/* * RAM $Id: merc.h 16 2008-10-22 04:42:21Z ram $ */ /*************************************************************************** * 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 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /* * LEGACY: * These things are here to make snippet integration easier. * Please try to make them go away in new code! */ #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 typedef short int sh_int; /* * Accomodate both gcc and g++ */ #if !defined __cplusplus typedef unsigned char bool; #if !defined TRUE #define TRUE 1 #endif #if !defined true #define true TRUE #endif #if !defined FALSE #define FALSE 0 #endif #if !defined false #define false FALSE #endif #else #if !defined TRUE #define TRUE true #endif #if !defined FALSE #define FALSE false #endif #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; /* * Function types. */ typedef void DO_FUN ( CHAR_DATA *ch, const char *argument ); typedef bool SPEC_FUN ( CHAR_DATA *ch ); typedef void SPELL_FUN ( 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 22 /* * 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 150 #define MAX_GROUP 30 #define MAX_IN_GROUP 15 #define MAX_ALIAS 5 #define MAX_CLASS 4 #define MAX_PC_RACE 5 #define MAX_CLAN 3 #define MAX_DAMAGE_MESSAGE 41 #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 (60 * PULSE_PER_SECOND) #define PULSE_AREA (120 * 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; int ban_flags; int level; char *name; }; struct buf_type { BUFFER *next; bool valid; int state; /* error state of the buffer */ 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_GET_ALIGNMENT 9 #define CON_DEFAULT_CHOICE 10 #define CON_GEN_GROUPS 11 #define CON_PICK_WEAPON 12 #define CON_READ_IMOTD 13 #define CON_READ_MOTD 14 #define CON_BREAK_CONNECT 15 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA *next; DESCRIPTOR_DATA *snoop_by; CHAR_DATA *character; CHAR_DATA *original; bool valid; char *host; int descriptor; 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 { int tohit; int todam; int carry; int wield; }; struct int_app_type { int learn; }; struct wis_app_type { int practice; }; struct dex_app_type { int defensive; }; struct con_app_type { int hitp; 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; int level; char *keyword; char *text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA *next; /* Next shop in list */ int keeper; /* Vnum of shop keeper mob */ int buy_type[MAX_TRADE]; /* Item types shop will buy */ int profit_buy; /* Cost multiplier for buying */ int profit_sell; /* Cost multiplier for selling */ int open_hour; /* First opening hour */ int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 2 #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 { const char *name; /* the full name of the class */ const char who_name[4]; /* Three-letter name for 'who' */ int attr_prime; /* Prime attribute */ int weapon; /* First weapon */ int guild[MAX_GUILD]; /* Vnum of guild rooms */ int skill_adept; /* Maximum skill level */ int thac0_00; /* Thac0 for level 0 */ int thac0_32; /* Thac0 for level 32 */ int hp_min; /* Min hp gained on leveling */ int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ const char *base_group; /* base skills gained */ const char *default_group; /* default skills gained */ }; struct item_type { int type; const char *name; }; struct weapon_type { const char *name; int vnum; int type; int *gsn; }; struct wiznet_type { const char *name; int flag; int level; }; struct attack_type { const char *name; /* name */ const char *noun; /* message */ int damage; /* damage class */ }; struct race_type { const char *name; /* call name of the race */ bool pc_race; /* can be chosen by pcs */ int act; /* act bits for the race */ int aff; /* aff bits for the race */ int off; /* off bits for the race */ int imm; /* imm bits for the race */ int res; /* res bits for the race */ int vuln; /* vuln bits for the race */ int form; /* default form flag for the race */ int parts; /* default parts for the race */ }; struct pc_race_type /* additional data for pc races */ { const char *name; /* MUST be in race_type */ const char who_name[6]; int points; /* cost in points of the race */ int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */ const char *skills[5]; /* bonus skills for the race */ int stats[MAX_STATS]; /* starting stats */ int max_stats[MAX_STATS]; /* maximum stats */ int size; /* aff bits for the race */ }; /* * 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; 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; int where; int type; int level; int duration; int location; int modifier; int bitvector; }; /* where 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 /* * A kill structure (indexed by level). */ struct kill_data { int number; 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 #define MOB_VNUM_PATROLMAN 2106 #define GROUP_VNUM_TROLLS 2100 #define GROUP_VNUM_OGRES 2101 /* 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 /* * 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_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_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_CHANGER (dd) /* 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) /* 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) /* * 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_UNUSED_FLAG (L) /* unused */ #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) /* * 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_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_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 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_WHISTLE 2116 /* * 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_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 /* * 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) /* * 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) /* 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 /* 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) /* 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 /* * 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 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #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_BALANCE 4500 #define ROOM_VNUM_CIRCLE 4400 #define ROOM_VNUM_DEMISE 4201 #define ROOM_VNUM_HONOR 4300 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #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) /* * 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) /* * 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 /* * 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_FLOAT 18 #define MAX_WEAR 19 /*************************************************************************** * * * 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 /* * 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 /* * 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) /* RT personal flags */ #define PLR_HOLYLIGHT (N) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) /* 2 bits reserved, S-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) /* 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_NOMUSIC (G) Legacy */ #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_SHOUTSOFF (J) /* 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_NOGRATS (R) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) /* 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; int vnum; int group; bool new_format; int count; int killed; char *player_name; char *short_descr; char *long_descr; char *description; int act; int affected_by; int alignment; int level; int hitroll; int hit[3]; int mana[3]; int damage[3]; int ac[4]; int dam_type; int off_flags; int imm_flags; int res_flags; int vuln_flags; int start_pos; int default_pos; int sex; int race; int wealth; int form; int parts; int size; char *material; }; /* 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; 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; int id; int version; char *short_descr; char *long_descr; char *description; char *prompt; char *prefix; int group; int clan; int sex; int iclass; int race; int level; int trust; int played; int lines; /* for the pager */ time_t logon; int timer; int wait; int daze; int hit; int max_hit; int mana; int max_mana; int move; int max_move; int gold; int silver; int exp; int act; int comm; /* RT added to pad the vector */ int wiznet; /* wiz stuff */ int imm_flags; int res_flags; int vuln_flags; int invis_level; int incog_level; int affected_by; int position; int practice; int train; int carry_weight; int carry_number; int saving_throw; int alignment; int hitroll; int damroll; int armor[4]; int wimpy; /* * stats */ int perm_stat[MAX_STATS]; int mod_stat[MAX_STATS]; /* * parts stuff */ int form; int parts; int size; char *material; /* * mobile stuff */ int off_flags; int damage[3]; int dam_type; int start_pos; int default_pos; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA *next; BUFFER *buffer; bool valid; char *pwd; char *bamfin; char *bamfout; char *title; time_t last_note; time_t last_idea; time_t last_penalty; time_t last_news; time_t last_changes; int perm_hit; int perm_mana; int perm_move; int true_sex; int last_level; int condition[4]; int learned[MAX_SKILL]; bool group_known[MAX_GROUP]; 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 { const char *liq_name; const char *liq_color; 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; int vnum; int reset_num; char *material; int item_type; int extra_flags; int wear_flags; int level; int condition; int count; 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 *owner; char *name; char *short_descr; char *description; int item_type; int extra_flags; int wear_flags; int wear_loc; int weight; int cost; int level; int condition; char *material; int timer; int value[5]; }; #define MAX_EXIT 6 /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA *to_room; int vnum; } u1; int exit_info; 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; int arg1; int arg2; int arg3; 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; int age; int nplayer; int low_range; int high_range; int min_vnum; 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[MAX_EXIT]; EXIT_DATA *old_exit[MAX_EXIT]; char *name; char *description; char *owner; int vnum; int room_flags; int light; int sector_type; int heal_rate; int mana_rate; int clan; }; /* * 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 { const char *name; /* Name of skill */ int skill_level[MAX_CLASS]; /* Level needed by class */ int rating[MAX_CLASS]; /* How hard it is to learn */ SPELL_FUN *spell_fun; /* Spell pointer (for spells) */ int target; /* Legal targets */ int minimum_position; /* Position for caster / user */ int *pgsn; /* Pointer to associated gsn */ int slot; /* Slot for #OBJECT loading */ int min_mana; /* Minimum mana used */ int beats; /* Waiting time after use */ const char *noun_damage; /* Damage message */ const char *msg_off; /* Wear off message */ const char *msg_obj; /* Wear off message for obects */ }; struct group_type { const char *name; int rating[MAX_CLASS]; const char *spells[MAX_IN_GROUP]; }; /* * These are skill_lookup return values for common skills and spells. */ extern int gsn_backstab; extern int gsn_dodge; extern int gsn_envenom; extern int gsn_hide; extern int gsn_peek; extern int gsn_pick_lock; extern int gsn_sneak; extern int gsn_steal; extern int gsn_disarm; extern int gsn_enhanced_damage; extern int gsn_kick; extern int gsn_parry; extern int gsn_rescue; extern int gsn_second_attack; extern int gsn_third_attack; extern int gsn_blindness; extern int gsn_charm_person; extern int gsn_curse; extern int gsn_invis; extern int gsn_mass_invis; extern int gsn_plague; extern int gsn_poison; extern int gsn_sleep; extern int gsn_fly; extern int gsn_sanctuary; /* new gsns */ extern int gsn_axe; extern int gsn_dagger; extern int gsn_flail; extern int gsn_mace; extern int gsn_polearm; extern int gsn_shield_block; extern int gsn_spear; extern int gsn_sword; extern int gsn_whip; extern int gsn_bash; extern int gsn_berserk; extern int gsn_dirt; extern int gsn_hand_to_hand; extern int gsn_trip; extern int gsn_fast_healing; extern int gsn_haggle; extern int gsn_lore; extern int gsn_meditation; extern int gsn_scrolls; extern int gsn_staves; extern int gsn_wands; extern int gsn_recall; /* * 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 GET_AGE(ch) ((int) (17 + ((ch)->played + current_time \ - (ch)->logon ) / 72000)) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #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) #define act(format,ch,arg1,arg2,type)\ act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING) /* * 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 : (ch)->name ) \ : "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; }; /* * We've switched from crypt() to sha256_crypt() to avoid * issues with some systems having crypt, and others not having * it. Rather than fight silly US export laws, we'll just use * a free and superior cryptographic function. * * However, we recognize that some of you like to use plain * text passwords for some reason, so defining NOCRYPT will * still accomplish that. */ #if defined(NOCRYPT) #define CRYPT(s) (s) #else #define CRYPT(s) sha256_crypt(s) #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). */ #define PLAYER_DIR "../player/" /* Player files */ #define GOD_DIR "../gods/" /* list of gods */ #define TEMP_FILE "../player/romtmp" #define NULL_FILE "/dev/null" /* To reserve one stream */ #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. */ /* alias.c */ void substitute_alias( DESCRIPTOR_DATA *d, char *argument ); /* ban.c */ extern BAN_DATA *ban_list; void save_bans( void ); void load_bans( void ); bool check_ban( char *site, int type ); void ban_site( CHAR_DATA *ch, const char *argument, bool fPerm ); /* comm.c */ extern const char echo_off_str[]; extern const char echo_on_str[]; extern const char go_ahead_str[]; extern DESCRIPTOR_DATA *descriptor_list; extern bool god; extern bool merc_down; extern bool wizlock; extern bool newlock; extern char str_boot_time[MAX_INPUT_LENGTH]; extern time_t current_time; int main( int argc, char **argv ); int init_socket( int port ); void game_loop( int control ); void init_descriptor( int control ); void close_socket( DESCRIPTOR_DATA *dclose ); bool read_from_descriptor( DESCRIPTOR_DATA *d ); void read_from_buffer( DESCRIPTOR_DATA *d ); bool process_output( DESCRIPTOR_DATA *d, bool fPrompt ); void bust_a_prompt( CHAR_DATA *ch ); void write_to_buffer( DESCRIPTOR_DATA *d, const char *txt, int length ); bool write_to_descriptor( int desc, const char *txt, int length ); void nanny( DESCRIPTOR_DATA *d, const char *argument ); bool check_parse_name( const char *name ); bool check_reconnect( DESCRIPTOR_DATA *d, const char *name, bool fConn ); bool check_playing( DESCRIPTOR_DATA *d, const char *name ); void stop_idling( CHAR_DATA *ch ); void send_to_char( const char *txt, CHAR_DATA *ch ); void page_to_char( const char *txt, CHAR_DATA *ch ); void show_string( struct descriptor_data *d, const char *input ); void fix_sex( CHAR_DATA *ch ); void act_new( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos ); void proper_exit( int code, const char *Str, ... ) __attribute__ ( ( format( printf, 2, 3 ) ) );; void shutdown_request( int a ); /* const.c */ 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 liq_type liq_table[]; extern const struct skill_type skill_table[MAX_SKILL]; extern const struct group_type group_table[MAX_GROUP]; extern const char *title_table[MAX_CLASS][MAX_LEVEL + 1][2]; /* effect.c */ void acid_effect( void *vo, int level, int dam, int target ); void cold_effect( void *vo, int level, int dam, int target ); void fire_effect( void *vo, int level, int dam, int target ); void poison_effect( void *vo, int level, int dam, int target ); void shock_effect( void *vo, int level, int dam, int target ); /* fight.c */ void violence_update( void ); void check_assist( CHAR_DATA *ch, CHAR_DATA *victim ); void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ); void mob_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ); void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ); bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show ); bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim ); bool is_safe_spell( CHAR_DATA *ch, CHAR_DATA *victim, bool area ); void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ); bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ); bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim ); bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ); void update_pos( CHAR_DATA *victim ); void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ); void stop_fighting( CHAR_DATA *ch, bool fBoth ); void make_corpse( CHAR_DATA *ch ); void death_cry( CHAR_DATA *ch ); void raw_kill( CHAR_DATA *victim ); void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ); int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ); void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, bool immune ); void disarm( CHAR_DATA *ch, CHAR_DATA *victim ); /* handler.c */ bool is_friend( CHAR_DATA *ch, CHAR_DATA *victim ); int count_users( OBJ_DATA *obj ); int material_lookup( const char *name ); int race_lookup( const char *name ); int liq_lookup( const char *name ); int weapon_lookup( const char *name ); int weapon_type_lookup( const char *name ); int item_lookup( const char *name ); const char *item_name( int target_type ); const char *weapon_name( int target_type ); int attack_lookup( const char *name ); int wiznet_lookup( const char *name ); int class_lookup( const char *name ); int check_immune( CHAR_DATA *ch, int dam_type ); bool is_clan( CHAR_DATA *ch ); bool is_same_clan( CHAR_DATA *ch, CHAR_DATA *victim ); bool is_old_mob( CHAR_DATA *ch ); int get_skill( const CHAR_DATA *ch, int sn ); int get_weapon_sn( CHAR_DATA *ch ); int get_weapon_skill( CHAR_DATA *ch, int sn ); void reset_char( CHAR_DATA *ch ); int get_trust( const CHAR_DATA *ch ); int get_age( CHAR_DATA *ch ); int get_curr_stat( const CHAR_DATA *ch, int stat ); int get_max_train( CHAR_DATA *ch, int stat ); int can_carry_n( CHAR_DATA *ch ); int can_carry_w( CHAR_DATA *ch ); bool is_name( const char *str, const char *namelist ); bool is_exact_name( const char *str, const char *namelist ); void affect_enchant( OBJ_DATA *obj ); void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ); AFFECT_DATA *affect_find( AFFECT_DATA *paf, int sn ); void affect_check( CHAR_DATA *ch, int where, int vector ); void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf ); void affect_to_obj( OBJ_DATA *obj, AFFECT_DATA *paf ); void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf ); void affect_remove_obj( OBJ_DATA *obj, AFFECT_DATA *paf ); void affect_strip( CHAR_DATA *ch, int sn ); bool is_affected( CHAR_DATA *ch, int sn ); void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf ); void char_from_room( CHAR_DATA *ch ); void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ); void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ); void obj_from_char( OBJ_DATA *obj ); int apply_ac( OBJ_DATA *obj, int iWear, int type ); OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear ); void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ); void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj ); int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list ); void obj_from_room( OBJ_DATA *obj ); void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ); void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ); void obj_from_obj( OBJ_DATA *obj ); void extract_obj( OBJ_DATA *obj ); void extract_char( CHAR_DATA *ch, bool fPull ); CHAR_DATA *get_char_room( CHAR_DATA *ch, const char *argument ); CHAR_DATA *get_char_world( CHAR_DATA *ch, const char *argument ); OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex ); OBJ_DATA *get_obj_list( CHAR_DATA *ch, const char *argument, OBJ_DATA *list ); OBJ_DATA *get_obj_carry( CHAR_DATA *ch, const char *argument, CHAR_DATA *viewer ); OBJ_DATA *get_obj_wear( CHAR_DATA *ch, const char *argument ); OBJ_DATA *get_obj_here( CHAR_DATA *ch, const char *argument ); OBJ_DATA *get_obj_world( CHAR_DATA *ch, const char *argument ); void deduct_cost( CHAR_DATA *ch, int cost ); OBJ_DATA *create_money( int gold, int silver ); int get_obj_number( OBJ_DATA *obj ); int get_obj_weight( OBJ_DATA *obj ); int get_true_weight( OBJ_DATA *obj ); bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex ); bool is_room_owner( CHAR_DATA *ch, ROOM_INDEX_DATA *room ); bool room_is_private( ROOM_INDEX_DATA *pRoomIndex ); bool can_see_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ); bool can_see( const CHAR_DATA *ch, const CHAR_DATA *victim ); bool can_see_obj( const CHAR_DATA *ch, const OBJ_DATA *obj ); bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj ); const char *affect_loc_name( int location ); const char *affect_bit_name( int vector ); const char *extra_bit_name( int vector ); const char *act_bit_name( int vector ); const char *comm_bit_name( int vector ); const char *imm_bit_name( int vector ); const char *wear_bit_name( int vector ); const char *form_bit_name( int vector ); const char *part_bit_name( int vector ); const char *weapon_bit_name( int vector ); const char *cont_bit_name( int vector ); const char *off_bit_name( int vector ); /* note.c */ extern NOTE_DATA *note_list; extern NOTE_DATA *idea_list; extern NOTE_DATA *penalty_list; extern NOTE_DATA *news_list; extern NOTE_DATA *changes_list; int count_spool( CHAR_DATA *ch, NOTE_DATA *spool ); void save_notes( int type ); void load_notes( void ); void load_thread( const char *name, NOTE_DATA **list, int type, time_t free_time ); void append_note( NOTE_DATA *pnote ); bool is_note_to( CHAR_DATA *ch, NOTE_DATA *pnote ); void note_attach( CHAR_DATA *ch, int type ); void note_remove( CHAR_DATA *ch, NOTE_DATA *pnote, bool idelete ); bool hide_note( CHAR_DATA *ch, NOTE_DATA *pnote ); void update_read( CHAR_DATA *ch, NOTE_DATA *pnote ); void parse_note( CHAR_DATA *ch, const char *argument, int type ); /* save.c */ char *print_flags( int flag ); void save_char_obj( CHAR_DATA *ch ); void fwrite_char( CHAR_DATA *ch, FILE * fp ); void fwrite_pet( CHAR_DATA *pet, FILE * fp ); void fwrite_obj( CHAR_DATA *ch, OBJ_DATA *obj, FILE * fp, int iNest ); bool load_char_obj( DESCRIPTOR_DATA *d, const char *name ); void fread_char( CHAR_DATA *ch, FILE * fp ); void fread_pet( CHAR_DATA *ch, FILE * fp ); void fread_obj( CHAR_DATA *ch, FILE * fp ); /* skills.c */ void list_group_costs( CHAR_DATA *ch ); void list_group_chosen( CHAR_DATA *ch ); int exp_per_level( CHAR_DATA *ch, int points ); bool parse_gen_groups( CHAR_DATA *ch, const char *argument ); void check_improve( CHAR_DATA *ch, int sn, bool success, int multiplier ); int group_lookup( const char *name ); void gn_add( CHAR_DATA *ch, int gn ); void gn_remove( CHAR_DATA *ch, int gn ); void group_add( CHAR_DATA *ch, const char *name, bool deduct ); void group_remove( CHAR_DATA *ch, const char *name ); /* update.c */ extern int save_number; void advance_level( CHAR_DATA *ch, bool hide ); void gain_exp( CHAR_DATA *ch, int gain ); int hit_gain( CHAR_DATA *ch ); int mana_gain( CHAR_DATA *ch ); int move_gain( CHAR_DATA *ch ); void gain_condition( CHAR_DATA *ch, int iCond, int value ); void mobile_update( void ); void weather_update( void ); void char_update( void ); void obj_update( void ); void aggr_update( void ); void update_handler( void );