/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard * * Woolcock. This mud is NOT to be copied in whole or in part, or to be * * run without the permission of Richard Woolcock. Nobody else has * * permission to authorise the use of this code. * ***************************************************************************/ /* * 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 /* * 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 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 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 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 editing_data EDITING_DATA; /* OLC */ typedef struct disabled_data DISABLED_DATA; /* one disabled command */ struct disabled_data { DISABLED_DATA *next; /* pointer to next node */ struct cmd_type const *command; /* pointer to the command struct*/ char *disabled_by; /* name of disabler */ sh_int level; /* level of disabler */ }; extern DISABLED_DATA *disabled_first; extern BAN_DATA *ban_list; /* * 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 ) ); // Some of MY shit - Morglum. // (More at very bottom of file!). #define DO_COM( function ) void ( function )( CHAR_DATA *ch, char *argument ) #define STC( text, ch ) send_to_char( text, ch ) #define MSL (MAX_STRING_LENGTH) #define MIL (MAX_INPUT_LENGTH) #define FILL_STRING( string, text ) \ if ( text != NULL ) \ { \ smash_tilde( text ); \ free_string( string ); \ string = str_dup( text ); \ } \ else \ { \ bugf( \ "FILL_STRING: trying to write a null string" ); \ free_string( string ); \ string = str_dup( "(NULL-BUGGED)" );\ } #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? \ (ch)->morph : (ch)->name ) ) \ : "someone" ) #define PERS2( ch, looker ) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) \ : "someone" ) #define IS_HYBRID(ch) ((ch)->class == CLASS_ABOMINATION || \ (ch)->class == CLASS_LICH || \ (ch)->class == CLASS_SKINDANCER || \ (ch)->class == CLASS_BAALI || \ (ch)->class == CLASS_BSD || \ (ch)->class == CLASS_NEPHANDI) // END MY shit. /* * Screen width */ #define SCREEN_WIDTH 80 /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4096 #define MAX_INPUT_LENGTH 160 /* * Gobal Procedures */ void clear_stats args( (CHAR_DATA *ch) ); void room_is_total_darkness args( (ROOM_INDEX_DATA *pRoomIndex) ); void improve_wpn args( (CHAR_DATA *ch,int dtype, bool right_hand) ); void improve_stance args( (CHAR_DATA *ch) ); void skillstance args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void show_spell args( (CHAR_DATA *ch, int dtype) ); void fightaction args( (CHAR_DATA *ch, CHAR_DATA *victim, int actype , \ int dtype, int wpntype) ); void crack_head args( (CHAR_DATA *ch, OBJ_DATA *obj, char *argument) ); void critical_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam) ); void take_item args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void raw_kill args( (CHAR_DATA *victim, CHAR_DATA *ch) ); void trip args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void disarm args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void make_corpse args( (CHAR_DATA *ch, CHAR_DATA *maker) ); void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, \ int handtype) ); void make_part args( (CHAR_DATA *ch, char *argument) ); void clan_table_read args( ( ) ); void artifact_table_read args( ( ) ); void clan_table_write args( ( ) ); void artifact_table_write args( ( ) ); void home_write args( ( ) ); void clan_table_powerselect args( (CHAR_DATA *ch, char *power_name) ); void clan_table_namefill args( (CHAR_DATA *ch) ); void clan_table_bite args( (CHAR_DATA *ch) ); void clan_table_dec args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void behead args( (CHAR_DATA *victim, CHAR_DATA *ch) ); void paradox args( (CHAR_DATA *ch) ); void load_bans args( (void) ); void save_bans args( (void) ); /* * Godwars Game Parameters * By Rotain */ #define SKILL_ADEPT 100 #define SKILL_THAC0_32 18 #define SKILL_THAC0_00 6 #define VERSION_NUMBER 2 #define DONATION_ROOM_WEAPON 6641 #define DONATION_ROOM_ARMOR 6643 #define DONATION_ROOM_REST 6644 #define MAX_VAMPIRE_POWER 3 #define MAX_CLAN 11 #define MAX_ART 12 #define OPTIMISED_PFILES 1 /* Set to 0 for full length pfiles */ /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define AGE_NEWBIE 50 /* This age = no longer a newbie */ #define PARADOX_TICK 30 #define MAX_SKILL 163 #define MAX_SPELL 60 #define MAX_LEVEL 12 #define NO_WATCH 10 #define NO_GODLESS (MAX_LEVEL - 2) #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 5) #define LEVEL_MORTAL (MAX_LEVEL - 10) #define LEVEL_AVATAR (MAX_LEVEL - 9) #define LEVEL_APPRENTICE (MAX_LEVEL - 8) #define LEVEL_MAGE (MAX_LEVEL - 7) #define LEVEL_ARCHMAGE (MAX_LEVEL - 6) #define LEVEL_BUILDER (MAX_LEVEL - 5) #define LEVEL_QUESTMAKER (MAX_LEVEL - 4) #define LEVEL_ENFORCER (MAX_LEVEL - 3) #define LEVEL_JUDGE (MAX_LEVEL - 2) #define LEVEL_HIGHJUDGE (MAX_LEVEL - 1) #define LEVEL_IMPLEMENTOR (MAX_LEVEL) #define PULSE_PER_SECOND 4 #define PULSE_GAIN_EXP ( 1 * PULSE_PER_SECOND) #define PULSE_VIOLENCE ( 1 ) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (60 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_SUN_DAMAGE 120 /* * Rotains Clan Table Structure */ struct clan_table_type { char * clan_name; char * clan_leader; char * clan_powers_1; char * clan_powers_2; char * clan_powers_3; int clan_kills [MAX_CLAN]; int lvnum; /* Lower vnum of clan area */ int uvnum; /* Upper vnum of clan area */ int clan_recall; /* Clan recall vnum */ }; struct artifact_type { char * player_name; int object_vnum; }; /* * Site ban structure. */ struct ban_data { BAN_DATA *next; char *name; char *by_who; sh_int level; bool newbie_banned; }; /* * Store types of char logged in. */ #define LOGIN_NONE 0 #define LOGIN_NEWBIE 1 #define LOGIN_MORTAL 2 #define LOGIN_GOD 4 #define LOGIN_VAMPIRE 8 #define LOGIN_WEREWOLF 16 #define LOGIN_MAGE 32 #define LOGIN_DEMON 64 #define LOGIN_HIGHLANDER 128 #define LOGIN_ANGEL 256 /* * 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; int moonlight; int moonphase; int time_of_day; }; /* * Connected state for a channel. */ #define CON_PLAYING 0 /* IN: MOTD, OUT: BEGIN PLAY */ #define CON_GET_NAME 1 /* IN: NONE, OUT: Enter name */ #define CON_GET_OLD_PASSWORD 2 /* IN: Name, OUT: Show MOTD */ #define CON_CONFIRM_NEW_NAME 3 /* IN: Sure, OUT: Password */ #define CON_GET_NEW_PASSWORD 4 /* IN: Pass, OUT: Confirm */ #define CON_CONFIRM_NEW_PASSWORD 5 /* IN: Pass, OUT: What sex */ #define CON_GET_NEW_SEX 6 /* IN: Sex, OUT: Start as vamp */ #define CON_READ_MOTD 7 /* IN: NONE, OUT: Play */ #define CON_GET_NEW_ANSI 8 #define CON_COPYOVER_RECOVER 9 /* * Connected states for OLC. */ #define CON_AEDITOR -1 #define CON_REDITOR -2 #define CON_MEDITOR -3 #define CON_OEDITOR -4 /* * Online editing structure. */ struct editing_data /* OLC */ { void * pIndex; int vnum; int type; int command; char * text; char ** destination; }; /* * Area flags. OLC */ #define AREA_NONE 0 #define AREA_CHANGED 1 /* Area has been modified. */ #define AREA_ADDED 2 /* Area has been added to. */ #define AREA_LOADING 4 /* Used for counting in db.c */ #define AREA_UNLINKED 8 // Morglum - unlinked zone /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; 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; EDITING_DATA editing; /* OLC */ void * pEdit; /* OLC */ char ** pString; /* OLC */ }; /* * 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; }; 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 /* * 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 */ }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; char * sender; char * date; char * to_list; char * subject; char * text; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; sh_int type; sh_int duration; sh_int location; sh_int modifier; int bitvector; }; /* * 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_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 /* * Classes. KaVir. */ #define CLASS_NONE 0 #define CLASS_VAMPIRE 1 #define CLASS_WEREWOLF 2 #define CLASS_ABOMINATION 3 /* CLASS_VAMPIRE + CLASS_WEREWOLF */ #define CLASS_MAGE 4 #define CLASS_LICH 5 /* CLASS_VAMPIRE + CLASS_MAGE */ #define CLASS_SKINDANCER 6 /* CLASS_WEREWOLF + CLASS_MAGE */ #define CLASS_DEMON 8 #define CLASS_BAALI 9 /* CLASS_VAMPIRE + CLASS_DEMON */ #define CLASS_BLACK_SPIRAL_DANCER 10 /* CLASS_WEREWOLF + CLASS_DEMON */ #define CLASS_BSD 10 // CLASS_WEREWOLF + CLASS_DEMON #define CLASS_NEPHANDI 12 /* CLASS_MAGE + CLASS_DEMON */ #define CLASS_HIGHLANDER 16 #define CLASS_GHOUL 32 #define CLASS_ANGEL 72 /* Includes the CLASS_DEMON bit */ #define CLASS_EXIT 1024 /* * Immunities, for players. KaVir. */ #define IMM_SLASH 1 /* Resistance to slash, slice. */ #define IMM_STAB 2 /* Resistance to stab, pierce. */ #define IMM_SMASH 4 /* Resistance to blast, pound, crush. */ #define IMM_ANIMAL 8 /* Resistance to bite, claw. */ #define IMM_MISC 16 /* Resistance to grep, suck, whip. */ #define IMM_CHARM 32 /* Immune to charm spell. */ #define IMM_HEAT 64 /* Immune to fire/heat spells. */ #define IMM_COLD 128 /* Immune to frost/cold spells. */ #define IMM_LIGHTNING 256 /* Immune to lightning spells. */ #define IMM_ACID 512 /* Immune to acid spells. */ #define IMM_SUMMON 1024 /* Immune to being summoned. */ #define IMM_VOODOO 2048 /* Immune to voodoo magic. */ #define IMM_VAMPIRE 4096 /* Allow yourself to become a vampire. */ #define IMM_STAKE 8192 /* Immune to being staked (vamps only). */ #define IMM_SUNLIGHT 16384 /* Immune to sunlight (vamps only). */ #define IMM_SHIELDED 32768 /* For Obfuscate. Block scry, etc. */ #define IMM_HURL 65536 /* Cannot be hurled. */ #define IMM_BACKSTAB 131072 /* Cannot be backstabbed. */ #define IMM_KICK 262144 /* Cannot be kicked. */ #define IMM_DISARM 524288 /* Cannot be disarmed. */ #define IMM_STEAL 1048576 /* Cannot have stuff stolen. */ #define IMM_SLEEP 2097152 /* Immune to sleep spell. */ #define IMM_DRAIN 4194304 /* Immune to energy drain. */ #define IMM_DEMON 8388608 /* Allow yourself to become a demon. */ #define IMM_TRANSPORT 16777216 /* Objects can't be transported to you. */ /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC 1 /* Auto set for mobs */ #define ACT_SENTINEL 2 /* Stays in one room */ #define ACT_SCAVENGER 4 /* Picks up objects */ #define ACT_AGGRESSIVE 32 /* Attacks PC's */ #define ACT_STAY_AREA 64 /* Won't leave area */ #define ACT_WIMPY 128 /* Flees when hurt */ #define ACT_PET 256 /* Auto set for pets */ #define ACT_TRAIN 512 /* Can train PC's */ #define ACT_PRACTICE 1024 /* Can practice PC's */ #define ACT_MOUNT 2048 /* Can be mounted */ #define ACT_NOPARTS 4096 /* Dead = no body parts */ #define ACT_NOEXP 8192 /* No exp for killing */ #define ACT_DOG 16384 /* Khang and Reina's dog :) */ #define ACT_SKILLED 32768 /* Stances */ #define ACT_COMMANDED 65536 /* Can't attack newbies */ /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (BIN_0) #define AFF_INVISIBLE (BIN_1) #define AFF_DETECT_EVIL (BIN_2) #define AFF_DETECT_INVIS (BIN_3) #define AFF_DETECT_MAGIC (BIN_4) #define AFF_DETECT_HIDDEN (BIN_5) #define AFF_SHADOWPLANE (BIN_6) /* Creatures in shadow plane - KaVir */ #define AFF_SANCTUARY (BIN_7) #define AFF_FAERIE_FIRE (BIN_8) #define AFF_INFRARED (BIN_9) #define AFF_CURSE (BIN_10) #define AFF_FLAMING (BIN_11)/* For burning creatures - KaVir */ #define AFF_POISON (BIN_12) #define AFF_PROTECT (BIN_13) #define AFF_ETHEREAL (BIN_14)/* For ethereal creatures - KaVir */ #define AFF_SNEAK (BIN_15) #define AFF_HIDE (BIN_16) #define AFF_SLEEP (BIN_17) #define AFF_CHARM (BIN_18) #define AFF_FLYING (BIN_19) #define AFF_PASS_DOOR (BIN_20) #define AFF_POLYMORPH (BIN_21)/* For polymorphed creatures - KaVir */ #define AFF_SHADOWSIGHT (BIN_22)/* Can see between planes - KaVir */ #define AFF_WEBBED (BIN_23)/* Cannot move - KaVir */ #define AFF_CONTRACEPTION (BIN_24)/* Cannot get pregnant - KaVir */ #define AFF_SHADOW (BIN_25)/* For Arms of the Abyss - KaVir */ #define AFF_ROT (BIN_26)/* For Putrefaction - KaVir */ #define AFF_FEAR (BIN_27)/* Fear affects - KaVir */ #define AFF_JAIL (BIN_28)/* For Jail of Water - KaVir */ #define AFF_TRUE_SIGHT (BIN_29)/* For Truesight rune spell - Morglum */ #define AFF_AURA_NO_MAGIC (BIN_30)/* Aura of no magic - Morglum */ /* * Bits for 'itemaffect'. * Used in #MOBILES. */ #define ITEMA_SHOCKSHIELD 1 #define ITEMA_FIRESHIELD 2 #define ITEMA_ICESHIELD 4 #define ITEMA_ACIDSHIELD 8 #define ITEMA_DBPASS 16 #define ITEMA_CHAOSSHIELD 32 #define ITEMA_ARTIFACT 64 #define ITEMA_REGENERATE 128 #define ITEMA_SPEED 256 #define ITEMA_VORPAL 512 #define ITEMA_PEACE 1024 #define ITEMA_RIGHT_SILVER 2048 #define ITEMA_LEFT_SILVER 4096 #define ITEMA_REFLECT 8192 #define ITEMA_RESISTANCE 16384 #define ITEMA_VISION 32768 #define ITEMA_STALKER 65536 #define ITEMA_VANISH 131072 #define ITEMA_RAGER 262144 #define ITEMA_HIGHLANDER 524288 #define ITEMA_SHADES 1048576 #define ITEMA_SUNSHIELD 2097152 #define ITEMA_RIGHT_AGG 4194304 #define ITEMA_LEFT_AGG 8388608 /* * Rune, Glyph and Sigil bits. */ #define RUNE_FIRE 1 #define RUNE_AIR 2 #define RUNE_EARTH 4 #define RUNE_WATER 8 #define RUNE_DARK 16 #define RUNE_LIGHT 32 #define RUNE_LIFE 64 #define RUNE_DEATH 128 #define RUNE_MIND 256 #define RUNE_SPIRIT 512 #define RUNE_MASTER 1024 #define GLYPH_CREATION 1 #define GLYPH_DESTRUCTION 2 #define GLYPH_SUMMONING 4 #define GLYPH_TRANSFORMATION 8 #define GLYPH_TRANSPORTATION 16 #define GLYPH_ENHANCEMENT 32 #define GLYPH_REDUCTION 64 #define GLYPH_CONTROL 128 #define GLYPH_PROTECTION 256 #define GLYPH_INFORMATION 512 #define SIGIL_SELF 1 #define SIGIL_TARGETING 2 #define SIGIL_AREA 4 #define SIGIL_OBJECT 8 // Bits for moonphases #define MOON_NEW 0 #define MOON_CRESCENT 1 #define MOON_HALF 2 #define MOON_GIBBOUS 3 #define MOON_FULL 4 #define MOON_WANING 5 #define MOON_RISE 0 #define MOON_UP 1 #define MOON_SET 2 #define MOON_DOWN 3 #define MORNING 0 #define DAY 1 #define EVENING 2 #define NIGHT 3 /* * Spelltypes for mages. */ #define ST_MOB_MOB 1 #define ST_OBJ_MOB 2 #define ST_OBJ_OBJ 3 /* * Advanced spells. */ #define ADV_DAMAGE 1 #define ADV_AFFECT 2 #define ADV_ACTION 4 #define ADV_AREA_AFFECT 8 #define ADV_VICTIM_TARGET 16 #define ADV_OBJECT_TARGET 32 #define ADV_GLOBAL_TARGET 64 #define ADV_NEXT_PAGE 128 #define ADV_PARAMETER 256 #define ADV_SPELL_FIRST 512 #define ADV_NOT_CASTER 1024 #define ADV_NO_PLAYERS 2048 #define ADV_SECOND_VICTIM 4096 #define ADV_SECOND_OBJECT 8192 #define ADV_REVERSED 16384 #define ADV_STARTED 32768 #define ADV_FINISHED 65536 #define ADV_FAILED 131072 #define ADV_MESSAGE_1 262144 #define ADV_MESSAGE_2 524288 #define ADV_MESSAGE_3 1048576 #define ADV_AGGDAM 2097152 #define ADV_APPLY 4194304 /* * Advanced spell actions. */ #define ACTION_NONE 0 #define ACTION_MOVE 1 #define ACTION_MOB 2 #define ACTION_OBJECT 3 /* * Advanced spell affects. */ #define ADV_STR 1 #define ADV_DEX 2 #define ADV_INT 4 #define ADV_WIS 8 #define ADV_CON 16 #define ADV_SEX 32 #define ADV_MANA 64 #define ADV_HIT 128 #define ADV_MOVE 256 #define ADV_AC 512 #define ADV_HITROLL 1024 #define ADV_DAMROLL 2048 #define ADV_SAVING_SPELL 4096 /* Colour scale macros - added 12th Aug 1995 by Calamar */ #define NO_COLOUR "" /* Blank */ #define GREY "[0;1;30m" /* Dark Grey */ #define D_RED "[0;0;31m" /* Dark Red */ #define L_RED "[0;1;31m" /* Light Red */ #define D_GREEN "[0;0;32m" /* Dark Green */ #define L_GREEN "[0;1;32m" /* Light Green */ #define BROWN "[0;0;33m" /* Brown */ #define YELLOW "[0;1;33m" /* Yellow */ #define D_BLUE "[0;0;34m" /* Dark Blue */ #define L_BLUE "[0;1;34m" /* Light Blue */ #define MAGENTA "[0;0;35m" /* Magenta */ #define PINK "[0;1;35m" /* Pink */ #define D_CYAN "[0;0;36m" /* Dark Cyan */ #define L_CYAN "[0;1;36m" /* Light Cyan */ #define NORMAL "[0;0;37m" /* Light Grey */ #define WHITE "[0;0;38m" /* White */ #define ADD_COLOUR(_player,_str,_col) { int swh_len = strlen(_str) + 20; \ char swh_temp[swh_len]; \ if (!IS_NPC(_player) && IS_SET(_player->act, PLR_ANSI)) {swh_temp[0] = '\0'; \ strcpy(swh_temp, _col); strcat(swh_temp, _str); strcat(swh_temp, NORMAL); \ strcpy(_str, swh_temp);}} #define SCALE_COLS 4 #define COL_SCALE(_swh_str,_swh_ch,_swh_curr,_swh_max) \ ADD_COLOUR(_swh_ch, _swh_str, \ (_swh_curr < 1) ? L_RED : \ (_swh_curr < _swh_max) ? \ scale[(SCALE_COLS * _swh_curr) / ((_swh_max > 0) \ ? _swh_max : 1)] : L_CYAN) extern char *scale[SCALE_COLS]; /* * File bits. */ #define FILE_PLAYER 0 /* * Bits for 'vampire'. * Used for player vampires. */ #define VAM_FANGS 1 /* Fangs currently extended */ #define VAM_CLAWS 2 /* Protean level 2, claws extended */ #define VAM_NIGHTSIGHT 4 /* Protean level 1, nightsight on */ #define VAM_FLYING 8 /* Protean bat form */ #define VAM_SONIC 16 /* Protean bat form */ #define VAM_CHANGED 32 /* Protean powers level 4 and 5 */ #define VAM_SPIRITEYES 64 /* Path of Spirit level 2 */ #define VAM_OBFUSCATE 128 /* Concealed from sight */ #define VAM_DISGUISED 16384 /* For the Obfuscate disguise ability */ #define VAM_EVILEYE 131072 /* Path of Spirit level 1 */ #define VAM_EARTHMELDED 524288 /* Protean level 3, in the ground */ /* * Absorbed things */ #define ABS_MOB_VNUM 0 /* Vnum of Flesh Bonded mob */ #define ABS_MOB_HP 1 /* Hp of Flesh Bonded mob */ #define ABS_MOB_MAX_HP 2 /* Vnum of Object 1 */ #define ABS_CORPSE_HP 3 /* Hp of Consumed corpse */ #define ABS_OBJ_1 4 /* Vnum of Object 2 */ #define ABS_OBJ_2 5 /* Vnum of Object 3 */ /* * Exercising */ #define EXE_TYPE 0 /* Type of exercise */ #define EXE_POSITION 1 /* Position - eg raised, lowered */ #define EXE_COUNT 2 /* Counter until improvement */ #define EXE_RECOVER 3 /* Duration until you recover */ #define EXE_NONE 0 /* No exercise */ #define EXE_PUSHUPS 1 /* +1 STR */ #define EXE_SKIPPING 2 /* +1 DEX */ #define EXE_LEGRAISES 3 /* +1 STA */ #define EXE_RAISED 0 /* UP */ #define EXE_LOWERED 1 /* DOWN */ /* * Bits for vicissitude body modifications. * Used for player vampires. */ #define MOD_TUSKS 1 /* Large tusks */ #define MOD_HORNS 2 /* Horns on head */ #define MOD_WINGS 4 /* Wings */ #define MOD_UNFOLDED 8 /* Wings are unfolded */ #define MOD_FINS 16 /* Fins for swimming */ #define MOD_TAIL 32 /* Tail, does nothing */ #define MOD_EXOSKELETON 64 /* +10 STA, -10 DEX */ /* * Bits for disciplines. * Used for player vampires. */ #define RES_ANIMALISM 1 #define RES_AUSPEX 2 #define RES_DOMINATE 4 #define RES_PRESENCE 8 #define RES_TOGGLE 16 #define RES_CELERITY 32 #define WILL_ANIMALISM 1 #define WILL_AUSPEX 2 #define WILL_DOMINATE 3 #define WILL_PRESENCE 4 #define CLAN_FIRST 0 #define CLAN_SECOND 1 #define CLAN_THIRD 2 #define DISC_ANIMALISM 0 #define DISC_AUSPEX 1 #define DISC_CELERITY 2 #define DISC_CHIMERSTRY 3 #define DISC_DAIMOINON 4 #define DISC_DOMINATE 5 #define DISC_FORTITUDE 6 #define DISC_MELPOMINEE 7 #define DISC_NECROMANCY 8 #define DISC_OBEAH 9 #define DISC_OBFUSCATE 10 #define DISC_OBTENEBRATION 11 #define DISC_POTENCE 12 #define DISC_PRESENCE 13 #define DISC_PROTEAN 14 #define DISC_QUIETUS 15 #define DISC_SERPENTIS 16 #define DISC_THANATOSIS 17 #define DISC_THAUMATURGY 18 #define DISC_VICISSITUDE 19 #define DISC_MAX 19 #define POW_NONE 0 #define POW_ANIMALISM 1 #define POW_AUSPEX 2 #define POW_CELERITY 4 #define POW_CHIMERSTRY 8 #define POW_DAIMOINON 16 #define POW_DOMINATE 32 #define POW_FORTITUDE 64 #define POW_MELPOMINEE 128 #define POW_NECROMANCY 256 #define POW_OBEAH 512 #define POW_OBFUSCATE 1024 #define POW_OBTENEBRATION 2048 #define POW_POTENCE 4096 #define POW_PRESENCE 8192 #define POW_PROTEAN 16384 #define POW_QUIETUS 32768 #define POW_SERPENTIS 65536 #define POW_THANATOSIS 131072 #define POW_THAUMATURGY 262144 #define POW_VICISSITUDE 524288 #define COT_BANNED 0 /* Min hp required */ #define COT_BASIC 1 /* Disciplines at level 1+ */ #define COT_INTERMEDIATE 2 /* Disciplines at level 3+ */ #define COT_ADVANCED 3 /* Disciplines at level 5+ */ #define COT_EXPERT 4 /* Disciplines at level 6+ */ #define COT_HP 5 /* Min hp required */ #define COT_GENERATION 6 /* Highest generation allowed */ #define COT_SKILL 7 /* Min skill required */ #define COT_STANCE 8 /* Min stance required */ #define COT_EXTRA 9 /* Extra requirements */ #define COT_MAX 11 /* Variable limit */ #define COT_ADV_STANCE 1 /* Min stance must be advanced */ #define COT_GOLCONDA 2 /* Must have attained Golconda */ #define COT_NO_DIABLERIE 4 /* Must not commit diablerie */ #define COT_NO_KILL_SECT 8 /* Must not kill member of same sect */ #define COT_NO_KILL_COTERIE 16 /* Must not kill member of coterie */ #define BREED_HOMID 0 #define BREED_LUPUS 1 #define BREED_METIS 2 #define BREED_MAX 2 #define AUSPICE_RAGABASH 0 #define AUSPICE_THEURGE 1 #define AUSPICE_PHILODOX 2 #define AUSPICE_GALLIARD 3 #define AUSPICE_AHROUN 4 #define AUSPICE_MAX 4 #define TRIBE_BLACK_FURIES 0 #define TRIBE_BONE_GNAWERS 1 #define TRIBE_CHILDREN_OF_GAIA 2 #define TRIBE_FIANNA 3 #define TRIBE_GET_OF_FENRIS 4 #define TRIBE_GLASS_WALKERS 5 #define TRIBE_RED_TALONS 6 #define TRIBE_SHADOW_LORDS 7 #define TRIBE_SILENT_STRIDERS 8 #define TRIBE_SILVER_FANGS 9 #define TRIBE_STARGAZERS 10 #define TRIBE_UKTENA 11 #define TRIBE_WENDIGOS 12 #define TRIBE_MAX 12 /* * Vampiric Rituals. */ #define R1 0 /* Rituals level 1 */ #define R2 1 /* Rituals level 2 */ #define R3 2 /* Rituals level 3 */ #define R4 3 /* Rituals level 4 */ #define R5 4 /* Rituals level 5 */ #define R6 5 /* Rituals level 6 */ #define R7 6 /* Rituals level 7 */ #define R8 7 /* Rituals level 8 */ #define R9 8 /* Rituals level 9 */ #define R10 9 /* Rituals level 10 */ #define R1_DEFENCE_HAVEN 1 /* Defence of Sacred Haven */ #define R1_WAKE_FRESHNESS 2 /* Wake with Morning's Freshness */ #define R1_DEFLECTION_DOOM 4 /* Deflection of Wooden Doom */ #define R1_DEVILS_TOUCH 8 /* Devil's Touch */ #define R1_ENGAGING_VESSEL 16 /* Engaging Vessel of Transferance */ #define R1_BLOOD_RUSH 32 /* Blood Rush */ #define R2_WARD_GHOULS 1 /* Ward vs Ghouls */ #define R3_WARD_LUPINES 1 /* Ward vs Lupines */ #define R4_WARD_KINDRED 1 /* Ward vs Kindred */ #define R5_WARD_SPIRITS 1 /* Ward vs Spirits */ #define R6_RAISE_DEAD 1 /* Raise the Dead */ /* * World affect bits. */ #define WORLD_FOG 1 #define WORLD_RAIN 2 #define WORLD_ECLIPSE 4 #define WORLD_NICE 8 /* No swearing while frenzied */ /* * Bits for blood. * Used for player vampires. */ #define BLOOD_CURRENT 0 #define BLOOD_POOL 1 #define BLOOD_POTENCY 2 /* * Bits for werewolf forms. */ #define FORM_HOMID 1 #define FORM_GLABRO 2 #define FORM_CRINOS 3 #define FORM_HISPO 4 #define FORM_LUPUS 5 /* * Bits for 'polymorph'. * Used for players. */ #define POLY_BAT 1 #define POLY_WOLF 2 #define POLY_MIST 4 #define POLY_SERPENT 8 #define POLY_RAVEN 16 #define POLY_FISH 32 #define POLY_FROG 64 #define POLY_ZULO 128 #define POLY_SHADOW 256 #define POLY_SPIRIT 512 #define POLY_MASK 1024 /* Vicissitude 3 */ #define POLY_TRUE 2048 /* Chimerstry 6 */ #define POLY_HAGS 4096 /* Thanatosis 1 */ #define POLY_CHANGELING 8192 /* Vicissitude 1 */ #define POLY_FLESHCRAFT 16384 /* Vicissitude 2 */ #define POLY_BONECRAFT 32768 /* Vicissitude 3 */ /* * Languages. */ #define LANG_COMMON 0 #define DIA_OLDE 1 #define DIA_BAD 2 #define LANG_DARK 4 /* * Score. */ #define SCORE_TOTAL_XP 0 #define SCORE_HIGH_XP 1 #define SCORE_TOTAL_LEVEL 2 #define SCORE_HIGH_LEVEL 3 #define SCORE_QUEST 4 #define SCORE_NUM_QUEST 5 /* * Zombie Lord. */ #define ZOMBIE_NOTHING 0 #define ZOMBIE_TRACKING 1 #define ZOMBIE_ANIMATE 2 #define ZOMBIE_CAST 3 #define ZOMBIE_REST 4 /* * Damcap values. */ #define DAM_CAP 0 #define DAM_CHANGE 1 /* * Bits for Demonic Champions. */ #define POWER_CURRENT 0 #define POWER_TOTAL 1 #define C_POWERS 1 #define C_CURRENT 2 #define C_HEAD 3 #define C_TAIL 4 #define O_POWERS 5 #define N_POWERS 6 #define DEM_UNFOLDED 1 #define DEM_FANGS (BIN_0) #define DEM_CLAWS (BIN_1) #define DEM_DEMONFORM (BIN_2) #define DEM_HOOVES (BIN_3) #define DEM_EYES (BIN_4) #define DEM_WINGS (BIN_5) #define DEM_MIGHT (BIN_6) #define DEM_TOUGH (BIN_7) #define DEM_SPEED (BIN_8) #define DEM_TRAVEL (BIN_9) #define DEM_SCRY (BIN_10) #define DEM_SHADOWSIGHT (BIN_11) #define DEM_INFERNO (BIN_12) #define DEM_EYESPY (BIN_13) #define DEM_FIREWALL (BIN_14) #define DEM_IMP (BIN_15) #define DEM_JAIL (BIN_16) #define HEAD_NORMAL 0 #define HEAD_WOLF 1 #define HEAD_EAGLE 2 #define HEAD_LION 4 #define HEAD_SNAKE 8 #define TAIL_NONE 0 #define TAIL_POISONOUS 1 #define TAIL_SCORPION 2 #define DEM_MOVE 1 /* Can roll as an object */ #define DEM_LEAP 2 /* Can leap out of someone's hands */ #define DEM_MAGIC 4 /* Can cast spells as an object */ #define DEM_LIFESPAN 8 /* Can change lifespan */ #define DEM_GATE 16 // Angel Gate /* * Bits for Demonic Armour. */ #define ARM_BLACK 0 #define ARM_GREY 1 #define ARM_PURPLE 2 #define ARM_RED 3 #define ARM_BRASS 4 /* * Bits for Angelic Armour. */ #define ARM_WHITE 0 #define ARM_YELLOW 1 #define ARM_BLUE 2 #define ARM_SILVER 3 #define ARM_GOLD 4 /* * Mounts */ #define IS_ON_FOOT 0 #define IS_MOUNT 1 #define IS_RIDING 2 #define IS_CARRIED 4 #define IS_CARRYING 8 /* * Embrace positions. */ #define ARE_NONE 0 #define ARE_EMBRACING 1 #define ARE_EMBRACED 2 /* * Stat caps */ #define CAP_HP 30000 #define CAP_MANA 30000 #define CAP_MOVE 30000 /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 #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_FINAL_TURD 16 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_BLOOD_SPRING 23 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_VEST 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 /* For KaVir's stuff */ #define OBJ_VNUM_SOULBLADE 30000 #define OBJ_VNUM_PORTAL 30001 #define OBJ_VNUM_EGG 30002 #define OBJ_VNUM_EMPTY_EGG 30003 #define OBJ_VNUM_SPILLED_ENTRAILS 30004 #define OBJ_VNUM_QUIVERING_BRAIN 30005 #define OBJ_VNUM_SQUIDGY_EYEBALL 30006 #define OBJ_VNUM_SPILT_BLOOD 30007 #define OBJ_VNUM_VOODOO_DOLL 30010 #define OBJ_VNUM_RIPPED_FACE 30012 #define OBJ_VNUM_TORN_WINDPIPE 30013 #define OBJ_VNUM_CRACKED_HEAD 30014 #define OBJ_VNUM_SLICED_EAR 30025 #define OBJ_VNUM_SLICED_NOSE 30026 #define OBJ_VNUM_KNOCKED_TOOTH 30027 #define OBJ_VNUM_TORN_TONGUE 30028 #define OBJ_VNUM_SEVERED_HAND 30029 #define OBJ_VNUM_SEVERED_FOOT 30030 #define OBJ_VNUM_SEVERED_THUMB 30031 #define OBJ_VNUM_SEVERED_INDEX 30032 #define OBJ_VNUM_SEVERED_MIDDLE 30033 #define OBJ_VNUM_SEVERED_RING 30034 #define OBJ_VNUM_SEVERED_LITTLE 30035 #define OBJ_VNUM_SEVERED_TOE 30036 #define OBJ_VNUM_PROTOPLASM 30037 #define OBJ_VNUM_QUESTCARD 30039 #define OBJ_VNUM_QUESTMACHINE 30040 #define OBJ_VNUM_ASHES 30042 #define MOB_VNUM_HOUND 30000 #define MOB_VNUM_GUARDIAN 30001 #define MOB_VNUM_MOUNT 30006 #define MOB_VNUM_FROG 30007 #define MOB_VNUM_RAVEN 30008 #define MOB_VNUM_CAT 30009 #define MOB_VNUM_DOG 30010 #define MOB_VNUM_EYE 30012 #define MOB_VNUM_MOLERAT 30013 #define MOB_VNUM_YAK 30014 #define MOB_VNUM_ASTRAL 30015 #define MOB_VNUM_CLONE 30016 /* * 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_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_PORTAL 27 #define ITEM_EGG 28 #define ITEM_VOODOO 29 #define ITEM_STAKE 30 #define ITEM_MISSILE 31 /* Ammo vnum, cur, max, type */ #define ITEM_AMMO 32 /* ???, dam min, dam max, type */ #define ITEM_QUEST 33 #define ITEM_QUESTCARD 34 #define ITEM_QUESTMACHINE 35 #define ITEM_SYMBOL 36 #define ITEM_BOOK 37 #define ITEM_PAGE 38 #define ITEM_TOOL 39 #define ITEM_WALL 40 /* For wall of water */ #define ITEM_WARD 41 /* For ritual wards */ #define ITEM_ETOKEN 42 /* For Energy Points Token */ /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW 1 #define ITEM_HUM 2 #define ITEM_THROWN 4 #define ITEM_KEEP 8 #define ITEM_VANISH 16 /* Illusion created by Chimerstry */ #define ITEM_INVIS 32 #define ITEM_MAGIC 64 #define ITEM_NODROP 128 #define ITEM_BLESS 256 #define ITEM_ANTI_GOOD 512 #define ITEM_ANTI_EVIL 1024 #define ITEM_ANTI_NEUTRAL 2048 #define ITEM_NOREMOVE 4096 #define ITEM_INVENTORY 8192 #define ITEM_LOYAL 16384 #define ITEM_SHADOWPLANE 32768 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE 1 #define ITEM_WEAR_FINGER 2 #define ITEM_WEAR_NECK 4 #define ITEM_WEAR_BODY 8 #define ITEM_WEAR_HEAD 16 #define ITEM_WEAR_LEGS 32 #define ITEM_WEAR_FEET 64 #define ITEM_WEAR_HANDS 128 #define ITEM_WEAR_ARMS 256 #define ITEM_WEAR_SHIELD 512 #define ITEM_WEAR_ABOUT 1024 #define ITEM_WEAR_WAIST 2048 #define ITEM_WEAR_WRIST 4096 #define ITEM_WIELD 8192 #define ITEM_HOLD 16384 #define ITEM_WEAR_FACE 32768 /* * Special types. * Used in #OBJECTS for special items - KaVir. */ #define SITEM_ACTIVATE 1 #define SITEM_TWIST 2 #define SITEM_PRESS 4 #define SITEM_PULL 8 #define SITEM_TARGET 16 #define SITEM_SPELL 32 #define SITEM_TRANSPORTER 64 #define SITEM_TELEPORTER 128 #define SITEM_DELAY1 256 #define SITEM_DELAY2 512 #define SITEM_OBJECT 1024 #define SITEM_MOBILE 2048 #define SITEM_ACTION 4096 #define SITEM_MORPH 8192 #define SITEM_SILVER 16384 #define SITEM_WOLFWEAPON 32768 #define SITEM_CHAMPWEAPON 131072 #define SITEM_DEMONIC 262144 #define SITEM_HIGHLANDER 524288 #define SITEM_MESSAGE 1048576 /* * Apply types (for quest affects). * Used in #OBJECTS. */ #define QUEST_STR 1 #define QUEST_DEX 2 #define QUEST_INT 4 #define QUEST_WIS 8 #define QUEST_CON 16 #define QUEST_HITROLL 32 #define QUEST_DAMROLL 64 #define QUEST_HIT 128 #define QUEST_MANA 256 #define QUEST_MOVE 512 #define QUEST_AC 1024 #define QUEST_NAME 2048 #define QUEST_SHORT 4096 #define QUEST_LONG 8192 #define QUEST_FREENAME 16384 #define QUEST_ENCHANTED 32768 #define QUEST_SPELLPROOF 65536 #define QUEST_ARTIFACT 131072 #define QUEST_IMPROVED 262144 #define QUEST_MASTER_RUNE 524288 #define QUEST_RELIC 1048576 #define QUEST_VANISH 2097152 /* Object that doesn't save */ #define QUEST_BLOODAGONY 4194304 /* Quietus level 4 */ #define QUEST_SONG 8388608 /* Object contains a song */ #define QUEST_CONJURED 16777216 /* Object was conjured */ #define QUEST_FOLLOWING 33554432 /* Object follows owner */ #define QUEST_NOGIFT 67108864 /* * Qstats. */ #define QS_TOTAL 0 #define QS_HIT 1 #define QS_DAM 2 #define QS_AC 3 #define QS_11 0 #define QS_12 1 #define QS_13 2 #define QS_14 3 #define QS_15 4 #define QS_DONE 1 /* Stance is usable */ #define QS_HIT_LESSER 2 #define QS_HIT_GREATER 4 #define QS_HIT_SUPREME 8 #define QS_DAM_LESSER 16 #define QS_DAM_GREATER 32 #define QS_DAM_SUPREME 64 #define QS_ARM_LESSER 128 #define QS_ARM_GREATER 256 #define QS_ARM_SUPREME 512 #define QS_POW_LESSER 1024 #define QS_POW_GREATER 2048 #define QS_POW_SUPREME 4096 #define QS_RES_LESSER 8192 #define QS_RES_GREATER 16384 #define QS_RES_SUPREME 32768 #define QS_SUPER_PARRY 65536 #define QS_SUPER_DODGE 131072 #define QS_SUPER_SPEED 262144 #define QS_SUPER_BYPASS 524288 /* * Tool types. */ #define TOOL_PEN 1 #define TOOL_PLIERS 2 #define TOOL_SCALPEL 4 /* * 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_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_POLY 25 #define APPLY_GENERATION 26 #define APPLY_POTENCE 27 #define APPLY_CELERITY 28 #define APPLY_FORTITUDE 29 #define APPLY_BLOOD_MAX 30 #define APPLY_BLOOD_POT 31 #define APPLY_ANIMALISM 32 #define APPLY_AUSPEX 33 #define APPLY_CHIMERSTRY 34 #define APPLY_DAIMOINON 35 #define APPLY_DOMINATE 36 #define APPLY_MELPOMINEE 37 #define APPLY_NECROMANCY 38 #define APPLY_OBEAH 39 #define APPLY_OBFUSCATE 40 #define APPLY_OBTENEBRATION 41 #define APPLY_PRESENCE 42 #define APPLY_PROTEAN 43 #define APPLY_QUIETUS 44 #define APPLY_SERPENTIS 45 #define APPLY_THANATOSIS 46 #define APPLY_THAUMATURGY 47 #define APPLY_VICISSITUDE 48 #define APPLY_SET_ANIMALISM 49 /* SET_ are set rather than added */ #define APPLY_SET_AUSPEX 50 #define APPLY_SET_CELERITY 51 #define APPLY_SET_CHIMERSTRY 52 #define APPLY_SET_DAIMOINON 53 #define APPLY_SET_DOMINATE 54 #define APPLY_SET_FORTITUDE 55 #define APPLY_SET_MELPOMINEE 56 #define APPLY_SET_NECROMANCY 57 #define APPLY_SET_OBEAH 58 #define APPLY_SET_OBFUSCATE 59 #define APPLY_SET_OBTENEBRATION 60 #define APPLY_SET_POTENCE 61 #define APPLY_SET_PRESENCE 62 #define APPLY_SET_PROTEAN 63 #define APPLY_SET_QUIETUS 64 #define APPLY_SET_SERPENTIS 65 #define APPLY_SET_THANATOSIS 66 #define APPLY_SET_THAUMATURGY 67 #define APPLY_SET_VICISSITUDE 68 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 /* * 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_HELL 30000 #define ROOM_VNUM_CRYPT 30001 #define ROOM_VNUM_DISCONNECTION 30002 #define ROOM_VNUM_IN_OBJECT 30008 #define ROOM_VNUM_HEAVEN 30050 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK 1 #define ROOM_NO_MOB 4 #define ROOM_INDOORS 8 #define ROOM_PRIVATE 512 #define ROOM_SAFE 1024 #define ROOM_SOLITARY 2048 #define ROOM_PET_SHOP 4096 #define ROOM_NO_RECALL 8192 #define ROOM_NO_TELEPORT 16384 #define ROOM_TOTAL_DARKNESS 32768 #define ROOM2_SILENCE 1 #define ROOM2_TIMESLOW 2 /* Temporis */ /* * Room text flags (KaVir). * Used in #ROOMS. */ #define RT_LIGHTS 1 /* Toggles lights on/off */ #define RT_SAY 2 /* Use this if no others powers */ #define RT_ENTER 4 #define RT_CAST 8 #define RT_THROWOUT 16 /* Erm...can't remember ;) */ #define RT_OBJECT 32 /* Creates an object */ #define RT_MOBILE 64 /* Creates a mobile */ #define RT_LIGHT 128 /* Lights on ONLY */ #define RT_DARK 256 /* Lights off ONLY */ #define RT_OPEN_LIFT 512 /* Open lift */ #define RT_CLOSE_LIFT 1024 /* Close lift */ #define RT_MOVE_LIFT 2048 /* Move lift */ #define RT_SPELL 4096 /* Cast a spell */ #define RT_PORTAL 8192 /* Creates a one-way portal */ #define RT_TELEPORT 16384 /* Teleport player to room */ #define RT_ACTION 32768 #define RT_BLANK_1 65536 #define RT_BLANK_2 131072 #define RT_RETURN 1048576 /* Perform once */ #define RT_PERSONAL 2097152 /* Only shows message to char */ #define RT_TIMER 4194304 /* Sets object timer to 1 tick */ /* * 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 #define MAX_DIR 6 /* OLC */ /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR 1 #define EX_CLOSED 2 #define EX_LOCKED 4 #define EX_BASHPROOF 8 /* KaVir */ #define EX_BASHED 16 /* KaVir */ #define EX_PICKPROOF 32 #define EX_PASSPROOF 64 /* KaVir */ #define EX_WALL_WATER 128 /* KaVir - Path of Water power 4 */ #define EX_WARD_GHOULS 256 /* KaVir - Ward vs Ghouls */ #define EX_WARD_LUPINES 512 /* KaVir - Ward vs Lupines */ #define EX_WARD_KINDRED 1024 /* KaVir - Ward vs Kindred */ #define EX_WARD_SPIRITS 2048 /* KaVir - Ward vs Spirits */ #define EX_WALL_FLAME 4096 /* KaVir - Path of Flame power 4 */ #define EX_WALL_GRANITE 8192 /* KaVir - Philodox power 5 */ /* * 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_UNDERWATER 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_MAX 11 /* * Equipment 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_FACE 18 #define WEAR_SCABBARD_L 19 #define WEAR_SCABBARD_R 20 #define WEAR_STAKE 21 #define MAX_WEAR 22 /* * Locations for damage. */ #define LOC_HEAD 0 #define LOC_BODY 1 #define LOC_ARM_L 2 #define LOC_ARM_R 3 #define LOC_LEG_L 4 #define LOC_LEG_R 5 /* * For Head */ #define LOST_EYE_L 1 #define LOST_EYE_R 2 #define LOST_EAR_L 4 #define LOST_EAR_R 8 #define LOST_NOSE 16 #define BROKEN_NOSE 32 #define BROKEN_JAW 64 #define BROKEN_SKULL 128 #define LOST_HEAD 256 #define LOST_TOOTH_1 512 /* These should be added..... */ #define LOST_TOOTH_2 1024 /* ...together to caculate... */ #define LOST_TOOTH_4 2048 /* ...the total number of.... */ #define LOST_TOOTH_8 4096 /* ...teeth lost. Total..... */ #define LOST_TOOTH_16 8192 /* ...possible is 31 teeth. */ #define LOST_TONGUE 16384 /* * For Body */ #define BROKEN_RIBS_1 1 /* Remember there are a total */ #define BROKEN_RIBS_2 2 /* of 12 pairs of ribs in the */ #define BROKEN_RIBS_4 4 /* human body, so not all of */ #define BROKEN_RIBS_8 8 /* these bits should be set */ #define BROKEN_RIBS_16 16 /* at the same time. */ #define BROKEN_SPINE 32 #define BROKEN_NECK 64 #define CUT_THROAT 128 #define CUT_STOMACH 256 #define CUT_CHEST 512 #define LOST_ENTRAILS 1024 /* * For Arms */ #define BROKEN_ARM 1 #define LOST_ARM 2 #define LOST_HAND 4 #define LOST_FINGER_I 8 /* Index finger */ #define LOST_FINGER_M 16 /* Middle finger */ #define LOST_FINGER_R 32 /* Ring finger */ #define LOST_FINGER_L 64 /* Little finger */ #define LOST_THUMB 128 #define BROKEN_FINGER_I 256 /* Index finger */ #define BROKEN_FINGER_M 512 /* Middle finger */ #define BROKEN_FINGER_R 1024 /* Ring finger */ #define BROKEN_FINGER_L 2048 /* Little finger */ #define BROKEN_THUMB 4096 #define SLIT_WRIST 8192 /* * For Legs */ #define BROKEN_LEG 1 #define LOST_LEG 2 #define LOST_FOOT 4 #define LOST_TOE_A 8 #define LOST_TOE_B 16 #define LOST_TOE_C 32 #define LOST_TOE_D 64 /* Smallest toe */ #define LOST_TOE_BIG 128 #define BROKEN_TOE_A 256 #define BROKEN_TOE_B 512 #define BROKEN_TOE_C 1024 #define BROKEN_TOE_D 2048 /* Smallest toe */ #define BROKEN_TOE_BIG 4096 /* * For Bleeding */ #define BLEEDING_HEAD 1 #define BLEEDING_THROAT 2 #define BLEEDING_ARM_L 4 #define BLEEDING_ARM_R 8 #define BLEEDING_HAND_L 16 #define BLEEDING_HAND_R 32 #define BLEEDING_LEG_L 64 #define BLEEDING_LEG_R 128 #define BLEEDING_FOOT_L 256 #define BLEEDING_FOOT_R 512 #define BLEEDING_WRIST_L 1024 #define BLEEDING_WRIST_R 2048 #define BLEEDING_STOMACH 4096 #define BLEEDING_CHEST 8192 /* * For Spec powers on players */ #define EYE_SPELL 1 /* Spell when they look at you */ #define EYE_SELFACTION 2 /* You do action when they look */ #define EYE_ACTION 4 /* Others do action when they look */ /*************************************************************************** * * * 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 /* * Stats - KaVir. */ #define STAT_STR 0 /* Strength */ #define STAT_INT 1 /* Intelligence */ #define STAT_WIS 2 /* Wisdom */ #define STAT_DEX 3 /* Dexterity */ #define STAT_CON 4 /* Constitution */ /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_MEDITATING 5 #define POS_SITTING 6 #define POS_RESTING 7 #define POS_FIGHTING 8 #define POS_STANDING 9 /* * ACT bits for players. */ #define PLR_IS_NPC 1 /* Don't EVER set. */ #define PLR_DEMON 2 #define PLR_CHAMPION 4 #define PLR_AUTOEXIT 8 #define PLR_AUTOLOOT 16 #define PLR_AUTOSAC 32 #define PLR_BLANK 64 #define PLR_BRIEF 128 #define PLR_COMBINE 512 #define PLR_PROMPT 1024 #define PLR_TELNET_GA 2048 #define PLR_HOLYLIGHT 4096 #define PLR_WIZINVIS 8192 #define PLR_ANSI 16384 #define PLR_SILENCE 32768 #define PLR_NO_EMOTE 65536 #define PLR_NO_TELL 262144 #define PLR_LOG 524288 #define PLR_RETIRE 1048576 #define PLR_FREEZE 2097152 #define PLR_WOLFMAN 4194304 #define PLR_WEREWOLF 8388608 #define PLR_GODLESS 16777216 #define PLR_WATCHER 33554432 #define PLR_LAST_AGG 67108864 /* * EXTRA bits for players. (KaVir) */ #define EXTRA_SIRE (BIN_0) #define EXTRA_PRINCE (BIN_1) #define EXTRA_TRUSTED (BIN_2) #define EXTRA_NEWPASS (BIN_3) #define EXTRA_OSWITCH (BIN_4) #define EXTRA_SWITCH (BIN_5) #define EXTRA_FAKE_CON (BIN_6) #define TIED_UP (BIN_7) #define GAGGED (BIN_8) #define BLINDFOLDED (BIN_9) #define EXTRA_PSAY (BIN_10) #define EXTRA_DONE (BIN_11) #define EXTRA_EXP (BIN_12) #define EXTRA_PREGNANT (BIN_13) #define EXTRA_LABOUR (BIN_14) #define EXTRA_BORN (BIN_15) #define EXTRA_PROMPT (BIN_16) #define EXTRA_MARRIED (BIN_17) #define EXTRA_DYING (BIN_18) /* You are about to die! */ #define EXTRA_NON_NEWBIE (BIN_19) #define EXTRA_CALL_ALL (BIN_20) #define EXTRA_CAN_SEE (BIN_21) /* You can't see, but familiar can */ #define EXTRA_CLEARED_EQ (BIN_22) /* Eq has been removed from player */ #define EXTRA_AWE (BIN_23) /* Everyone is in awe of you */ #define EXTRA_NO_ACTION (BIN_24) /* You can't do anything */ #define EXTRA_ILLUSION (BIN_25) /* Mob is really just an illusion */ #define EXTRA_VICISSITUDE (BIN_26) /* Cannot see through disguise */ #define EXTRA_INVIS_EMAIL (BIN_27) /* Cannot see email via finger */ #define EXTRA_AUTHORISED (BIN_28) /* Player is authorised */ #define EXTRA_AFK (BIN_29) #define EXTRA_NEWBIEPACK (BIN_30) /* * MORE bits for players. (KaVir) */ #define MORE_NPC (BIN_0) /* NPC - ie cannot improve */ #define MORE_ANTITRIBU (BIN_1) /* Antitribu vampire */ #define MORE_MUMMIFIED (BIN_2) /* Serpentis 3 */ #define MORE_DARKNESS (BIN_3) /* Obtenebration 1 */ #define MORE_SILENCE (BIN_4) /* Quietus 1 */ #define MORE_PLASMA (BIN_5) /* Vicissitude 5 */ #define MORE_ASHES (BIN_6) /* Thanatosis 3 */ #define MORE_GUARDIAN (BIN_7) /* Necromancy 4 */ #define MORE_LOYAL (BIN_8) /* Dominate 6 */ #define MORE_SINGING (BIN_9) /* Singing atm */ #define MORE_LEADER (BIN_10) /* Coterie leader */ #define MORE_HAND_FLAME (BIN_11) /* Hand of Flame */ #define MORE_SPIRIT (BIN_12) /* You become a true spirit */ #define MORE_STAKED (BIN_13) /* You have been staked */ #define MORE_DEFLECTION (BIN_14) /* Deflection ritual in effect */ #define MORE_PROJECTION (BIN_15) /* Using astral projection */ #define MORE_CHAMPION (BIN_16) /* Coterie champion */ #define MORE_REINA (BIN_17) /* Song of Reina - Melpominee 2 */ #define MORE_EVILEYE (BIN_18) /* Evil Eye ON */ #define MORE_FLAMES (BIN_19) /* Flames of the nether world */ #define MORE_COURAGE (BIN_20) /* Courage - Presence 7 */ #define MORE_ANGER (BIN_21) /* Anger - Presence 8 */ #define MORE_ANIMAL_MASTER (BIN_22) /* Animals obey and dont attack you */ #define MORE_INFORM (BIN_23) /* Inform when say */ #define MORE_CALM (BIN_24) /* Cancel's Anger, cannot attack */ #define MORE_BRISTLES (BIN_25) /* Metis power level 5 */ #define MORE_OBEAH (BIN_26) /* Obeah third eye is open */ #define MORE_NOPAIN (BIN_27) /* Obeah 2, no pain penalties */ #define MORE_NEUTRAL (BIN_28) /* Obeah 3, makes room safe room */ #define MORE_FTALK (BIN_29) /* Ftalk channel */ #define MORE_OUTCAST (BIN_30) /* Caitiff or Orphan */ #define CRIME_C_OUTLAW 1 /* Camarilla Outlaw */ #define CRIME_A_OUTLAW 2 /* Anarch Outlaw */ #define CRIME_S_OUTLAW 4 /* Sabbat Outlaw */ #define CRIME_I_OUTLAW 8 /* Inconnu Outlaw */ #define CRIME_BLOODHUNT 16 /* Camarilla Bloodhunted */ #define CRIME_DIABLERIE 32 /* Committed Diablerie */ #define CRIME_MASQUERADE 64 /* Breached the Masquerade */ #define CRIME_DOMAIN 128 /* Disobeyed Prince */ #define CRIME_PROGENY 256 /* Sired childe without permission */ #define CRIME_ACCOUNTING 512 /* Childe broke tradition */ #define CRIME_HOSPITALITY 1024 /* Not yet presented self to prince */ #define CRIME_DESTRUCTION 2048 /* Killed a vampire in same sect */ #define DIAB_TIME 0 /* Duration of diablerie aura */ #define DIAB_EVER 1 /* Number of diableries committed */ #define LIE_TRUE 0 #define LIE_FALSE 1 /* * AGE Bits. */ #define AGE_CHILDE 0 #define AGE_NEONATE 1 #define AGE_ANCILLA 2 #define AGE_ELDER 3 #define AGE_METHUSELAH 4 #define AGE_ANTEDILUVIAN 5 #define AGE_PUP 0 #define AGE_YOUTH 1 #define AGE_ADULT 2 #define AGE_ELDER 3 #define AGE_ANCIENT 4 /* * Status. */ #define STATUS_FEAR 0 #define STATUS_PRESTIGE 1 #define STATUS_NATURAL 2 /* * Stances for combat */ #define STANCE_NONE -1 #define STANCE_NORMAL 0 #define STANCE_VIPER 1 #define STANCE_CRANE 2 #define STANCE_CRAB 3 #define STANCE_MONGOOSE 4 #define STANCE_BULL 5 #define STANCE_MANTIS 6 #define STANCE_DRAGON 7 #define STANCE_TIGER 8 #define STANCE_MONKEY 9 #define STANCE_SWALLOW 10 #define STANCE_SUPER1 11 #define STANCE_SUPER2 12 #define STANCE_SUPER3 13 #define STANCE_SUPER4 14 #define STANCE_SUPER5 15 // Bits for Highlanders powers. - Morglum #define HIGH_POWERS 1 // Highlander powers #define HIGH_WEAPONSKILL 1 // for 1000 weaponskill #define HIGH_TRUESIGHT 2 // truesight #define HIGH_FAST_HEALING 4 // for highlander regn #define HIGH_SWORD 8 // for sword gain #define HIGH_REGENERATE 16 // for Fast Healing #define HIGH_FADE 32 // portal like power #define HIGH_BLOCK 64 // makes it harder to flee/recall #define HIGH_SELFEMPOWER 128 // selfempower bonus hps/mana/move /* * Obsolete bits. */ #if 0 #define PLR_AUCTION 4 /* Obsolete */ #define PLR_CHAT 256 /* Obsolete */ #define PLR_NO_SHOUT 131072 /* Obsolete */ #endif /* * Channel bits. */ #define CHANNEL_AUCTION (BIN_0) #define CHANNEL_CHAT (BIN_1) #define CHANNEL_HACKER (BIN_2) #define CHANNEL_IMMTALK (BIN_3) #define CHANNEL_MUSIC (BIN_4) #define CHANNEL_QUESTION (BIN_5) #define CHANNEL_SHOUT (BIN_6) #define CHANNEL_YELL (BIN_7) #define CHANNEL_VAMPTALK (BIN_8) #define CHANNEL_HOWL (BIN_9) #define CHANNEL_LOG (BIN_10) #define CHANNEL_PRAY (BIN_11) #define CHANNEL_INFO (BIN_12) #define CHANNEL_NEWBIE (BIN_13) #define CHANNEL_TELL (BIN_14) #define CHANNEL_BUILD (BIN_15) #define CHANNEL_MAGETALK (BIN_16) #define CHANNEL_FTALK (BIN_17) #define CHANNEL_CTALK (BIN_18) #define CHANNEL_PINFO (BIN_19) /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; char * spec_name; /* OLC */ SHOP_DATA * pShop; AREA_DATA * area; /* OLC */ CHAR_DATA * mount; CHAR_DATA * wizard; CHAR_DATA * embrace; CHAR_DATA * next_fight; CHAR_DATA * prev_fight; OBJ_DATA * sat; char * hunting; char * player_name; char * short_descr; char * long_descr; char * description; char * lord; char * clan; char * side; char * morph; char * createtime; char * lasttime; char * lasthost; char * powertype; char * poweraction; char * pload; char * prompt; char * cprompt; sh_int spectype; sh_int specpower; int loc_hp [7]; sh_int vnum; sh_int count; sh_int killed; sh_int sex; sh_int mounted; sh_int embraced; sh_int home; sh_int init; int level; int immune; int polyaff; int vampaff; int itemaffect; int vamppass; int form; int body; int act; int extra; int more; int affected_by; sh_int alignment; sh_int hitroll; /* Unused */ sh_int ac; /* Unused */ sh_int hitnodice; /* Unused */ sh_int hitsizedice; /* Unused */ sh_int hitplus; /* Unused */ sh_int damnodice; /* Unused */ sh_int damsizedice; /* Unused */ sh_int damplus; /* Unused */ int gold; /* Unused */ }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; CHAR_DATA * next_in_room; CHAR_DATA * next_fight; CHAR_DATA * prev_fight; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * fighting; CHAR_DATA * reply; CHAR_DATA * mount; CHAR_DATA * wizard; CHAR_DATA * embrace; OBJ_DATA * sat; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; NOTE_DATA * pnote; OBJ_DATA * carrying; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; PC_DATA * pcdata; char * hunting; char * name; char * short_descr; char * long_descr; char * description; char * lord; char * clan; char * side; char * morph; char * createtime; char * lasttime; char * lasthost; char * poweraction; char * powertype; char * pload; char * prompt; char * cprompt; sh_int sex; sh_int race; sh_int class; int immune; int polyaff; int vampaff; int itemaffect; int vamppass; int form; int body; sh_int vampgen; sh_int spectype; sh_int specpower; sh_int loc_hp [7]; sh_int wpn [13]; sh_int spl [5]; sh_int cmbt [8]; sh_int stance [16]; sh_int blood[3]; sh_int beast; sh_int truebeast; sh_int mounted; sh_int embraced; sh_int home; sh_int init; sh_int level; sh_int trust; int played; time_t logon; time_t save_time; sh_int timer; sh_int wait; int pkill; int pdeath; int mkill; int mdeath; sh_int agg; int hit; int max_hit; int mana; int max_mana; int move; int max_move; int gold; int exp; int act; int extra; int more; int affected_by; sh_int position; sh_int practice; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int armor; sh_int wimpy; long deaf; sh_int paradox [3]; sh_int damcap [2]; int fight_timer; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; CHAR_DATA * familiar; CHAR_DATA * partner; CHAR_DATA * propose; OBJ_DATA * chobj; OBJ_DATA * memorised; char * pwd; char * bamfin; char * bamfout; char * title; char * conception; char * parents; char * cparents; char * marriage; char * email; char * conding; char * love; char * coterie; char * cot_time; char * cot_clans; char * cot_sides; char * leader; char * stancename; char * stancelist; char * stancework; int stancemove[5]; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int mod_str; sh_int mod_int; sh_int mod_wis; sh_int mod_dex; sh_int mod_con; int denydate; int quest; sh_int wolf; sh_int rank; sh_int regenerate; sh_int demonic; sh_int atm; sh_int song; int necromancy; int obeah; int darkness; int temporis; int reina; int silence; int bodymods; int bpoints; int dpoints; int gpoints; int rpoints; int wpoints; int spirit; int conjure; int celerity; int firstaid; int repair; int teach; int learn; int evileye; sh_int notes; sh_int followers; int gnosis[2]; int absorb[6]; int qstats[5]; int language[2]; sh_int stage[3]; sh_int status[3]; sh_int wolfform[2]; int score[6]; sh_int runes[4]; sh_int disc[11]; int rituals[10]; sh_int cland[3]; int diableries[2]; sh_int resist[5]; sh_int breed[3]; sh_int auspice[5]; sh_int tribes[20]; sh_int powers[20]; sh_int powers_mod[20]; sh_int powers_set[20]; int powers_set_wear; int power[2]; int genes[10]; int cot_min[12]; sh_int willpower[2]; sh_int fake_skill; sh_int fake_stance; sh_int fake_hit; sh_int fake_dam; int fake_hp; int fake_mana; int fake_move; int fake_max_hp; int fake_max_mana; int fake_max_move; int fake_ac; int fake_stats [5]; sh_int obj_vnum; sh_int majesty; sh_int condition [3]; sh_int learned [MAX_SKILL]; long imc_deaf; /* IMC channel def flags */ long imc_allow; /* IMC channel allow flags */ long imc_deny; /* IMC channel deny flags */ char * rreply; /* IMC reply-to */ char * rreply_name; /* IMC reply-to shown to char */ char * ice_listen; sh_int exhaustion; sh_int exercise [4]; sh_int lie; sh_int class; int security; /* OLC */ int bounty; sh_int heart_twister; sh_int umbra; sh_int umbra_timer; sh_int minor_create; sh_int earthquake; sh_int circleattack; sh_int autostance; bool rage; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 16 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[3]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ 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; AREA_DATA * area; /* OLC */ char * name; char * short_descr; char * description; char * chpoweron; char * chpoweroff; char * chpoweruse; char * victpoweron; char * victpoweroff; char * victpoweruse; char * actcommands; char * questmaker; char * questowner; sh_int vnum; sh_int item_type; sh_int extra_flags; sh_int wear_flags; sh_int count; sh_int weight; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; /* Unused */ int value [4]; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; CHAR_DATA * carried_by; CHAR_DATA * chobj; CHAR_DATA * sat; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * to_room; char * name; char * short_descr; char * description; char * chpoweron; char * chpoweroff; char * chpoweruse; char * victpoweron; char * victpoweroff; char * victpoweruse; char * actcommands; char * questmaker; char * questowner; sh_int item_type; sh_int extra_flags; sh_int wear_flags; sh_int wear_loc; sh_int weight; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; sh_int level; sh_int timer; int value [4]; }; /* * Exit data. */ struct exit_data { ROOM_INDEX_DATA * to_room; EXIT_DATA * next; /* OLC */ sh_int vnum; sh_int exit_info; sh_int key; char * keyword; char * description; int rs_flags; /* OLC */ }; /* * Room text checking data. */ typedef struct roomtext_data { int type; int power; int mob; char * input; char * output; char * choutput; char * name; struct roomtext_data *next; } ROOMTEXT_DATA; /* * 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; }; /* * Area definition. */ struct area_data { AREA_DATA * next; RESET_DATA * reset_first; RESET_DATA * reset_last; char * name; sh_int age; sh_int nplayer; char * filename; /* OLC */ char * builders; /* OLC */ /* Listing of */ int security; /* OLC */ /* Value 1-9 */ int lvnum; /* OLC */ /* Lower vnum */ int uvnum; /* OLC */ /* Upper vnum */ int vnum; /* OLC */ /* Area vnum */ int area_flags; /* OLC */ }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; CHAR_DATA * people; OBJ_DATA * contents; OBJ_DATA * to_obj; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit [6]; ROOMTEXT_DATA * roomtext; char * track [5]; char * name; char * description; sh_int vnum; sh_int room_flags; int added_flags; sh_int light; sh_int blood; sh_int passed; sh_int track_dir [5]; sh_int sector_type; }; /* * 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 #define TYPE_ADD_AGG 3000 #define TYPE_AGG 3000 /* * 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 PURPLE_MAGIC 0 #define RED_MAGIC 1 #define BLUE_MAGIC 2 #define GREEN_MAGIC 3 #define YELLOW_MAGIC 4 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level; /* Level needed by class */ 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 */ }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_backstab; 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_fastdraw; extern sh_int gsn_berserk; extern sh_int gsn_punch; extern sh_int gsn_elbow; extern sh_int gsn_headbutt; extern sh_int gsn_sweep; extern sh_int gsn_knee; extern sh_int gsn_tongue; extern sh_int gsn_tail; extern sh_int gsn_spines; extern sh_int gsn_disarm; extern sh_int gsn_hurl; extern sh_int gsn_kick; extern sh_int gsn_rescue; extern sh_int gsn_track; extern sh_int gsn_polymorph; extern sh_int gsn_web; extern sh_int gsn_potency; extern sh_int gsn_demon; extern sh_int gsn_firstaid; extern sh_int gsn_repair; extern sh_int gsn_spit; extern sh_int gsn_tendrils; extern sh_int gsn_rot; extern sh_int gsn_jail; 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_poison; extern sh_int gsn_sleep; extern sh_int gsn_fear; extern sh_int gsn_dark_poison; extern sh_int gsn_paradox; extern sh_int gsn_darkness; /* * Utility macros. */ #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)) #define TOGGLE_BIT(var, bit) ((var) ^= (bit)) /* OLC */ #define STR(dat, field) (( (dat)->field != NULL \ ? (dat)->field \ : (dat)->pIndexData->field )) /* OLC */ /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE) #define IS_HIGHJUDGE(ch) (get_trust(ch) >= LEVEL_HIGHJUDGE) #define IS_IMPLEMENTOR(ch) (get_trust(ch) >= LEVEL_IMPLEMENTOR) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_CREATOR(ch) (!str_cmp(ch->name,"Morglum")) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define CAN_SIT(ch) ((ch)->position >= 4 && (ch)->position <= 7) #define IS_MAGE(ch) ((ch)->level >= 4 && (ch)->level <= 6) #define CAN_PK(ch) (get_trust(ch) >= 3 && get_trust(ch) <= 6) #define IS_NEWBIE(ch) ((ch)->level <= 2) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_SPEAKING(ch, sn) (IS_SET((ch)->pcdata->language[0], (sn))) #define CAN_SPEAK(ch, sn) (IS_SET((ch)->pcdata->language[1], (sn))) #define IS_ITEMAFF(ch, sn) (IS_SET((ch)->itemaffect, (sn))) #define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn))) #define IS_WILLPOWER(ch, sn) (IS_SET((ch)->pcdata->resist[0], (sn))) #define IS_VAMPAFF(ch, sn) (IS_SET((ch)->vampaff, (sn))) #define IS_VAMPPASS(ch, sn) (IS_SET((ch)->vamppass, (sn))) #define IS_FORM(ch, sn) (IS_SET((ch)->body, (sn))) #define IS_POLYAFF(ch, sn) (IS_SET((ch)->polyaff, (sn))) #define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn))) #define IS_MORE(ch, sn) (IS_SET((ch)->more, (sn))) #define IS_MOD(ch, sn) (IS_SET((ch)->pcdata->bodymods, (sn))) #define IS_STANCE(ch, sn) (ch->stance[0] == sn) #define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->disc[C_POWERS], (sn))) #define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->disc[C_CURRENT], (sn))) #define IS_NDEMPOWER(ch,sn) (IS_SET((ch)->pcdata->disc[N_POWERS], (sn))) #define IS_VAMPIRE(ch) (IS_SET((ch)->class, CLASS_VAMPIRE)) #define IS_GHOUL(ch) ((ch)->class == CLASS_GHOUL) #define IS_WEREWOLF(ch) (IS_SET((ch)->class, CLASS_WEREWOLF)) #define IS_DEMON(ch) (IS_SET((ch)->class, CLASS_DEMON)) #define IS_ANGEL(ch) ((ch)->class == CLASS_ANGEL) #define IS_HIGHLANDER(ch) ((ch)->class == CLASS_HIGHLANDER) #define IS_SPIRIT(ch) (IS_SET((ch)->more, MORE_SPIRIT)) #define IS_ABOMINATION(ch) ((ch)->class == CLASS_ABOMINATION) #define IS_LICH(ch) ((ch)->class == CLASS_LICH) #define IS_SKINDANCER(ch) ((ch)->class == CLASS_SKINDANCER) #define IS_BAALI(ch) ((ch)->class == CLASS_BAALI) #define IS_BLACK_SPIRAL_DANCER(ch) ((ch)->class == CLASS_BLACK_SPIRAL_DANCER) #define IS_BSD(ch) ((ch)->class == CLASS_BLACK_SPIRAL_DANCER) #define IS_NEPHANDI(ch) ((ch)->class == CLASS_NEPHANDI) #define IS_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn))) #define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn))) #define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn))) #define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn))) #define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn))) #define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn))) #define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn))) #define IN_CLAN( ch ) (IS_NPC(ch)?0:ch->clan) #define IS_PLAYING( d ) (d->connected==CON_PLAYING) #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 PC(ch,field) ((ch)->pcdata->field) /* OLC */ #define GET_PC(ch,field,nopc) ((ch->pcdata != NULL ? ch->pcdata->field \ : (nopc)) ) /* OLC */ #define GET_AC(ch) ((ch)->armor \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_dex(ch)].defensive \ : 0 )) #define GET_HITROLL(ch) ((ch)->hitroll+str_app[get_curr_str(ch)].tohit) #define GET_DAMROLL(ch) ((ch)->damroll+str_app[get_curr_str(ch)].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))) /* * 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))) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? \ (ch)->morph : (ch)->name ) ) \ : "someone" ) /* * Structure for a command in the command lookup table. */ struct cmd_type { char * const name; DO_FUN * do_fun; sh_int position; sh_int level; sh_int log; }; /* * Structure for a social in the socials table. */ struct social_type { char * const name; char * const char_no_arg; char * const others_no_arg; char * const char_found; char * const others_found; char * const vict_found; char * const char_auto; char * const others_auto; }; /* * Structure for an N-social in the nsocials table. */ struct nsocial_type { char * const name; char * const char_no_arg; char * const others_no_arg; char * const char_found; char * const others_found; char * const vict_found; char * const char_auto; char * const others_auto; }; /* * Structure for an X-social in the xsocials table. */ struct xsocial_type { char * const name; char * const char_no_arg; char * const others_no_arg; char * const char_found; char * const others_found; char * const vict_found; char * const char_auto; char * const others_auto; sh_int gender; sh_int stage; sh_int position; sh_int self; sh_int other; bool chance; }; /* * 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 cmd_type cmd_table []; extern const struct liq_type liq_table [LIQ_MAX]; extern const struct skill_type skill_table [MAX_SKILL]; extern struct clan_table_type clan_table [MAX_CLAN]; extern struct artifact_type artifact_table [MAX_ART]; extern const struct social_type social_table []; extern const struct nsocial_type nsocial_table []; extern const struct xsocial_type xsocial_table []; extern char * const dir_name []; /* OLC */ extern const int rev_dir []; /* OLC */ /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern BAN_DATA * ban_list; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern NOTE_DATA * note_list; extern OBJ_DATA * object_list; extern AFFECT_DATA * affect_free; extern BAN_DATA * ban_free; extern CHAR_DATA * char_free; extern DESCRIPTOR_DATA * descriptor_free; extern EXTRA_DESCR_DATA * extra_descr_free; extern ROOMTEXT_DATA * roomtext_free; extern NOTE_DATA * note_free; extern OBJ_DATA * obj_free; extern PC_DATA * pcdata_free; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table []; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; /* * Extra global's by KaVir. */ extern CHAR_DATA * first_fight; extern CHAR_DATA * last_fight; extern char first_place []; extern char second_place []; extern char third_place []; extern int score_1; extern int score_2; extern int score_3; extern int world_affects; /* * online creation externals OLC */ extern AREA_DATA * area_first; extern AREA_DATA * area_last; extern SHOP_DATA * shop_last; extern int top_affect; extern int top_area; extern int top_ed; extern int top_exit; extern int top_help; extern int top_mob_index; extern int top_obj_index; extern int top_reset; extern int top_room; extern int top_shop; extern int top_vnum_mob; extern int top_vnum_obj; extern int top_vnum_room; extern char str_empty [1]; extern MOB_INDEX_DATA * mob_index_hash [MAX_KEY_HASH]; extern OBJ_INDEX_DATA * obj_index_hash [MAX_KEY_HASH]; extern ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH]; /* * Command functions. * Defined in act_*.c (mostly). */ DECLARE_DO_FUN( do_copyover ); DECLARE_DO_FUN( do_accept ); DECLARE_DO_FUN( do_activate ); DECLARE_DO_FUN( do_aeolus ); DECLARE_DO_FUN( do_affects ); DECLARE_DO_FUN( do_alignment ); DECLARE_DO_FUN( do_allow ); DECLARE_DO_FUN( do_anesthetic ); DECLARE_DO_FUN( do_angelarmour ); DECLARE_DO_FUN( do_angelform ); DECLARE_DO_FUN( do_anger ); DECLARE_DO_FUN( do_animal ); DECLARE_DO_FUN( do_ansi ); DECLARE_DO_FUN( do_answer ); DECLARE_DO_FUN( do_areas ); DECLARE_DO_FUN( do_arms ); DECLARE_DO_FUN( do_artifact ); DECLARE_DO_FUN( do_ashes ); DECLARE_DO_FUN( do_at ); DECLARE_DO_FUN( do_auction ); DECLARE_DO_FUN( do_autoexit ); DECLARE_DO_FUN( do_autoloot ); DECLARE_DO_FUN( do_autosac ); DECLARE_DO_FUN( do_autosave ); DECLARE_DO_FUN( do_awe ); DECLARE_DO_FUN( do_baal ); DECLARE_DO_FUN( do_backstab ); DECLARE_DO_FUN( do_bamfin ); DECLARE_DO_FUN( do_bamfout ); // Extra commands DECLARE_DO_FUN( do_giftset ); DECLARE_DO_FUN( do_discset ); DECLARE_DO_FUN( do_cset ); DECLARE_DO_FUN( do_resetarea ); DECLARE_DO_FUN( do_dset ); DECLARE_DO_FUN( do_advance ); DECLARE_DO_FUN( do_cshow ); DECLARE_DO_FUN( do_recolour ); DECLARE_DO_FUN( do_waitplayer ); DECLARE_DO_FUN( do_pshow ); DECLARE_DO_FUN( do_undeny ); DECLARE_DO_FUN( do_color ); DECLARE_DO_FUN( do_addlag ); DECLARE_DO_FUN( do_apply ); DECLARE_DO_FUN( do_selfrestore ); DECLARE_DO_FUN( do_disable ); DECLARE_DO_FUN( do_learn ); DECLARE_DO_FUN( do_mageupkeep ); DECLARE_DO_FUN( do_favourmage ); DECLARE_DO_FUN( do_teachmastery ); DECLARE_DO_FUN( do_makepreg ); DECLARE_DO_FUN( do_magetalk ); DECLARE_DO_FUN( do_etoken ); DECLARE_DO_FUN( do_renamep ); DECLARE_DO_FUN( do_mageq ); DECLARE_DO_FUN( do_ftalk ); DECLARE_DO_FUN( do_delete ); DECLARE_DO_FUN( do_unlevel ); DECLARE_DO_FUN( do_pstat ); DECLARE_DO_FUN( do_leave ); DECLARE_DO_FUN( do_pmort ); DECLARE_DO_FUN( do_kindness ); DECLARE_DO_FUN( do_ronin ); DECLARE_DO_FUN( do_anarch ); DECLARE_DO_FUN( do_logscan ); DECLARE_DO_FUN( do_pfilescan ); DECLARE_DO_FUN( do_bounty ); DECLARE_DO_FUN( do_paradox ); DECLARE_DO_FUN( do_afk ); DECLARE_DO_FUN( do_resetpassword ); DECLARE_DO_FUN( do_newbiepack ); DECLARE_DO_FUN( do_autostance); DECLARE_DO_FUN( do_magecommands); DECLARE_DO_FUN( do_rolldirt); DECLARE_DO_FUN( do_pinfo); DECLARE_DO_FUN( do_image); DECLARE_DO_FUN( do_idemon); DECLARE_DO_FUN( do_ivamp); DECLARE_DO_FUN( do_itribe); DECLARE_DO_FUN( do_clearpks); // Extra Demon/Angel Commands DECLARE_DO_FUN( do_angelgate ); DECLARE_DO_FUN( do_demonpowers ); DECLARE_DO_FUN( do_dinduct ); DECLARE_DO_FUN( do_doutcast ); DECLARE_DO_FUN( do_angelweapon ); DECLARE_DO_FUN( do_demonweapon ); // Highlander Commands DECLARE_DO_FUN( do_fade); DECLARE_DO_FUN( do_weaponskill); DECLARE_DO_FUN( do_fast_healing); DECLARE_DO_FUN( do_sword); DECLARE_DO_FUN( do_block); // Extra WereWolf Gifts and Commands DECLARE_DO_FUN( do_chill ); DECLARE_DO_FUN( do_moonbridge ); DECLARE_DO_FUN( do_gate ); DECLARE_DO_FUN( do_brew ); DECLARE_DO_FUN( do_klaive ); DECLARE_DO_FUN( do_hearttwister ); DECLARE_DO_FUN( do_phase ); DECLARE_DO_FUN( do_circleattack ); DECLARE_DO_FUN( do_minorcreate ); DECLARE_DO_FUN( do_grab ); DECLARE_DO_FUN( do_earthquake ); // END Extra WereWolf Gifts // Cont. normal commands DECLARE_DO_FUN( do_ban ); DECLARE_DO_FUN( do_beastlike ); DECLARE_DO_FUN( do_beastwithin ); DECLARE_DO_FUN( do_beckon ); DECLARE_DO_FUN( do_berserk ); DECLARE_DO_FUN( do_bind ); DECLARE_DO_FUN( do_birth ); DECLARE_DO_FUN( do_bite ); DECLARE_DO_FUN( do_blank ); DECLARE_DO_FUN( do_blindfold ); DECLARE_DO_FUN( do_bloodagony ); DECLARE_DO_FUN( do_bloodline ); DECLARE_DO_FUN( do_bloodrage ); DECLARE_DO_FUN( do_blur ); DECLARE_DO_FUN( do_bodywrack ); DECLARE_DO_FUN( do_bonecraft ); DECLARE_DO_FUN( do_brandish ); DECLARE_DO_FUN( do_breakup ); DECLARE_DO_FUN( do_breath ); DECLARE_DO_FUN( do_brief ); DECLARE_DO_FUN( do_bug ); DECLARE_DO_FUN( do_buildtalk ); DECLARE_DO_FUN( do_burrow ); DECLARE_DO_FUN( do_buy ); DECLARE_DO_FUN( do_call ); DECLARE_DO_FUN( do_calm ); DECLARE_DO_FUN( do_camouflage ); DECLARE_DO_FUN( do_cast ); DECLARE_DO_FUN( do_cauldronblood); DECLARE_DO_FUN( do_celerity ); DECLARE_DO_FUN( do_champions ); DECLARE_DO_FUN( do_change ); DECLARE_DO_FUN( do_changelight ); DECLARE_DO_FUN( do_changeling ); DECLARE_DO_FUN( do_channels ); DECLARE_DO_FUN( do_chant ); DECLARE_DO_FUN( do_chat ); DECLARE_DO_FUN( do_cherub ); DECLARE_DO_FUN( do_claim ); DECLARE_DO_FUN( do_clandisc ); DECLARE_DO_FUN( do_clanname ); DECLARE_DO_FUN( do_clap ); DECLARE_DO_FUN( do_claw ); DECLARE_DO_FUN( do_claws ); DECLARE_DO_FUN( do_clearclass ); DECLARE_DO_FUN( do_clearstats ); DECLARE_DO_FUN( do_clist ); DECLARE_DO_FUN( do_cloneobject ); DECLARE_DO_FUN( do_close ); DECLARE_DO_FUN( do_command ); DECLARE_DO_FUN( do_commands ); DECLARE_DO_FUN( do_compare ); DECLARE_DO_FUN( do_complete ); DECLARE_DO_FUN( do_conditioning ); DECLARE_DO_FUN( do_config ); DECLARE_DO_FUN( do_consent ); DECLARE_DO_FUN( do_consider ); DECLARE_DO_FUN( do_control ); DECLARE_DO_FUN( do_controlbeast ); DECLARE_DO_FUN( do_coterie ); DECLARE_DO_FUN( do_courage ); DECLARE_DO_FUN( do_cprompt ); DECLARE_DO_FUN( do_crack ); DECLARE_DO_FUN( do_create ); DECLARE_DO_FUN( do_credits ); DECLARE_DO_FUN( do_ctalk ); DECLARE_DO_FUN( do_curse ); DECLARE_DO_FUN( do_darkheart ); DECLARE_DO_FUN( do_dazzle ); DECLARE_DO_FUN( do_decapitate ); DECLARE_DO_FUN( do_demonarmour ); DECLARE_DO_FUN( do_demonform ); DECLARE_DO_FUN( do_deny ); DECLARE_DO_FUN( do_description ); DECLARE_DO_FUN( do_destroy ); DECLARE_DO_FUN( do_diagnose ); DECLARE_DO_FUN( do_disarm ); DECLARE_DO_FUN( do_discipline ); DECLARE_DO_FUN( do_disconnect ); DECLARE_DO_FUN( do_dismount ); DECLARE_DO_FUN( do_disquiet ); DECLARE_DO_FUN( do_divorce ); DECLARE_DO_FUN( do_donate ); DECLARE_DO_FUN( do_down ); DECLARE_DO_FUN( do_drainlife ); DECLARE_DO_FUN( do_draw ); DECLARE_DO_FUN( do_dreadgaze ); DECLARE_DO_FUN( do_drink ); DECLARE_DO_FUN( do_drop ); DECLARE_DO_FUN( do_guardian ); DECLARE_DO_FUN( do_earthmeld ); DECLARE_DO_FUN( do_east ); DECLARE_DO_FUN( do_eat ); DECLARE_DO_FUN( do_echo ); DECLARE_DO_FUN( do_eclipse ); DECLARE_DO_FUN( do_empty ); DECLARE_DO_FUN( do_email ); DECLARE_DO_FUN( do_emote ); DECLARE_DO_FUN( do_engulf ); DECLARE_DO_FUN( do_enter ); DECLARE_DO_FUN( do_embrace ); DECLARE_DO_FUN( do_entrancement ); DECLARE_DO_FUN( do_equipment ); DECLARE_DO_FUN( do_escape ); DECLARE_DO_FUN( do_evileye ); DECLARE_DO_FUN( do_eyespy ); DECLARE_DO_FUN( do_examine ); DECLARE_DO_FUN( do_exits ); DECLARE_DO_FUN( do_exp ); DECLARE_DO_FUN( do_familiar ); DECLARE_DO_FUN( do_fangs ); DECLARE_DO_FUN( do_fatality ); DECLARE_DO_FUN( do_favour ); DECLARE_DO_FUN( do_fcommand ); DECLARE_DO_FUN( do_fear ); DECLARE_DO_FUN( do_feed ); DECLARE_DO_FUN( do_fetishdoll ); DECLARE_DO_FUN( do_fightstyle ); DECLARE_DO_FUN( do_fileupdate ); DECLARE_DO_FUN( do_fill ); DECLARE_DO_FUN( do_finger ); DECLARE_DO_FUN( do_firstaid ); DECLARE_DO_FUN( do_flamebolt ); DECLARE_DO_FUN( do_flames ); DECLARE_DO_FUN( do_flee ); DECLARE_DO_FUN( do_fleshbond ); DECLARE_DO_FUN( do_fleshcraft ); DECLARE_DO_FUN( do_flex ); DECLARE_DO_FUN( do_follow ); DECLARE_DO_FUN( do_force ); DECLARE_DO_FUN( do_forceauto ); DECLARE_DO_FUN( do_formillusion ); DECLARE_DO_FUN( do_freeze ); DECLARE_DO_FUN( do_frenzy ); DECLARE_DO_FUN( do_gag ); DECLARE_DO_FUN( do_get ); DECLARE_DO_FUN( do_gift ); DECLARE_DO_FUN( do_gifts ); DECLARE_DO_FUN( do_give ); DECLARE_DO_FUN( do_godless ); DECLARE_DO_FUN( do_goto ); DECLARE_DO_FUN( do_group ); DECLARE_DO_FUN( do_gtell ); DECLARE_DO_FUN( do_hagswrinkles ); DECLARE_DO_FUN( do_hand ); DECLARE_DO_FUN( do_help ); DECLARE_DO_FUN( do_hide ); DECLARE_DO_FUN( do_halosun ); DECLARE_DO_FUN( do_holylight ); DECLARE_DO_FUN( do_home ); DECLARE_DO_FUN( do_hooves ); DECLARE_DO_FUN( do_horns ); DECLARE_DO_FUN( do_howl ); DECLARE_DO_FUN( do_huh ); DECLARE_DO_FUN( do_humanform ); DECLARE_DO_FUN( do_humanity ); DECLARE_DO_FUN( do_hunt ); DECLARE_DO_FUN( do_hurl ); DECLARE_DO_FUN( do_icy ); DECLARE_DO_FUN( do_idea ); DECLARE_DO_FUN( do_immune ); DECLARE_DO_FUN( do_immtalk ); DECLARE_DO_FUN( do_imp ); DECLARE_DO_FUN( do_improve ); DECLARE_DO_FUN( do_inferno ); DECLARE_DO_FUN( do_infirmity ); DECLARE_DO_FUN( do_info ); DECLARE_DO_FUN( do_inform ); DECLARE_DO_FUN( do_inpart ); DECLARE_DO_FUN( do_introduce ); DECLARE_DO_FUN( do_inventory ); DECLARE_DO_FUN( do_invis ); DECLARE_DO_FUN( do_invisibility ); DECLARE_DO_FUN( do_jail ); DECLARE_DO_FUN( do_kick ); DECLARE_DO_FUN( do_kill ); DECLARE_DO_FUN( do_lamprey ); DECLARE_DO_FUN( do_leap ); DECLARE_DO_FUN( do_lick ); DECLARE_DO_FUN( do_lifespan ); DECLARE_DO_FUN( do_lightning ); DECLARE_DO_FUN( do_list ); DECLARE_DO_FUN( do_locate ); DECLARE_DO_FUN( do_lock ); DECLARE_DO_FUN( do_log ); DECLARE_DO_FUN( do_login ); DECLARE_DO_FUN( do_look ); DECLARE_DO_FUN( do_love ); DECLARE_DO_FUN( do_loyalty ); DECLARE_DO_FUN( do_majesty ); DECLARE_DO_FUN( do_marry ); DECLARE_DO_FUN( do_mask ); DECLARE_DO_FUN( do_masssummons ); DECLARE_DO_FUN( do_mclear ); DECLARE_DO_FUN( do_meditate ); DECLARE_DO_FUN( do_memory ); DECLARE_DO_FUN( do_mfind ); DECLARE_DO_FUN( do_mindblast ); DECLARE_DO_FUN( do_mirrorimage ); DECLARE_DO_FUN( do_mload ); DECLARE_DO_FUN( do_mount ); DECLARE_DO_FUN( do_morph ); DECLARE_DO_FUN( do_mortalvamp ); DECLARE_DO_FUN( do_mother ); DECLARE_DO_FUN( do_move ); DECLARE_DO_FUN( do_mset ); DECLARE_DO_FUN( do_mstat ); DECLARE_DO_FUN( do_mwhere ); DECLARE_DO_FUN( do_mummify ); DECLARE_DO_FUN( do_music ); DECLARE_DO_FUN( do_neutral ); DECLARE_DO_FUN( do_newbie ); DECLARE_DO_FUN( do_nice ); DECLARE_DO_FUN( do_nightsight ); DECLARE_DO_FUN( do_noemote ); DECLARE_DO_FUN( do_north ); DECLARE_DO_FUN( do_note ); DECLARE_DO_FUN( do_notell ); DECLARE_DO_FUN( do_nsocials ); DECLARE_DO_FUN( do_obeah ); DECLARE_DO_FUN( do_obedience ); DECLARE_DO_FUN( do_oclone ); DECLARE_DO_FUN( do_offersoul ); DECLARE_DO_FUN( do_ofind ); DECLARE_DO_FUN( do_oload ); DECLARE_DO_FUN( do_omnipotence ); DECLARE_DO_FUN( do_open ); DECLARE_DO_FUN( do_order ); DECLARE_DO_FUN( do_oreturn ); DECLARE_DO_FUN( do_oset ); DECLARE_DO_FUN( do_ostat ); DECLARE_DO_FUN( do_oswitch ); DECLARE_DO_FUN( do_otransfer ); DECLARE_DO_FUN( do_pact ); DECLARE_DO_FUN( do_panacea ); DECLARE_DO_FUN( do_paralyzing ); DECLARE_DO_FUN( do_password ); DECLARE_DO_FUN( do_pchat ); DECLARE_DO_FUN( do_peace ); DECLARE_DO_FUN( do_peek ); DECLARE_DO_FUN( do_persuasion ); DECLARE_DO_FUN( do_pick ); DECLARE_DO_FUN( do_pigeon ); DECLARE_DO_FUN( do_plasmaform ); DECLARE_DO_FUN( do_pload ); DECLARE_DO_FUN( do_porcupine ); DECLARE_DO_FUN( do_portal ); DECLARE_DO_FUN( do_possession ); DECLARE_DO_FUN( do_potency ); DECLARE_DO_FUN( do_pour ); DECLARE_DO_FUN( do_powers ); DECLARE_DO_FUN( do_practice ); DECLARE_DO_FUN( do_pray ); DECLARE_DO_FUN( do_preservation ); DECLARE_DO_FUN( do_preturn ); DECLARE_DO_FUN( do_projection ); DECLARE_DO_FUN( do_prompt ); DECLARE_DO_FUN( do_propose ); DECLARE_DO_FUN( do_psay ); DECLARE_DO_FUN( do_pset ); DECLARE_DO_FUN( do_ptalk ); DECLARE_DO_FUN( do_punch ); DECLARE_DO_FUN( do_purge ); DECLARE_DO_FUN( do_put ); DECLARE_DO_FUN( do_putrefaction ); DECLARE_DO_FUN( do_qmake ); DECLARE_DO_FUN( do_quaff ); DECLARE_DO_FUN( do_qset ); DECLARE_DO_FUN( do_qstat ); DECLARE_DO_FUN( do_qtrust ); DECLARE_DO_FUN( do_quest ); DECLARE_DO_FUN( do_question ); DECLARE_DO_FUN( do_qui ); DECLARE_DO_FUN( do_quit ); DECLARE_DO_FUN( do_rage ); DECLARE_DO_FUN( do_rageme ); DECLARE_DO_FUN( do_rain ); DECLARE_DO_FUN( do_read ); DECLARE_DO_FUN( do_readaura ); DECLARE_DO_FUN( do_reboot ); DECLARE_DO_FUN( do_recall ); DECLARE_DO_FUN( do_recharge ); DECLARE_DO_FUN( do_recho ); DECLARE_DO_FUN( do_recite ); DECLARE_DO_FUN( do_regenerate ); DECLARE_DO_FUN( do_reina ); DECLARE_DO_FUN( do_release ); DECLARE_DO_FUN( do_relevel ); DECLARE_DO_FUN( do_reload ); DECLARE_DO_FUN( do_remove ); DECLARE_DO_FUN( do_rename ); DECLARE_DO_FUN( do_renew ); DECLARE_DO_FUN( do_rent ); DECLARE_DO_FUN( do_repair ); DECLARE_DO_FUN( do_reply ); DECLARE_DO_FUN( do_report ); DECLARE_DO_FUN( do_rescue ); DECLARE_DO_FUN( do_reshape ); DECLARE_DO_FUN( do_rest ); DECLARE_DO_FUN( do_restore ); DECLARE_DO_FUN( do_return ); DECLARE_DO_FUN( do_roll ); DECLARE_DO_FUN( do_rset ); DECLARE_DO_FUN( do_rstat ); DECLARE_DO_FUN( do_sacrifice ); DECLARE_DO_FUN( do_safe ); DECLARE_DO_FUN( do_save ); DECLARE_DO_FUN( do_say ); DECLARE_DO_FUN( do_scan ); DECLARE_DO_FUN( do_score ); DECLARE_DO_FUN( do_scream ); DECLARE_DO_FUN( do_scry ); DECLARE_DO_FUN( do_sell ); DECLARE_DO_FUN( do_serenity ); DECLARE_DO_FUN( do_serpent ); DECLARE_DO_FUN( do_servant ); DECLARE_DO_FUN( do_setstance ); DECLARE_DO_FUN( do_shadowbody ); DECLARE_DO_FUN( do_shadowplane ); DECLARE_DO_FUN( do_shadowsight ); DECLARE_DO_FUN( do_shadowstep ); DECLARE_DO_FUN( do_sharespirit ); DECLARE_DO_FUN( do_sheath ); DECLARE_DO_FUN( do_shell ); DECLARE_DO_FUN( do_shield ); DECLARE_DO_FUN( do_shift ); DECLARE_DO_FUN( do_shoot ); DECLARE_DO_FUN( do_shout ); DECLARE_DO_FUN( do_show_clan_info); DECLARE_DO_FUN( do_shroudnight ); DECLARE_DO_FUN( do_shutdown ); DECLARE_DO_FUN( do_show_artifacts); DECLARE_DO_FUN( do_side ); DECLARE_DO_FUN( do_scentbeyond ); DECLARE_DO_FUN( do_silence ); DECLARE_DO_FUN( do_silencedeath ); DECLARE_DO_FUN( do_sing ); DECLARE_DO_FUN( do_sit ); DECLARE_DO_FUN( do_skill ); DECLARE_DO_FUN( do_slay ); DECLARE_DO_FUN( do_sleep ); DECLARE_DO_FUN( do_slit ); DECLARE_DO_FUN( do_slookup ); DECLARE_DO_FUN( do_soulmask ); DECLARE_DO_FUN( do_soultwist ); DECLARE_DO_FUN( do_speak ); DECLARE_DO_FUN( do_special ); DECLARE_DO_FUN( do_spell ); DECLARE_DO_FUN( do_spiriteyes ); DECLARE_DO_FUN( do_spiritform ); DECLARE_DO_FUN( do_spiritgate ); DECLARE_DO_FUN( do_spiritguardian); DECLARE_DO_FUN( do_spit ); DECLARE_DO_FUN( do_stake ); DECLARE_DO_FUN( do_stance ); DECLARE_DO_FUN( do_staredown ); DECLARE_DO_FUN( do_status ); DECLARE_DO_FUN( do_smother ); DECLARE_DO_FUN( do_sneak ); DECLARE_DO_FUN( do_snoop ); DECLARE_DO_FUN( do_socials ); DECLARE_DO_FUN( do_south ); DECLARE_DO_FUN( do_split ); DECLARE_DO_FUN( do_spy ); DECLARE_DO_FUN( do_spydirection ); DECLARE_DO_FUN( do_sset ); DECLARE_DO_FUN( do_stand ); DECLARE_DO_FUN( do_steal ); DECLARE_DO_FUN( do_succulence ); DECLARE_DO_FUN( do_summon ); DECLARE_DO_FUN( do_summoning ); DECLARE_DO_FUN( do_switch ); DECLARE_DO_FUN( do_tail ); DECLARE_DO_FUN( do_tasteblood ); DECLARE_DO_FUN( do_teach ); DECLARE_DO_FUN( do_teachdisc ); DECLARE_DO_FUN( do_teachgift ); DECLARE_DO_FUN( do_tear ); DECLARE_DO_FUN( do_tell ); DECLARE_DO_FUN( do_thanatopsis ); DECLARE_DO_FUN( do_theftvitae ); DECLARE_DO_FUN( do_throw ); DECLARE_DO_FUN( do_tie ); DECLARE_DO_FUN( do_time ); DECLARE_DO_FUN( do_title ); DECLARE_DO_FUN( do_token ); DECLARE_DO_FUN( do_tongue ); DECLARE_DO_FUN( do_totalscore ); DECLARE_DO_FUN( do_totems ); DECLARE_DO_FUN( do_track ); DECLARE_DO_FUN( do_tradition ); DECLARE_DO_FUN( do_train ); DECLARE_DO_FUN( do_transfer ); DECLARE_DO_FUN( do_transport ); DECLARE_DO_FUN( do_travel ); DECLARE_DO_FUN( do_tribe ); DECLARE_DO_FUN( do_tribegifts ); DECLARE_DO_FUN( do_truedisguise ); DECLARE_DO_FUN( do_truefear ); DECLARE_DO_FUN( do_truesight ); DECLARE_DO_FUN( do_turn ); DECLARE_DO_FUN( do_typo ); DECLARE_DO_FUN( do_unburden ); DECLARE_DO_FUN( do_unload ); DECLARE_DO_FUN( do_unlock ); DECLARE_DO_FUN( do_unpolymorph ); DECLARE_DO_FUN( do_untie ); DECLARE_DO_FUN( do_unveil ); DECLARE_DO_FUN( do_unwerewolf ); DECLARE_DO_FUN( do_up ); DECLARE_DO_FUN( do_upkeep ); DECLARE_DO_FUN( do_users ); DECLARE_DO_FUN( do_value ); DECLARE_DO_FUN( do_vampire ); DECLARE_DO_FUN( do_vamptalk ); DECLARE_DO_FUN( do_vanish ); DECLARE_DO_FUN( do_vclan ); DECLARE_DO_FUN( do_version ); DECLARE_DO_FUN( do_visible ); DECLARE_DO_FUN( do_voodoo ); DECLARE_DO_FUN( do_weakness ); DECLARE_DO_FUN( do_web ); DECLARE_DO_FUN( do_wake ); DECLARE_DO_FUN( do_wall ); DECLARE_DO_FUN( do_wallflames ); DECLARE_DO_FUN( do_wallgranite ); DECLARE_DO_FUN( do_watcher ); DECLARE_DO_FUN( do_watching ); DECLARE_DO_FUN( do_weaponform ); DECLARE_DO_FUN( do_wear ); DECLARE_DO_FUN( do_wearaffect ); DECLARE_DO_FUN( do_weather ); DECLARE_DO_FUN( do_werewolf ); DECLARE_DO_FUN( do_west ); DECLARE_DO_FUN( do_where ); DECLARE_DO_FUN( do_whisper ); DECLARE_DO_FUN( do_who ); DECLARE_DO_FUN( do_willpower ); DECLARE_DO_FUN( do_wimpy ); DECLARE_DO_FUN( do_wings ); DECLARE_DO_FUN( do_withering ); DECLARE_DO_FUN( do_witherlimb ); DECLARE_DO_FUN( do_wizhelp ); DECLARE_DO_FUN( do_wizlist ); DECLARE_DO_FUN( do_wizlock ); DECLARE_DO_FUN( do_write ); DECLARE_DO_FUN( do_wwpowers ); DECLARE_DO_FUN( do_wyld ); DECLARE_DO_FUN( do_xemote ); DECLARE_DO_FUN( do_xsocials ); DECLARE_DO_FUN( do_yell ); DECLARE_DO_FUN( do_zap ); DECLARE_DO_FUN( do_zombie ); DECLARE_DO_FUN( do_zuloform ); /* * Online creation commands OLC */ DECLARE_DO_FUN( do_ashow ); DECLARE_DO_FUN( do_rshow ); DECLARE_DO_FUN( do_oshow ); DECLARE_DO_FUN( do_mshow ); DECLARE_DO_FUN( do_aedit ); DECLARE_DO_FUN( do_redit ); DECLARE_DO_FUN( do_oedit ); DECLARE_DO_FUN( do_medit ); DECLARE_DO_FUN( do_resets ); DECLARE_DO_FUN( do_asave ); DECLARE_DO_FUN( do_arealist ); /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_acid_blast ); DECLARE_SPELL_FUN( spell_armor ); DECLARE_SPELL_FUN( spell_bless ); DECLARE_SPELL_FUN( spell_blindness ); DECLARE_SPELL_FUN( spell_burning_hands ); DECLARE_SPELL_FUN( spell_call_lightning ); DECLARE_SPELL_FUN( spell_cause_critical ); DECLARE_SPELL_FUN( spell_cause_light ); DECLARE_SPELL_FUN( spell_cause_serious ); DECLARE_SPELL_FUN( spell_change_sex ); DECLARE_SPELL_FUN( spell_charm_person ); DECLARE_SPELL_FUN( spell_chill_touch ); DECLARE_SPELL_FUN( spell_colour_spray ); DECLARE_SPELL_FUN( spell_continual_light ); DECLARE_SPELL_FUN( spell_control_weather ); DECLARE_SPELL_FUN( spell_create_food ); DECLARE_SPELL_FUN( spell_create_spring ); DECLARE_SPELL_FUN( spell_create_water ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_critical ); DECLARE_SPELL_FUN( spell_cure_light ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_cure_serious ); DECLARE_SPELL_FUN( spell_curse ); DECLARE_SPELL_FUN( spell_detect_evil ); DECLARE_SPELL_FUN( spell_detect_hidden ); DECLARE_SPELL_FUN( spell_detect_invis ); DECLARE_SPELL_FUN( spell_detect_magic ); DECLARE_SPELL_FUN( spell_detect_poison ); DECLARE_SPELL_FUN( spell_dispel_evil ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_earthquake ); DECLARE_SPELL_FUN( spell_enchant_weapon ); DECLARE_SPELL_FUN( spell_energy_drain ); DECLARE_SPELL_FUN( spell_faerie_fire ); DECLARE_SPELL_FUN( spell_faerie_fog ); DECLARE_SPELL_FUN( spell_fear ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_fly ); DECLARE_SPELL_FUN( spell_gate ); DECLARE_SPELL_FUN( spell_general_purpose ); DECLARE_SPELL_FUN( spell_giant_strength ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_heal ); DECLARE_SPELL_FUN( spell_high_explosive ); DECLARE_SPELL_FUN( spell_identify ); DECLARE_SPELL_FUN( spell_infravision ); DECLARE_SPELL_FUN( spell_invis ); DECLARE_SPELL_FUN( spell_know_alignment ); DECLARE_SPELL_FUN( spell_lightning_bolt ); DECLARE_SPELL_FUN( spell_locate_object ); DECLARE_SPELL_FUN( spell_magic_missile ); DECLARE_SPELL_FUN( spell_mass_invis ); DECLARE_SPELL_FUN( spell_pass_door ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_protection ); DECLARE_SPELL_FUN( spell_refresh ); DECLARE_SPELL_FUN( spell_remove_curse ); DECLARE_SPELL_FUN( spell_sanctuary ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_shield ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_stone_skin ); DECLARE_SPELL_FUN( spell_summon ); DECLARE_SPELL_FUN( spell_teleport ); DECLARE_SPELL_FUN( spell_ventriloquate ); DECLARE_SPELL_FUN( spell_weaken ); DECLARE_SPELL_FUN( spell_word_of_recall ); DECLARE_SPELL_FUN( spell_acid_breath ); DECLARE_SPELL_FUN( spell_fire_breath ); DECLARE_SPELL_FUN( spell_frost_breath ); DECLARE_SPELL_FUN( spell_gas_breath ); DECLARE_SPELL_FUN( spell_lightning_breath ); DECLARE_SPELL_FUN( spell_guardian ); DECLARE_SPELL_FUN( spell_soulblade ); DECLARE_SPELL_FUN( spell_mana ); DECLARE_SPELL_FUN( spell_frenzy ); DECLARE_SPELL_FUN( spell_darkblessing ); DECLARE_SPELL_FUN( spell_portal ); DECLARE_SPELL_FUN( spell_energyflux ); DECLARE_SPELL_FUN( spell_voodoo ); DECLARE_SPELL_FUN( spell_transport ); DECLARE_SPELL_FUN( spell_regenerate ); DECLARE_SPELL_FUN( spell_clot ); DECLARE_SPELL_FUN( spell_mend ); DECLARE_SPELL_FUN( spell_quest ); DECLARE_SPELL_FUN( spell_minor_creation ); DECLARE_SPELL_FUN( spell_brew ); DECLARE_SPELL_FUN( spell_scribe ); DECLARE_SPELL_FUN( spell_carve ); DECLARE_SPELL_FUN( spell_engrave ); DECLARE_SPELL_FUN( spell_bake ); DECLARE_SPELL_FUN( spell_mount ); DECLARE_SPELL_FUN( spell_scan ); DECLARE_SPELL_FUN( spell_fix ); DECLARE_SPELL_FUN( spell_spellproof ); DECLARE_SPELL_FUN( spell_preserve ); DECLARE_SPELL_FUN( spell_major_creation ); DECLARE_SPELL_FUN( spell_copy ); DECLARE_SPELL_FUN( spell_insert_page ); DECLARE_SPELL_FUN( spell_chaos_blast ); DECLARE_SPELL_FUN( spell_resistance ); DECLARE_SPELL_FUN( spell_web ); DECLARE_SPELL_FUN( spell_polymorph ); DECLARE_SPELL_FUN( spell_contraception ); DECLARE_SPELL_FUN( spell_remove_page ); DECLARE_SPELL_FUN( spell_find_familiar ); DECLARE_SPELL_FUN( spell_improve ); DECLARE_SPELL_FUN( spell_tendrils ); DECLARE_SPELL_FUN( spell_jail ); DECLARE_SPELL_FUN( spell_true_sight ); DECLARE_SPELL_FUN( spell_aura_no_magic ); DECLARE_SPELL_FUN( spell_read_aura ); DECLARE_SPELL_FUN( spell_enchant_armour ); DECLARE_SPELL_FUN( spell_move_to_hp ); DECLARE_SPELL_FUN( spell_mana_to_hp ); DECLARE_SPELL_FUN( spell_scry ); /* * 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(interactive) #endif #if defined(linux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(macintosh) #define NOCRYPT #if defined(unix) #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) size_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 NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define AREA_LIST "area.lst" /* List of areas */ #define CLAN_LIST "clan1.txt" /* List of clans */ #define ART_LIST "art1.txt" /* List of artifacts */ #define HOME_AREA "../area/homes.are" /* Mages towers, etc */ #define BUG_FILE "bugs.txt" /* For 'bug' and bug( ) */ #define IDEA_FILE "ideas.txt" /* For 'idea' */ #define TYPO_FILE "typos.txt" /* For 'typo' */ #define NOTE_FILE "notes.txt" /* For 'notes' */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define BAN_LIST "../area/ban.txt" /* ban. */ /* * 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 /* act_comm.c */ void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void room_text args( ( CHAR_DATA *ch, char *argument ) ); char *strlower args( ( char * ip ) ); void excessive_cpu args( ( int blx ) ); bool check_parse_name args( ( char *name ) ); bool is_in args( (char *, char *) ); bool all_in args( (char *, char *) ); /* act_info.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); int char_hitroll args( ( CHAR_DATA *ch ) ); int char_damroll args( ( CHAR_DATA *ch ) ); int char_ac args( ( CHAR_DATA *ch ) ); int char_str args( ( CHAR_DATA *ch ) ); int char_dex args( ( CHAR_DATA *ch ) ); int char_sta args( ( CHAR_DATA *ch ) ); int char_cha args( ( CHAR_DATA *ch ) ); int char_int args( ( CHAR_DATA *ch ) ); int char_per args( ( CHAR_DATA *ch ) ); int stat_cost args( ( CHAR_DATA *ch, int whichstat ) ); int get_celerity args( ( CHAR_DATA *ch ) ); int get_disc args( ( CHAR_DATA *ch, int disc ) ); int get_truedisc args( ( CHAR_DATA *ch, int disc ) ); int get_breed args( ( CHAR_DATA *ch, int disc ) ); int get_auspice args( ( CHAR_DATA *ch, int disc ) ); int get_tribe args( ( CHAR_DATA *ch, int disc ) ); /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door ) ); void open_lift args( ( CHAR_DATA *ch ) ); void close_lift args( ( CHAR_DATA *ch ) ); void move_lift args( ( CHAR_DATA *ch, int to_room ) ); void move_door args( ( CHAR_DATA *ch ) ); void thru_door args( ( CHAR_DATA *ch, int doorexit ) ); void open_door args( ( CHAR_DATA *ch, bool be_open ) ); bool is_open args( ( CHAR_DATA *ch ) ); bool same_floor args( ( CHAR_DATA *ch, int cmp_room ) ); void check_hunt args( ( CHAR_DATA *ch ) ); /* act_obj.c */ bool is_ok_to_wear args( ( CHAR_DATA *ch, bool wolf_ok, char *argument ) ); void quest_object args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); bool fifty_objects args( ( CHAR_DATA *ch ) ); bool hundred_objects args( ( CHAR_DATA *ch, OBJ_DATA *container ) ); void set_disc args( ( CHAR_DATA *ch ) ); void strip_disc args( ( CHAR_DATA *ch ) ); void mortal_vamp args( ( CHAR_DATA *ch ) ); /* act_wiz.c */ void bind_char args( ( CHAR_DATA *ch ) ); void logchan args( ( char *argument ) ); void sysmes args( ( char *argument ) ); void copyover_recover args( ( void ) ); ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); /* OLC */ /* comm.c */ void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void close_socket2 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 send_to_all_char args( ( const char *text ) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act2 args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void kavitem args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void logf args( (char *fmt, ...) ); #define DISABLED_FILE "disabled.txt" /* disabled commands */ bool write_to_descriptor args( ( int desc, char *txt, int length ) ); void init_descriptor args( ( DESCRIPTOR_DATA *dnew, int desc ) ); void load_disabled args( ( void ) ); void save_disabled args( ( void ) ); /* db.c */ void boot_db args( ( void ) ); void area_update args( ( void ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clear_char args( ( CHAR_DATA *ch ) ); void free_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) ); 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 ) ); char * fread_string args( ( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); 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 ) ); int 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 ) ); char * upper_cap 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 ) ); void reset_area args( ( AREA_DATA * pArea ) ); /* OLC */ /* fight.c */ void violence_update args( ( void ) ); void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void adv_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); void update_pos args( ( CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); bool no_attack args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool auto_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool agg_dam) ); void killperson args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void death_message args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int dambonus args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance) ); void demon_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* handler.c */ int get_trust args( ( CHAR_DATA *ch ) ); int get_age args( ( CHAR_DATA *ch ) ); int get_hours 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 ) ); bool is_name args( ( const char *str, char *namelist ) ); bool is_abbr args( ( const char *str, char *namelist ) ); int loc_name args( ( const char *str, char *namelist ) ); 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 ) ); 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 args( ( CHAR_DATA *ch ) ); CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world2 args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_finger 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_in_obj args( ( CHAR_DATA *ch, char *argument ) ); 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_room args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world2 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 ) ); char * affect_loc_name args( ( int location ) ); char * affect_bit_name args( ( int vector ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); int str_close args( ( char *a, char *b ) ); void mage_format args( ( char *arg ) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); char * one_argument args( ( char *argument, char *arg_first ) ); void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage ) ); void make_preg args( ( CHAR_DATA *mother, CHAR_DATA *father ) ); /* magic.c */ int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); int sn_lookup args( ( int sn ) ); 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 ) ); void enhance_stat args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, int apply_bit, int bonuses, int affect_bit ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); void save_char_obj_backup args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); bool load_char_short args( ( DESCRIPTOR_DATA *d, char *name ) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); /* update.c */ 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 ) ); /* kav_fight.c */ void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int highest_skill args( ( CHAR_DATA *ch ) ); int highest_stance args( ( CHAR_DATA *ch, bool advanced ) ); void beast_rage args( ( CHAR_DATA *ch ) ); bool is_undying args( ( CHAR_DATA *ch ) ); /* kav_info.c */ void birth_date args( ( CHAR_DATA *ch, bool is_self ) ); void other_age args( ( CHAR_DATA *ch, int extra, bool is_preg, char *argument ) ); int years_old args( ( CHAR_DATA *ch ) ); int get_totalscore args( ( CHAR_DATA *ch ) ); void clear_eq args( ( CHAR_DATA *ch ) ); void sing_song args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool play_yet args( ( CHAR_DATA *ch ) ); int date_to_int args( ( char *argument ) ); /* kav_wiz.c */ void oset_affect args( ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest) ); /* clan.c */ void werewolf_regen args( ( CHAR_DATA *ch ) ); void part_reg args( ( CHAR_DATA *ch ) ); void reg_mend args( ( CHAR_DATA *ch ) ); void vamp_rage args( ( CHAR_DATA *ch ) ); bool char_exists args( ( int file_dir, char *argument ) ); OD * get_page args( ( OBJ_DATA *book, int page_num ) ); void update_gen args( ( CHAR_DATA *ch ) ); int true_generation args( ( CHAR_DATA *ch, char *argument ) ); void mummify_corpse args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void staked_corpse args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void power_ghoul args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void poison_weapon args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void ritual_ward args( ( CHAR_DATA *ch, int direction, int ward ) ); char * disc_name args( ( int disc_no ) ); /* more.c */ void guardian_message args( ( CHAR_DATA *ch ) ); /* string.c */ char * format_string args( ( char *oldstring /*, bool fSpace */ ) ); /* OLC */ void string_edit args( ( CHAR_DATA *ch, char **pString ) ); /* OLC */ void string_add args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */ void string_append args( ( CHAR_DATA *ch, char **pString ) ); /* OLC */ char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); /* OLC */ char * string_replace args( ( char * orig, char * old, char * new ) ); /* OLC */ char * string_proper args( ( char * argument ) ); /* OLC */ char * string_unpad args( ( char * argument ) ); /* OLC */ int arg_count args( ( char *argument ) ); /* OLC */ /* olc.c */ void aedit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */ void redit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */ void medit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */ void oedit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */ void add_reset args( ( AREA_DATA *area, RESET_DATA *pReset, int index ) ); /* OLC */ /* core.c */ bool regenerate_part args( ( OBJ_DATA *obj ) ); /* bit.c */ char * room_bit_name args( ( int room_flags ) ); /* OLC */ int room_name_bit args( ( char *buf ) ); /* OLC */ int sector_number args( ( char *argument ) ); /* OLC */ char * sector_name args( ( int sect ) ); /* OLC */ int item_name_type args( ( char *name ) ); /* OLC */ char * item_type_name args( ( int item_type ) ); /* OLC */ int extra_name_bit args( ( char* buf ) ); /* OLC */ char * extra_bit_name args( ( int extra_flags ) ); /* OLC */ int wear_name_bit args( ( char* buf ) ); /* OLC */ char * wear_bit_name args( ( int wear ) ); /* OLC */ int act_name_bit args( ( char* buf ) ); /* OLC */ int affect_name_bit args( ( char* buf ) ); /* OLC */ int affect_name_loc args( ( char* name ) ); /* OLC */ int wear_name_loc args( ( char *buf ) ); /* OLC */ char * wear_loc_name args( ( int wearloc ) ); /* OLC */ char * act_bit_name args( ( int act ) ); /* OLC */ int get_weapon_type args( ( char *arg ) ); /* OLC */ char * get_type_weapon args( ( int arg ) ); /* OLC */ int get_container_flags args( ( char *arg ) ); /* OLC */ char * get_flags_container args( ( int arg ) ); /* OLC */ int get_liquid_type args( ( char *arg ) ); /* OLC */ char * get_type_liquid args( ( int arg ) ); /* OLC */ /* * Some of MY shit - Morglum. */ void bugf args( ( char *fmt, ... ) ); bool can_see_class args( ( CHAR_DATA *ch ) ); bool can_see_name args( ( CHAR_DATA *ch ) ); char * strip_small_args args( ( char *argument ) ); char * mod_bit_name args( ( int arg ) ); char * plr_bit_name args( ( int arg ) ); char * extra_plr_bit_name args( ( int arg ) ); char * more_bit_name args( ( int arg ) ); char * get_position_name args( ( int arg ) ); char * itemaffect_bit_name args( ( int arg ) ); void class_info args( ( char *argument, CHAR_DATA *ch ) ); void clearclass args( ( CHAR_DATA *victim ) ); bool magic_immune args( ( CHAR_DATA *ch, CHAR_DATA *victim, bool global ) ); int check_moveto_mob args((CHAR_DATA *ch, CHAR_DATA *victim)); void status_who args( ( CHAR_DATA *ch ) ); void ftalk_who args( ( CHAR_DATA *ch ) ); void check_mortal args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void display_sire args( ( CHAR_DATA *ch, char *argument ) ); void act4 args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); char * status_name args( ( sh_int status, sh_int class, bool expand ) ); void stcprintf args( ( CHAR_DATA *ch, char *txt, ... ) ); char * display_demon_body args( ( int c_power, int o_power ) ); char * display_demon_changeling args( ( int c_power, int o_power, int obj_num ) ); char * display_demon_weapon args( ( int c_power, int o_power ) ); char * display_demon_fight args( ( int c_power, int o_power ) ); char * display_demon_vision args( ( int c_power, int o_power ) ); char * display_demon_misc args( ( int c_power, int o_power ) ); /* * These save you haveing to work out blah * 2 :p */ #define BIN_0 1 #define BIN_1 (BIN_0 * 2) #define BIN_2 (BIN_1 * 2) #define BIN_3 (BIN_2 * 2) #define BIN_4 (BIN_3 * 2) #define BIN_5 (BIN_4 * 2) #define BIN_6 (BIN_5 * 2) #define BIN_7 (BIN_6 * 2) #define BIN_8 (BIN_7 * 2) #define BIN_9 (BIN_8 * 2) #define BIN_10 (BIN_9 * 2) #define BIN_11 (BIN_10 * 2) #define BIN_12 (BIN_11 * 2) #define BIN_13 (BIN_12 * 2) #define BIN_14 (BIN_13 * 2) #define BIN_15 (BIN_14 * 2) #define BIN_16 (BIN_15 * 2) #define BIN_17 (BIN_16 * 2) #define BIN_18 (BIN_17 * 2) #define BIN_19 (BIN_18 * 2) #define BIN_20 (BIN_19 * 2) #define BIN_21 (BIN_20 * 2) #define BIN_22 (BIN_21 * 2) #define BIN_23 (BIN_22 * 2) #define BIN_24 (BIN_23 * 2) #define BIN_25 (BIN_24 * 2) #define BIN_26 (BIN_25 * 2) #define BIN_27 (BIN_26 * 2) #define BIN_28 (BIN_27 * 2) #define BIN_29 (BIN_28 * 2) #define BIN_30 (BIN_29 * 2) // END MY shit. #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF