/*************************************************************************** * 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. * * * * Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley * * * * 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. * * * * _/ _/_/_/ _/ _/ _/ ACK! MUD is modified * * _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code * * _/ _/ _/ _/_/ _/ (c)Stephen Zepp 1998 * * _/_/_/_/ _/ _/ _/ Version #: 4.3 * * _/ _/ _/_/_/ _/ _/ _/ * * * * * * 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. * ***************************************************************************/ /*************************************************************************** * _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/ AckFUSS is modified ACK!MUD 4.3.1 * * _/ _/ _/ _/ _/ copyright Matt Goff (Kline) 2008 * * _/_/ _/ _/ _/_/_/_/ _/_/_/_/ * * _/ _/ _/ _/ _/ Support for this code is provided * * _/ _/_/_/_/ _/_/_/_/ _/_/_/_/ at www.ackmud.net -- check it out!* ***************************************************************************/ #include <bitset> #define DEC_ACK_H 1 #ifndef DEC_CONFIG_H #include "h/config.h" #endif #ifndef DEC_TYPEDEFS_H #include "typedefs.h" #endif #ifndef DEC_UTILS_H #include "utils.h" #endif #ifndef DEC_GLOBALS_H #include "globals.h" #endif #ifdef IMC #ifndef DEC_IMC_H #include "h/imc.h" #endif #endif #ifndef DEC_LISTS_H #include "lists.h" #endif #ifndef DEC_STRFUNS_H #include "strfuns.h" #endif #ifndef DEC_MQUEST_H #include "mquest.h" #endif struct board_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ BOARD_DATA *next; BOARD_DATA *prev; int vnum; MESSAGE_DATA *first_message; MESSAGE_DATA *last_message; int min_read_lev; int min_write_lev; int expiry_time; int clan; }; struct message_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ MESSAGE_DATA *next; MESSAGE_DATA *prev; /* Only used in save_board */ BOARD_DATA *board; time_t datetime; char *author; char *title; char *message; }; /* * color look-up table structure thingy. */ struct color_type { char *name; /* eg, gossip, say, look */ int index; /* unique index */ }; struct ansi_type { char *name; char *value; /* escape sequence, or whatever */ int index; char letter; int stlen; }; #define color_NORMAL "\033[0m" struct dl_list { bool is_free; DL_LIST *next; DL_LIST *prev; void *this_one; }; /* * Site ban structure. */ struct ban_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ BAN_DATA *next; BAN_DATA *prev; char *name; char *banned_by; bool newbie; }; class brand_data { public: brand_data(); ~brand_data(); char *branded; char *branded_by; char *dt_stamp; char *message; char *priority; }; struct time_info_data { int hour; int day; int month; int year; int moon; }; struct weather_data { int mmhg; int change; int sky; int sunlight; int moon_phase; int moon_loc; bool phase_changed; }; struct corpse_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ CORPSE_DATA *next; CORPSE_DATA *prev; OBJ_DATA *this_corpse; }; struct member_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ CHAR_DATA *this_member; MEMBER_DATA *next; MEMBER_DATA *prev; }; struct mark_data { bool is_free; int room_vnum; char *message; char *author; short duration; short type; /* VAMP, WOLF */ MARK_DATA *next; MARK_DATA *prev; /* for freelist only */ }; struct mark_list_member { bool is_free; MARK_LIST_MEMBER *next; MARK_LIST_MEMBER *prev; MARK_DATA *mark; }; struct council_data { char *council_name; MEMBER_DATA *first_member; MEMBER_DATA *last_member; bool quorum; short council_time; }; /* * Descriptor (channel) structure. */ struct descriptor_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ DESCRIPTOR_DATA *next; DESCRIPTOR_DATA *prev; DESCRIPTOR_DATA *snoop_by; CHAR_DATA *character; CHAR_DATA *original; char *host; short descriptor; short connected; bool fcommand; char inbuf[4 * MAX_INPUT_LENGTH]; char incomm[MAX_INPUT_LENGTH]; char inlast[MAX_INPUT_LENGTH]; short repeat; char *showstr_head; char *showstr_point; char *outbuf; int outsize; int outtop; unsigned int remote_port; /* 'Pair Port' ? -S- */ int check; /* For new players */ int flags; int childpid; /* Child process id */ time_t timeout; }; #define DESC_FLAG_PASSTHROUGH 1 /* Used when data is being passed to */ /* * Another prog. */ struct family_name_type { char *name; short clan_enemy; }; struct politics_data_type { short diplomacy[MAX_CLAN][MAX_CLAN]; bool daily_negotiate_table[MAX_CLAN][MAX_CLAN]; long int treasury[MAX_CLAN]; bool end_current_state[MAX_CLAN][MAX_CLAN]; }; struct stance_app_type { char *name; short ac_mod; short dr_mod; short hr_mod; float speed_mod; }; /* * Attribute bonus structures. */ struct str_app_type { short tohit; short todam; short carry; short wield; }; struct int_app_type { short learn; short spell_mod; short mana_regen; }; struct wis_app_type { short practice; short spell_save; }; struct dex_app_type { short defensive; }; struct con_app_type { short hitp; short shock; }; /* * Shop types. */ class shop_data { public: shop_data(); ~shop_data(); bool is_free; SHOP_DATA *next; /* Next shop in list */ SHOP_DATA *prev; /* Prev shop in list */ int keeper; /* Vnum of shop keeper mob */ short buy_type[MAX_TRADE]; /* Item types shop will buy */ short profit_buy; /* Cost multiplier for buying */ short profit_sell; /* Cost multiplier for selling */ short open_hour; /* First opening hour */ short close_hour; /* First closing hour */ }; /* * Per-class stuff. */ struct class_type { char who_name[4]; /* Three-letter name for 'who' */ char *class_name; /* Full name */ short attr_prime; /* Prime attribute */ char *attr; /* Prime */ int guild; /* Vnum of guild room */ short skill_adept; /* Maximum skill level */ short thac0_00; /* Thac0 for level 0 */ short thac0_32; /* Thac0 for level 32 */ short hp_min; /* Min hp gained on leveling */ short hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ char *skill1; /* Auto-learnt skill if any */ }; struct race_type { char race_name[4]; /* Three letter name for race */ char *race_title; /* Full race name */ short recall; /* Race's recall location */ int race_room; /* vnum of race-only room */ short race_str; /* max_str to use for race */ short race_int; short race_wis; short race_dex; short race_con; int race_flags; /* flags for the various racial stuff */ bool wear_locs[MAX_WEAR]; /* on/off for each wear loc */ int classes; /* Number of classes for race */ short limit[MAX_CLASS]; /* Max for each class */ char *comment; /* comments shown for new players */ char *skill1; int strong_realms; int weak_realms; int resist_realms; int suscept_realms; bool player_allowed; bool has_money; }; struct clan_type { char *clan_name; /* The name of the Clan */ char *clan_abbr; /* Abbrev. name - FIVE CHARS */ short donat_room; /* clan donation */ short clan_room; /* Clan-only room */ char *leader; /* Clan leader */ char *enemies; /* Enemies (if any) */ int eq[MAX_CLAN_EQ]; /* vnums of objects to load */ }; /* * Data structure for notes. */ class note_data { public: note_data(); ~note_data(); bool is_free; NOTE_DATA *next; NOTE_DATA *prev; char *sender; char *date; char *to_list; char *subject; char *text; time_t date_stamp; }; /* * An affect. */ class affect_data { public: affect_data(); ~affect_data(); bool is_free; AFFECT_DATA *next; AFFECT_DATA *prev; short type; short duration; short location; short modifier; int bitvector; CHAR_DATA *caster; int level; }; struct room_affect_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ ROOM_AFFECT_DATA *next; ROOM_AFFECT_DATA *prev; short duration; short level; int type; int bitvector; int applies_spell; /* what spell is cast on a ch by the room..a sn */ short modifier; short location; CHAR_DATA *caster; }; /* * A kill structure (indexed by level). */ struct kill_data { short number; short killed; }; struct magic_shield { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ MAGIC_SHIELD *next; MAGIC_SHIELD *prev; short type; /* what kind is it? Electric, Fire, etc... */ bool harmfull; /* does the shield damage the attacker? */ short attack_dam; /* then hurt the attacker ;) */ short percent; /* percent of damage it absorbs per attack */ short hits; /* Shield hitpoints */ int sn; char *absorb_message_room; char *absorb_message_victim; char *absorb_message_self; char *name; char *wearoff_room; char *wearoff_self; }; /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ class mob_index_data { public: mob_index_data(); ~mob_index_data(); std::bitset<MAX_BITSET> act; short ac_mod; int affected_by; short alignment; AREA_DATA *area; int cast; short clan; int def; char *description; short dr_mod; short hr_mod; MPROG_DATA *first_mprog; int hunt_flags; bool is_free; short killed; MPROG_DATA *last_mprog; short learned[MAX_SKILL]; short level; char *long_descr; MOB_INDEX_DATA *next; char *player_name; short position; int power_cast; int power_skills; int progtypes; SHOP_DATA *pShop; short p_class; short race; int race_mods; int resist; short sex; char *short_descr; int skills; SPEC_FUN *spec_fun; float speed[MAX_SPEED]; int strong_magic; int suscept; char *target; int vnum; int weak_magic; }; /* * One character (PC or NPC). */ class char_data { public: char_data(); ~char_data(); bool is_free; CHAR_DATA *next; CHAR_DATA *prev; bool is_quitting; CHAR_DATA *next_in_room; CHAR_DATA *prev_in_room; CHAR_DATA *master; CHAR_DATA *leader; CHAR_DATA *fighting; CHAR_DATA *reply; bool npc; /* For NPC's, no more flag */ CHAR_DATA *hunting; /* For hunting PC's/mobs */ OBJ_DATA *hunt_obj; /* Looking for objects */ CHAR_DATA *hunt_for; /* Employer (crs, mercs) */ ROOM_INDEX_DATA *hunt_home; /* Return to after hunting */ char *searching; /* For PC's that quit */ int hunt_flags; /* Action flags */ bool switched; /* = not isnull(descriptor->original) */ CHAR_DATA *old_body; /* = descriptor->original */ int poly_level; SPEC_FUN *spec_fun; MOB_INDEX_DATA *pIndexData; DESCRIPTOR_DATA *desc; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; AFFECT_DATA *first_saved_aff; AFFECT_DATA *last_saved_aff; NOTE_DATA *pnote; OBJ_DATA *first_carry; OBJ_DATA *last_carry; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *was_in_room; PC_DATA *pcdata; char *name; OBJ_DATA *sitting; /* What they're resting or sleeping on */ char *short_descr; char *long_descr; char *long_descr_orig; char *description; char *prompt; char *old_prompt; /* used to hold prompt when writing */ short sex; short login_sex; short p_class; short clan; /* need to convert from pcdata to this */ short race; short level; /* For m/c this = max of levels */ int lvl[MAX_CLASS]; /* Holds details for m/c levels */ int lvl2[MAX_CLASS]; /* for remort (if any) */ int adept_level; int sentence; /* For new legal system */ short invis; /* For wizinvis imms - lvl invis to */ short incog; /* Same as above except for incognito --Flar */ short trust; bool wizbit; int played; time_t logon; time_t save_time; time_t last_note; short timer; short wait; int hit; int max_hit; int mana; int max_mana; int move; int max_move; int gold; int balance; /* Amount of gold (if any) in bank */ int exp; int intell_exp; std::bitset<MAX_BITSET> act; std::bitset<MAX_BITSET> deaf; int act_build; /* for setting what ya editing */ int build_vnum; /* the current vnum for w-y-e */ int affected_by; short position; short practice; float carry_weight; short carry_number; short saving_throw; short alignment; short hitroll; short damroll; short armor; short ac_mod; /* ac modifier */ short stance_ac_mod; short hr_mod; /* hitroll modifier */ short stance_hr_mod; short dr_mod; /* damroll modifier */ short stance_dr_mod; char *target; /* last ch to attack */ short wimpy; MPROG_ACT_LIST *first_mpact; /* Used by MOBprogram */ MPROG_ACT_LIST *last_mpact; int mpactnum; /* Used by MOBprogram */ int skills; /* Used for MOBs */ int cast; int def; int strong_magic; int weak_magic; int resist; int suscept; int race_mods; int power_skills; int power_cast; CHAR_DATA *riding; CHAR_DATA *rider; MAGIC_SHIELD *first_shield; MAGIC_SHIELD *last_shield; int stunTimer; short num_followers; short extract_timer; /* same as object timer, only use for charmies */ BRAND_DATA *current_brand; int stance; bool using_named_door; MONEY_TYPE *money; MONEY_TYPE *bank_money; NPC_GROUP_DATA *ngroup; float speed[MAX_SPEED]; RESET_DATA *reset; }; /* * Data which only PC's have. */ class pc_data { public: pc_data(); ~pc_data(); bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ PC_DATA *next; PC_DATA *prev; int color[MAX_COLOR]; char *pwd; char *bamfin; char *room_enter; char *room_exit; char *bamfout; char *title; char *host; /* Used to tell PC last login site */ short failures; /* Failed logins */ short clan; /* will be used to denote clan membership */ short perm_str; short perm_int; short perm_wis; short perm_dex; short perm_con; short max_str; short max_int; short max_wis; short max_dex; short max_con; short mod_str; short mod_int; short mod_wis; short mod_dex; short mod_con; std::bitset<MAX_BITSET> monitor; /* Imm channel monitoring */ short condition[3]; SUPER_DATA *super; /* struct for supers: vamp, wolves, hunters */ short pagelen; short learned[MAX_SKILL]; char *header; /* filename for helpedit */ char *message; /* helpedit file contents */ char *alias_name[MAX_ALIASES]; char *alias[MAX_ALIASES]; char *who_name; /* To show on who name */ RECORD_DATA *records; /* kill/damage/etc records */ char *lastlogin; short order[MAX_CLASS]; /* Class Order */ short quest_points; char *ignore_list[MAX_IGNORES]; /* Ignore this person */ int recall_vnum; int mana_from_gain; /* saves non-item oriented mana total */ int hp_from_gain; /* same for hitpoints */ int move_from_gain; char *load_msg; char hicol; char dimcol; short ruler_rank; char *pedit_state; char *pedit_string[5]; short term_rows; short term_columns; char *email_address; bool valid_email; char *assist_msg; QUEST_INFO *quest_info; short movement; /* Quick movement */ #ifdef IMC IMC_CHARDATA *imcchardata; #endif }; /* * MOBprogram block */ struct mob_prog_act_list { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ MPROG_ACT_LIST *next; MPROG_ACT_LIST *prev; char *buf; CHAR_DATA *ch; OBJ_DATA *obj; void *vo; }; struct mob_prog_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ MPROG_DATA *next; MPROG_DATA *prev; int type; char *arglist; char *comlist; char *filename; }; extern bool MOBtrigger; struct liq_type { char *liq_name; char *liq_color; short liq_affect[3]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ EXTRA_DESCR_DATA *next; /* Next in list */ EXTRA_DESCR_DATA *prev; /* Prev in list */ char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; struct trigger_data { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ TRIGGER_DATA *next; TRIGGER_DATA *prev; char *message; /* properly formatted act format string to use in a TO_ROOM */ int trigger; /* command used on object */ int event; /* trigger function index to be called */ int data; /* data used in the event call..vnum, spell index, etc. */ int register_data; /* for storing generic info */ int on_value; /* for conditional triggers..happens when register is higher than * on_value */ int at_vnum; /* for at another room triggers. event will happen there */ bool force_message; /* Always does an act message, in addition to trigger */ char *spell_name; }; class obj_index_data { public: obj_index_data(); ~obj_index_data(); AREA_DATA *area; short durability; std::bitset<MAX_BITSET> extra_flags; AFFECT_DATA *first_apply; EXTRA_DESCR_DATA *first_exdesc; TRIGGER_DATA *first_trigger; bool is_free; int item_apply; int item_type; AFFECT_DATA *last_apply; EXTRA_DESCR_DATA *last_exdesc; TRIGGER_DATA *last_trigger; short level; char *long_descr; short max_durability; char *name; OBJ_INDEX_DATA *next; OBJ_FUN *obj_fun; char *owner; char *short_descr; float speed; int value[MAX_OBJ_VALUE]; int vnum; std::bitset<MAX_BITSET> wear_flags; short weight; }; /* * One object. */ class obj_data { public: obj_data(); ~obj_data(); bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ OBJ_DATA *next; OBJ_DATA *prev; OBJ_DATA *next_in_carry_list; /* carry list is the list on a char, or in a container */ OBJ_DATA *prev_in_carry_list; OBJ_DATA *first_in_carry_list; OBJ_DATA *last_in_carry_list; OBJ_DATA *next_in_room; OBJ_DATA *prev_in_room; OBJ_DATA *first_in_room; OBJ_DATA *last_in_room; OBJ_DATA *first_content; OBJ_DATA *last_content; OBJ_DATA *next_content; OBJ_DATA *prev_content; OBJ_DATA *in_obj; OBJ_FUN *obj_fun; CHAR_DATA *carried_by; EXTRA_DESCR_DATA *first_exdesc; EXTRA_DESCR_DATA *last_exdesc; AFFECT_DATA *first_apply; AFFECT_DATA *last_apply; OBJ_INDEX_DATA *pIndexData; ROOM_INDEX_DATA *in_room; char *owner; char *name; char *short_descr; char *long_descr; int item_type; std::bitset<MAX_BITSET> extra_flags; std::bitset<MAX_BITSET> wear_flags; int item_apply; int wear_loc; short weight; int cost; short level; short timer; int value[MAX_OBJ_VALUE]; short durability; short max_durability; MONEY_TYPE *money; float speed; RESET_DATA *reset; }; /* * Exit data. */ class exit_data { public: exit_data(); ~exit_data(); char *description; std::bitset<MAX_BITSET> exit_info; bool is_free; short key; char *keyword; EXIT_DATA *next; ROOM_INDEX_DATA *to_room; int vnum; }; /* * 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. */ class reset_data { public: reset_data(); ~reset_data(); bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ RESET_DATA *next; RESET_DATA *prev; char command; short arg1; short arg2; short arg3; char *notes; short count; }; /* * Area definition. */ /* * Npc Interaction stuff Zen */ struct queued_interact_list { bool is_free; QUEUED_INTERACT_LIST *next; QUEUED_INTERACT_LIST *prev; CHAR_DATA *mob; }; struct influence_list { bool is_free; INFLUENCE_LIST *next; INFLUENCE_LIST *prev; INFLUENCE_DATA *this_one; }; struct control_list { bool is_free; CONTROL_LIST *next; CONTROL_LIST *prev; CONTROL_DATA *this_one; }; struct ruler_list { bool is_free; RULER_LIST *next; RULER_LIST *prev; RULER_DATA *this_one; }; struct control_data { bool is_free; char *keyword; AREA_DATA *area; RULER_DATA *ruler; /* what entity controls the area */ INFLUENCE_LIST *first_influence; /* what current influences are for the area */ INFLUENCE_LIST *last_influence; INTERACT_DATA *first_interact; /* tells the mobs what to do */ INTERACT_DATA *last_interact; }; struct influence_data { bool is_free; RULER_DATA *actor; int influence; }; struct interact_data { bool is_free; INTERACT_DATA *next; INTERACT_DATA *prev; int type; int min_value; int max_value; int action; char *say; CHAR_DATA *target; }; #define RULER_NONE BIT_0 #define RULER_SOLO BIT_1 #define RULER_GROUP BIT_2 #define RULER_MALE BIT_3 #define RULER_FEMALE BIT_4 #define RULER_NEUTRAL BIT_5 struct ruler_data { bool is_free; RULER_DATA *next; RULER_DATA *prev; char *name; short ruler_rank; char *affiliation_name; short affiliation_index; char *keywords; short flags; CONTROL_LIST *first_control; CONTROL_LIST *last_control; }; class area_data { public: area_data(); ~area_data(); short age; short area_num; char *can_read; char *can_write; CONTROL_DATA *control; char *filename; std::bitset<MAX_BITSET> flags; BUILD_DATA_LIST *first_area_mobile; BUILD_DATA_LIST *first_area_mobprog; BUILD_DATA_LIST *first_area_object; BUILD_DATA_LIST *first_area_room; BUILD_DATA_LIST *first_area_shop; RESET_DATA *first_reset; int gold; bool is_free; char *keyword; BUILD_DATA_LIST *last_area_mobile; BUILD_DATA_LIST *last_area_mobprog; BUILD_DATA_LIST *last_area_object; BUILD_DATA_LIST *last_area_room; BUILD_DATA_LIST *last_area_shop; RESET_DATA *last_reset; char *level_label; short max_level; int max_vnum; bool modified; short min_level; int min_vnum; char *name; AREA_DATA *next; short nplayer; char *owner; AREA_DATA *prev; char *reset_msg; short reset_rate; }; /* * Room type. */ class room_index_data { public: room_index_data(); ~room_index_data(); int affected_by; AREA_DATA *area; char *description; EXIT_DATA *exit[MAX_DIR]; OBJ_DATA *first_content; EXTRA_DESCR_DATA *first_exdesc; MARK_LIST_MEMBER *first_mark_list; CHAR_DATA *first_person; ROOM_AFFECT_DATA *first_room_affect; BUILD_DATA_LIST *first_room_reset; bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ OBJ_DATA *last_content; EXTRA_DESCR_DATA *last_exdesc; MARK_LIST_MEMBER *last_mark_list; CHAR_DATA *last_person; ROOM_AFFECT_DATA *last_room_affect; BUILD_DATA_LIST *last_room_reset; short light; char *name; ROOM_INDEX_DATA *next; std::bitset<MAX_BITSET> room_flags; short sector_type; MONEY_TYPE *treasure; int vnum; }; /* Big MAG mod */ /* Area building stuff */ struct build_data_list /* Used for storing area file data. */ { bool is_free; /* Ramias:for run-time checks of LINK/UNLINK */ BUILD_DATA_LIST *next; BUILD_DATA_LIST *prev; void *data; }; struct mobprog_item /* For re-creating #MOBPROGS section */ { MOB_INDEX_DATA *mob; char *filename; }; struct lookup_type { char *text; unsigned long int value; int cost; /* if == NO_USE, only creators can set. */ }; struct npc_group_data { bool is_free; NPC_GROUP_DATA *next; NPC_GROUP_DATA *prev; short state; DL_LIST *first_follower; DL_LIST *last_follower; CHAR_DATA *leader; ROOM_INDEX_DATA *seek_room; char *enemies; char *last_fighting; char *wants; char *needs; }; /* * Skills include spells as a particular case. */ struct skill_type { short flag1; /* mort or remort? */ short flag2; /* normal and/or vamp? */ char *name; /* Name of skill */ short skill_level[MAX_CLASS]; /* Level needed by class */ SPELL_FUN *spell_fun; /* Spell pointer (for spells) */ short target; /* Legal targets */ short minimum_position; /* Position for caster / user */ short *pgsn; /* Pointer to associated gsn */ short slot; /* Slot for #OBJECT loading */ short min_mana; /* Minimum mana used */ short beats; /* Waiting time after use */ char *noun_damage; /* Damage message */ char *msg_off; /* Wear off message */ char *room_off; /* Wear off msg TO_ROOM */ }; /* * Structure for a command in the command lookup table. */ struct cmd_type { char *const name; DO_FUN *do_fun; short position; short level; short log; short type; /*added by Aeria for do_commands */ short show; /*added by Aeria for do_commands */ }; /* * Structure for a social in the socials table. */ struct social_type { char *name; char *char_no_arg; char *others_no_arg; char *char_found; char *others_found; char *vict_found; char *char_auto; char *others_auto; }; /* Kline */ struct chanhistory { time_t time[30][MAX_HISTORY]; char message[30][MAX_HISTORY][MAX_STRING_LENGTH]; /* 30 channels, each with MAX_HISTORY, length of MSL */ char aname[30][MAX_HISTORY][128]; /* To track area, for yell */ int cbit[30][MAX_HISTORY]; /* To track which clan, family, tribe, or race */ }; struct record_data { bool is_free; RECORD_DATA *next; RECORD_DATA *prev; int crusade; int mdam_amt; short mdam_gsn; int pdam_amt; short pdam_gsn; int pd; int pk; int md; int mk; int mquest_c; int mquest_f; int qp; int qp_tot; }; struct super_data { bool is_free; SUPER_DATA *next; SUPER_DATA *prev; int energy; /* rage, blood, or focus */ int energy_max; int level; int skills_learned; /* total # skills known */ int skills_max; /* total # skills may learn; based on gen, etc */ int exp; int pracs; short bloodline; short generation; }; struct sysdata_type { short build_obj_ac; short build_obj_dr; short build_obj_hp; short build_obj_hr; short build_obj_mp; short build_obj_mv; short build_obj_svs; short damcap; float expmult; short killperlev; float mob_ac; float mob_dr; float mob_hp; float mob_hr; float mob_mp; float mob_mv; float mob_svs; char *playtesters; short pulse; bool shownumbers; bool w_lock; }; struct fight_data { bool is_free; FIGHT_DATA *next; FIGHT_DATA *prev; CHAR_DATA *ch; }; struct quest_info { bool is_free; QUEST_INFO *next; QUEST_INFO *prev; short amount[QUEST_MAX_DATA]; bool is_questing; bool quest_complete; bool quest_hint[QUEST_MAX_DATA]; int quest_item_vnum[QUEST_MAX_DATA]; int quest_mob_vnum[QUEST_MAX_DATA]; int quest_reward[QUEST_MAX_REWARD]; short quest_type; short time_left; short wait_time; }; struct h_queue { struct h_queue *next; ROOM_INDEX_DATA *room; short dir; }; struct clutch_type { int command_number; bool destroy; /* Destory object once clutched? */ CLUTCH_FUN *func_name; /* The name of the function.... */ }; struct eq_type { char *const name; float ac; float dr; float hp; float hr; float mp; float mv; float svs; }; /* * 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 OF OBJ_FUN char *mprog_type_to_name( int type ); /* * db.c */ void perm_update args( ( void ) ); void boot_db args( ( void ) ); void area_update args( ( void ) ); void message_update args( ( void ) ); CD *create_mobile args( ( MOB_INDEX_DATA * pMobIndex ) ); OD *create_object args( ( OBJ_INDEX_DATA * pObjIndex, int level ) ); 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 ) ); float fread_float args( ( FILE * fp ) ); int fread_number args( ( FILE * fp ) ); char *fread_string args( ( FILE * fp ) ); void fread_to_eol args( ( FILE * fp ) ); char *fsave_to_eol args( ( FILE * fp ) ); char *fread_word args( ( FILE * fp ) ); bool char_exists args( ( char *argument ) ); float number_speed args( ( void ) ); int bv_log args( ( int n ) ); void check_chistory args( ( CHAR_DATA *ch, int channel ) ); void update_chistory args( ( CHAR_DATA *ch, char *argument, int channel ) ); int count_helps args( ( void ) ); char *search_helps args( ( const char *string ) ); char *_popen args( ( const char *string ) ); FILE *file_open args( ( const char *file, const char *opt ) ); void file_close args( ( FILE *file ) ); void check_freed args( ( unsigned int first, unsigned int last) ); void check_free_mem args( ( void ) ); void * alloc_perm args( ( int sMem ) ); /*void free_mem args( ( void *pMem, int sMem ) );*/ void *_getmem args( ( int size, const char *caller, int log ) ); void dispose args( ( void *mem, int size ) ); 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 ) ); int number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); 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 ) ); void bug_string args( ( const char *str, const char *str2 ) ); /* Added stuff -Flar */ void bugf( char *fmt, ... ) __attribute__ ( ( format( printf, 1, 2 ) ) ); void log_f( char *fmt, ... ) __attribute__ ( ( format( printf, 1, 2 ) ) ); /* fight.c */ void violence_update args( ( void ) ); void damage args( ( CHAR_DATA * ch, CHAR_DATA * victim, float dam, int dt ) ); void update_pos args( ( CHAR_DATA * victim ) ); void stop_fighting args( ( CHAR_DATA * ch, bool fBoth ) ); void death_cry args( ( CHAR_DATA * ch ) ); void raw_kill args( ( CHAR_DATA * victim, char *argument ) ); void check_killer args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); float get_speed args( ( CHAR_DATA *ch, int slot ) ); void combat_update args( ( void ) ); void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); /* handler.c */ bool remove_obj args( ( CHAR_DATA * ch, int iWear, bool fReplace ) ); int get_trust args( ( CHAR_DATA * ch ) ); void my_get_age args( ( CHAR_DATA * ch, char *buf ) ); int my_get_hours args( ( CHAR_DATA * ch ) ); int get_age args( ( CHAR_DATA * ch ) ); int get_curr_str args( ( CHAR_DATA * ch ) ); int get_curr_int args( ( CHAR_DATA * ch ) ); int get_curr_wis args( ( CHAR_DATA * ch ) ); int get_curr_dex args( ( CHAR_DATA * ch ) ); int get_curr_con args( ( CHAR_DATA * ch ) ); int can_carry_n args( ( CHAR_DATA * ch ) ); int can_carry_w args( ( CHAR_DATA * ch ) ); void affect_to_room args( ( ROOM_INDEX_DATA * room, ROOM_AFFECT_DATA * raf ) ); void r_affect_remove args( ( ROOM_INDEX_DATA * room, ROOM_AFFECT_DATA * raf ) ); void affect_to_char args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void affect_remove args( ( CHAR_DATA * ch, 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 ) ); 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 ) ); int count_obj_room 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 ) ); CD *get_char_area 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_room args( ( CHAR_DATA * ch, char *argument, OBJ_DATA * list ) ); OD *get_obj_carry args( ( CHAR_DATA * ch, char *argument ) ); 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 amount ) ); int get_obj_number args( ( OBJ_DATA * obj ) ); int get_obj_weight args( ( OBJ_DATA * obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA * pRoomIndex ) ); 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_drop_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); bool can_sac_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); bool can_use args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); char *who_can_use args( ( OBJ_DATA * obj ) ); void notify args( ( char *message, int lv ) ); void info args( ( char *message, int lv ) ); void auction args( ( char *message ) ); void log_chan args( ( const char *message, int lv ) ); bool item_has_apply args( ( CHAR_DATA * ch, int bit ) ); CD *switch_char args( ( CHAR_DATA * victim, int mvnum, int poly_level ) ); CD *unswitch_char args( ( CHAR_DATA * ch ) ); int best_class args( ( CHAR_DATA * ch, int sn ) ); int best_level args( ( CHAR_DATA * ch, int sn ) ); void set_stun args( ( CHAR_DATA * victim, int stunTime ) ); CD *get_char args( ( CHAR_DATA * ch ) ); void mark_from_room args( ( int this_room_vnum, MARK_DATA * mark ) ); void mark_to_room args( ( int this_room_vnum, MARK_DATA * mark ) ); void char_reference args( ( struct char_ref_type * ref ) ); void char_unreference args( ( CHAR_DATA ** var ) ); void obj_reference args( ( struct obj_ref_type * ref ) ); void obj_unreference args( ( OBJ_DATA ** var ) ); /* interp.c */ void interpret args( ( CHAR_DATA * ch, char *argument ) ); bool IS_SWITCHED args( ( CHAR_DATA * ch ) ); bool is_shielded args( ( CHAR_DATA * ch, short shield_type ) ); void remove_shield args( ( CHAR_DATA * ch, MAGIC_SHIELD * shield ) ); bool check_social args( ( CHAR_DATA * ch, char *command, char *argument ) ); /* macros.c */ short get_remort_level args( ( CHAR_DATA * ch ) ); short get_psuedo_level args( ( CHAR_DATA * ch ) ); bool ok_to_use args( ( CHAR_DATA * ch, int value ) ); bool check_level_use args( ( CHAR_DATA * ch, int level ) ); int exp_to_level args( ( CHAR_DATA * ch, int p_class, int index ) ); int exp_for_mobile args( ( int level, CHAR_DATA * mob ) ); int exp_mob_base args( ( int level ) ); int skill_table_lookup args( ( CHAR_DATA * ch, int sn, int return_type ) ); bool is_remort args( ( CHAR_DATA * ch ) ); bool is_adept args( ( CHAR_DATA * ch ) ); int exp_to_level_vamp args( ( int level ) ); int exp_to_level_adept args( ( CHAR_DATA * ch ) ); void reset_gain_stats args( ( CHAR_DATA * ch ) ); int exp_to_level_wolf args( ( int level ) ); int get_item_value args( ( OBJ_DATA * obj ) ); /* magic.c */ int mana_cost args( ( CHAR_DATA * ch, int sn ) ); int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); bool saves_spell args( ( int level, CHAR_DATA * victim ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) ); /* mob_prog.c */ #ifdef DUNNO_STRSTR char *strstr args( ( const char *s1, const char *s2 ) ); #endif void mprog_wordlist_check args( ( char *arg, CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) ); void mprog_percent_check args( ( CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) ); void mprog_act_trigger args( ( char *buf, CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ) ); void mprog_bribe_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, int amount ) ); void mprog_entry_trigger args( ( CHAR_DATA * mob ) ); void mprog_give_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj ) ); void mprog_greet_trigger args( ( CHAR_DATA * mob ) ); void mprog_fight_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) ); void mprog_hitprcnt_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) ); void mprog_death_trigger args( ( CHAR_DATA * mob ) ); void mprog_random_trigger args( ( CHAR_DATA * mob ) ); void mprog_speech_trigger args( ( char *txt, CHAR_DATA * mob ) ); /* mquest.c */ char *display_mob_target args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); char *display_obj_target args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void update_mquest_wait_time args( ( CHAR_DATA *ch ) ); void update_mquest_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /*-------*\ ) quest.c ( \*-------*/ void quest_inform args( ( void ) ); void quest_complete args( ( CHAR_DATA * ch ) ); void quest_cancel args( ( void ) ); void generate_auto_quest args( ( void ) ); void crusade_reward args( ( CHAR_DATA *ch ) ); /*------*\ ) save.c ( \*------*/ void save_char_obj args( ( CHAR_DATA * ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA * d, char *name, bool system_call ) ); void save_corpses args( ( void ) ); void fread_corpse args( ( FILE * fp ) ); void save_marks args( ( void ) ); void save_bans args( ( void ) ); char *initial args( ( const char *str ) ); /*---------*\ ) special.c ( \*---------*/ SF *spec_lookup args( ( const char *name ) ); char *rev_spec_lookup args( ( SPEC_FUN *func ) ); void print_spec_lookup args( ( char *buf ) ); /* social-edit.c */ void load_social_table args( ( void ) ); /*---------*\ ) obj_fun.c ( \*---------*/ OF *obj_fun_lookup args( ( const char *name ) ); char *rev_obj_fun_lookup args( ( OBJ_FUN *func ) ); void print_obj_fun_lookup args( ( char *buf ) ); /*---------*\ ) trigger.c ( \*---------*/ void trigger_handler args( ( CHAR_DATA * ch, OBJ_DATA * obj, int trigger ) ); /*--------*\ ) update.c# ( \*--------*/ void advance_level args( ( CHAR_DATA * ch, int p_class, bool show, bool remort ) ); void gain_exp args( ( CHAR_DATA * ch, int gain ) ); void gain_bloodlust args( ( CHAR_DATA * ch, int value ) ); void gain_condition args( ( CHAR_DATA * ch, int iCond, int value ) ); void update_handler args( ( void ) ); bool check_rewield args( ( CHAR_DATA * ch ) ); bool check_re_equip args( ( CHAR_DATA * ch ) ); void auction_update args( ( void ) ); void check_vamp args( ( CHAR_DATA * ch ) ); /* write.c */ void write_start args( ( char **dest, RET_FUN *retfunc, void *retparm, CHAR_DATA * ch ) ); void write_interpret args( ( CHAR_DATA * ch, char *argument ) ); /* hunt.c */ void hunt_victim args( ( CHAR_DATA * ch ) ); void unhunt args( ( CHAR_DATA * ch ) ); int make_hunt args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void hunt_obj args( ( CHAR_DATA * ch ) ); bool make_move args( ( CHAR_DATA * ch, int vnum ) ); char *find_path args( ( int, int, CHAR_DATA *, int, int, int ) ); bool mob_hunt args( ( CHAR_DATA * mob ) ); void char_hunt args( ( CHAR_DATA * ch ) ); bool set_hunt args( ( CHAR_DATA * ch, CHAR_DATA * fch, CHAR_DATA * vch, OBJ_DATA * vobj, int set_flags, int rem_flags ) ); void end_hunt args( ( CHAR_DATA * ch ) ); short h_find_dir args(( ROOM_INDEX_DATA * room, ROOM_INDEX_DATA * target, int h_flags )); void hunt_move args(( CHAR_DATA * mob, short dir )); /* * update.c */ void init_alarm_handler args( ( void ) ); void alarm_update args( ( void ) ); /* SSM */ void temp_fread_string args( ( FILE * fp, char *buf ) ); /* * Rulers * */ void save_rulers args( ( void ) ); void load_rulers args( ( void ) ); const char *get_ruler_title args( ( int ruler_rank, int sex ) ); /* * spendqp */ void save_brands args( ( void ) ); /* * sysdat.c */ void load_sysdata args( ( void ) ); void save_sysdata args( ( void ) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef OF