/*************************************************************************** * 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@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #endif /* system calls */ int remove(); int system(); /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; typedef unsigned char bool; #endif /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct kill_data KILL_DATA; typedef struct mem_data MEM_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct gen_data GEN_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct mprog_list MPROG_LIST; typedef struct mprog_code MPROG_CODE; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo, int target ) ); /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4608 #define MAX_INPUT_LENGTH 256 #define PAGELEN 23 /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_SOCIALS 256 #define MAX_SKILL 342 #define MAX_GROUP 40 #define MAX_IN_GROUP 354 #define MAX_ALIAS 5 #define MAX_CLASS 11 #define MAX_PC_RACE 13 #define MAX_CLAN 7 #define MAX_DAMAGE_MESSAGE 43 #define MAX_LEVEL 60 #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 8) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (40 * PULSE_PER_SECOND) #define PULSE_AREA (120 * PULSE_PER_SECOND) #define PULSE_TRACK ( 20 * PULSE_PER_SECOND) #define PULSE_RIOT ( 2 * PULSE_PER_SECOND) #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define ANGEL (MAX_LEVEL - 7) #define AVATAR (MAX_LEVEL - 8) #define HERO LEVEL_HERO /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F struct ban_data { BAN_DATA * next; bool valid; sh_int ban_flags; sh_int level; char * name; }; struct buf_type { BUFFER * next; bool valid; sh_int state; /* error state of the buffer */ sh_int size; /* size in k */ char * string; /* buffer's string */ }; /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; /* * Connected state for a channel. */ #define CON_PLAYING 0 #define CON_GET_NAME 1 #define CON_GET_OLD_PASSWORD 2 #define CON_CONFIRM_NEW_NAME 3 #define CON_GET_NEW_PASSWORD 4 #define CON_CONFIRM_NEW_PASSWORD 5 #define CON_GET_NEW_RACE 6 #define CON_GET_NEW_SEX 7 #define CON_GET_NEW_CLASS 8 #define CON_ROLLING_STATS 9 #define CON_GET_ALIGNMENT 10 #define CON_GET_ETHOS 11 #define CON_DEFAULT_CHOICE 12 #define CON_GEN_GROUPS 13 #define CON_NEW_CHAR 14 #define CON_READ_IMOTD 15 #define CON_READ_MOTD 16 #define CON_BREAK_CONNECT 17 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; bool valid; char * host; sh_int descriptor; sh_int connected; bool fcommand; char inbuf [4 * MAX_INPUT_LENGTH]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; char * outbuf; int outsize; int outtop; char * showstr_head; char * showstr_point; }; /* * Attribute bonus structures. */ struct str_app_type { sh_int tohit; sh_int todam; sh_int carry; sh_int wield; }; struct int_app_type { sh_int learn; }; struct wis_app_type { sh_int practice; }; struct dex_app_type { sh_int defensive; sh_int carry; }; struct con_app_type { sh_int hitp; sh_int shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 /* * Help table types. */ struct help_data { HELP_DATA * next; sh_int level; char * keyword; char * text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 8 #define MAX_STATS 5 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 struct class_type { char * name; /* the full name of the class */ char who_name [4]; /* Three-letter name for 'who' */ /* sh_int attr_prime; Prime attribute */ sh_int align; /* see pc_race_type */ sh_int xpadd; /* see pc_race_type */ sh_int weapon; /* First weapon */ sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */ sh_int skill_adept; /* Maximum skill level */ sh_int thac0_00; /* Thac0 for level 0 */ sh_int thac0_32; /* Thac0 for level 32 */ sh_int hp_min; /* Min hp gained on leveling */ sh_int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ char * base_group; /* base skills gained */ char * default_group; /* default skills gained */ }; struct item_type { int type; char * name; }; struct weapon_type { char * name; sh_int vnum; sh_int type; sh_int *gsn; }; struct wiznet_type { char * name; long flag; int level; }; struct attack_type { char * name; /* name */ char * noun; /* message */ int damage; /* damage class */ }; struct race_type { char * name; /* call name of the race */ bool pc_race; /* can be chosen by pcs */ long act; /* act bits for the race */ long aff; /* aff bits for the race */ long off; /* off bits for the race */ long imm; /* imm bits for the race */ long res; /* res bits for the race */ long vuln; /* vuln bits for the race */ long form; /* default form flag for the race */ long parts; /* default parts for the race */ }; struct pc_race_type /* additional data for pc races */ { char * name; /* MUST be in race_type */ char who_name[6]; sh_int align; /* alignments race can have: 0=gne 1=gn 2=ne 3=g 4=n 5=e */ sh_int xpadd; /* extra xp per lvl needed */ char * skills[5]; /* bonus skills for the race */ sh_int classes[11]; /* class restricts for races */ sh_int stats[MAX_STATS]; /* starting stat modifiers */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int size; /* aff bits for the race */ }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; /* * Data structure for notes. */ #define NOTE_NOTE 0 #define NOTE_IDEA 1 #define NOTE_PENALTY 2 #define NOTE_NEWS 3 #define NOTE_CHANGES 4 struct note_data { NOTE_DATA * next; bool valid; sh_int type; char * sender; char * date; char * to_list; char * subject; char * text; time_t date_stamp; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; bool valid; sh_int where; sh_int type; sh_int level; sh_int duration; sh_int location; sh_int modifier; int bitvector; }; /* wear definitions */ #define TO_AFFECTS 0 #define TO_OBJECT 1 #define TO_IMMUNE 2 #define TO_RESIST 3 #define TO_VULN 4 #define TO_WEAPON 5 /* Clan definitions */ #define CLAN_ANCIENT 1 #define CLAN_LIFE 2 #define CLAN_ARCANA 3 #define CLAN_CRUSADER 4 #define CLAN_ENFORCER 5 #define CLAN_OUTLAW 6 #define CLAN_LEADER 5 /* * A kill structure (indexed by level). */ struct kill_data { sh_int number; sh_int killed; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_FIDO 3090 #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 /* skills.are mobs */ #define MOB_VNUM_ZOMBIE 2901 #define MOB_VNUM_FIRE_ELEMENTAL 2902 #define MOB_VNUM_WATER_ELEMENTAL 2903 #define MOB_VNUM_AIR_ELEMENTAL 2904 #define MOB_VNUM_EARTH_ELEMENTAL 2905 #define MOB_VNUM_FALCON 2906 #define MOB_VNUM_WOLF 2907 #define MOB_VNUM_BEAR 2908 #define MOB_VNUM_LION 2909 #define MOB_VNUM_ENFORCER 2910 #define MOB_VNUM_L_GOLEM 2911 #define MOB_VNUM_UNICORN 2912 #define MOB_VNUM_DRAGON 2913 #define MOB_VNUM_SHADOW 2914 #define MOB_VNUM_G_GOLEM 2915 #define MOB_VNUM_DECOY 2916 #define MOB_VNUM_ARMOR 2917 #define MOB_VNUM_WEAPON 2918 #define MOB_VNUM_KEY 2919 #define MOB_VNUM_SLAYER 2920 #define MOB_VNUM_SKELETON 2921 #define MOB_VNUM_MUMMY 2922 #define MOB_VNUM_NIGHTFALL 2923 #define MOB_VNUM_PROTECTOR 23600 #define MOB_VNUM_ENFORCER_STATUE 23602 #define MOB_VNUM_ARCANA 4401 #define MOB_VNUM_ANCIENT 3801 #define MOB_VNUM_LIFE 4500 #define MOB_VNUM_CRUSADER 5701 #define MOB_VNUM_OUTLAW 9900 #define MOB_VNUM_ENFORCER_G 23600 #define MOB_VNUM_PATROLMAN 2106 #define GROUP_VNUM_TROLLS 2100 #define GROUP_VNUM_OGRES 2101 #define MOB_VNUM_HYDRA 13724 #define MOB_VNUM_BONES 13725 #define MOB_VNUM_DRANNOR_LADY 13726 #define MOB_VNUM_DRANNOR_KNIGHT 13730 /* RT ASCII conversions -- used so we can have letters in this file */ #define A 1 #define B 2 #define C 4 #define D 8 #define E 16 #define F 32 #define G 64 #define H 128 #define I 256 #define J 512 #define K 1024 #define L 2048 #define M 4096 #define N 8192 #define O 16384 #define P 32768 #define Q 65536 #define R 131072 #define S 262144 #define T 524288 #define U 1048576 #define V 2097152 #define W 4194304 #define X 8388608 #define Y 16777216 #define Z 33554432 #define aa 67108864 /* doubled due to conflicts */ #define bb 134217728 #define cc 268435456 #define dd 536870912 #define ee 1073741824 #define ff 2147483648 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC (A) /* Auto set for mobs */ #define ACT_SENTINEL (B) /* Stays in one room */ #define ACT_SCAVENGER (C) /* Picks up objects */ #define ACT_CLAN_MOB (D) /* Attacks non-clan PC's*/ #define ACT_AGGRESSIVE (F) /* Attacks PC's */ #define ACT_STAY_AREA (G) /* Won't leave area */ #define ACT_WIMPY (H) #define ACT_PET (I) /* Auto set for pets */ #define ACT_TRAIN (J) /* Can train PC's */ #define ACT_PRACTICE (K) /* Can practice PC's */ #define ACT_UNDEAD (O) #define ACT_CLERIC (Q) #define ACT_MAGE (R) #define ACT_THIEF (S) #define ACT_WARRIOR (T) #define ACT_NOALIGN (U) #define ACT_NOPURGE (V) #define ACT_OUTDOORS (W) #define ACT_INDOORS (Y) #define ACT_QUESTOR (Z) #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_CHANGER (dd) #define ACT_BANKER (ee) /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #define OFF_BACKSTAB (B) #define OFF_BASH (C) #define OFF_BERSERK (D) #define OFF_DISARM (E) #define OFF_DODGE (F) #define OFF_FADE (G) #define OFF_FAST (H) #define OFF_KICK (I) #define OFF_KICK_DIRT (J) #define OFF_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #define OFF_TRIP (N) #define OFF_CRUSH (O) #define ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) #define NO_TRACK (V) #define STATIC_TRACKING (W) #define SPAM_MURDER (X) #define OFF_INTIMIDATED (Y) #define OFF_UNDEAD_DRAIN (Z) /* True undead drain, very powerful */ /* return values for check_imm */ #define IS_NORMAL 0 #define IS_IMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* IMM bits for mobs */ #define IMM_SUMMON (A) #define IMM_CHARM (B) #define IMM_MAGIC (C) #define IMM_WEAPON (D) #define IMM_BASH (E) #define IMM_PIERCE (F) #define IMM_SLASH (G) #define IMM_FIRE (H) #define IMM_COLD (I) #define IMM_LIGHTNING (J) #define IMM_ACID (K) #define IMM_POISON (L) #define IMM_NEGATIVE (M) #define IMM_HOLY (N) #define IMM_ENERGY (O) #define IMM_MENTAL (P) #define IMM_DISEASE (Q) #define IMM_DROWNING (R) #define IMM_LIGHT (S) #define IMM_SOUND (T) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) /* RES bits for mobs */ #define RES_SUMMON (A) #define RES_CHARM (B) #define RES_MAGIC (C) #define RES_WEAPON (D) #define RES_BASH (E) #define RES_PIERCE (F) #define RES_SLASH (G) #define RES_FIRE (H) #define RES_COLD (I) #define RES_LIGHTNING (J) #define RES_ACID (K) #define RES_POISON (L) #define RES_NEGATIVE (M) #define RES_HOLY (N) #define RES_ENERGY (O) #define RES_MENTAL (P) #define RES_DISEASE (Q) #define RES_DROWNING (R) #define RES_LIGHT (S) #define RES_SOUND (T) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) /* VULN bits for mobs */ #define VULN_SUMMON (A) #define VULN_CHARM (B) #define VULN_MAGIC (C) #define VULN_WEAPON (D) #define VULN_BASH (E) #define VULN_PIERCE (F) #define VULN_SLASH (G) #define VULN_FIRE (H) #define VULN_COLD (I) #define VULN_LIGHTNING (J) #define VULN_ACID (K) #define VULN_POISON (L) #define VULN_NEGATIVE (M) #define VULN_HOLY (N) #define VULN_ENERGY (O) #define VULN_MENTAL (P) #define VULN_DISEASE (Q) #define VULN_DROWNING (R) #define VULN_LIGHT (S) #define VULN_SOUND (T) #define VULN_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) #define MORPH_RED 1 #define MORPH_BLACK 2 #define MORPH_BLUE 3 #define MORPH_WHITE 4 #define MORPH_GREEN 5 #define MORPH_CLOAK 9 #define MORPH_ARM 10 #define MORPH_BAT 11 #define MORPH_WOLF 12 #define MORPH_BEAR 13 #define MORPH_GASEOUS 14 /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (A) #define AFF_INVISIBLE (B) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_HIDDEN (F) #define AFF_DETECT_GOOD (G) #define AFF_SANCTUARY (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_SHADOWSTRIKE (L) #define AFF_POISON (M) #define AFF_PROTECT_EVIL (N) #define AFF_PROTECT_GOOD (O) #define AFF_SNEAK (P) #define AFF_HIDE (Q) #define AFF_SLEEP (R) #define AFF_CHARM (S) #define AFF_FLYING (T) #define AFF_PASS_DOOR (U) #define AFF_HASTE (V) #define AFF_CALM (W) #define AFF_PLAGUE (X) #define AFF_WEAKEN (Y) #define AFF_DARK_VISION (Z) #define AFF_BERSERK (aa) #define AFF_SWIM (bb) #define AFF_REGENERATION (cc) #define AFF_SLOW (dd) #define AFF_CAMOUFLAGE (ee) #define AFF_ACUTE_VISION (ff) /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* AC types */ #define AC_PIERCE 0 #define AC_BASH 1 #define AC_SLASH 2 #define AC_EXOTIC 3 /* dice */ #define DICE_NUMBER 0 #define DICE_TYPE 1 #define DICE_BONUS 2 /* size */ #define SIZE_TINY 0 #define SIZE_SMALL 1 #define SIZE_MEDIUM 2 #define SIZE_LARGE 3 #define SIZE_HUGE 4 #define SIZE_GIANT 5 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_OUTLAW 9900 #define OBJ_VNUM_ENFORCER 23600 #define OBJ_VNUM_ENFORCER_KEY 23601 #define OBJ_VNUM_CRUSADER 5703 #define OBJ_VNUM_ARCANA 4403 #define OBJ_VNUM_ANCIENT 3803 #define OBJ_VNUM_LIFE 4501 #define KEY_ANCIENT 3802 #define KEY_ARCANA 4402 #define KEY_CRUSADER 5702 #define KEY_LIFE 4500 #define KEY_ENFORCER 23601 #define KEY_OUTLAW 9901 #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_SACK 2901 #define OBJ_VNUM_STEAK 2902 #define OBJ_VNUM_POTION 2903 #define OBJ_VNUM_BATTLESHIELD 2904 #define OBJ_VNUM_RANGER_STAFF 2905 #define OBJ_VNUM_AVENGER 2906 #define OBJ_VNUM_PONCHO 2907 #define OBJ_VNUM_PROTECTORATE 2912 #define OBJ_VNUM_BADGE 2913 #define OBJ_VNUM_SKELETON 2925 #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 1001 #define OBJ_VNUM_PIT 3010 #define PIT_NEWTHALOS 9603 #define PIT_OFCOL 671 #define PIT_ARKHAM 765 #define PIT_DEFAULT 3010 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_SPEAR 3717 #define OBJ_VNUM_SCHOOL_STAFF 3718 #define OBJ_VNUM_SCHOOL_AXE 3719 #define OBJ_VNUM_SCHOOL_FLAIL 3720 #define OBJ_VNUM_SCHOOL_WHIP 3721 #define OBJ_VNUM_SCHOOL_POLEARM 3722 #define OBJ_VNUM_SCHOOL_VEST 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 #define OBJ_VNUM_MAP 3162 #define OBJ_VNUM_MAP_THERA 3163 #define OBJ_VNUM_WHISTLE 2116 #define OBJ_VNUM_RING_EMPOWER 3810 #define OBJ_VNUM_ARCPOTION 2920 #define OBJ_VNUM_ARCSCROLL 2921 #define OBJ_VNUM_ARCWAND 2922 #define OBJ_VNUM_ARCSTAFF 2923 #define OBJ_VNUM_BERRY 2924 #define OBJ_VNUM_HAIR_BRACELET 13725 #define OBJ_VNUM_BLOOD_BRACELET 13720 #define OBJ_VNUM_TIARA 23231 #define OBJ_VNUM_WIZARDRY_1 23236 #define OBJ_VNUM_WIZARDRY_2 23238 #define OBJ_VNUM_SWORD_PLANES 13714 #define OBJ_VNUM_HEAVENLY_SCEPTRE 23263 #define OBJ_VNUM_MACE_DISRUPTION 23261 #define OBJ_VNUM_TORQUE 13715 #define OBJ_VNUM_ROD_LORDLY 13717 #define OBJ_VNUM_CROWN_BLOOD 13716 #define OBJ_VNUM_RED_IOUN 1 #define OBJ_VNUM_BLUE_IOUN 1 #define OBJ_VNUM_GREEN_IOUN 1 #define OBJ_VNUM_WINGS 13711 #define OBJ_VNUM_HYDRA_SLAYER 13738 #define OBJ_VNUM_HYDRA_HEAD 13737 #define OBJ_VNUM_BLACK_KEY 13736 #define OBJ_VNUM_HORN_VALERE 13739 /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_SCROLL 2 #define ITEM_WAND 3 #define ITEM_STAFF 4 #define ITEM_WEAPON 5 #define ITEM_NULL6 6 #define ITEM_NULL7 7 #define ITEM_TREASURE 8 #define ITEM_ARMOR 9 #define ITEM_POTION 10 #define ITEM_CLOTHING 11 #define ITEM_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PROTECT 27 #define ITEM_MAP 28 #define ITEM_PORTAL 29 #define ITEM_WARP_STONE 30 #define ITEM_ROOM_KEY 31 #define ITEM_GEM 32 #define ITEM_JEWELRY 33 #define ITEM_JUKEBOX 34 #define ITEM_CLAN_ITEM 35 #define ITEM_SKELETON 36 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW (A) #define ITEM_HUM (B) #define ITEM_DARK (C) #define ITEM_LOCK (D) #define ITEM_EVIL (E) #define ITEM_INVIS (F) #define ITEM_MAGIC (G) #define ITEM_NODROP (H) #define ITEM_BLESS (I) #define ITEM_ANTI_GOOD (J) #define ITEM_ANTI_EVIL (K) #define ITEM_ANTI_NEUTRAL (L) #define ITEM_NOREMOVE (M) #define ITEM_INVENTORY (N) #define ITEM_NOPURGE (O) #define ITEM_ROT_DEATH (P) #define ITEM_VIS_DEATH (Q) #define ITEM_NONMETAL (S) #define ITEM_NOLOCATE (T) #define ITEM_MELT_DROP (U) #define ITEM_HAD_TIMER (V) #define ITEM_SELL_EXTRACT (W) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_BRAND (aa) #define CORPSE_NO_ANIMATE (bb) #define ITEM_ANTI_LAWFUL (cc) #define ITEM_ANTI_NEUT (dd) #define ITEM_ANTI_CHAOTIC (ee) /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE (A) #define ITEM_WEAR_FINGER (B) #define ITEM_WEAR_NECK (C) #define ITEM_WEAR_BODY (D) #define ITEM_WEAR_HEAD (E) #define ITEM_WEAR_LEGS (F) #define ITEM_WEAR_FEET (G) #define ITEM_WEAR_HANDS (H) #define ITEM_WEAR_ARMS (I) #define ITEM_WEAR_SHIELD (J) #define ITEM_WEAR_ABOUT (K) #define ITEM_WEAR_WAIST (L) #define ITEM_WEAR_WRIST (M) #define ITEM_WIELD (N) #define ITEM_HOLD (O) #define ITEM_NO_SAC (P) #define ITEM_WEAR_FLOAT (Q) #define ITEM_WEAR_BRAND (R) /* object restrict_flags */ #define HUMAN_ONLY (A) #define DWARF_ONLY (B) #define ELF_ONLY (C) #define GREY_ONLY (D) #define DARK_ONLY (E) #define GIANT_ONLY (F) #define CENTAUR_ONLY (G) #define TROLL_ONLY (H) #define DRACONIAN_ONLY (I) #define GNOME_ONLY (J) #define WARRIOR_ONLY (K) #define THIEF_ONLY (L) #define CLERIC_ONLY (M) #define PALADIN_ONLY (N) #define ANTI_PALADIN_ONLY (O) #define RANGER_ONLY (P) #define MONK_ONLY (Q) #define CHANNELER_ONLY (R) #define ASSASSIN_ONLY (S) #define NECROMANCER_ONLY (T) #define ELEMENTALIST_ONLY (U) #define ANCIENT_ONLY (V) #define ARCANA_ONLY (W) #define CRUSADER_ONLY (X) #define LIFE_ONLY (Y) #define ENFORCER_ONLY (Z) #define OUTLAW_ONLY (aa) #define MAGE_ONLY (bb) /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_SPEAR 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_WHIP 7 #define WEAPON_POLEARM 8 #define WEAPON_STAFF 9 /* weapon types */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) #define WEAPON_AVENGER (I) #define WEAPON_SHADOWBANE (J) #define WEAPON_LIGHTBRINGER (K) /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) /* furniture flags */ #define STAND_AT (A) #define STAND_ON (B) #define STAND_IN (C) #define SIT_AT (D) #define SIT_ON (E) #define SIT_IN (F) #define REST_AT (G) #define REST_ON (H) #define REST_IN (I) #define SLEEP_AT (J) #define SLEEP_ON (K) #define SLEEP_IN (L) #define PUT_AT (M) #define PUT_ON (N) #define PUT_IN (O) #define PUT_INSIDE (P) /* * 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_HEIGHT 10 #define APPLY_WEIGHT 11 #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_SAVES 20 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_SPELL_AFFECT 25 #define APPLY_MORPH_FORM 26 #define APPLY_REGENERATION 27 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 #define CONT_PUT_ON 16 #define HAS_DIED 8 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_DEATH_GOOD 1212 #define ROOM_VNUM_DEATH_NEUTRAL 1212 #define ROOM_VNUM_DEATH_EVIL 1212 /* These are the clan rooms where if you put another Clan's item down that clan will lose it's powers. Tailor these for you clans then make clan items for the clan (these are made by setting the object with the clan item setting). */ #define ROOM_VNUM_OUTLAW 9906 #define ROOM_VNUM_ENFORCER 23609 #define ROOM_VNUM_CRUSADER 5708 #define ROOM_VNUM_ARCANA 4406 #define ROOM_VNUM_ANCIENT 3808 #define ROOM_VNUM_LIFE 4512 #define ROOM_VNUM_NIGHTWALK 2900 #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 3001 #define ROOM_VNUM_ALTAR 3054 #define ROOM_VNUM_SCHOOL 3700 #define ROOM_VNUM_VENUEPORT 9302 /* temple vnums for hometowns */ #define TEMPLE_MIDGAARD 3054 #define TEMPLE_NEW_THALOS 9609 #define TEMPLE_OFCOL 699 #define TEMPLE_ARKHAM 768 /* Set HOMETOWNS as the room in which you want the 'hometown' command to function. This will be the only room in the game where players can change their hometown after choosing it at creation. */ #define ROOM_VNUM_HOMETOWNS 3008 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_CLAN (E) #define ROOM_PRIVATE (J) #define ROOM_SAFE (K) #define ROOM_SOLITARY (L) #define ROOM_PET_SHOP (M) #define ROOM_NO_RECALL (N) #define ROOM_IMP_ONLY (O) #define ROOM_GODS_ONLY (P) #define ROOM_HEROES_ONLY (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) #define ROOM_NO_GATE (U) #define ROOM_CONSECRATED (V) #define ROOM_NO_SUMMON (W) #define ROOM_NO_CONSECRATE (X) #define ROOM_NO_ALARM (Z) #define ROOM_LOW_ONLY (bb) #define ROOM_NO_MAGIC (cc) /* Room extra_room_flags */ #define ROOM_GLOBE_DARKNESS (A) /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (A) #define EX_CLOSED (B) #define EX_LOCKED (C) #define EX_PICKPROOF (F) #define EX_NOPASS (G) #define EX_EASY (H) #define EX_HARD (I) #define EX_INFURIATING (J) #define EX_NOCLOSE (K) #define EX_NOLOCK (L) #define EX_NOBASH (M) /* * 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_SWIM 6 #define SECT_WATER_NOSWIM 7 #define SECT_UNUSED 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_MAX 11 /* Alignment selections */ #define ALIGN_ANY 0 #define ALIGN_GN 1 #define ALIGN_NE 2 #define ALIGN_G 3 #define ALIGN_N 4 #define ALIGN_E 5 /* Class guild used in the room 'G' flags */ #define GUILD_WARRIOR 1 #define GUILD_THIEF 2 #define GUILD_CLERIC 3 #define GUILD_PALADIN 4 #define GUILD_ANTI_PALADIN 5 #define GUILD_RANGER 6 #define GUILD_MONK 7 #define GUILD_CHANNELER 8 #define GUILD_ASSASSIN 9 #define GUILD_NECROMANCER 10 #define GUILD_ELEMENTALIST 11 #define CLASS_WARRIOR 0 #define CLASS_THIEF 1 #define CLASS_CLERIC 2 #define CLASS_PALADIN 3 #define CLASS_ANTI_PALADIN 4 #define CLASS_RANGER 5 #define CLASS_MONK 6 #define CLASS_CHANNELER 7 #define CLASS_ASSASSIN 8 #define CLASS_NECROMANCER 9 #define CLASS_ELEMENTALIST 10 /* Specialization types */ #define SPEC_NONE 0 #define SPEC_BARBARIAN 1 #define SPEC_PALADIN_AVENGER 2 #define SPEC_PALADIN_HUNTER 3 #define SPEC_KNIGHT_DEATH 4 #define SPEC_KNIGHT_FAMINE 5 #define SPEC_KNIGHT_PESTILENCE 6 #define SPEC_NECRO_ANATOMIST 7 #define SPEC_NECRO_CORRUPTOR 8 /* * 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_DUAL_WIELD 18 #define WEAR_FLOAT 18 #define WEAR_TERTIARY_WIELD 19 #define WEAR_BRAND 20 #define MAX_WEAR 21 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 #define COND_HUNGER 3 #define COND_STARVING 4 #define COND_DEHYDRATED 5 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 #define MIN_PK_XP 9999 /* min xp players need to start PKing */ #define MIN_LEVEL_TO_PK 10 /* Minimum level for players to pk */ #define PK_KILLS 0 #define PK_LEVELS 1 #define MOB_KILLS 2 #define MOB_LEVELS 3 #define PK_KILLED 0 #define MOB_KILLED 1 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ /* RT auto flags */ #define PLR_AUTOASSIST (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_AUTOGOLD (G) #define PLR_AUTOSPLIT (H) #define PLR_COLOR (I) #define PLR_EVALUATION (J) /* RT personal flags */ #define PLR_HOLYLIGHT (N) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) /* 2 bits reserved, S-T */ #define PLR_NO_TRANSFER (T) /* penalty flags */ #define PLR_PERMIT (U) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_THIEF (Z) #define PLR_KILLER (aa) #define PLR_CRIMINAL (bb) /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (A) #define COMM_DEAF (B) #define COMM_NOWIZ (C) #define COMM_NOAUCTION (D) #define COMM_NOGOSSIP (E) #define COMM_NOQUESTION (F) #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_SHOUTSOFF (J) #define COMM_ANSI (K) /* display flags */ #define COMM_COMPACT (L) #define COMM_BRIEF (M) #define COMM_PROMPT (N) #define COMM_COMBINE (O) #define COMM_TELNET_GA (P) #define COMM_SHOW_AFFECTS (Q) #define COMM_IMMORTAL (S) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_BUILDER (X) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) #define COMM_ALL_CLANS (aa) /* WIZnet flags */ #define WIZ_ON (A) #define WIZ_TICKS (B) #define WIZ_LOGINS (C) #define WIZ_SITES (D) #define WIZ_LINKS (E) #define WIZ_DEATHS (F) #define WIZ_RESETS (G) #define WIZ_MOBDEATHS (H) #define WIZ_FLAGS (I) #define WIZ_PENALTIES (J) #define WIZ_SACCING (K) #define WIZ_LEVELS (L) #define WIZ_SECURE (M) #define WIZ_SWITCHES (N) #define WIZ_SNOOPS (O) #define WIZ_RESTORE (P) #define WIZ_LOAD (Q) #define WIZ_NEWBIE (R) #define WIZ_PREFIX (S) #define WIZ_SPAM (T) /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; SHOP_DATA * pShop; MPROG_LIST * mprogs; sh_int vnum; sh_int group; bool new_format; sh_int count; sh_int killed; char * player_name; char * short_descr; char * long_descr; char * description; long act; long affected_by; sh_int alignment; sh_int level; sh_int hitroll; sh_int hit[3]; sh_int mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; long off_flags; long imm_flags; long res_flags; long vuln_flags; long mprog_flags; sh_int start_pos; sh_int default_pos; sh_int sex; sh_int race; long wealth; long form; long parts; sh_int size; char * material; }; /* * Color codes */ #define ANSI_NORMAL "\x01B[m" #define ANSI_BOLD "\x01B[1m" #define ANSI_BLINK "\x01B[5m" #define ANSI_REVERSE "\x01B[7m" /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D /* memory for mobs */ struct mem_data { MEM_DATA *next; bool valid; int id; int reaction; time_t when; }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; CHAR_DATA * next_in_room; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * fighting; CHAR_DATA * reply; CHAR_DATA * pet; CHAR_DATA * mprog_target; CHAR_DATA * last_fought; ROOM_INDEX_DATA * dream; /* For dream stuff */ CHAR_DATA * nightfall; CHAR_DATA * defending; CHAR_DATA * life_lined; ROOM_INDEX_DATA * alarm; MEM_DATA * memory; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; NOTE_DATA * pnote; OBJ_DATA * carrying; OBJ_DATA * on; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; AREA_DATA * zone; PC_DATA * pcdata; GEN_DATA * gen_data; bool valid; char * name; char * original_name; long id; sh_int version; char * short_descr; char * long_descr; char * description; char * prompt; char * prefix; int temple; sh_int morph_form[3]; /* form,sn,charges */ sh_int group; sh_int clan; sh_int sex; sh_int class; sh_int race; sh_int level; sh_int trust; int played; int lines; /* for the pager */ time_t logon; sh_int timer; sh_int wait; sh_int daze; sh_int noregen_dam; /* For troll regen...Ceran */ sh_int regen_rate; /* For imbue regeneration spell */ sh_int drain_level; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; long gold; long silver; long gold_bank; long silver_bank; int exp; int exp_total; long act; long comm; /* RT added to pad the vector */ long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int incog_level; long affected_by; sh_int position; sh_int practice; sh_int train; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int armor[4]; sh_int wimpy; /* stats */ sh_int perm_stat[MAX_STATS]; sh_int mod_stat[MAX_STATS]; /* parts stuff */ long form; long parts; sh_int size; char* material; /* mobile stuff */ long off_flags; sh_int damage[3]; sh_int dam_type; sh_int start_pos; sh_int default_pos; sh_int mprog_delay; sh_int pause; sh_int ghost; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; BUFFER * buffer; bool valid; char * pwd; char * bamfin; char * bamfout; char * title; char * extitle; char * imm_death; time_t last_note; time_t last_idea; time_t last_penalty; time_t last_news; time_t last_changes; sh_int perm_hit; sh_int perm_mana; sh_int perm_move; sh_int true_sex; sh_int age_mod; sh_int death_timer; sh_int death_status; sh_int ethos; sh_int sp; sh_int special; sh_int wanteds; sh_int quest; sh_int death_count; sh_int induct; sh_int killed[2]; /* 0 = PK_KILLED, 1 = MOB_KILLED */ sh_int kills[3]; /* 0,1 = PKs_KILL, 2,3 = MOB_KILL */ sh_int track_dir[30000]; int last_level; sh_int condition [6]; sh_int learned [MAX_SKILL]; bool group_known [MAX_GROUP]; /*sh_int points; */ bool confirm_delete; char * alias[MAX_ALIAS]; char * alias_sub[MAX_ALIAS]; }; /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA *next; bool valid; bool skill_chosen[MAX_SKILL]; bool group_chosen[MAX_GROUP]; int points_chosen; }; /* * Liquids. */ #define LIQ_WATER 0 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[5]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ bool valid; char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA * next; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; bool new_format; char * name; char * short_descr; char * description; sh_int vnum; sh_int reset_num; sh_int clan; char * material; sh_int item_type; int extra_flags; int wear_flags; long restrict_flags; sh_int level; sh_int condition; sh_int limtotal; sh_int limcount; sh_int count; sh_int weight; int cost; int value[5]; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; OBJ_DATA * on; CHAR_DATA * carried_by; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; bool valid; bool enchanted; char * talked; char * owner; char * name; char * short_descr; char * description; sh_int item_type; int extra_flags; int wear_flags; sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int condition; char * material; sh_int timer; int value [5]; }; /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA * to_room; sh_int vnum; } u1; sh_int exit_info; sh_int key; char * keyword; char * description; }; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; char command; sh_int arg1; sh_int arg2; sh_int arg3; sh_int arg4; }; /* * Area definition. */ struct area_data { AREA_DATA * next; RESET_DATA * reset_first; RESET_DATA * reset_last; char * file_name; char * name; char * credits; sh_int age; sh_int nplayer; sh_int low_range; sh_int high_range; sh_int min_vnum; sh_int max_vnum; bool empty; }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; CHAR_DATA * people; OBJ_DATA * contents; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit [6]; EXIT_DATA * old_exit[6]; char * name; char * description; char * owner; sh_int vnum; int room_flags; int extra_room_flags; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int mana_rate; sh_int clan; sh_int guild; }; /* * MOBprog definitions */ #define TRIG_ACT (A) #define TRIG_BRIBE (B) #define TRIG_DEATH (C) #define TRIG_ENTRY (D) #define TRIG_FIGHT (E) #define TRIG_GIVE (F) #define TRIG_GREET (G) #define TRIG_GRALL (H) #define TRIG_KILL (I) #define TRIG_HPCNT (J) #define TRIG_RANDOM (K) #define TRIG_SPEECH (L) #define TRIG_EXIT (M) #define TRIG_EXALL (N) #define TRIG_DELAY (O) #define TRIG_SURR (P) struct mprog_list { int trig_type; char * trig_phrase; sh_int vnum; char * code; MPROG_LIST * next; }; struct mprog_code { sh_int vnum; char * code; MPROG_CODE * next; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level[MAX_CLASS]; /* Level needed by class */ sh_int rating[MAX_CLASS]; /* How hard it is to learn */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int * pgsn; /* Pointer to associated gsn */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ char * msg_obj; /* Wear off message for obects */ }; struct group_type { char * name; sh_int rating[MAX_CLASS]; char * spells[MAX_IN_GROUP]; }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_backstab; extern sh_int gsn_detect_hidden; extern sh_int gsn_dodge; extern sh_int gsn_envenom; extern sh_int gsn_hide; extern sh_int gsn_peek; extern sh_int gsn_pick_lock; extern sh_int gsn_sneak; extern sh_int gsn_steal; extern sh_int gsn_silence; extern sh_int gsn_disarm; extern sh_int gsn_enhanced_damage; extern sh_int gsn_kick; extern sh_int gsn_parry; extern sh_int gsn_rescue; extern sh_int gsn_second_attack; extern sh_int gsn_third_attack; extern sh_int gsn_fourth_attack; extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_curse; extern sh_int gsn_invis; extern sh_int gsn_mass_invis; extern sh_int gsn_plague; extern sh_int gsn_poison; extern sh_int gsn_sleep; extern sh_int gsn_fly; extern sh_int gsn_sanctuary; /* new gsns */ extern sh_int gsn_axe; extern sh_int gsn_dagger; extern sh_int gsn_flail; extern sh_int gsn_mace; extern sh_int gsn_polearm; extern sh_int gsn_shield_block; extern sh_int gsn_spear; extern sh_int gsn_sword; extern sh_int gsn_whip; extern sh_int gsn_bash; extern sh_int gsn_berserk; extern sh_int gsn_dirt; extern sh_int gsn_hand_to_hand; extern sh_int gsn_trip; extern sh_int gsn_fast_healing; extern sh_int gsn_haggle; extern sh_int gsn_lore; extern sh_int gsn_meditation; extern sh_int gsn_scrolls; extern sh_int gsn_staves; extern sh_int gsn_wands; extern sh_int gsn_recall; extern sh_int gsn_morph_red; extern sh_int gsn_morph_green; extern sh_int gsn_morph_black; extern sh_int gsn_morph_white; extern sh_int gsn_morph_blue; extern sh_int gsn_morph_dragon; extern sh_int gsn_breath_morph; extern sh_int gsn_mimic; extern sh_int gsn_liquify; extern sh_int gsn_morph_weapon; extern sh_int gsn_crush; extern sh_int gsn_ground_control; extern sh_int gsn_absorb; extern sh_int gsn_camouflage; extern sh_int gsn_acute_vision; extern sh_int gsn_ambush; extern sh_int gsn_laying_hands; extern sh_int gsn_battlecry; extern sh_int gsn_circle; extern sh_int gsn_empower; extern sh_int gsn_dual_backstab; extern sh_int gsn_power_word_stun; extern sh_int gsn_power_word_fear; extern sh_int gsn_skin; extern sh_int gsn_camp; extern sh_int gsn_steel_nerves; extern sh_int gsn_animate_dead; extern sh_int gsn_barkskin; extern sh_int gsn_animal_call; extern sh_int gsn_aura_of_sustenance; extern sh_int gsn_shroud; extern sh_int gsn_shadowgate; extern sh_int gsn_eye_of_the_predator; extern sh_int gsn_blackjack; extern sh_int gsn_lunge; extern sh_int gsn_vigilance; extern sh_int gsn_dual_wield; extern sh_int gsn_trance; extern sh_int gsn_wanted; extern sh_int gsn_cleave; extern sh_int gsn_herb; extern sh_int gsn_bandage; extern sh_int gsn_deathstrike; extern sh_int gsn_protective_shield; extern sh_int gsn_consecrate; extern sh_int gsn_timestop; extern sh_int gsn_timestop_done; extern sh_int gsn_true_sight; extern sh_int gsn_butcher; extern sh_int gsn_shadowstrike; extern sh_int gsn_battleshield; extern sh_int gsn_counter_parry; extern sh_int gsn_fireshield; extern sh_int gsn_iceshield; extern sh_int gsn_vanish; extern sh_int gsn_riot; extern sh_int gsn_embalm; extern sh_int gsn_dark_dream; extern sh_int gsn_counter; extern sh_int gsn_revolt; extern sh_int gsn_acid_spit; extern sh_int gsn_bear_call; extern sh_int gsn_trophy; extern sh_int gsn_tail; extern sh_int gsn_spellbane; extern sh_int gsn_request; extern sh_int gsn_endure; extern sh_int gsn_palm; extern sh_int gsn_throw; extern sh_int gsn_nerve; extern sh_int gsn_follow_through; extern sh_int gsn_poison_dust; extern sh_int gsn_blindness_dust; extern sh_int gsn_roll; extern sh_int gsn_block; extern sh_int gsn_strangle; extern sh_int gsn_warcry; extern sh_int gsn_chimera_lion; extern sh_int gsn_chimera_goat; extern sh_int gsn_strange_form; extern sh_int gsn_downstrike; extern sh_int gsn_enlist; extern sh_int gsn_shadowplane; extern sh_int gsn_blackjack_timer; extern sh_int gsn_strangle_timer; extern sh_int gsn_tame; extern sh_int gsn_track; extern sh_int gsn_find_water; extern sh_int gsn_shield_cleave; extern sh_int gsn_spellcraft; extern sh_int gsn_cloak_form; extern sh_int gsn_demand; extern sh_int gsn_tertiary_wield; extern sh_int gsn_breath_fire; extern sh_int gsn_awareness; extern sh_int gsn_forest_blending; extern sh_int gsn_gaseous_form; extern sh_int gsn_rear_kick; extern sh_int gsn_shapeshift; extern sh_int gsn_regeneration; extern sh_int gsn_parrot; extern sh_int gsn_door_bash; extern sh_int gsn_wolverine_brand; extern sh_int gsn_flame_scorch; extern sh_int gsn_mutilated_left_arm; extern sh_int gsn_mutilated_left_hand; extern sh_int gsn_mutilated_left_leg; extern sh_int gsn_mutilated_right_arm; extern sh_int gsn_mutilated_right_hand; extern sh_int gsn_mutilated_right_leg; extern sh_int gsn_shattered_bone; extern sh_int gsn_blood_tide; extern sh_int gsn_flail_arms; extern sh_int gsn_soulbind; extern sh_int gsn_earthfade; extern sh_int gsn_forget; extern sh_int gsn_earthbind; extern sh_int gsn_divine_touch; extern sh_int gsn_grounding; extern sh_int gsn_shock_sphere; extern sh_int gsn_forage; extern sh_int gsn_assassinate; extern sh_int gsn_defend; extern sh_int gsn_intimidate; extern sh_int gsn_escape; extern sh_int gsn_moving_ambush; extern sh_int gsn_pugil; extern sh_int gsn_staff; extern sh_int gsn_evaluation; extern sh_int gsn_enhanced_damage_two; extern sh_int gsn_protection_heat_cold; extern sh_int gsn_rally; extern sh_int gsn_tactics; extern sh_int gsn_lash; extern sh_int gsn_prevent_healing; extern sh_int gsn_regeneration; extern sh_int gsn_undead_drain; extern sh_int gsn_quiet_movement; extern sh_int gsn_iron_resolve; extern sh_int gsn_atrophy; extern sh_int gsn_spike; extern sh_int gsn_starvation; extern sh_int gsn_black_death; extern sh_int gsn_black_scythe; extern sh_int gsn_spore; extern sh_int gsn_barbarian_strike; extern sh_int gsn_barbarian_bone_tear; extern sh_int gsn_dehydrated; /* For starve/thirst */ /* * Utility macros. */ #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level)) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_ANSI(ch) (!IS_NPC( ch ) && IS_SET((ch)->comm, COMM_ANSI)) #define GET_AGE(ch) ((int) (17 + ((ch)->played \ + current_time - (ch)->logon )/72000)) #define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define IS_GOOD(ch) (ch->alignment >= 1) #define IS_EVIL(ch) (ch->alignment <= -1) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch,type) ((ch)->armor[type] \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 )) #define GET_HITROLL(ch) \ ((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit) #define GET_DAMROLL(ch) \ ((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \ (ch)->gold * 2 / 5) /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) #define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat))) #define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \ (obj)->value[4] : 100) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : is_affected(ch,gsn_cloak_form) ? \ "a cloaked figure" : (ch)->name ) : ( IS_IMMORTAL(ch) ? \ "An Immortal" : "someone" ) ) /* * Structure for a social in the socials table. */ struct social_type { char name[20]; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_not_found; char * char_auto; char * others_auto; }; /* * Global constants. */ extern const struct str_app_type str_app [26]; extern const struct int_app_type int_app [26]; extern const struct wis_app_type wis_app [26]; extern const struct dex_app_type dex_app [26]; extern const struct con_app_type con_app [26]; extern const struct class_type class_table [MAX_CLASS]; extern const struct weapon_type weapon_table []; extern const struct item_type item_table []; extern const struct wiznet_type wiznet_table []; extern const struct attack_type attack_table []; extern const struct race_type race_table []; extern const struct pc_race_type pc_race_table []; extern const struct spec_type spec_table []; extern const struct liq_type liq_table []; extern const struct skill_type skill_table [MAX_SKILL]; extern const struct group_type group_table [MAX_GROUP]; extern struct social_type social_table [MAX_SOCIALS]; extern char * const title_table [MAX_CLASS] [MAX_LEVEL+1] [2]; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern OBJ_DATA * object_list; extern MPROG_CODE * mprog_list; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern bool MOBtrigger; extern FILE * fpReserve; extern KILL_DATA kill_table []; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern sh_int count_data [30000]; /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(linux) char * crypt args( ( const char *key, const char *salt ) ); void * calloc args( ( unsigned nelem, size_t size ) ); #endif #if defined(macintosh) #define NOCRYPT #if defined(unix) void * calloc args( ( unsigned nelem, size_t size ) ); #undef unix #endif #endif #if defined(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(NeXT) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(sequent) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fread args( ( void *ptr, int size, int n, FILE *stream ) ); int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(sun) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); #if defined(SYSV) siz_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream) ); #else int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #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). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define PLAYER_LIST "../player/Player.lst" /* Player list for limits */ #define GOD_DIR "../gods/" /* list of gods */ #define TEMP_FILE "../player/romtmp" #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define AREA_LIST "area.lst" /* List of areas*/ #define BUG_FILE "bugs.txt" /* For 'bug' and bug()*/ #define TYPO_FILE "typos.txt" /* For 'typo'*/ #define NOTE_FILE "notes.not"/* For 'notes'*/ #define IDEA_FILE "ideas.not" #define PENALTY_FILE "penal.not" #define NEWS_FILE "news.not" #define CHANGES_FILE "chang.not" #define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/ #define BAN_FILE "ban.txt" /* * Our function prototypes. * One big lump ... this is every function in Merc. */ #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 AD AFFECT_DATA #define MPC MPROG_CODE /* act_comm.c */ void check_sex args( ( CHAR_DATA *ch) ); void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); void nuke_pets args( ( CHAR_DATA *ch ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void announce_logout args((CHAR_DATA *ch)); void get_age_mod args((CHAR_DATA *ch)); /* meant to be comm.c but accident */ /* act_enter.c */ RID *get_random_room args ( (CHAR_DATA *ch) ); /* act_info.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door, bool follow ) ); void un_hide args( ( CHAR_DATA *ch, char *argument ) ); void un_invis args( ( CHAR_DATA *ch, char *argument ) ); void un_earthfade args( ( CHAR_DATA *ch, char *argument ) ); void un_sneak args( ( CHAR_DATA *ch, char *argument ) ); void un_camouflage args( ( CHAR_DATA *ch, char *argument) ); void un_blackjack args( ( CHAR_DATA *ch, char *argument) ); void un_strangle args( ( CHAR_DATA *ch, char *argument) ); void un_shroud args( (CHAR_DATA *ch, char *argument) ); void un_forest_blend args( ( CHAR_DATA *ch)); void un_gaseous args( ( CHAR_DATA *ch) ); void track_char args( ( CHAR_DATA *ch, CHAR_DATA *tracking, int in_room) ); void enforcer_key_trigger args((CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key)); void outlaw_key_trigger args( (CHAR_DATA *ch,CHAR_DATA * statue, OBJ_DATA *obj)); /* act_obj.c */ bool cant_carry args( (CHAR_DATA *ch, OBJ_DATA *obj) ); bool is_restricted args( (CHAR_DATA *ch, OBJ_DATA *obj) ); bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace) ); void clan_shudder args( (int clan) ); bool clan_down args( (CHAR_DATA *ch,int clan) ); bool hands_full args( (CHAR_DATA *ch ) ); void wear_obj_girdle args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void wear_obj_bracers args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void remove_obj_girdle args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void remove_obj_bracers args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void reslot_weapon args( (CHAR_DATA *ch) ); void report_weapon_skill args( (CHAR_DATA *ch,OBJ_DATA *obj) ); bool can_wield_tertiary args((CHAR_DATA *ch,OBJ_DATA *obj, bool fReplace)); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd) ); /* act_wiz.c */ void wiznet args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level ) ); /* alias.c */ void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) ); /* ban.c */ bool check_ban args( ( char *site, int type) ); /* comm.c */ void show_string args( ( struct descriptor_data *d, char *input) ); void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void page_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act_new args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos) ); char * get_descr_form args( (CHAR_DATA *ch,CHAR_DATA *looker,bool get_long) ); /* db.c */ char * print_flags args( ( int flag )); void boot_db args( ( void ) ); void area_update args( ( void ) ); MPC * get_mprog_index args( ( int vnum ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) ); void clear_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); long fread_flag args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); char * fread_string_eol args(( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); long flag_convert args( ( char letter) ); void * alloc_mem args( ( int sMem ) ); void * alloc_perm args( ( int sMem ) ); void free_mem args( ( void *pMem, int sMem ) ); char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); long number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void log_string args( ( const char *str ) ); void tail_chain args( ( void ) ); /* effect.c */ void acid_effect args( (void *vo, int level, int dam, int target) ); void cold_effect args( (void *vo, int level, int dam, int target) ); void fire_effect args( (void *vo, int level, int dam, int target) ); void poison_effect args( (void *vo, int level, int dam, int target) ); void shock_effect args( (void *vo, int level, int dam, int target) ); /* fight.c */ void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); bool spellbaned args( (CHAR_DATA *chaster, CHAR_DATA *victim, int sn)); bool is_safe args( (CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe_spell args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) ); void violence_update args( ( void ) ); void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ) ); bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ) ); bool check_evaluate args((CHAR_DATA *ch,CHAR_DATA *victim)); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); void age_death args((CHAR_DATA *ch)); char * check_evaluation_fight args((CHAR_DATA *ch,CHAR_DATA *victim)); /* handler.c */ AD *affect_find args( (AFFECT_DATA *paf, int sn)); void affect_check args( (CHAR_DATA *ch, int where, int vector) ); int count_users args( (OBJ_DATA *obj) ); void deduct_cost args( (CHAR_DATA *ch, int cost) ); void affect_enchant args( (OBJ_DATA *obj) ); char * color_value_string args( ( int color, bool bold, bool flash ) ); int strlen_color args( ( char *argument ) ); int check_immune args( (CHAR_DATA *ch, int dam_type) ); int liq_lookup args( ( const char *name) ); int material_lookup args( ( const char *name) ); int weapon_lookup args( ( const char *name) ); int weapon_type args( ( const char *name) ); char *weapon_name args( ( int weapon_Type) ); int item_lookup args( ( const char *name) ); char *item_name args( ( int item_type) ); int attack_lookup args( ( const char *name) ); int race_lookup args( ( const char *name) ); long wiznet_lookup args( ( const char *name) ); int class_lookup args( ( const char *name) ); bool is_clan args( (CHAR_DATA *ch) ); bool is_same_clan args( (CHAR_DATA *ch, CHAR_DATA *victim)); bool is_old_mob args ( (CHAR_DATA *ch) ); int get_skill args( ( CHAR_DATA *ch, int sn ) ); int get_weapon_sn args( ( CHAR_DATA *ch ) ); int get_weapon_skill args(( CHAR_DATA *ch, int sn ) ); int get_age args( ( CHAR_DATA *ch ) ); void reset_char args( ( CHAR_DATA *ch ) ); bool can_pk args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int get_trust args( ( CHAR_DATA *ch ) ); int get_curr_stat args( ( CHAR_DATA *ch, int stat ) ); int get_max_train args( ( CHAR_DATA *ch, int stat ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( char *str, char *namelist ) ); bool is_exact_name args( ( char *str, char *namelist ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_strip args( ( CHAR_DATA *ch, int sn ) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void char_from_room args( ( CHAR_DATA *ch ) ); void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_char args( ( OBJ_DATA *obj ) ); int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) ); OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) ); void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) ); void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) ); void obj_from_room args( ( OBJ_DATA *obj ) ); void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) ); void obj_from_obj args( ( OBJ_DATA *obj ) ); void extract_obj args( ( OBJ_DATA *obj ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument, CHAR_DATA *viewer ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int gold, int silver ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); int get_true_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); char * affect_loc_name args( ( int location ) ); char * affect_bit_name args( ( int vector ) ); char * restrict_bit_name args( (int restrict_flags) ); char * extra_bit_name args( ( int extra_flags ) ); char * wear_bit_name args( ( int wear_flags ) ); char * act_bit_name args( ( int act_flags ) ); char * off_bit_name args( ( int off_flags ) ); char * imm_bit_name args( ( int imm_flags ) ); char * form_bit_name args( ( int form_flags ) ); char * part_bit_name args( ( int part_flags ) ); char * weapon_bit_name args( ( int weapon_flags ) ); char * comm_bit_name args( ( int comm_flags ) ); char * cont_bit_name args( ( int cont_flags) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); int mult_argument args( ( char *argument, char *arg) ); char * one_argument args( ( char *argument, char *arg_first ) ); /* magic.c */ bool check_absorb args( (CHAR_DATA *ch,CHAR_DATA *victim,int dt) ); int find_spell args( ( CHAR_DATA *ch, const char *name) ); int mana_cost (CHAR_DATA *ch, int min_mana, int level); int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); bool saves_spell args( ( int level, CHAR_DATA *victim, int dam_type ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); /* skills.c */ bool parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) ); void list_group_costs args( ( CHAR_DATA *ch ) ); void list_group_known args( ( CHAR_DATA *ch ) ); int exp_per_level args( ( CHAR_DATA *ch ) ); void check_improve args( ( CHAR_DATA *ch, int sn, bool success, int multiplier ) ); int group_lookup args( (const char *name) ); void gn_add args( ( CHAR_DATA *ch, int gn) ); void gn_remove args( ( CHAR_DATA *ch, int gn) ); void group_add args( ( CHAR_DATA *ch, const char *name, bool deduct) ); void group_remove args( ( CHAR_DATA *ch, const char *name) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); char * spec_name args( ( SPEC_FUN *function ) ); /* teleport.c */ RID * room_by_name args( ( char *target, int level, bool error) ); /* update.c */ void advance_level args( ( CHAR_DATA *ch, bool hide ) ); void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); void spec_update args( ( CHAR_DATA *ch ) ); int get_death_age args((CHAR_DATA *ch)); char * get_age_name args((CHAR_DATA *ch)); /* mob_prog.c */ void program_flow args( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2 ) ); void mp_act_trigger args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); bool mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void mp_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) ); bool mp_exit_trigger args( ( CHAR_DATA *ch, int dir ) ); void mp_give_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ) ); void mp_greet_trigger args( ( CHAR_DATA *ch ) ); void mp_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) ); /* mob_cmds.c */ void mob_interpret args( ( CHAR_DATA *ch, char *argument ) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef AD