Constaty z Axise


const char * ItemTypeName[] =
{
    "  NORMAL  ",
    "CONTAINER",        // any unlocked container or corpse. CContainer based
    "CONTAINER_LOCKED",    // 2 =
    "DOOR",                // 3 = door can be opened
    "DOOR_LOCKED",        // 4 = a locked door.
    "KEY",                // 5 =
    "LIGHT_LIT",            // 6 = Local Light giving object
    "LIGHT_OUT",            // 7 = Can be lit.
    "FOOD",                // 8 = edible food. (poisoned food ?)
    "FOOD_RAW",            // 9 = Must cook raw meat unless your an animal.
    "ARMOR",                // 10 = some type of armor. (no real action)
    "WEAPON_MACE_SMITH",    // 11 = Can be used for smithing
    "WEAPON_MACE_SHARP",    // 12 = war axe can be used to cut/chop trees.
    "WEAPON_SWORD",        // 13 =
    "WEAPON_FENCE",        // 14 = can't be used to chop trees. (make kindling)
    "WEAPON_BOW",        // 15 = bow or xbow
    "WAND",                // 16 = A magic storage item
    "TELEPAD",            // 17 = walk on teleport
    "SWITCH",            // 18 = this is a switch which effects some other object in the world.
    "BOOK",                // 19 = read this book. (static text)
    "RUNE",                // 20 = can be marked and renamed as a recall rune.
    "BOOZE",                // 21 = booze
    "POTION",            // 22 = Some magic effect.    
    "FIRE",                // 23 = It will burn you.
    "CLOCK",                // 24 = or a wristwatch
    "TRAP",                // 25 = walk on trap.
    "TRAP_ACTIVE",        // 26 = some animation
    "MUSICAL",            // 27 = a musical instrument.
    "SPELL",                // 28 = magic spell effect.
    "GEM",                // 29 = no use yet
    "WATER",                // 30 = This is water (fishable)
    "CLOTHING",            // 31 = All cloth based wearable stuff",
    "SCROLL",            // 32 = magic scroll
    "CARPENTRY",            // 33 = tool of some sort.
    "SPAWN_CHAR",        // 34 = spawn object. should be invis also.
    "GAME_PIECE",        // 35 = can't be removed from game.
    "PORTCULIS",            // 36 = Z delta moving gate. (open)
    "FIGURINE",            // 37 = magic figure that turns into a creature when activated.
    "SHRINE",            // 38 = can res you
    "MOONGATE",            // 39 = linked to other moon gates (hard coded locations)    
    "CHAIR",                // 40 = Any sort of a chair item. we can sit on.
    "FORGE",                // 41 = used to smelt ore", blacksmithy etc.
    "ORE",                // 42 = smelt to ingots.
    "LOG",                // 43 = make into furniture etc.
    "TREE",                // 44 = can be chopped.
    "ROCK",                // 45 = can be mined for ore.
    "CARPENTRY_CHOP",    // 46 = tool of some sort.
    "MULTI",                // 47 = multi part object like house or ship.
    "REAGENT",            // 48 = alchemy when clicked ?
    "SHIP",                // 49 = this is a SHIP MULTI
    "SHIP_PLANK",        
    "SHIP_SIDE",            // 51 = Should extend to make a plank
    "SHIP_SIDE_LOCKED",
    "SHIP_TILLER",        // 53 = Tiller man on the ship.
    "EQ_TRADE_WINDOW",        // 54 = container for the trade window.
    "FISH",                // 55 = fish can e cut up.
    "SIGN_GUMP",            // 56 = Things like grave stones and sign plaques
    "STONE_GUILD",        // 57 = Guild/town stones
    "ANIM_ACTIVE",        // 58 = active anium that will recycle when done.
    "ADVANCE_GATE",        // 59 = advance gate. m_AdvanceGateType = CREID_TYPE
    "CLOTH",                // 60 = bolt or folded cloth
    "HAIR",
    "BEARD",                // 62 = just for grouping purposes.
    "INGOT",                // 63 = Ingot.
    "COIN",                // 64 = coin of some sort. gold or otherwise.
    "PLANT",                // 65 = a plant that will regrow. picked type.
    "DRINK",                // 66 = some sort of drink (non booze)
    "ANVIL",                // 67 = for repair.
    "PORT_LOCKED",        // 68 = this portcullis must be triggered.
    "SPAWN_ITEM",        // 69 = spawn other items.
    "TELESCOPE",            // 70 = big telescope pic.
    "BED_EW",            // 71 = EW facing bed.
    "BED_NS",            // 72 = NS facing bed
    "MAP",                // 73 = Map object with pins.
    "EQ_MEMORY_OBJ",        // 74 = A Char has a memory link to some object. (I am fighting with someone. This records the fight.)
    "WEAPON_MACE_STAFF",    // 75 = staff type of mace. or just other type of mace.
    "EQ_HORSE",            // 76 = equipped horse object represents a riding horse to the client.
    "COMM_CRYSTAL",        // 77 = communication crystal.
    "GAME_BOARD",        // 78 = this is a container of pieces.
    "TRASH",                // 79 = delete any object dropped on it.
    "CANNON_MUZZLE",        // 80 = cannon muzzle. NOT the other cannon parts.
    "CANNON",            // 81 = the reset of the cannon.
    "CANNON_BALL",
    "PLANT_FRUITING",    // 83 = fruit can be picked off this.
    "PLANT_IMATURE",        // 84 = can't be picked yet.
    "RING_REAGENTS",        // 85 = ring of reagents.
    "CRYSTAL_BALL",
    "CASHIERS_CHECK",    // 87 = represents large amounts of money.
    "MESSAGE",            // 88 = user written message item. (for bboard ussually)
    "REAGENT_RAW",        // 89 = Freshly grown reagents...not processed yet.
    "EQ_CLIENT_LINGER",    // 90 = Change the brain type for some time.
    "DREAM_GATE",        // 91 = Push you to another shard. (no items transfered", client insta logged out)
    "ITEM_STONE",        // 92 = Double click for items
    "METRONOME",            // 93 = ticks once every n secs.
    "EXPLOSION",            // 94 = async explosion.
    "EQ_NPC_SCRIPT",        // 95 = Script npc actions in the form of a book.
    "WEB",
    "GRASS",
    "AROCK",                // 98 = a rock or boulder. can be thrown by giants.
    "TRACKER",            // 99 = points to a linked object.
    "SOUND",                // 100 = this is a sound source.
    "STONE_TOWN",        // 101 = Town stones. everyone free to join.
    "WEAPON_MACE_CROOK",    // 102
    "WEAPON_MACE_PICK",    // 103
    "LEATHER",            // 104 = Leather or skins of some sort.(not wearable)
    "SHIP_OTHER",        // 105 = some other part of a ship.
    "BBOARD",            // 106 = a container and bboard object.
    "SPELLBOOK",            // 107 = spellbook (with spells)
    "CORPSE",            // 108 = special type of item.
    "TRACK_ITEM",        // 109 - track a id or type of item.
    "TRACK_CHAR",        // 110 = track a char or range of char id's
    "WEAPON_ARROW",        // 111
    "WEAPON_BOLT",        // 112
    "EQ_VENDOR_BOX",        // 113 = an equipped vendor .
    "EQ_BANK_BOX",        // 114 = an equipped bank box
    "DEED",            // 115
    "LOOM",            // 116
    "BEE_HIVE",        // 117
    "ARCHERY_BUTTE",    // 118
    "EQ_MURDER_COUNT",    // 119 = my murder count flag.
    "EQ_STUCK",        // 120
    "TRAP_INACTIVE",    // 121 = a safe trap.
    "STONE_ROOM",        // 122 = house type stone. (for mapped house regions)
    "BANDAGE",            // 123 = can be used for healing.
    "CAMPFIRE",        // 124 = this is a fire but a small one.
    "MAP_BLANK",        // 125 = blank map.
    "SPY_GLASS",        // 126
    "SEXTANT",            // 127
    "SCROLL_BLANK",    // 128
    "FRUIT",            // 129
    "WATER_WASH",        // 130 = water that will not contain fish. (for washing or drinking)
    "WEAPON_AXE",        // 131 = not the same as a sword. but uses swordsmanship skill
    "WEAPON_XBOW",        // 132
    "SPELLICON",        // 133
    "DOOR_OPEN",        // 134 = You can walk through doors that are open.
    "MEAT_RAW",        // 135 = raw (uncooked meat) or part of a corpse.
    "GARBAGE",            // 136 = this is junk.
    "KEYRING",            // 137
    "TABLE",            // 138 = a table top
    "FLOOR",            // 139
    "ROOF",            // 140
    "FEATHER",            // 141 = a birds feather
    "WOOL",            // 142 = Wool cut frm a sheep.
    "FUR",                // 143
    "BLOOD",            // 144 = blood of some creature
    "FOLIAGE",            // 145 = does not go invis when reaped. but will if eaten
    "GRAIN",            // 146
    "SCISSORS",        // 147
    "THREAD",            // 148
    "YARN",            // 149
    "SPINWHEEL",        // 150
    "BANDAGE_BLOOD",    // 151 = must be washed in water to get bandage back.
    "FISH_POLE",        // 152
    "SHAFT",            // 153 = used to make arrows and xbolts
    "LOCKPICK",        // 154
    "KINDLING",        // 155 = lit to make campfire
    "TRAIN_DUMMY",        // 156
    "TRAIN_PICKPOCKET",// 157
    "BEDROLL",            // 158
    "BELLOWS",            // 159
    "HIDE",            // 160 = hides are cured to make leather.
    "CLOTH_BOLT",        // 161 = must be cut up to make cloth squares.
    "LUMBER",            // 162 = logs are plained into decent lumber
    "PITCHER",            // 163
    "PITCHER_EMPTY",    // 164
    "DYE_VAT",            // 165
    "DYE",                // 166
    "POTION_EMPTY",    // 167 = empty bottle.
    "MORTAR",            // 168
    "HAIR_DYE",        // 169
    "SEWING_KIT",        // 170
    "TINKER_TOOLS",    // 171
    "WALL",            // 172 = wall of a structure.
    "WINDOW",            // 173 = window for a structure.
    "COTTON",            // 174 = Cotton from the plant
    "BONE",            // 175
    "EQ_SCRIPT",        // 176
    "SHIP_HOLD",        // 177 = ships hold.
    "SHIP_HOLD_LOCK",    // 178
    "LAVA",            // 179
    "SHIELD",            // 180 = equippable armor.
    "JEWELRY",            // 181 = equippable.
    "DIRT",            // 182 = a patch of dirt where i can plant something
};

const char * SpellNames[] =
{
    "  NONE  ",

    "Clumsy",
    "Create_Food",
    "Feeblemind",
    "Heal",
    "Magic_Arrow",
    "Night_Sight",
    "Reactive_Armor",
    "Weaken",

    // 2nd
    "Agility",    // 9
    "Cunning",
    "Cure",
    "Harm",
    "Magic_Trap",
    "Magic_Untrap",
    "Protection",
    "Strength",    // 16

    // 3rd
    "Bless",        // 17
    "Fireball",
    "Magic_Lock",
    "Poison",
    "Telekin",
    "Teleport",
    "Unlock",
    "Wall_of_Stone",    // 24

    // 4th
    "Arch_Cure",    // 25
    "Arch_Prot",
    "Curse",
    "Fire_Field",
    "Great_Heal",
    "Lightning",    // 30
    "Mana_Drain",
    "Recall",

        // 5th
    "Blade_Spirit",
    "Dispel_Field",
    "Incognito",        // 35
    "Magic_Reflect",
    "Mind_Blast",
    "Paralyze",
    "Poison_Field",
    "Summon",            // 40

        // 6th
    "Dispel",
    "Energy_Bolt",
    "Explosion",
    "Invis",
    "Mark",
    "Mass_Curse",
    "Paralyze_Field",
    "Reveal",

        // 7th
    "Chain_Lightning",
    "Energy_Field",
    "Flame_Strike",
    "Gate_Travel",
    "Mana_Vamp",
    "Mass_Dispel",
    "Meteor_Swarm",
    "Polymorph",

        // 8th
    "Earthquake",
    "Vortex",
    "Resurrection",    // 59
    "Air_Elem",
    "Daemon",
    "Earth_Elem",
    "Fire_Elem",
    "Water_Elem",    // 64

    // Necro
    "Summon_Undead",
    "Animate_Dead",
    "Bone_Armor",
    "Light",
    "Fire_Bolt"        // 69

};

const char * knownItemTags[]     =
{
    "NAME",
    "DYE",
    "REPAIR",
    "REQSTR",
    "MOREP",
    "TYPE",
    "CATEGORY",
    "SUBSECTION",
    "DESCRIPTION",
    "ID",
    "COLOR",
    "WEIGHT",
    "ARMOR",
    "BUYVALUE",
    "SELLVALUE",
    "DAM",
    "ATT",
    "HITPOINTS",
    "DUPEITEM",
    "ATTR",
    "SPEED",
    "SKILL",
    "MORE",
    "MORE1",
    "MORE2",
    "ONTRIGGER",
    "DUPELIST",
    "DEFNAME",
    "TIMER",
    "NOINDEX",
    "TWOHANDS",
    "COMPONENT",
    "MULTIREGION",
    "MATERIAL",
};

const char * knownMapTags[] =
{
    "GROUP",                                // 0
    "TITLE",
    "P",
    "RECT",
    "MIDILIST",
    "MAGICDAMAGE",
    "MAGIC",
    "MARK",
    "RECALLIN",
    "RECALLOUT",
    "GATE",                                // 10
    "GATEIN",
    "GATEOUT",
    "BUILDABLE",
    "NOBUILD",
    "GUARDED",
    "GUARDOWNER",
    "RAINCHANCE",
    "COLDCHANCE",
    "LOCAL",
    "GLOBAL",                        // 20
    "SOUNDS",
    "NODECAY",
    "SAFE",
    "UNDERGROUND",                // 24
    "ANNOUNCEMENT",
    "ANNOUNCE",
    "TRIGGER",                // 27
    "FLAGS",                // 28
    "TRIGPERIODIC",            // 29
};

const char * knownINITags [] =
{
    "FILES",    //
    "MULFILES",
    "SCPFILES",
    "WORLDSAVE",
    "LOG",

    "PROFILE",
    "VERBOSE",
    "GUESTS",
    "WEBPAGESRC",        // m_sWebPageFilePath2
    "SECURE",
    "HEARALL",
    "SAVEPERIOD",
    "MAPCACHETIME",
    "REAGENTSREQUIRED",
    "DUNGEONLIGHT",
    "MONSTERFIGHT",
    "SPEECHFILES",
    "DECAYTIMER",
    "BANKMAXITEMS",
    "BANKMAXWEIGHT",
    "WOPPLAYER",
    "WOPSTAFF",
    "DEADSOCKETTIME",
    "DEBUGFLAGS",
    "GUARDSINSTANTKILL",
    "ARRIVEDEPARTMSG",  // 25
    "CORPSEPLAYERDECAY",
    "CORPSENPCDECAY",    // 27
    "SNOOPCRIMINAL",
    "FREESERVER",
    "FREESHARD",
    "CLIENTLINGER",
    "FREEZERESTARTTIME",        // m_iFreezeRestartTime
    "WEBPAGEUPDATE",
    "WEBPAGEDST",
    "MINCHARDELETETIME",
    "NPCTRAINPERCENT",            // m_iTrainSkillPercent
    "CLIENTVERSION",
    "REGISTERSERVER",            // m_sRegisterServer
    "CHARTAGS",                    // m_fCharTags
    "VENDORMAXSELL",            // m_iVendorMaxSell
    "BACKUPLEVELS",                // m_iSaveBackupLevels
    "SAVEBACKGROUND",            // m_iSaveBackgroundTime
    "FORCEGARBAGECOLLECT",        // m_fSaveGarbageCollect
    "GAMEMINUTELENGTH",            // m_iGameMinuteLength
    "NOWEATHER",                // m_fNoWeather
    "EQUIPPEDCAST",                // m_fEquippedCast
    "FLIPDROPPEDITEMS",            // m_fFlipDroppedItems
    "STATCAP",                    // m_iMaxSumOfStats
    "STATAVG",                    // m_iAvgSumOfStats
    "REAGENTLOSSFAIL",            // m_fReagentLossFail
    "NTSERVICE",                // m_fUseNTService
    "POLLSERVERS",                // m_iPollServers
    "MAGICUNLOCKDOOR",        // m_iMagicUnlockDoor
    "MAINLOGSERVER",        // m_fMainLogServer
    "MURDERMINCOUNT",        // m_iMurderMinCount;        // amount of murders before we get title.
    "MURDERDECAYTIME",        // m_iMurderDecayTime;
    "CLIENTS",
    "CLIENTMAX",            // m_nClientsMax
    "WEBCLIENTLISTFORM",    // m_sWebClientListFormat
    "WEBSERVERLISTFORM",    // m_sWebServListFormat
    "MAXCHARSPERACCOUNT",    // m_iMaxCharsPerAccount
    "LOGMASK",                // GetLogMask
    "LIGHTNIGHT",            // m_iLightNight
    "NPCTRAINMAX",            // m_iTrainSkillMax
    "MAXCOMPLEXITY",            // m_iMaxComplexity

    // These are for the server references...
    "TZ",
    "TIMEZONE",
    "EMAIL",
    "ADMIN",
    "ADMINEMAIL",    //     m_sEMail
    "URL",            // m_sURL

    // These are new
    "PLAYERNEUTRAL",
    "GUARDLINGER",
    "CRIMINALTIMER",
    "HITPOINTPERCENTONREZ",
    "MONSTERFEAR",
    "ACCTFILES",
    "LOOTINGISACRIME",
    "RESPONSIBLEOWNERS",
    "HELPINGCRIMINALSISACRIME",
    "PLAYERGHOSTSOUNDS",
    "AUTONEWBIEKEYS",
    "MAXBASESKILL",
    "RUNNINGPENALTY",
    "STAMINALOSSATWEIGHT",
};

const char * knownAcctTags [] =
{
    "ACCOUNT",
    "BLOCK",
    "CHATNAME",
    "COMMENT",
    "EMAIL",
    "EMAILFAIL",
    "EMAILMSG",
    "FIRSTCONNECTDATE",
    "FIRSTIP",
    "GUEST",
    "JAIL",
    "LANG",
    "LASTCHARUID",
    "LASTCONNECTDATE",
    "LASTCONNECTTIME",
    "LASTIP",
    "LEVEL",
    "PASSWORD",
    "PLEVEL",
    "PRIV",
    "T2A",
    "TOTALCONNECTTIME",
};

const char * knownPotionTags [] =
{
    "NAME",
    "ITEM",
    "REAGENT",
    "REAGENT_AMT",
    "SKILL_MIN",
    "COLOR",
};

const char * knownSpawnTags [] =
{
    "DEFNAME",
    "CATEGORY",
    "SUBSECTION",
    "DESCRIPTION",
    "ID",
    "WEIGHT",
};

const char * Resources [] =
{
    "BW",
    "BL",
    "BP",
    "BM",
    "BS",
    "VB",
    "BO",
    "BR",
    "DA",
    "FD",
    "DB",
    "EC",
    "GA",
    "GI",
    "MR",
    "EN",
    "NS",
    "OB",
    "PI",
    "PU",
    "SA",
    "SS",
    "SE",
    "VA",
    "DW",
    "WH",
    "ME",
    "FE",
    "HI",
    "LE",
    "FU",
    "WO",
    "IN",
    "IG",
    "IS",
    "IC",
    "LO",
    "SH",
    "BT",
    "SC",
    "CL",
    "HA",
    "FL",
};

const char * ResourceNames [] =
{
    "Batwing",
    "Blackmoor",
    "Black Pearl",
    "Blood Moss",
    "Bloodspawn",
    "Vial of Blood",
    "Bone",
    "Brimstone",
    "Daemon Bone",
    "Fertile Dirt",
    "Dragon's Blood",
    "Executioner's Cap",
    "Garlic",
    "Ginseng",
    "Mandrake Root",
    "Eye of Newt",
    "Nightshade",
    "Obsidian",
    "Pig Iron",
    "Pumice",
    "Sulfurous Ash",
    "Spider Silk",
    "Serpent Scales",
    "Volcanic Ash",
    "Dead Wood",
    "Wyrm's Heart",
    "Meat",
    "Feathers",
    "Hides",
    "Leather",
    "Furs",
    "Wool",
    "Iron Ingots",
    "Gold Ingots",
    "Silver Ingots",
    "Copper Ingots",
    "Logs",
    "Shafts",
    "Empty Bottle",
    "Blank Scroll",
    "Cloth",
    "Hay",
    "Flour",
};

cpp
30 Nov 2016

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