome spell resistance per 3 Inquisitor levels.",
"+1 sacred bonus to AC per 5 Inquisitor levels. At level 10 this is doubled against critical hit confirmation rolls.",
"+1 sacred bonus to all saving throws per 5 Inquitisor levels. At level 10 this is doubled against poison, disease and curses.",
"receieve DR 1/- per 5 Inquisitor levels.",
"receive 4 points of energy resistance (acid, cold, electricity, fire, and sonic) for every 3 Inquisitor levels.",
"\n"};
CHECK_TABLE_SIZE(inquisitor_judgement_descriptions, NUM_INQ_JUDGEMENTS + 1);
const char *class_names[] = {
"Wizard", // 0
"Cleric",
"Rogue",
"Warrior",
"Monk",
"Druid", // 5
"Berserker",
"Sorcerer",
"Paladin",
"Ranger",
"Bard", // 10
"Weapon Master",
"Arcane Archer",
"Stalwart Defender",
"Shifter",
"Duelist", // 15
"Mystic Theurge",
"Alchemist",
"Arcane Shadow",
"Sacred Fist",
"Eldritch Knight", // 20
"Psionicist",
"Spellsword",
"Shadow Dancer",
"Blackguard",
"Assassin", // 25
"Inquisitor",
"Summoner",
"Warlock",
"Necromancer",
"Knight of the Crown", // 30
"Knight of the Sword",
"Knight of the Rose",
"Knight of the Thorn",
"Knight of the Skull",
"Knight of the Lily", // 35
"Dragon Rider",
// "unfinished",
// "unfinished",
// "unfinished",
// "Shadow Dancer", //20
"\n"};
CHECK_TABLE_SIZE(class_names, NUM_CLASSES + 1);
const char *attack_hit_types[] = {
"Hit", // 0
"Sting",
"Whip",
"Slash",
"Bite",
"Bludgeon", // 5
"Crush",
"Pound",
"Claw",
"Maul",
"Thrash", // 10
"Pierce",
"Blast",
"Punch",
"Stab",
"Slice", // 15
"Thrust",
"Hack",
"Rake",
"Peck",
"Smash", // 20
"Trample",
"Charge",
"Gore", // 23
/**/
"\n"};
CHECK_TABLE_SIZE(attack_hit_types, NUM_ATTACK_TYPES + 1);
const char *attack_types[] = {
"Primary",
"Offhand",
"Ranged",
"Unarmed",
"Two-Handed",
"Bomb Toss",
"Primary (Sneak)",
"Offhand (Sneak)",
"Psionics",
"Eldritch Blast",
"Evolution (Bite)",
"Evolution (Claws)",
"Evolution (Hooves)",
"Evolution (Pincers)",
"Evolution (Sting)",
"Evolution (Tail Slap)",
"Evolution (Tentacle)",
"Evolution (Wing Buffet)",
"Evolution (Gore)",
"Evolution (Rake)",
"Evolution (Rend)",
"Evolution (Trample)",
};
const char *instrument_names[] = {
"Lyre",
"Flute",
"Horn",
"Drum",
"Harp",
"Mandolin",
/**/
"\n"};
CHECK_TABLE_SIZE(instrument_names, MAX_INSTRUMENTS + 1);
// const char *spec_armor_type[] = {
// "Undefined",
// /**/
// "Clothing/Robes",
// "Padded Armor",
// "Leather Armor",
// "Studded Leather Armor",
// "Light Chain Armor",
// "Hide Armor",
// "Scale Armor",
// "Chainmail",
// "Piecemeal Armor",
// "Splint Armor",
// "Banded Armor",
// "Halfplate Armor",
// "Fullplate Armor",
// /**/
// "Buckler",
// "Small Shield",
// "Large Shield",
// "Tower Shield",
// /**/
// "Cloth Hood",
// "Padded Helm",
// "Leather Helm",
// "Studded Leather Helm",
// "Light Chain Helm",
// "Hide Helm",
// "Scale Helm",
// "Chainmail Helm",
// "Piecemeal Helm",
// "Splint Helm",
// "Banded Helm",
// "Halfplate Helm",
// "Fullplate Helm",
// /**/
// "Cloth Sleeves",
// "Padded Sleeves",
// "Leather Sleeves",
// "Studded Leather Sleeves",
// "Light Chain Sleeves",
// "Hide Sleeves",
// "Scale Sleeves",
// "Chainmail Sleeves",
// "Piecemeal Sleeves",
// "Splint Vambraces",
// "Banded Vambraces",
// "Halfplate Vambraces",
// "Fullplate Vambraces",
// "Fullplate Vambraces",
// /**/
// "Cloth Pants",
// "Padded Leggings",
// "Light Chain Leggings",
// "Hide Leggings",
// "Scale Leggings",
// "Chainmail Leggings",
// "Piecemeal Leggings",
// "Splint Greaves",
// "Banded Greaves",
// "Halfplate Greaves",
// "Fullplate Greaves",
// "\n"};
// // CHECK_TABLE_SIZE(spec_armor_type, NUM_SPEC_ARMOR_TYPES + 1);
/* ammo types */
const char *ammo_types[] = {
"Undefined",
"arrow",
"bolt",
"sling bullet",
"dart",
"\n"};
CHECK_TABLE_SIZE(ammo_types, NUM_AMMO_TYPES + 1);
/* weapon head types */
const char *weapon_head_types[] = {
"Undefined",
"Blade",
"Head",
"Point",
"Bow",
"Pouch",
"Cord",
"Mesh",
"Chain",
"Fist",
"\n"};
CHECK_TABLE_SIZE(weapon_head_types, NUM_WEAPON_HEAD_TYPES + 1);
/* weapon handle types */
const char *weapon_handle_types[] = {
"Undefined",
"Shaft",
"Hilt",
"Strap",
"String",
"Grip",
"Handle",
"Glove",
"\n"};
CHECK_TABLE_SIZE(weapon_handle_types, NUM_WEAPON_HANDLE_TYPES + 1);
/* sizes */
const char *sizes[] = {
"Undefined",
"Fine",
"Diminutive",
"Tiny",
"Small",
"Medium",
"Large",
"Huge",
"Gargantuan",
"Colossal",
"\n"};
CHECK_TABLE_SIZE(sizes, NUM_SIZES + 1);
/* weapon damage types */
const char *weapon_damage_types[] = {
"Bludgeoning",
"Slashing",
"Piercing",
"Non-Lethal",
"\n"};
CHECK_TABLE_SIZE(weapon_damage_types, NUM_WEAPON_DAMAGE_TYPES + 1);
/* What type of trap */
const char *trap_type[] = {
"Leave Room",
"Open Door",
"Unlock Door",
"Open Container",
"Unlock Container",
"Get Object",
"Enter Room (sets off without check opportunity at least once)",
"\n"};
CHECK_TABLE_SIZE(trap_type, MAX_TRAP_TYPES + 1);
/* Trap-effects, add 1000 to this value to reference the proper values in
act.item.c */
const char *trap_effects[] = {
"Wall of Flames (20d20 fire)",
"Lightning Strike (20d20 electric)",
"Impaling Spike (15d20 puncture, para 5 rounds)",
"Dark Glyph (300+15d20 mental, feeblemind 25 rounds)",
"Spike Pit (2d10 puncture)",
"Harmful Dart (10+6d6 puncture)",
"Poison Gas (poison 10 rounds)",
"Dispel Magic",
"Dark Warrior Ambush (1-3 dark warriors attack)",
"Boulder Drop (current-hp/5 damage)",
"Wall Smash (current-hp/5 damage)",
"Spider Horde (current-hp/6 damage)",
"Harmful Gas (current-hp/4 poison damage)",
"Freezing Conditions (10d20 cold)",
"Skeletal Hands (50% chance death or 10d40 damage)",
"Spider Webs (web spell 20 rounds, 1d3 spiders)",
"\n"};
CHECK_TABLE_SIZE(trap_effects, MAX_TRAP_EFFECTS + 1);
/* ranged weapon types (bows, etc) */
const char *ranged_weapons[] = {
"bow",
"crossbow",
"\n"};
CHECK_TABLE_SIZE(ranged_weapons, NUM_RANGED_WEAPONS + 1);
/* ranged weapon missiles (arrows, etc) */
const char *ranged_missiles[] = {
"arrow",
"bolt",
"\n"};
CHECK_TABLE_SIZE(ranged_missiles, NUM_RANGED_MISSILES + 1);
/* note - in utils.c there are two functions for alignment as well
* char *get_align_by_num(int align)
* char *get_align_by_num_cnd(int align)
*/
const char *alignment_names[] = {
"\tYLawful \tWGood\tn",
"\tcNeutral \tWGood\tn",
"\tRChaotic \tWGood\tn",
"\tYLawful \tcNeutral\tn",
"\tcTrue Neutral\tn",
"\tRChaotic \tcNeutral\tn",
"\tYLawful \tDEvil\tn",
"\tcNeutral \tDEvil\tn",
"\tRChaotic \tDEvil\tn",
"\n"};
CHECK_TABLE_SIZE(alignment_names, NUM_ALIGNMENTS + 1);
const char *alignment_names_nocolor[] = {
"Lawful Good",
"Neutral Good",
"Chaotic Good",
"Lawful Neutral",
"True Neutral",
"Chaotic Neutral",
"Lawful Evil",
"Neutral Evil",
"Chaotic Evil",
"\n"};
CHECK_TABLE_SIZE(alignment_names_nocolor, NUM_ALIGNMENTS + 1);
/* structure for immortal prefix */
const char *admin_level_names[] = {
"\tB[ \tC Staff \tB ]\tn", // LVL_IMMORTAL
"\tB[\tCSenior Staff\tB]\tn", // LVL_STAFF
"\tB[\tCWorld Forger\tB]\tn", // LVL_GRSTAFF
"\tB[ \tCForger\tB ]\tn", // LVL_IMPL
"\n",
};
CHECK_TABLE_SIZE(admin_level_names, LVL_IMPL - LVL_IMMORT + 2);
const char *craft_type[] = {
"RESERVED",
"brew",
"craft",
"fletch",
"knit",
"mine",
"disenchant",
"synthesize",
"hunt",
"forest",
"divide",
"resize",
"augment",
"work on a supplyorder for",
"convert",
"restring",
"wand-craft",
"staff-craft",
"bonearmor",
"reforge",
"redesc",
"\n"};
CHECK_TABLE_SIZE(craft_type, NUM_CRAFT + 1);
const char *size_names[] = {
"RESERVED",
"Fine",
"Diminutive",
"Tiny",
"Small",
"Medium",
"Large",
"Huge",
"Gargantuan",
"Colossal",
"\n"};
CHECK_TABLE_SIZE(size_names, NUM_SIZES + 1);