/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ //#include "port_include" /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #endif /* system calls */ int unlink(); int system(); /* mccp : support bits */ #include <zlib.h> //#include <../../../home/bree3693/rot/src/zlib.h> #define TELOPT_COMPRESS 85 #define COMPRESS_BUF_SIZE 16384 /* SQL #include <mysql.h> */ // #define SKYN_DEBUG /* * 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 int sh_int; /* typedef short int sh_int; */ typedef unsigned char bool; #endif #define WWW_WHO "????" #define pktimer 22 /* Default one easier to change in future */ /* * Colour stuff by Lope of Loping Through The MUD */ #define CLEAR "[0m" /* Resets Colour */ #define FAINT "[2m" #define ITALIC "[3m" #define UNDERLINE "[4m" /* Underline */ #define BLINK "[5m" /* Blink */ #define NEGATIVE "[7m" #define B_BLACK "[40m" /* Background Colors - Tas */ #define B_RED "[41m" #define B_GREEN "[42m" #define B_YELLOW "[43m" #define B_BLUE "[44m" #define B_MAGENTA "[45m" #define B_CYAN "[46m" #define B_WHITE "[47m" #define B_D_GREY "[7;1;30m" /* Bright Background Colors - Tas */ #define B_B_RED "[7;1;31m" #define B_B_GREEN "[7;1;32m" #define B_B_YELLOW "[7;1;33m" #define B_B_BLUE "[7;1;34m" #define B_B_MAGENTA "[7;1;35m" #define B_B_CYAN "[7;1;36m" #define B_B_WHITE "[7;1;37m" #define C_BLACK "[0m[30m" /* Normal Colours */ #define C_RED "[0m[31m" #define C_GREEN "[0m[32m" #define C_YELLOW "[0m[33m" #define C_BLUE "[0m[34m" #define C_MAGENTA "[0m[35m" #define C_CYAN "[0m[36m" #define C_WHITE "[0m[37m" #define C_D_GREY "[1m[30m" /* Light Colors */ #define C_B_RED "[1m[31m" #define C_B_GREEN "[1m[32m" #define C_B_YELLOW "[1m[33m" #define C_B_BLUE "[1m[34m" #define C_B_MAGENTA "[1m[35m" #define C_B_CYAN "[1m[36m" #define C_B_WHITE "[1m[37m" #define R_BLACK "[0m[0;30m" /* Reset Colours */ #define R_RED "[0m[0;31m" #define R_GREEN "[0m[0;32m" #define R_YELLOW "[0m[0;33m" #define R_BLUE "[0m[0;34m" #define R_MAGENTA "[0m[0;35m" #define R_CYAN "[0m[0;36m" #define R_WHITE "[0m[0;37m" #define R_D_GREY "[0m[1;30m" /* Reset Light */ #define R_B_RED "[0m[1;31m" #define R_B_GREEN "[0m[1;32m" #define R_B_YELLOW "[0m[1;33m" #define R_B_BLUE "[0m[1;34m" #define R_B_MAGENTA "[0m[1;35m" #define R_B_CYAN "[0m[1;36m" #define R_B_WHITE "[0m[1;37m" #define BACKSPACE "[1D" #define BACKSPACEB "[2D" #define BACKSPACEC "[3D" #define BACKSPACED "[4D" #define BACKSPACEE "[5D" #define BACKSPACEF "[6D" #define BACKSPACEG "[7D" #define BACKSPACEH "[8D" #define BACKSPACEI "[9D" #define BACKSPACEJ "[10D" /* * Structure types. */ typedef struct affect_data AFFECT_DATA; //typedef struct cooldown_data COOLDOWN_DATA; typedef struct area_data AREA_DATA; typedef struct disabled_data DISABLED_DATA; typedef struct ban_data BAN_DATA; typedef struct wiz_data WIZ_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct help_area_data HELP_AREA; typedef struct kill_data KILL_DATA; typedef struct mem_data MEM_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct gen_data GEN_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct mprog_list MPROG_LIST; typedef struct mprog_code MPROG_CODE; typedef struct arank_data ARANK_DATA; typedef struct prank_data PRANK_DATA; /* New Definitions */ typedef struct cln_data CLN_DATA; typedef struct mbr_data MBR_DATA; typedef struct grant_data GRANT_DATA; typedef struct clan_data CLAN_DATA; typedef struct roster_data ROSTER_DATA; /* * Function types. */ typedef void DO_FUN( CHAR_DATA *ch, char *argument ); typedef bool SPEC_FUN( CHAR_DATA *ch ); typedef void SPELL_FUN( int sn, int level, CHAR_DATA *ch, void *vo, int target ); /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 9216 #define MSL MAX_STRING_LENGTH #define MAX_INPUT_LENGTH 256 #define MIL MAX_INPUT_LENGTH #define MAX_CHANNEL_LENGTH 9216 /* added to support Long-discussion in 1 message -Tas */ #define PAGELEN 22 #define STRING( string ) char string[MSL/4]; /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_VNUM max_int #define MAX_SOCIALS 1024 // I don't believe this number is accurate anymore.. Just giving some extras.. // Error checking should allow it to be okay - Marduk //#define MAX_SKILL 457 #define MAX_SKILL 857 #define MAX_GROUP 90 #define MAX_IN_GROUP 20 #define MAX_TRACK 20 #define MAX_LIQUID 36 #define MAX_DAMAGE_MESSAGE 47 // 6 New added #define MAX_ALIAS 50 #define MAX_FORGET 15 #define MAX_DUPES 20 #define MAX_CLASS 35 #define MAX_PC_RACE 66 #define MAX_RANK 8 #define MAX_LEVEL 110 #define MAX_GRANT 110 #define MAX_STAT 31 #define MAX_STAT_NEW 51 #define MAX_GOD 23 /* Max GODS + 2 */ #define MAX_RARES 7 #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 8) #define ED_CLASS 9 #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 4 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 6 * PULSE_PER_SECOND) #define PULSE_MUSIC (15 * PULSE_PER_SECOND) #define PULSE_TICK (30 * PULSE_PER_SECOND) #define PULSE_AREA (45 * PULSE_PER_SECOND) #define PULSE_QUEST (30 * PULSE_PER_SECOND) #define PULSE_MARKET (500 * PULSE_PER_SECOND) //Bree #define PULSE_TELEPORT (20 * PULSE_PER_SECOND) /* Froth */ #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define KNIGHT (MAX_LEVEL - 7) #define SQUIRE (MAX_LEVEL - 8) #define HERO LEVEL_HERO #define VALUE_SILVER 0 #define VALUE_GOLD 1 #define VALUE_PLATINUM 2 #define VALUE_QUEST_POINT 3 #define MAX_AUCTION_PAYMENT 5 #define GAME_COL_NAME "{rA{Rs{yg{Ya{Wr{Yd{yi{Ra{rn {8N{wig{Whtm{war{8e{x" #define GAME_NAME "Asgardian Nightmare" #define GAME_VERSION "3.1" #define GAME_EXE "asgard" #define VALGRIND1 "./valgrind --tool=callgrind --instr-atstart=no" /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F //#define AFFECT_NONE 0 //#define AFFECT_SHOCK 1 //#define AFFECT_TELE 1 //#define AFFECT_SLOW 2 //#define AFFECT_POISON 3 //#define AFFECT_SLEEP 4 //#define AFFECT_CURSE 5 //#define AFFECT_BLIND 6 //#define AFFECT_PLAGUE 7 //#define AFFECT_WEAKEN 8 //#define AFFECT_BERSERK 9 struct ban_data { BAN_DATA * next; bool valid; sh_int ban_flags; sh_int level; char * name; }; 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 */ }; struct wiz_data { WIZ_DATA * next; bool valid; sh_int level; char * name; char * desc; }; struct buf_type { BUFFER * next; bool valid; sh_int state; /* error state of the buffer */ sh_int size; /* size in k */ char * string; /* buffer's string */ }; /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; /* * 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 tier; sh_int log; sh_int show; }; /* * Connected state for a channel. */ #define CON_PLAYING 0 #define CON_GET_NAME 1 #define CON_GET_OLD_PASSWORD 2 #define CON_CONFIRM_NEW_NAME 3 #define CON_GET_NEW_PASSWORD 4 #define CON_CONFIRM_NEW_PASSWORD 5 #define CON_GET_NEW_RACE 6 #define CON_GET_NEW_SEX 7 #define CON_GET_NEW_CLASS 8 #define CON_GET_ALIGNMENT 9 #define CON_GET_GOD 10 #define CON_DEFAULT_CHOICE 11 #define CON_GEN_GROUPS 12 #define CON_PICK_WEAPON 13 #define CON_READ_IMOTD 14 #define CON_READ_MOTD 15 #define CON_BREAK_CONNECT 16 #define CON_COPYOVER_RECOVER 17 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; bool valid; char * host; sh_int descriptor; sh_int connected; bool fcommand; char inbuf[4 * MAX_INPUT_LENGTH]; char incomm[MAX_INPUT_LENGTH]; char inlast[MAX_INPUT_LENGTH]; int repeat; char * outbuf; int outsize; int outtop; char * showstr_head; char * showstr_point; z_stream * out_compress; /* mccp : support data */ unsigned char * out_compress_buf; void * pEdit; /* OLC */ void * pCedit; char ** pString; /* OLC */ int editor; /* OLC */ char * clanEdit; char * hostip; bool wasCompressed; // Hack for copyover }; /* * 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; }; // Add tododge and to counterdodge struct dex_app_type { sh_int defensive; // sh_int tospeed; }; struct con_app_type { sh_int hitp; sh_int shock; }; struct grant_data { GRANT_DATA * next; DO_FUN * do_fun; char * name; int duration; int level; }; /* * Drunk struct */ struct struckdrunk { int min_drunk_level; int number_of_rep; char *replacement[11]; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 #define TO_WORLD 5 #define TO_NONSHORT 6 /* * Types of Magic */ #define MAGIC_NONE -1 #define MAGIC_WHITE 0 // Healing/Protection #define MAGIC_RED 1 // Combat #define MAGIC_BLUE 2 // Detection/Transportation/Creation #define MAGIC_GREEN 3 // Enhance/Enchant #define MAGIC_BLACK 4 // Evil--Take a guess #define MAGIC_ORANGE 5 // Illusion/Benediction/Miscellaneous #define IS_SPELL_WHITE(sn) (magic_table[sn] == MAGIC_WHITE) ? TRUE : FALSE #define IS_SPELL_RED(sn) (magic_table[sn] == MAGIC_RED) ? TRUE : FALSE #define IS_SPELL_BLUE(sn) (magic_table[sn] == MAGIC_BLUE) ? TRUE : FALSE #define IS_SPELL_BLACK(sn) (magic_table[sn] == MAGIC_BLACK) ? TRUE : FALSE #define IS_SPELL_GREEN(sn) (magic_table[sn] == MAGIC_GREEN) ? TRUE : FALSE #define IS_SPELL_ORANGE(sn) (magic_table[sn] == MAGIC_ORANGE) ? TRUE : FALSE /* * Help table types. struct help_data { HELP_DATA * next; sh_int level; char * keyword; char * text; bool delete; }; */ /* * New Help_Data for OLC */ struct help_data { HELP_DATA * next; HELP_DATA * next_area; sh_int level; char * keyword; char * text; }; struct help_area_data { HELP_AREA * next; HELP_DATA * first; HELP_DATA * last; AREA_DATA * area; char * filename; bool changed; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type[MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 3 #define MAX_STATS 5 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 struct class_type { char * name; /* the full name of the class */ char who_name[4]; /* Three-letter name for 'who' */ sh_int attr_prime; /* Prime attribute */ sh_int weapon; /* First weapon */ sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */ sh_int skill_adept; /* Maximum skill level */ sh_int thac0_00; /* Thac0 for level 0 */ sh_int thac0_32; /* Thac0 for level 32 */ sh_int hp_min; /* Min hp gained on leveling */ sh_int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ char * base_group; /* base skills gained */ char * default_group; /* default skills gained */ sh_int finished; /* Finished Coding? */ }; /* For Class Finished */ #define NOT_STARTED (A) #define BASIC_START (B) #define SEMI_FINISHED (C) #define FINISHED (D) #define REVAMPING (E) struct item_type { int type; char * name; }; struct weapon_type { char * name; sh_int vnum; sh_int type; sh_int *gsn; }; struct wiznet_type { char * name; long flag; int level; }; struct attack_type { char * name; /* name */ char * noun; /* message */ int damage; /* damage class */ }; struct race_type { char * name; /* call name of the race */ bool pc_race; /* can be chosen by pcs */ long act; /* act bits for the race */ long aff; /* aff bits for the race */ long off; /* off bits for the race */ long imm; /* imm bits for the race */ long res; /* res bits for the race */ long vuln; /* vuln bits for the race */ long shd; /* shd bits for the race */ long form; /* default form flag for the race */ long parts; /* default parts for the race */ sh_int mod_true_stats[11]; /* Stat Add/Subt */ }; struct pc_race_type /* additional data for pc races */ { char * name; /* MUST be in race_type */ char who_name[12]; char * rare_race[MAX_RARES]; /* possible derived races */ sh_int points; /* cost in points of the race */ sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */ char * skills[5]; /* bonus skills for the race */ sh_int stats[MAX_STATS]; /* starting stats */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int size; /* size */ }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; /* * Data structure for notes. */ #define NOTE_NOTE 0 #define NOTE_IDEA 1 #define NOTE_PENALTY 2 #define NOTE_NEWS 3 #define NOTE_CHANGES 4 #define NOTE_SIGN 5 #define NOTE_WEDDINGS 6 #define NOTE_QUOTES 7 struct note_data { NOTE_DATA * next; bool valid; sh_int type; char * sender; char * date; char * to_list; char * subject; char * text; time_t date_stamp; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; bool valid; sh_int where; sh_int type; sh_int level; sh_int duration; sh_int location; sh_int modifier; int bitvector; }; /* * A cooldown. */ /* struct cooldown_data { COOLDOWN_DATA * next; bool valid; sh_int type; sh_int duration; int bitvector; }; */ /* where definitions */ #define TO_AFFECTS 0 #define TO_OBJECT 1 #define TO_IMMUNE 2 #define TO_RESIST 3 #define TO_VULN 4 #define TO_WEAPON 5 #define TO_SHIELDS 6 #define TO_ROOM_AFF 7 #define TO_AFFECTS2 8 /* * 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_SAGE 3188 #define MOB_VNUM_FALCON 3192 #define MOB_VNUM_FIDO 3090 #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 #define MOB_VNUM_GUARDIAN 3060 #define MOB_VNUM_PATROLMAN 2106 #define MOB_VNUM_CORPSE 3174 #define MOB_VNUM_ANIMATE 3175 #define MOB_VNUM_FGOLEM 3193 #define MOB_VNUM_IGOLEM 3194 #define MOB_VNUM_DEMON 3181 #define MOB_VNUM_CLAYTON 10009 #define GROUP_VNUM_TROLLS 2100 #define GROUP_VNUM_OGRES 2101 /* RT ASCII conversions -- used so we can have letters in this file */ #define A 0x0001 #define B 0x0002 #define C 0x0004 #define D 0x0008 #define E 0x0010 #define F 0x0020 #define G 0x0040 #define H 0x0080 #define I 0x0100 #define J 0x0200 #define K 0x0400 #define L 0x0800 #define M 0x1000 #define N 0x2000 #define O 0x4000 #define P 0x8000 #define Q 0x00010000 #define R 0x00020000 #define S 0x00040000 #define T 0x00080000 #define U 0x00100000 #define V 0x00200000 #define W 0x00400000 #define X 0x00800000 #define Y 0x01000000 #define Z 0x02000000 #define aa 0x04000000 #define bb 0x08000000 #define cc 0x10000000 #define dd 0x20000000 #define ee 0x40000000 #define ff 0x80000000 #define gg 0x100000000 /* Stance defines */ #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 /* Stance Flags */ #define STANCE_AFF_SPEED (A) #define STANCE_AFF_IMPROVED_BLOCK (B) #define STANCE_AFF_ENHANCED_BLOCK (C) #define STANCE_AFF_IMPROVED_DODGE (D) #define STANCE_AFF_ROLL (E) #define STANCE_AFF_IMPROVED_DEFENSE (F) #define STANCE_AFF_ACROBATICS (G) #define STANCE_AFF_AGGRESSIVE (H) #define STANCE_AFF_COUNTER (I) #define STANCE_AFF_BYPASS (J) #define STANCE_AFF_BLOCK (K) #define STANCE_AFF_DOUBLE (M) #define STANCE_AFF_DOUBLE_SPEED (N) #define STANCE_AFF_DOUBLE_POWER (O) /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC (A) /* Auto set for mobs */ #define ACT_SENTINEL (B) /* Stays in one room */ #define ACT_SCAVENGER (C) /* Picks up objects */ #define ACT_KEY (D) #define ACT_RANGER (E) #define ACT_AGGRESSIVE (F) /* Attacks PC's */ #define ACT_STAY_AREA (G) /* Won't leave area */ #define ACT_WIMPY (H) #define ACT_PET (I) /* Auto set for pets */ #define ACT_TRAIN (J) /* Can train PC's */ #define ACT_PRACTICE (K) /* Can practice PC's */ #define ACT_DRUID (L) #define ACT_NO_BODY (M) /* Will not leave a corpse */ #define ACT_NB_DROP (N) /* Corpseless will drop all */ #define ACT_UNDEAD (O) #define ACT_VAMPIRE (P) #define ACT_CLERIC (Q) #define ACT_MAGE (R) #define ACT_THIEF (S) #define ACT_WARRIOR (T) #define ACT_NOALIGN (U) #define ACT_NOPURGE (V) #define ACT_OUTDOORS (W) #define ACT_IS_SATAN (X) #define ACT_INDOORS (Y) #define ACT_IS_PRIEST (Z) #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_BANKER (dd) #define ACT_CHALLENGER (ee) #define ACT_CHALLENGED (ff) /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 #define DAM_ELEMENTAL 20 //new elemental dam type for shamans = pious /* damage() function flags */ #define DF_NOREDUCE 0x0001 #define DF_NODODGE 0x0002 #define DF_NOPARRY 0x0004 #define DF_NOBLOCK 0x0008 #define DF_RESONATE 0x0010 /* dam_message_new() function flags -- Skyntil */ #define DMF_NONE (A) #define DMF_WHIP (B) #define DMF_DECAP (C) #define DMF_RESONATE (D) /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #define OFF_BACKSTAB (B) #define OFF_BASH (C) #define OFF_BERSERK (D) #define OFF_DISARM (E) #define OFF_DODGE (F) #define OFF_FADE (G) #define OFF_FAST (H) #define OFF_KICK (I) #define OFF_KICK_DIRT (J) #define OFF_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #define OFF_TRIP (N) #define OFF_CRUSH (O) #define ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) #define OFF_FEED (V) #define OFF_CLAN_GUARD (W) #define OFF_PHASE (X) /* return values for check_imm */ #define IS_NORMAL 0 #define IS_IMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* IMM bits for mobs */ #define IMM_SUMMON (A) #define IMM_CHARM (B) #define IMM_MAGIC (C) #define IMM_WEAPON (D) #define IMM_BASH (E) #define IMM_PIERCE (F) #define IMM_SLASH (G) #define IMM_FIRE (H) #define IMM_COLD (I) #define IMM_LIGHTNING (J) #define IMM_ACID (K) #define IMM_POISON (L) #define IMM_NEGATIVE (M) #define IMM_HOLY (N) #define IMM_ENERGY (O) #define IMM_MENTAL (P) #define IMM_DISEASE (Q) #define IMM_DROWNING (R) #define IMM_LIGHT (S) #define IMM_SOUND (T) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) /* RES bits for mobs */ #define RES_SUMMON (A) #define RES_CHARM (B) #define RES_MAGIC (C) #define RES_WEAPON (D) #define RES_BASH (E) #define RES_PIERCE (F) #define RES_SLASH (G) #define RES_FIRE (H) #define RES_COLD (I) #define RES_LIGHTNING (J) #define RES_ACID (K) #define RES_POISON (L) #define RES_NEGATIVE (M) #define RES_HOLY (N) #define RES_ENERGY (O) #define RES_MENTAL (P) #define RES_DISEASE (Q) #define RES_DROWNING (R) #define RES_LIGHT (S) #define RES_SOUND (T) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) /* VULN bits for mobs */ #define VULN_SUMMON (A) #define VULN_CHARM (B) #define VULN_MAGIC (C) #define VULN_WEAPON (D) #define VULN_BASH (E) #define VULN_PIERCE (F) #define VULN_SLASH (G) #define VULN_FIRE (H) #define VULN_COLD (I) #define VULN_LIGHTNING (J) #define VULN_ACID (K) #define VULN_POISON (L) #define VULN_NEGATIVE (M) #define VULN_HOLY (N) #define VULN_ENERGY (O) #define VULN_MENTAL (P) #define VULN_DISEASE (Q) #define VULN_DROWNING (R) #define VULN_LIGHT (S) #define VULN_SOUND (T) #define VULN_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (A) #define AFF_DETECT_LOCATION (B) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_MOTION (F) #define AFF_DETECT_GOOD (G) #define AFF_DISPLACE (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_FARSIGHT (L) #define AFF_POISON (M) #define AFF_DEAF (N) #define AFF_SNEAK (P) #define AFF_HIDE (Q) #define AFF_SLEEP (R) #define AFF_CHARM (S) #define AFF_FLYING (T) #define AFF_PASS_DOOR (U) #define AFF_HASTE (V) #define AFF_CALM (W) #define AFF_PLAGUE (X) #define AFF_WEAKEN (Y) #define AFF_DARK_VISION (Z) #define AFF_BERSERK (aa) #define AFF_SWIM (bb) #define AFF_REGENERATION (cc) #define AFF_SLOW (dd) #define AFF_REMORT (ee) #define AFF_FEAR (ff) //#define AFF_INSOMNIA (gg) /* *affects2 for additional affects */ #define AFF2_GARROTE (A) /* * More Bits for 'shielded_by'. * Used in #MOBILES. */ #define SHD_PROTECT_VOODOO (A) #define SHD_INVISIBLE (B) #define SHD_ICE (C) #define SHD_FIRE (D) #define SHD_SHOCK (E) #define SHD_DEATH (F) #define SHD_SANCTUARY (H) #define SHD_NOPRAY (K) #define SHD_PROTECT_EVIL (N) #define SHD_PROTECT_GOOD (O) #define SHD_PROTECT_AURA (P) #define SHD_STONE (Q) #define SHD_STEEL (R) #define SHD_INSOMNIA (S) /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* AC types */ #define AC_PIERCE 0 #define AC_BASH 1 #define AC_SLASH 2 #define AC_EXOTIC 3 /* dice */ #define DICE_NUMBER 0 #define DICE_TYPE 1 #define DICE_BONUS 2 /* size */ #define SIZE_TINY 0 #define SIZE_SMALL 1 #define SIZE_MEDIUM 2 #define SIZE_LARGE 3 #define SIZE_HUGE 4 #define SIZE_GIANT 5 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_SILVER_ONE 1 #define OBJ_VNUM_GOLD_ONE 2 #define OBJ_VNUM_GOLD_SOME 3 #define OBJ_VNUM_SILVER_SOME 4 #define OBJ_VNUM_COINS 5 #define OBJ_VNUM_PLATINUM_ONE 6 #define OBJ_VNUM_PLATINUM_SOME 7 #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 /* Body Parts */ #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_GUTS 16 #define OBJ_VNUM_BRAINS 17 #define OBJ_VNUM_BLOOD 18 #define OBJ_VNUM_EYEBALL 30 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_VOODOO 51 #define OBJ_VNUM_EXIT 52 #define OBJ_VNUM_CHAIN 53 #define OBJ_VNUM_BAG 54 #define OBJ_VNUM_PASSBOOK 55 #define OBJ_VNUM_STEAK 56 #define OBJ_VNUM_GENERIC 67 #define OBJ_VNUM_ROSE 1001 #define OBJ_VNUM_PIT 3010 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_SPEAR 3717 #define OBJ_VNUM_SCHOOL_STAFF 3718 #define OBJ_VNUM_SCHOOL_AXE 3719 #define OBJ_VNUM_SCHOOL_FLAIL 3720 #define OBJ_VNUM_SCHOOL_WHIP 3721 #define OBJ_VNUM_SCHOOL_POLEARM 3722 #define OBJ_VNUM_SCHOOL_VEST 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 #define OBJ_VNUM_MAP 3162 #define OBJ_VNUM_WMAP 3163 #define OBJ_VNUM_EMAP 3169 #define OBJ_VNUM_WHISTLE 2116 #define OBJ_VNUM_QUEST_SIGN 1118 #define OBJ_VNUM_POTION 3384 #define OBJ_VNUM_SCROLL 3385 #define OBJ_VNUM_QDIAMOND 3388 #define OBJ_VNUM_CUBIC 3386 #define OBJ_VNUM_DPOUCH 3383 #define OBJ_VNUM_CPOUCH 3387 #define OBJ_VNUM_DIAMOND 3377 #define OBJ_VNUM_SURVIVAL_PACK 1203 #define OBJ_VNUM_SURVIVAL_A 1304 #define OBJ_VNUM_SURVIVAL_B 1507 #define OBJ_VNUM_SURVIVAL_C 3023 #define OBJ_VNUM_SURVIVAL_D 3072 #define OBJ_VNUM_SURVIVAL_E 3076 #define OBJ_VNUM_SURVIVAL_F 3077 #define OBJ_VNUM_SURVIVAL_G 3097 #define OBJ_VNUM_SURVIVAL_H 3111 #define OBJ_VNUM_SURVIVAL_I 3112 #define OBJ_VNUM_SURVIVAL_J 3113 #define OBJ_VNUM_SURVIVAL_K 3162 #define OBJ_VNUM_SURVIVAL_L 3351 #define OBJ_VNUM_SURVIVAL_M 3357 #define OBJ_VNUM_SURVIVAL_N 3362 #define OBJ_VNUM_SURVIVAL_O 3504 #define OBJ_VNUM_SURVIVAL_P 5232 #define OBJ_VNUM_SURVIVAL_Q 5318 #define OBJ_VNUM_SURVIVAL_R 6601 #define OBJ_VNUM_SURVIVAL_S 7800 #define OBJ_VNUM_SURVIVAL_T 7801 #define OBJ_VNUM_SURVIVAL_U 7802 #define OBJ_VNUM_SURVIVAL_V 7803 #define OBJ_VNUM_SURVIVAL_W 9222 #define OBJ_VNUM_SURVIVAL_X 9224 /*Stock Certificates -Bree #define OBJ_VNUM_STOCK_A 47501 //Bree Inc. #define OBJ_VNUM_STOCK_B 47502 //Fesdor Unlimited #define OBJ_VNUM_STOCK_C 47504 //Grandiuer #define OBJ_VNUM_STOCK_D 47503 //Asgard Pharmy #define OBJ_VNUM_STOCK_E 47505 //bob's babbles #define OBJ_VNUM_STOCK_F 47506 //aesir #define OBJ_VNUM_STOCK_G 47507 //conquest #define OBJ_VNUM_STOCK_H 47508 //kyuubi #define OBJ_VNUM_STOCK_I 47509 //Enforcer #define OBJ_VNUM_STOCK_J 47510 //aduentia */ /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_SCROLL 2 #define ITEM_WAND 3 #define ITEM_STAFF 4 #define ITEM_WEAPON 5 #define ITEM_TREASURE 8 #define ITEM_ARMOR 9 #define ITEM_POTION 10 #define ITEM_CLOTHING 11 #define ITEM_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PROTECT 27 #define ITEM_MAP 28 #define ITEM_PORTAL 29 #define ITEM_WARP_STONE 30 #define ITEM_ROOM_KEY 31 #define ITEM_GEM 32 #define ITEM_JEWELRY 33 #define ITEM_JUKEBOX 34 #define ITEM_DEMON_STONE 35 #define ITEM_EXIT 36 #define ITEM_PIT 37 #define ITEM_PASSBOOK 38 #define ITEM_SKELETON 39 /* for necros */ #define ITEM_SLOT_MACHINE 40 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW (A) #define ITEM_HUM (B) #define ITEM_DARK (C) #define ITEM_LOCK (D) #define ITEM_EVIL (E) #define ITEM_INVIS (F) #define ITEM_MAGIC (G) #define ITEM_NODROP (H) #define ITEM_BLESS (I) #define ITEM_ANTI_GOOD (J) #define ITEM_ANTI_EVIL (K) #define ITEM_ANTI_NEUTRAL (L) #define ITEM_NOREMOVE (M) #define ITEM_INVENTORY (N) #define ITEM_NOPURGE (O) #define ITEM_ROT_DEATH (P) #define ITEM_VIS_DEATH (Q) #define ITEM_NOSAC (R) #define ITEM_NONMETAL (S) #define ITEM_NOLOCATE (T) #define ITEM_MELT_DROP (U) #define ITEM_HAD_TIMER (V) #define ITEM_SELL_EXTRACT (W) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_QUEST (aa) #define ITEM_FORCED (bb) #define ITEM_QUESTPOINT (cc) #define ITEM_NORESTRING (dd) #define ITEM_CLAN (ee) /* Remort Items */ #define ITEM_NOENCHANT (ff) /* no enchant */ /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE (A) #define ITEM_WEAR_FINGER (B) #define ITEM_WEAR_NECK (C) #define ITEM_WEAR_BODY (D) #define ITEM_WEAR_HEAD (E) #define ITEM_WEAR_LEGS (F) #define ITEM_WEAR_FEET (G) #define ITEM_WEAR_HANDS (H) #define ITEM_WEAR_ARMS (I) #define ITEM_WEAR_SHIELD (J) #define ITEM_WEAR_ABOUT (K) #define ITEM_WEAR_WAIST (L) #define ITEM_WEAR_WRIST (M) #define ITEM_WIELD (N) #define ITEM_HOLD (O) #define ITEM_RESERVED (P) #define ITEM_WEAR_FLOAT (Q) #define ITEM_WEAR_FACE (R) #define ITEM_WEAR_EAR (S) #define ITEM_WEAR_ANKLE (T) #define ITEM_WEAR_CLAN (U) #define ITEM_WEAR_RELIG (V) #define ITEM_WEAR_PATCH (W) #define ITEM_WEAR_BACK (X) #define ITEM_WEAR_RNOSE (Y) \\new right nose ring item Pious #define ITEM_WEAR_LNOSE (Z) \\new left nose ring item Pious /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_SPEAR 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_WHIP 7 #define WEAPON_POLEARM 8 #define MAX_WEAPON 8 /* weapon types */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) #define WEAPON_ACIDIC (I) #define WEAPON_OSMOSIS (J) #define WEAPON_LEGENDARY (k) //Weapon type legendary Pious @ new lgdary gear #define WEAPON_MYTHIC (l) #define WEAPON_ELEMENTAL (m) // shit here #define WEAPON_ENERGYDRAIN (N) /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) /* furniture flags */ #define STAND_AT (A) #define STAND_ON (B) #define STAND_IN (C) #define SIT_AT (D) #define SIT_ON (E) #define SIT_IN (F) #define REST_AT (G) #define REST_ON (H) #define REST_IN (I) #define SLEEP_AT (J) #define SLEEP_ON (K) #define SLEEP_IN (L) #define PUT_AT (M) #define PUT_ON (N) #define PUT_IN (O) #define PUT_INSIDE (P) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVES 20 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_SPELL_AFFECT 25 #define APPLY_REGEN 26 #define APPLY_MORPH_FORM 27 #define APPLY_MANA_REGEN 28 #define APPLY_CRIPPLE_HEAD 29 #define APPLY_CRIPPLE_ARM 30 #define APPLY_CRIPPLE_LEG 31 #define APPLY_MYTHIC 32 //#define APPLY_INSOMNIA 33 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 #define CONT_PUT_ON 16 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CORNER 3 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 3001 #define ROOM_VNUM_TEMPLEB 3365 #define ROOM_VNUM_PIT 3367 #define ROOM_VNUM_ALTAR 3054 #define ROOM_VNUM_ALTARB 3366 #define ROOM_VNUM_SCHOOL 3700 #define ROOM_VNUM_BALANCE 4500 #define ROOM_VNUM_CIRCLE 4400 #define ROOM_VNUM_DEMISE 4201 #define ROOM_VNUM_HONOR 4300 #define ROOM_VNUM_CHAIN 7914 #define ROOM_VNUM_AWINNER 109 #define ROOM_VNUM_ALOSER 110 #define ROOM_VNUM_CLANS 20000 #define ROOM_VNUM_MORGUE 30201 #define ROOM_VNUM_GODROOM 9804 #define SINGLE_WAR_WAITING_ROOM 9804 #define ROOM_ARENA_LO 100 #define ROOM_ARENA_HI 129 #define ROOM_ARENA_MORGUE 131 #define ROOM_ARENA_LOUNGE 130 /* * Clan Rooms */ #define ROOM_VNUM_GUARDIANS 20050 #define ROOM_VNUM_UNFORGIV 20100 #define ROOM_VNUM_DARKMIST 20150 #define ROOM_VNUM_KANE 20200 #define ROOM_VNUM_JEDI 20250 #define ROOM_VNUM_MIDNIGHT 20300 #define ROOM_VNUM_JUDGES 20350 #define ROOM_VNUM_ARCANES 20400 #define ROOM_VNUM_ANGELS 20450 #define ROOM_VNUM_KINDRED 20500 #define ROOM_VNUM_HAWX 20550 #define ROOM_MORGUE 30201 /* * Clan Room Entrances */ #define ENT_VNUM_GUARDIANS 20051 #define ENT_VNUM_UNFORGIV 20101 #define ENT_VNUM_DARKMIST 20151 #define ENT_VNUM_KANE 20201 #define ENT_VNUM_JEDI 20251 #define ENT_VNUM_MIDNIGHT 20301 #define ENT_VNUM_JUDGES 20351 #define ENT_VNUM_ARCANES 20401 #define ENT_VNUM_ANGELS 20451 #define ENT_VNUM_KINDRED 20501 #define ENT_VNUM_HAWX 20551 /* * Clan Pits */ #define OBJ_PIT_GUARDIANS 20099 #define OBJ_PIT_UNFORGIV 20149 #define OBJ_PIT_DARKMIST 20199 #define OBJ_PIT_KANE 20249 #define OBJ_PIT_JEDI 20299 #define OBJ_PIT_MIDNIGHT 20349 #define OBJ_PIT_JUDGES 20399 #define OBJ_PIT_ARCANES 20449 #define OBJ_PIT_ANGELS 20499 #define OBJ_PIT_KINDRED 20549 #define OBJ_PIT_HAWX 20599 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_TELEPORT (G) #define ROOM_SHOP (H) #define ROOM_NO_MAGIC (I) #define ROOM_PRIVATE (J) #define ROOM_SAFE (K) #define ROOM_SOLITARY (L) #define ROOM_PET_SHOP (M) #define ROOM_NO_RECALL (N) #define ROOM_IMP_ONLY (O) #define ROOM_GODS_ONLY (P) #define ROOM_HEROES_ONLY (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) #define ROOM_CLAN_ENT (U) #define ROOM_LOCKED (X) #define ROOM_TRAP (Y) #define ROOM_ARENA (Z) #define ROOM_REMORT (aa) #define ROOM_SILENCED (bb) #define ROOM_ON_FIRE (cc) /* * Room Affected_By Flags -- New -- Skyntil */ #define ROOM_AFF_SAFE (A) /* For the Sanctuary Spell */ /* Below this line not coded */ #define ROOM_AFF_DARKNESS (B) /* Gotta have this */ #define ROOM_AFF_PROTECT (C) /* Globe for all? */ #define ROOM_AFF_SLOW (D) /* Lethargy */ #define ROOM_AFF_SPEED (E) /* Haste */ #define ROOM_AFF_DAMAGE (F) /* Goes by Room Skill */ #define ROOM_AFF_FAERIE (G) /* Faerie Fog */ #define ROOM_AFF_SMOKE (H) /* Smokebomb */ #define ROOM_AFF_FIRES (I) /* Fires - Torment */ #define ROOM_AFF_OVERGROWN (J) /* Overgrowth - Fesdor */ /* Length of wait for fear -- Sorn */ #define DEF_FEAR_WAIT 5 /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (A) #define EX_CLOSED (B) #define EX_LOCKED (C) #define EX_PICKPROOF (F) #define EX_NOPASS (G) #define EX_EASY (H) #define EX_HARD (I) #define EX_INFURIATING (J) #define EX_NOCLOSE (K) #define EX_NOLOCK (L) #define EX_HIDDEN (M) /* * Sector types. * Used in #ROOMS. */ #define SECT_INSIDE 0 #define SECT_CITY 1 #define SECT_FIELD 2 #define SECT_FOREST 3 #define SECT_HILLS 4 #define SECT_MOUNTAIN 5 #define SECT_WATER_SWIM 6 #define SECT_WATER_NOSWIM 7 #define SECT_UNUSED 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_MAX 11 /* * Equpiment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_LIGHT 0 #define WEAR_FINGER_L 1 #define WEAR_FINGER_R 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_L 14 #define WEAR_WRIST_R 15 #define WEAR_WIELD 16 #define WEAR_HOLD 17 #define WEAR_FLOAT 18 #define WEAR_SECONDARY 19 #define WEAR_FACE 20 #define WEAR_EAR 21 #define WEAR_RESERVED 22 #define WEAR_ANKLE_L 23 #define WEAR_ANKLE_R 24 #define WEAR_CLAN 25 #define WEAR_RELIG 26 #define WEAR_PATCH 27 #define WEAR_BACK 28 #define MAX_WEAR 29 #define WEAR_NOSE_R 30 #define WEAR_NOSE_L 31 #define WEAR_CURSED 32 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 #define COND_HUNGER 3 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 #define FIGHT_OPEN 0 #define FIGHT_START 1 #define FIGHT_BUSY 2 #define FIGHT_LOCK 3 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ /* * Colour stuff by Lope of Loping Through The MUD */ #define PLR_COLOUR (B) /* RT auto flags */ #define PLR_AUTOASSIST (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_AUTOGOLD (G) #define PLR_AUTOSPLIT (H) /* RT personal flags */ #define PLR_NOTRAN (I) #define PLR_AUTOPEEK (J) #define PLR_NOCANCEL (K) #define PLR_NORESTORE (L) #define PLR_NOTITLE (M) #define PLR_HOLYLIGHT (N) #define PLR_BRIEF_COMBAT (O) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_QUESTOR (S) #define PLR_NOVIOLATE (T) #define PLR_NOEVOLVE (V) /* penalty flags */ #define PLR_PERMIT (U) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_TWIT (Z) #define PLR_SHORT_COMBAT (aa) #define PLR_KEY (bb) #define PLR_NOCLAN (cc) #define PLR_REROLL (dd) #define PLR_NOCGOSSIP (ee) #define PLR_ARENA (ff) #define PLR_NOGOTO (ff) #define PLR_IS_BUILDER (gg) /* PLAYER flags - Skyntil */ #define PLAYER_GHOST (A) /* After a PKILL */ #define PLAYER_REMORT (B) /* During REMORT */ #define PLAYER_LOG_WATCH (C) /* See DEBUG and LOG messages */ #define PLAYER_RUNNING (D) /* During Run */ #define PLAYER_MORPHED (E) /* When Morphed */ #define PLAYER_ANCIENT_ENEMY (F) #define PLAYER_WARRIOR (G) #define PLAYER_THIEF (H) #define PLAYER_SUBDUE (I) /* This for Subdue Code */ #define PLAYER_STAT_FOCUS_FIXED (J) /* After fixed focus */ //#define PLAYER_NEWBIE (K) #define PLAYER_NOFALCON (L) #define PLAYER_NEWLOOK (M) #define ABILITY_CRUSADER_SUNDER (A) #define ABILITY_LICH_NIGHTSTALKER (A) /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (A) #define COMM_DEAF (B) #define COMM_NOWIZ (C) #define COMM_NOAUCTION (D) #define COMM_NOPUBCHAN (E) #define COMM_NOASK (F) #define COMM_NOMUSIC (G) #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_SHOUTSOFF (J) /* NO PRAY IS IN SHD, NOCGOSSIP IS IN PLR */ /* display flags */ #define COMM_TRUE_TRUST (K) #define COMM_COMPACT (L) #define COMM_BRIEF (M) #define COMM_PROMPT (N) #define COMM_COMBINE (O) #define COMM_TELNET_GA (P) #define COMM_SHOW_AFFECTS (Q) #define COMM_NOGRATS (R) #define COMM_WIPED (S) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_NO_CLAN (X) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) #define COMM_LONG (aa) #define COMM_STORE (bb) #define COMM_NOQGOSSIP (cc) #define COMM_NOSOCIAL (dd) #define COMM_NOCHAT (ee) #define COMM_NOARENA (ff) /*#define COMM_SILENCE (gg)*/ /* WIZnet flags */ #define WIZ_ON (A) #define WIZ_TICKS (B) #define WIZ_LOGINS (C) #define WIZ_SITES (D) #define WIZ_LINKS (E) #define WIZ_DEATHS (F) #define WIZ_RESETS (G) #define WIZ_MOBDEATHS (H) #define WIZ_FLAGS (I) #define WIZ_PENALTIES (J) #define WIZ_SACCING (K) #define WIZ_LEVELS (L) #define WIZ_SECURE (M) #define WIZ_SWITCHES (N) #define WIZ_SNOOPS (O) #define WIZ_RESTORE (P) #define WIZ_LOAD (Q) #define WIZ_NEWBIE (R) #define WIZ_PREFIX (S) #define WIZ_SPAM (T) #define WIZ_DEBUG (U) // Skyntil /* Highlander Quickening */ #define POWER_KILLS 0 #define POWER_POINTS 1 #define POWER_LEVEL 2 #define COMBAT_POWER 0 #define COMBAT_DEFENSE 1 #define COMBAT_AGILITY 2 #define COMBAT_TOUGHNESS 3 #define MAGIC_POWER 4 #define MAGIC_ABILITY 5 #define MAGIC_DEFENSE 6 #define CURRENT_FOCUS 7 #define MAGIC_RESONANCE 8 /* power settings -- Set for each class #define POWER_1 0 #define POWER_2 1 #define POWER_3 2 */ //Mob states. typedef struct mpstate MPSTATE; struct mpstate { MPSTATE *next; int mobvnum; int state; }; /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; SHOP_DATA * pShop; MPROG_LIST * mprogs; AREA_DATA * area; /* OLC */ sh_int vnum; sh_int group; bool new_format; sh_int count; sh_int killed; char * player_name; char * short_descr; char * long_descr; char * description; unsigned long act; long affected_by; long affected2_by; long shielded_by; sh_int alignment; sh_int level; sh_int hitroll; sh_int hit[3]; sh_int mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; sh_int attacks; long off_flags; long imm_flags; long res_flags; long vuln_flags; sh_int start_pos; sh_int default_pos; sh_int sex; sh_int race; long wealth; long form; long parts; sh_int size; char * material; long mprog_flags; char * die_descr; char * say_descr; int round_dam; bool see_all_mortals; int mob_tier; }; /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D /* memory for mobs */ struct mem_data { MEM_DATA *next; bool valid; int id; int reaction; time_t when; }; /* arena and pk rank data */ struct arank_data { int num; char * name; int rank; }; struct prank_data { int num; char * name; int rank; }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; CHAR_DATA * next_in_room; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * fighting; CHAR_DATA * reply; CHAR_DATA * pet; CHAR_DATA * mprog_target; CHAR_DATA * challenger; /* person who challenged you */ CHAR_DATA * challenged; /* person who you challenged */ CHAR_DATA * gladiator; /* ARENA player wagered on */ MEM_DATA * memory; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; // COOLDOWN_DATA * cooldowns; NOTE_DATA * pnote; OBJ_DATA * carrying; OBJ_DATA * on; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; AREA_DATA * zone; PC_DATA * pcdata; GEN_DATA * gen_data; int questpoints; sh_int questroom; sh_int followers; sh_int stance[11]; sh_int eq_age; bool valid; bool hastimer; bool attacker; bool on_quest; bool wedpost; char * name; long id; sh_int version; char * short_descr; char * long_descr; char * die_descr; char * say_descr; char * description; char * prompt; char * prefix; sh_int group; sh_int sex; sh_int class; sh_int race; sh_int level; sh_int trust; int color; int color_auc; int color_cgo; int color_cla; int color_con; int color_dis; int color_fig; int color_gos; int color_gra; int color_chat; int color_gte; int color_imm; int color_mob; int color_mus; int color_opp; int color_qgo; int color_que; int color_quo; int color_roo; int color_say; int color_sho; int color_tel; int color_wit; int color_wiz; int played; int lines; /* for the pager */ int stunned; time_t llogoff; time_t logon; sh_int timer; sh_int wait; sh_int daze; int hit; int max_hit; int mana; int max_mana; int move; int max_move; long platinum; long gold; long silver; long balance[4]; long exp; int tells; long ability_crusader; long ability_lich; long act; long comm; /* RT added to pad the vector */ long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int incog_level; sh_int ghost_level; long affected_by; long affected2_by; long shielded_by; sh_int position; sh_int practice; sh_int train; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int armor[4]; sh_int wimpy; /* tracking */ sh_int track_to[MAX_TRACK]; sh_int track_from[MAX_TRACK]; /* stats */ sh_int perm_stat[MAX_STATS]; sh_int mod_stat[MAX_STATS]; sh_int true_stat[11]; sh_int mod_true_stat[11]; /* parts stuff */ long form; long parts; sh_int size; char* material; /* mobile stuff */ long off_flags; sh_int damage[3]; sh_int dam_type; sh_int start_pos; sh_int default_pos; sh_int mprog_delay; sh_int god; char *pload; int plyr; /* PLAYER FLAGS */ char *ghost; /* Ghost Desc */ int ghost_timer; /* 5 Min to re-equip */ int regen_rate; int mana_regen_rate; sh_int magic[6]; /* New Magic System */ int fight_timer; int shd_aura_timer; OBJ_DATA *morphobj; // Object Morphs into char *morph; // The name that is seen int morph_form[3]; /* form, sn, charges */ int stance_aff; sh_int toughness; // Sanc Replace for Warriors //int assisting; //For fixing autoassist problem int special_skill[6]; /* For Future Development */ int qstate; // Quest state int qtarget; // Quest target (vnum) int qtimer; // Quest timer (for quest and between quests) int qmvnum; // Questmaster vnum int qroom; // Quest room OBJ_DATA *locker; // Locker to store spare stuff. MPSTATE *mpstates; }; // Enum of achievement metrics. // Note: to add a metric, insert it *JUST* BEFORE ACH_MAX ONLY, otherwise // you will get very weird, possibly broken, results. typedef enum achievement_metric { ACH_NPCKILLS = 0, ACH_PKKILLS, ACH_CASTS, ACH_QUESTS, ACH_AKILLS, ACH_BABKILLS, ACH_HOURS, ACH_RUNS, ACH_VOUCHERS, ACH_BACKSTABS, ACH_QUAFFS, ACH_LGD, ACH_RANDOMS, ACH_BALANCE, ACH_HARAKIRI, ACH_LIGHTNING, ACH_PILLS, // Only add new metrics before ACH_MAX. ACH_MAX, // These are pseudo-metrics, i.e. function pointers // determine the achievement get thing. ACH_PSEUDO } ACH_METRIC; // Types of achievements out there. typedef struct achievement_definition { char *save_name; ACH_METRIC metric; unsigned long threshold; char *name; int reward; char *description; } ACH_DEFINITION; typedef struct achievement_done ACH_DONE; struct achievement_done { ACH_DONE *next; const ACH_DEFINITION *type; }; // FOCUS_TIER struct tier_exp_type { int exp_bonus; }; #define MAX_TIERS 100 #define TERT 0 #define SEC 1 #define PRI 2 struct class_focus_mod { sh_int combat_power; sh_int combat_defense; sh_int combat_agility; sh_int combat_toughness; sh_int magic_power; sh_int magic_resonance; sh_int magic_ability; sh_int magic_defense; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; BUFFER * buffer; bool valid; char * pwd; char * bamfin; char * bamfout; char * identity; char * immskll; char * title; bool usr_ttl; char * who_descr; char * socket; time_t last_note; time_t last_idea; time_t last_penalty; time_t last_quotes; time_t last_news; time_t last_changes; time_t last_weddings; int perm_hit; int perm_mana; int perm_move; int base_hit; int base_mana; int base_move; sh_int true_sex; int last_level; int recall; int tier; sh_int fake_stance; sh_int condition[4]; sh_int learned[MAX_SKILL]; sh_int learnlvl[MAX_SKILL]; bool group_known[MAX_GROUP]; sh_int points; bool confirm_delete; bool confirm_reroll; char * forget[MAX_FORGET]; char * dupes[MAX_DUPES]; char * alias[MAX_ALIAS]; char * alias_sub[MAX_ALIAS]; int security; /* OLC builder security */ int plr_wager; /* ARENA amount wagered */ sh_int confirm_loner; char * pretit; char * colour_name; sh_int round_dam; /* Short combat */ int power[3]; /* kills,points,level */ long focus[9]; /* ComStren, ComDef, ComAgil, ComTough, MagPow, MagAbil, MagDef, MagRes */ int status; float edam; /* Grant */ GRANT_DATA * granted; ROSTER_DATA *roster; // Achievements unsigned long achievement_metrics[ACH_MAX]; ACH_DONE *achievements_done; }; /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA *next; bool valid; bool skill_chosen[MAX_SKILL]; bool group_chosen[MAX_GROUP]; int points_chosen; }; /* * Liquids. */ #define LIQ_WATER 0 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[5]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ bool valid; char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA * next; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; AREA_DATA * area; /* OLC */ bool new_format; char * name; char * short_descr; char * description; sh_int vnum; sh_int reset_num; char * material; sh_int item_type; int extra_flags; int wear_flags; sh_int level; sh_int condition; sh_int count; sh_int weight; int cost; int value[5]; sh_int class; sh_int timer; int class_restrict_flags; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; OBJ_DATA * on; CHAR_DATA * carried_by; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; bool valid; bool enchanted; char * owner; char * killer; char * name; char * short_descr; char * description; sh_int item_type; int extra_flags; int wear_flags; sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int tier_level; sh_int condition; char * material; sh_int timer; int value[5]; sh_int class; sh_int odds; int class_restrict_flags; char * maker; char * made; char * looted_by; /* PK LOOTING */ char * looted_from; /* PK LOOTING */ int loot_timer; /* PK LOOTING */ }; /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA * to_room; sh_int vnum; } u1; sh_int exit_info; sh_int key; char * keyword; char * description; EXIT_DATA * next; /* OLC */ int rs_flags; /* OLC */ int orig_door; /* OLC */ }; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; char command; sh_int arg1; sh_int arg2; sh_int arg3; sh_int arg4; }; /* * Area definition. */ struct area_data { AREA_DATA * next; RESET_DATA * reset_first; RESET_DATA * reset_last; char * file_name; char * name; char * credits; sh_int age; sh_int nplayer; sh_int low_range; sh_int high_range; sh_int min_vnum; sh_int max_vnum; bool empty; char * builders; /* OLC Listing of */ int vnum; /* OLC Area Vnum */ int area_flags; /* OLC */ int security; /* OLC - Value 1 - 9 */ int continent; /* OLC - Defined Values */ int mob_tier; HELP_AREA * helps; /* Hedit */ }; /* * Room type. */ // bree_room struct room_index_data { sh_int affect_room_type; ROOM_INDEX_DATA * next; CHAR_DATA * people; OBJ_DATA * contents; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit[12]; EXIT_DATA * old_exit[12]; RESET_DATA * reset_first; /* OLC */ RESET_DATA * reset_last; /* OLC */ char * name; char * description; char * owner; sh_int vnum; int room_flags; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int mana_rate; int tele_dest; AFFECT_DATA * affected; int affected_by; // Pathfinding stuff. ROOM_INDEX_DATA * pf_next; ROOM_INDEX_DATA * pf_prev; long pf_visited; int pf_depth; char pf_direction; }; /* * MOBprog definitions */ #define TRIG_ACT (A) #define TRIG_BRIBE (B) #define TRIG_DEATH (C) #define TRIG_ENTRY (D) #define TRIG_FIGHT (E) #define TRIG_GIVE (F) #define TRIG_GREET (G) #define TRIG_GRALL (H) #define TRIG_KILL (I) #define TRIG_HPCNT (J) #define TRIG_RANDOM (K) #define TRIG_SPEECH (L) #define TRIG_EXIT (M) #define TRIG_EXALL (N) #define TRIG_DELAY (O) #define TRIG_SURR (P) struct mprog_list { int trig_type; char * trig_phrase; sh_int vnum; char * code; MPROG_LIST * next; bool valid; }; struct mprog_code { sh_int vnum; char * code; MPROG_CODE * next; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TAR_OBJ_TRAN 7 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level[MAX_CLASS]; /* Level needed by class */ sh_int rating[MAX_CLASS]; /* How hard it is to learn */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int * pgsn; /* Pointer to associated gsn */ bool socket; /* Allow same socket use? */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ sh_int cooldown; /* Skill cooldown */ // Leaving cooldown in here because it will be tedious to remove them all... char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ char * msg_obj; /* Wear off message for obects */ sh_int * sgsn; /* Second Gsn */ sh_int * tgsn; /* Third Gsn */ }; extern int chain; extern int maxSocial; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_backstab; extern sh_int gsn_circle; extern sh_int gsn_dodge; extern sh_int gsn_phase; extern sh_int gsn_blood_phase; extern sh_int gsn_envenom; extern sh_int gsn_feed; 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_assassinate; extern sh_int gsn_strangle; extern sh_int gsn_smokebomb; extern sh_int gsn_layhands; extern sh_int gsn_lead; extern sh_int gsn_riposte; extern sh_int gsn_coup_de_coup; //extern sh_int gsn_song_protection; extern sh_int gsn_disarm; extern sh_int gsn_dual_wield; extern sh_int gsn_enhanced_damage; extern sh_int gsn_kick; extern sh_int gsn_acute_vision; extern sh_int gsn_acute_hearing; extern sh_int gsn_skin; extern sh_int gsn_demand; extern sh_int gsn_parry; extern sh_int gsn_rescue; extern sh_int gsn_second_attack; extern sh_int gsn_third_attack; extern sh_int gsn_multistrike; extern sh_int gsn_fourth_attack; extern sh_int gsn_fifth_attack; extern sh_int gsn_sixth_attack; extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_curse; extern sh_int gsn_invis; extern sh_int gsn_mass_invis; extern sh_int gsn_plague; extern sh_int gsn_poison; extern sh_int gsn_voodan_curse; extern sh_int gsn_sleep; extern sh_int gsn_fly; extern sh_int gsn_sanctuary; extern sh_int gsn_sharpen; extern sh_int gsn_room_sanctuary; extern sh_int gsn_darkshield; extern sh_int gsn_mana_shield; extern sh_int gsn_siphon; extern sh_int gsn_sense; extern sh_int gsn_blood_shield; /* new gsns */ extern sh_int gsn_axe; extern sh_int gsn_dagger; extern sh_int gsn_flail; extern sh_int gsn_mace; extern sh_int gsn_polearm; extern sh_int gsn_shield_block; extern sh_int gsn_shield_wall; extern sh_int gsn_spear; extern sh_int gsn_sword; extern sh_int gsn_whip; extern sh_int gsn_bash; extern sh_int gsn_berserk; extern sh_int gsn_dirt; extern sh_int gsn_feed; extern sh_int gsn_fear; extern sh_int gsn_hand_to_hand; extern sh_int gsn_trip; extern sh_int gsn_fast_healing; extern sh_int gsn_haggle; extern sh_int gsn_lore; extern sh_int gsn_meditation; extern sh_int gsn_scrolls; extern sh_int gsn_staves; extern sh_int gsn_wands; extern sh_int gsn_recall; extern sh_int gsn_stun; extern sh_int gsn_track; extern sh_int gsn_gouge; extern sh_int gsn_grip; extern sh_int gsn_blind_fighting; extern sh_int gsn_ambush; extern sh_int gsn_butcher; extern sh_int gsn_chameleon; extern sh_int gsn_domination; extern sh_int gsn_heighten; extern sh_int gsn_shadow; extern sh_int gsn_greed; extern sh_int gsn_faerie_fire; extern sh_int gsn_divine_protection; extern sh_int gsn_protective_aura; extern sh_int gsn_turn_undead; extern sh_int gsn_hold_align; extern sh_int gsn_wrath_of_god; extern sh_int gsn_quickening; extern sh_int gsn_decapitate; extern sh_int gsn_blademastery; extern sh_int gsn_shriek; extern sh_int gsn_on_fire; extern sh_int gsn_twirl; extern sh_int gsn_god_favor; extern sh_int gsn_garrote; /* Ranger/Strider/Hunter */ extern sh_int gsn_herb; extern sh_int gsn_entangle; extern sh_int gsn_crevice; extern sh_int gsn_barkskin; extern sh_int gsn_forest_blend; extern sh_int gsn_shadow_blend; extern sh_int gsn_detect_terrain; /* Druid/Sage */ extern sh_int gsn_magma_stream; extern sh_int gsn_steam_blast; extern sh_int gsn_detect_efade; extern sh_int gsn_fist_earth; extern sh_int gsn_monsoon; extern sh_int gsn_earthmeld; /* Warlock */ extern sh_int gsn_channel; extern sh_int gsn_headache; extern sh_int gsn_domineer; extern sh_int gsn_soulbind; extern sh_int gsn_wither; /*spartan skills */ extern sh_int gsn_spartan_bash; extern sh_int gsn_spear_jab; extern sh_int gsn_spirit_sparta; extern sh_int gsn_rally; //ish skills extern sh_int gsn_slash; extern sh_int gsn_2hand_mast; extern sh_int gsn_fury; extern sh_int gsn_whirlwind; extern sh_int gsn_hammerblow; //end ish skills extern sh_int gsn_coule; /* blade dancer */ extern sh_int gsn_grenado; extern sh_int gsn_blood_dance; extern sh_int gsn_bladedance; /* Monk */ extern sh_int gsn_palm; extern sh_int gsn_martial_arts; extern sh_int gsn_blindness_dust; extern sh_int gsn_solar_flare; extern sh_int gsn_ground_stomp; extern sh_int gsn_healing_trance; extern sh_int gsn_meditation; extern sh_int gsn_purify_body; extern sh_int gsn_will_of_iron; extern sh_int gsn_sidekick; extern sh_int gsn_spin_kick; extern sh_int gsn_vital_hit; extern sh_int gsn_follow_through; extern sh_int gsn_quick_step; extern sh_int gsn_throw; extern sh_int gsn_prayer; extern sh_int gsn_lunge; extern sh_int gsn_nerve; extern sh_int gsn_roll; extern sh_int gsn_chop; extern sh_int gsn_head_cut; extern sh_int gsn_punch; extern sh_int gsn_elbow; extern sh_int gsn_knee; extern sh_int gsn_headbutt; extern sh_int gsn_gut; extern sh_int gsn_shoulder; extern sh_int gsn_spinkick; extern sh_int gsn_weaponbash; extern sh_int gsn_hurl; extern sh_int gsn_hara_kiri; extern sh_int gsn_hari; extern sh_int gsn_conceal; extern sh_int gsn_shadow_dance; extern sh_int gsn_snattack; extern sh_int gsn_snattacktwo; extern sh_int gsn_divide; extern sh_int gsn_bloodlust; extern sh_int gsn_vmight; extern sh_int gsn_phsyco; extern sh_int gsn_conceal2; extern sh_int gsn_concealClan1; extern sh_int gsn_concealClan2; extern sh_int gsn_shadow_form; extern sh_int gsn_target; extern sh_int gsn_battle_fury; extern sh_int gsn_shapeshift; extern sh_int gsn_cripple; extern sh_int gsn_cripple_head; extern sh_int gsn_cripple_leg; extern sh_int gsn_blind_faith; extern sh_int gsn_faerie_fog; extern sh_int gsn_fires; extern sh_int gsn_axe2; extern sh_int gsn_dagger2; extern sh_int gsn_flail2; extern sh_int gsn_mace2; extern sh_int gsn_polearm2; extern sh_int gsn_spear2; extern sh_int gsn_sword2; extern sh_int gsn_whip2; extern sh_int gsn_hand2; extern sh_int gsn_fists_fury; /* Monk */ extern sh_int gsn_fists_flame; /* Monk */ extern sh_int gsn_fists_ice; /* Monk */ extern sh_int gsn_fists_darkness; /* Ninja/Voodan */ extern sh_int gsn_fists_acid; /* Ninja */ extern sh_int gsn_fists_liquid; /* Monk */ extern sh_int gsn_fists_fang; /* Bard */ extern sh_int gsn_fists_claw; /* Bard */ extern sh_int gsn_fists_divinity; /* Monk */ extern sh_int gsn_adamantium_palm; /* Monk */ extern sh_int gsn_deflect; /* Monk */ extern sh_int gsn_counter_defense; /* Not set yet */ extern sh_int gsn_roundhouse; /* Monk */ extern sh_int gsn_spinkick; /* Ninja */ extern sh_int gsn_harmony; /* Monk */ extern sh_int gsn_chi; /* Monk */ extern sh_int gsn_michi; /* Ninja */ extern sh_int gsn_inner_str; /* ninja */ /* Necromancers */ extern sh_int gsn_animate_skeleton; extern sh_int gsn_animate_dead; extern sh_int gsn_mummify; extern sh_int gsn_embalm; extern sh_int gsn_lesser_golem; extern sh_int gsn_greater_golem; extern sh_int gsn_preserve_limb; extern sh_int gsn_cremate; extern sh_int gsn_fear_word; /* New Stuff -- Paladin/DP/Warrior Classes */ extern sh_int gsn_shield_bash; extern sh_int gsn_cleave; extern sh_int gsn_dual_wield2; extern sh_int gsn_imbue_weapon; extern sh_int gsn_restore; extern sh_int gsn_sunder; /* Renshai */ extern sh_int gsn_modis_anger; extern sh_int gsn_nightwish; extern sh_int gsn_concentration; extern sh_int gsn_crit_strike; extern sh_int gsn_vengeance; /* Gypsy */ extern sh_int gsn_vanish; extern sh_int gsn_wander; extern sh_int gsn_impair; extern sh_int gsn_disguise; extern sh_int gsn_adrenaline; /* * Utility macros. */ #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define TOGGLE_BIT(var, bit) ((var) ^= (bit)) #define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0') #define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) ) #define IN_ARENA(ch) ( IS_NPC(ch) ? FALSE : \ IS_SET(ch->in_room->room_flags,ROOM_ARENA)) /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) ((ch)->level >= LEVEL_IMMORTAL) #define IS_HERO(ch) ((ch)->level >= LEVEL_HERO) #define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level)) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_AFFECTED2(ch, sn) (IS_SET((ch)->affected2_by, (sn))) #define IS_SHIELDED(ch, sn) (IS_SET((ch)->shielded_by, (sn))) #define IS_QUESTOR(ch) (IS_SET((ch)->act, PLR_QUESTOR)) #define GET_AGE(ch) ((int) (17 + ((ch)->played \ + current_time - (ch)->logon )/72000)) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define IS_CRUSADER(ch) (ch->class == 25) #define GET_AC(ch,type) ((ch)->armor[type] \ + (focus_ac(ch)) \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ) \ ) #define GET_HITROLL(ch) ( \ ((ch)->hitroll) \ + (str_app[get_curr_stat(ch,STAT_STR)].tohit) \ + (focus_hit(ch)) \ + (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \ ) #define GET_TRUHITROLL(ch) ( \ ((ch)->hitroll) \ + (str_app[get_curr_stat(ch,STAT_STR)].tohit) \ + (focus_hit(ch)) \ + (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \ ) #define GET_DAMROLL(ch) ( \ ((ch)->damroll) \ + (str_app[get_curr_stat(ch,STAT_STR)].todam) \ + (focus_dam(ch)) \ + (ch->class == CLASS_BARBARIAN \ ? ((ch)->hitroll/6) : 0) \ + (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \ + (ch->class == CLASS_MONK \ ? (ch->pcdata->power[0]/10+ch->pcdata->power[1]/10) : 0) \ ) #define GET_MOD_DAMROLL2(ch) ( \ ((ch)->damroll < 1450) ? \ ( \ (((ch)->damroll)-((ch)->damroll*(ch)->damroll*2.0)/12100.0) \ + (str_app[get_curr_stat(ch,STAT_STR)].todam) \ + (focus_dam(ch)) \ + (ch->class == CLASS_BARBARIAN \ ? ((ch)->hitroll/6) : 0) \ + (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \ + (ch->class == CLASS_MONK \ ? (ch->pcdata->power[0]/10+ch->pcdata->power[1]/10) : 0) \ ) : \ ( \ ((((ch)->damroll)*1.004)-426) \ + (str_app[get_curr_stat(ch,STAT_STR)].todam) \ + (focus_dam(ch)) \ + (ch->class == CLASS_BARBARIAN \ ? ((ch)->hitroll/6) : 0) \ + (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \ + (ch->class == CLASS_MONK \ ? (ch->pcdata->power[0]/10+ch->pcdata->power[1]/10) : 0) \ ) \ ) #define GET_MOD_DAMROLL(ch) ( fn_GET_MOD_DAMROLL(ch) ) // New tier focus bonuses - Marduk #define tier_spell_bonus(ch) (IS_NPC(ch) ? 0 : ( focus_level((ch)->pcdata->focus[MAGIC_POWER]) \ + focus_level((ch)->pcdata->focus[MAGIC_RESONANCE]) \ + focus_level((ch)->pcdata->focus[MAGIC_ABILITY]) \ + focus_level((ch)->pcdata->focus[MAGIC_DEFENSE])) / 4 ) #define tier_level_bonus(ch) ( focus_level_bonus(ch) ) //#define tier_level_mob_bonus(ch) ( focus_level_mob_bonus(ch) ) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) if (IS_IMMORTAL(ch)) ch->wait = 0; \ else \ ((ch)->wait = UMAX((ch)->wait, (npulse))) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + ((ch)->silver/10) + \ ((ch)->gold * 2 / 5) + ((ch)->platinum * 3 / 5)) #define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original ) #define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \ ( ch->pcdata->security >= Area->security \ || strstr( Area->builders, ch->name ) \ || strstr( Area->builders, "All" ) ) ) #define IS_STANCE(ch, sn) (ch->stance[0] == sn) /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) #define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat))) #define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \ (obj)->value[4] : 100) #define IS_MORPHED( ch ) (IS_SET((ch)->plyr, PLAYER_MORPHED)) /* * Description macros. */ /* Handler.C -- Important that this is here --- Eternal being crap, replaced with identity code #define PERS(ch, looker) ( get_pers((ch),(looker)) ) Old PERS #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : "someone" ) */ /* #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : \ ( IS_NPC(ch) ? "someone" : \ ( IS_IMMORTAL(ch) ? \ ( (ch)->pcdata->identity[0] == '\0' ? \ "someone" : (ch)->pcdata->identity ) \ : "someone" ))) */ /* #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : get_pers(ch,looker) ) : \ ( IS_IMMORTAL(ch) && !IS_NPC(ch) ? \ ( (ch)->pcdata->identity[0] == '\0' ? \ "someone" : (ch)->pcdata->identity ) \ : "someone" ) : "someone" ) */ #define PERS(ch,looker) show_pers(ch,looker) /* Handler.C -- Pers for UnSeen Mortals */ char *get_pers(CHAR_DATA *ch, CHAR_DATA *looker); char *get_name(CHAR_DATA *ch, CHAR_DATA *victim, char buf[]); char *show_pers(CHAR_DATA *ch, CHAR_DATA *looker); void send_to_world(char *argument); /* * Structure for a social in the socials table. */ struct social_type { char name[20]; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_not_found; char * char_auto; char * others_auto; }; /* * Global constants. */ extern const struct str_app_type str_app[MAX_STAT]; extern const struct int_app_type int_app[MAX_STAT]; extern const struct wis_app_type wis_app[MAX_STAT]; extern const struct dex_app_type dex_app[MAX_STAT]; extern const struct con_app_type con_app[MAX_STAT]; extern const struct class_type class_table[MAX_CLASS]; extern const struct weapon_type weapon_table[]; extern const struct item_type item_table[]; extern const struct wiznet_type wiznet_table[]; extern const struct attack_type attack_table[]; extern const struct race_type race_table[]; //extern const struct flag_type affect_room_flags[]; extern const struct pc_race_type pc_race_table[]; extern const struct spec_type spec_table[]; extern const struct liq_type liq_table[]; extern struct skill_type skill_table[MAX_SKILL]; extern struct social_type social_table[MAX_SOCIALS]; extern struct tier_exp_type tier_exp_bonus[MAX_TIERS]; extern char * const title_table[MAX_CLASS][MAX_LEVEL + 1][2]; extern char * const dir_name[]; extern const sh_int rev_dir[]; extern const sh_int movement_loss[SECT_MAX]; extern struct struckdrunk drunk[]; extern const struct cmd_type cmd_table[]; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern DISABLED_DATA * disabled_first; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern OBJ_DATA * object_list; extern MPROG_CODE * mprog_list; extern char bug_buf[]; extern time_t current_time; extern bool fLogAll; extern KILL_DATA kill_table[]; extern char log_buf[]; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern char last_command[MAX_STRING_LENGTH]; //Last command extern bool MOBtrigger; extern AREA_DATA * area_first; extern AREA_DATA * area_last; extern int top_area; extern bool global_quest; extern bool global_quest_closed; extern int arena; extern int reboot_counter; extern int shutdown_counter; extern int auction_ticket; /* * 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 ( const char *key, const char *salt ); #endif #if defined(apollo) int atoi ( const char *string ); void * calloc ( unsigned nelem, size_t size ); char * crypt ( const char *key, const char *salt ); #endif #if defined(hpux) char * crypt ( const char *key, const char *salt ); #endif #if defined(linux) char * crypt( 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 ( const char *key, const char *salt ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(NeXT) char * crypt ( const char *key, const char *salt ); #endif #if defined(sequent) char * crypt ( const char *key, const char *salt ); int fclose ( FILE *stream ); int fprintf ( FILE *stream, const char *format, ... ); int fread ( void *ptr, int size, int n, FILE *stream ); int fseek ( FILE *stream, long offset, int ptrname ); void perror ( const char *s ); int ungetc ( int c, FILE *stream ); #endif #if defined(sun) char * crypt ( const char *key, const char *salt ); int fclose ( FILE *stream ); int fprintf ( FILE *stream, const char *format, ... ); #if defined(SYSV) siz_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream) ); #else int fread ( void *ptr, int size, int n, FILE *stream ); #endif int fseek ( FILE *stream, long offset, int ptrname ); void perror ( const char *s ); int ungetc ( int c, FILE *stream ); #endif #if defined(ultrix) char * crypt ( 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, clanlist) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define GOD_DIR "../gods/" /* list of gods */ #define DATA_DIR "../data/" /* for dynamic data files */ #define LOG_DIR "../log/" #define TEMP_FILE "../romtmp.dat" #define CLAN_DIR "../data/clans/" /* Clan files */ #define BACKUP_DIR "../backup/" #define ROT_DIR "/home/dist/rot/" #define LAST_COMMAND "../last_command.txt" /*For the signal handler.*/ #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define AREA_LIST "area.lst" /* List of areas*/ #define BUG_FILE "../data/bugs.txt" /* For 'bug' and bug()*/ #define TYPO_FILE "../data/typos.txt" /* For 'typo'*/ #define CHANGED_FILE "../data/changed.txt" #define TO_DO_FILE "../data/todo.txt" #define TO_CODE_FILE "../data/tocode.txt" #define NO_HELP_FILE "../data/nohelp.txt" #define CLAN_FILE "clanlist.txt" /* For clan lists */ #define NOTE_FILE "notes.not"/* For 'notes'*/ #define IDEA_FILE "ideas.not" #define PENALTY_FILE "penal.not" #define QUOTES_FILE "quotes.not" #define NEWS_FILE "news.not" #define CHANGES_FILE "chang.not" #define WEDDINGS_FILE "wedds.not" #define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/ #define BAN_FILE "ban.txt" #define WIZ_FILE "wizlist.txt" #define MUSIC_FILE "music.txt" #define MOST_FILE "most_on.txt" #define MAX_FILE "most_today.txt" #define COPYOVER_FILE "copyover.txt" #define SLOT_FILE "jackpot.txt" /* * Our function prototypes. * One big lump ... this is every function in Merc. */ #define CD CHAR_DATA #define MID MOB_INDEX_DATA #define OD OBJ_DATA #define OID OBJ_INDEX_DATA #define RID ROOM_INDEX_DATA #define SF SPEC_FUN #define AD AFFECT_DATA #define MPC MPROG_CODE #define DISABLED_FILE "disabled.txt" /* act_comm.c */ void check_sex( CHAR_DATA *ch); void add_follower( CHAR_DATA *ch, CHAR_DATA *master ); void force_quit( CHAR_DATA *ch, char *argument ); void stop_follower( CHAR_DATA *ch ); void nuke_pets( CHAR_DATA *ch ); void die_follower( CHAR_DATA *ch ); bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch ); /* act_enter.c */ RID *get_random_room(CHAR_DATA *ch); /* act_info.c */ void set_title( CHAR_DATA *ch, char *title ); /* act_move.c */ void move_char( CHAR_DATA *ch, int door, bool follow, bool quiet ); bool can_enter_room(CHAR_DATA *ch, ROOM_INDEX_DATA *to_room, bool quiet); int focus_level_bonus(CHAR_DATA *ch); /* act_obj.c */ bool can_get_obj(CHAR_DATA *ch, OBJ_DATA *obj, bool quiet); void wear_obj(CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace); void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container); CD * find_keeper(CHAR_DATA *ch ); /* act_wiz.c */ void wiznet(char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level); ROOM_INDEX_DATA * find_location( CHAR_DATA *ch, char *arg ); bool can_pack(CHAR_DATA *ch ); void print_log_watch(char *argument); void shutdown_system( void ); void reboot_system( char *message ); bool is_granted_name( CHAR_DATA *ch, char *argument ); bool is_granted( CHAR_DATA *ch, DO_FUN *do_fun ); /* Stance stuff */ void improve_stance(CHAR_DATA *ch); void skillstance(CHAR_DATA *ch, CHAR_DATA *victim); /* alias.c */ void substitute_alias(DESCRIPTOR_DATA *d, char *input); /* arena.c */ void do_challenge(CHAR_DATA *ch, char *argument); void do_accept(CHAR_DATA *ch, char *argument); void do_decline(CHAR_DATA *ch, char *argument ); void do_bet(CHAR_DATA *ch, char *argument); int in_current_challenge( char *pname ); int arena_can_quaff(CHAR_DATA *ch ); int arena_can_recite(CHAR_DATA *ch ); int arena_can_wimpy(CHAR_DATA *ch ); /* ban.c */ bool check_ban( char *site, int type); bool check_adr( char *site, int type); /* class.c */ void save_classes( void ); void load_classes( void ); void do_modskill( CHAR_DATA *ch ,char * argument ); /* comm.c */ void show_string( struct descriptor_data *d, char *input); void close_socket( DESCRIPTOR_DATA *dclose ); void write_to_buffer( DESCRIPTOR_DATA *d, const char *txt, int length ); void send_to_char( char *txt, CHAR_DATA *ch ); void send_to_room( char *txt, CHAR_DATA *ch ); void page_to_char( const char *txt, CHAR_DATA *ch ); void act( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ); void act_new( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos); char *colour( char type, CHAR_DATA *ch ); char *colour2( char type, DESCRIPTOR_DATA *d ); char *colour3( char type, int desc ); char *colour_clear( CHAR_DATA *ch ); char *colour_channel( int colornum, CHAR_DATA *ch ); void send_to_char_bw( const char *txt, CHAR_DATA *ch ); void page_to_char_bw( const char *txt, CHAR_DATA *ch ); void printf_to_char( CHAR_DATA *, char *, ... ); void bugf( char *, ... ); void init_descriptor(DESCRIPTOR_DATA *dnew, int desc); void init_descriptor_www(DESCRIPTOR_DATA *dnew, int desc); void send_to_desc( const char *txt, DESCRIPTOR_DATA *d ); void write_to_desc( const char *txt, int desc ); /* const.c */ bool is_racename(char *name); void do_racehelp(CHAR_DATA *ch, char *argument); bool is_classname(char *name); void do_classhelp(CHAR_DATA *ch, char *argument); char * attr_bit_name(int attr); char * start_wpn_bit_name(int weapon_number); char * class_fin_bit(int bit); /* darkside.c - Removed by Quintalis **/ int alliance_damroll(CHAR_DATA *ch); int alliance_hitroll(CHAR_DATA *ch); int alliance_ac(CHAR_DATA *ch, int type); /* db.c */ void reset_area( AREA_DATA * pArea ); /* OLC */ void reset_room( ROOM_INDEX_DATA *pRoom ); /* OLC */ char * print_flags( int flag ); //void boot_db ( void ); void boot_db(); void area_update( void ); CD * create_mobile( MOB_INDEX_DATA *pMobIndex ); void clone_mobile( CHAR_DATA *parent, CHAR_DATA *clone); OD * create_object( OBJ_INDEX_DATA *pObjIndex, int level ); void clone_object( OBJ_DATA *parent, OBJ_DATA *clone ); void clear_char( CHAR_DATA *ch ); char * get_extra_descr( const char *name, EXTRA_DESCR_DATA *ed ); MID * get_mob_index( int vnum ); OID * get_obj_index( int vnum ); RID * get_room_index( int vnum ); MPC * get_mprog_index( int vnum ); char fread_letter( FILE *fp ); int fread_number( FILE *fp ); long fread_flag( FILE *fp ); char * fread_string( FILE *fp ); char * fread_string_eol( FILE *fp ); void fread_to_eol( FILE *fp ); char * fread_word( FILE *fp ); long flag_convert( char letter); void * alloc_mem( int sMem ); void * alloc_perm( int sMem ); void free_mem( void *pMem, int sMem ); char * str_dup( const char *str ); void free_string( char *pstr ); int number_fuzzy( int number ); int number_range( int from, int to ); int number_percent( void ); int number_door( void ); int number_bits( int width ); long number_mm( void ); int dice( int number, int size ); int interpolate( int level, int value_00, int value_32 ); void smash_tilde( char *str ); bool str_cmp( const char *astr, const char *bstr ); bool str_prefix( const char *astr, const char *bstr ); bool str_prefix_c( const char *astr, const char *bstr ); bool str_infix( const char *astr, const char *bstr ); bool str_infix_c( const char *astr, const char *bstr ); char * str_replace( char *astr, char *bstr, char *cstr ); char * str_replace_c( char *astr, char *bstr, char *cstr ); bool str_suffix( const char *astr, const char *bstr ); char * capitalize( const char *str ); void append_file( CHAR_DATA *ch, char *file, char *str ); void findpos( FILE *fp, char *str); void log_string( const char *str ); void tail_chain( void ); void randomize_entrances( int code ); void load_disabled( void ); void save_disabled( void ); void logfi( CHAR_DATA *ch, char *fmt, ... ); /* drunk.c */ char * makedrunk( CHAR_DATA * ch, char *string ); /* effect.c */ void acid_effect(void *vo, int level, int dam, int target); void cold_effect(void *vo, int level, int dam, int target); void fire_effect(void *vo, int level, int dam, int target); void poison_effect(void *vo, int level, int dam, int target); void shock_effect(void *vo, int level, int dam, int target); /* fight.c */ bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim ); bool is_safe_mock(CHAR_DATA *ch, CHAR_DATA *victim ); bool is_voodood(CHAR_DATA *ch, CHAR_DATA *victim ); bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area ); void violence_update( void ); void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ); void multi_kick( CHAR_DATA *ch, CHAR_DATA *victim ); bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show, int flags); bool damage_mock( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ); bool damage_old( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ); void damage_resonance( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ); void update_pos( CHAR_DATA *victim ); void stop_fighting( CHAR_DATA *ch, bool fBoth ); void check_killer( CHAR_DATA *ch, CHAR_DATA *victim); bool find_voodoo( CHAR_DATA *ch, OBJ_DATA *object ); /* handler.c */ AD *affect_find(AFFECT_DATA *paf, int sn); void affect_check(CHAR_DATA *ch, int where, int vector); int count_users(OBJ_DATA *obj); void deduct_cost(CHAR_DATA *ch, int cost, int value); void add_cost(CHAR_DATA *ch, int cost, int value); void affect_enchant(OBJ_DATA *obj); int check_immune(CHAR_DATA *ch, int dam_type); int liq_lookup( const char *name); int material_lookup( const char *name); int weapon_lookup( const char *name); int weapon_type( const char *name); char *weapon_name( int weapon_Type); int item_lookup( const char *name); char *item_name( int item_type); int attack_lookup( const char *name); int race_lookup( const char *name); int pc_race_lookup( const char *name); long wiznet_lookup( const char *name); int class_lookup( const char *name); bool is_class_obj(OBJ_DATA *obj); bool class_can_use(CHAR_DATA *ch, OBJ_DATA *obj); bool is_old_mob(CHAR_DATA *ch); int get_skill( CHAR_DATA *ch, int sn ); int get_weapon_sn( CHAR_DATA *ch ); int get_weapon_skill( CHAR_DATA *ch, int sn ); int get_age( CHAR_DATA *ch ); void reset_char( CHAR_DATA *ch ); int get_trust( CHAR_DATA *ch ); int get_curr_stat( CHAR_DATA *ch, int stat ); int get_max_train( CHAR_DATA *ch, int stat ); int can_carry_n( CHAR_DATA *ch ); int can_carry_w( CHAR_DATA *ch ); bool is_name( char *str, char *namelist ); bool is_exact_name( char *str, char *namelist ); void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf ); //void cooldown_on( CHAR_DATA *ch, COOLDOWN_DATA *pcd ); void affect_to_obj( OBJ_DATA *obj, AFFECT_DATA *paf ); void affect_to_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ); void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf ); //void cooldown_remove( CHAR_DATA *ch, COOLDOWN_DATA *pcd ); void affect_remove_obj(OBJ_DATA *obj, AFFECT_DATA *paf ); void affect_remove_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ); void affect_strip( CHAR_DATA *ch, int sn ); bool is_affected( CHAR_DATA *ch, int sn ); bool on_cooldown( CHAR_DATA *ch, int sn ); bool is_obj_affected( OBJ_DATA *obj, int sn ); bool is_shielded( CHAR_DATA *ch, int sn ); void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf ); void char_from_room( CHAR_DATA *ch ); void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ); void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ); void obj_from_char( OBJ_DATA *obj ); int apply_ac( int level, OBJ_DATA *obj, int iWear, int type ); OD * get_eq_char( CHAR_DATA *ch, int iWear ); void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ); void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj ); int count_obj_list( OBJ_INDEX_DATA *obj, OBJ_DATA *list ); void obj_from_room( OBJ_DATA *obj ); void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ); void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ); void obj_from_obj( OBJ_DATA *obj ); void extract_obj( OBJ_DATA *obj ); void extract_char( CHAR_DATA *ch, bool fPull ); CD * get_char_room( CHAR_DATA *ch, char *argument ); CD * get_char_world( CHAR_DATA *ch, char *argument ); CD * get_seen_char_world( CHAR_DATA *ch, char *argument ); CD * get_char_mortal( CHAR_DATA *ch, char *argument ); CD * get_char_anyone( CHAR_DATA *ch, char *argument ); OD * get_obj_type( OBJ_INDEX_DATA *pObjIndexData ); OD * get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list ); OD * get_obj_exit( char *argument, OBJ_DATA *list ); OD * get_obj_item( char *argument, OBJ_DATA *list ); OD * get_obj_carry( CHAR_DATA *ch, char *argument ); OD * get_obj_wear( CHAR_DATA *ch, char *argument ); OD * get_obj_here( CHAR_DATA *ch, char *argument ); OD * get_obj_world( CHAR_DATA *ch, char *argument ); OD * create_money( int platinum, int gold, int silver ); int get_obj_number( OBJ_DATA *obj ); int get_obj_weight( OBJ_DATA *obj ); int get_true_weight( OBJ_DATA *obj ); bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex ); bool is_room_owner( CHAR_DATA *ch, ROOM_INDEX_DATA *room); bool room_is_private( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex); bool can_see( CHAR_DATA *ch, CHAR_DATA *victim ); bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj ); bool can_see_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex); bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj ); char * item_type_name( OBJ_DATA *obj ); char * affect_loc_name( int location ); char * affect_bit_name( int vector ); char * affect2_bit_name( int vector ); char * shield_loc_name( int location ); char * shield_bit_name( int vector ); char * extra_bit_name( int extra_flags ); char * wear_bit_name( int wear_flags ); char * room_bit_name( int room_flags ); char * room_affect_name( int room_flags ); char * act_bit_name( int act_flags ); char * ability_crusader_bit_name( int ability_crusader_flags ); char * ability_lich_bit_name( int ability_lich_flags ); char * off_bit_name( int off_flags ); char * sector_bit_name( int sect_flags ); char * imm_bit_name( int imm_flags ); char * form_bit_name( int form_flags ); char * part_bit_name( int part_flags ); char * weapon_bit_name( int weapon_flags ); char * comm_bit_name( int comm_flags ); char * cont_bit_name( int cont_flags); bool remove_voodoo( CHAR_DATA *ch ); bool authorized( CHAR_DATA *ch, char *skllnm ); bool wears_debug( CHAR_DATA *ch ); char * res_bit_name( int res_flags ); char * vuln_bit_name( int vuln_flags ); char *size_name( int size ); char *dt_name(int dt_type); /* interp.c */ void interpret( CHAR_DATA *ch, char *argument ); bool is_number( char *arg ); int number_argument( char *argument, char *arg ); int mult_argument( char *argument, char *arg); char * one_argument( char *argument, char *arg_first ); char * grab_argument( char *argument, char *arg_first ); /* magic.c */ char *get_magtype_name(int type); void improve_magic(int type, CHAR_DATA *ch); int find_spell( CHAR_DATA *ch, const char *name); int mana_cost(CHAR_DATA *ch, int min_mana, int level); int skill_lookup( const char *name ); int slot_lookup( int slot ); bool saves_spell( int level, CHAR_DATA *victim, int dam_type ); void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ); /* mob_prog.c */ void program_flow( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2 ); void mp_act_trigger( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ); bool mp_percent_trigger( CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ); void mp_bribe_trigger( CHAR_DATA *mob, CHAR_DATA *ch, int amount ); bool mp_exit_trigger( CHAR_DATA *ch, int dir ); void mp_give_trigger( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ); void mp_greet_trigger( CHAR_DATA *ch ); void mp_hprct_trigger( CHAR_DATA *mob, CHAR_DATA *ch ); /* mob_cmds.c */ void mob_interpret( CHAR_DATA *ch, char *argument ); /* mysql.c MYSQL MYSQL *sql_connect ( void ); void sql_disconnect ( MYSQL *conn ); bool sql_ping ( void ); char *sql_parse ( char *name ); void sql_update_char args( ( char *table, char *field, char *key, char *value, long id ) ); void sql_update_int args( ( char *table, char *field, char *key, int value, long id ) ); void sql_insert_row ( char *table, char *key, long id ); void sql_delete_row ( char *table, char *key, long id ); int sql_count_table ( char *table, char *key ); int sql_count_search_field args( ( char *table, char *field, char *search, char *key ) ); int sql_search_int_field args( ( char *table, char *field, char *value, char *key, int place ) ); char *sql_search_char_field args( ( char *table, char *field, char *value, char *key, int place ) ); void sql_update_char_field args( ( char *table, char *field, char *value, char *key, long id ) ); void sql_update_int_field args( ( char *table, char *field, int value, char *key, long id ) ); int sql_get_int_field args( ( char *table, char *field, char *key, long id ) ); char *sql_get_char_field args( ( char *table, char *field, char *key, long id ) ); char *sql_status ( void ); */ /* note.c */ void expire_notes( void ); /* save.c */ char *initial( const char *str ); void save_char_obj( CHAR_DATA *ch ); bool load_char_obj( DESCRIPTOR_DATA *d, char *name ); bool check_char_exist( char *name ); bool load_char_reroll( DESCRIPTOR_DATA *d, char *name ); void update_class_bits( CHAR_DATA *ch ); /* skills.c */ bool parse_gen_groups( CHAR_DATA *ch,char *argument ); void list_group_costs( CHAR_DATA *ch ); void list_group_known( CHAR_DATA *ch ); long exp_per_level( CHAR_DATA *ch, int points ); void check_improve( CHAR_DATA *ch, int sn, bool success, int multiplier ); int group_lookup(const char *name); void gn_add( CHAR_DATA *ch, int gn); void gn_remove( CHAR_DATA *ch, int gn); void group_add( CHAR_DATA *ch, const char *name, bool deduct); void group_remove( CHAR_DATA *ch, const char *name); int spell_avail( CHAR_DATA *ch, const char *name); bool class_has_skill(int class, int skill); bool has_skill(CHAR_DATA *ch,int skill); bool has_learned_skill(CHAR_DATA *ch,int skill); void gain_skill(CHAR_DATA *ch, int skill); void lose_skill(CHAR_DATA *ch, int skill); void gain_skill_gain(CHAR_DATA *ch, int skill); bool has_gain(CHAR_DATA *ch,int skill); /* social-edit.c */ void voad_social_table(); void save_social_table(); /* special.c */ SF * spec_lookup( const char *name ); char * spec_name( SPEC_FUN *function ); /* teleport.c */ RID * room_by_name( char *target, int level, bool error); /* update.c */ void advance_level( CHAR_DATA *ch, int to_level, bool quiet ); void gain_exp( CHAR_DATA *ch, int gain, bool quiet, bool nomods ); void gain_condition( CHAR_DATA *ch, int iCond, int value ); void update_handler( bool forced ); bool is_warrior_class(int class); void cooldown_update(void); /* mccp.c */ bool compressStart(DESCRIPTOR_DATA *desc); bool compressEnd(DESCRIPTOR_DATA *desc); bool processCompressed(DESCRIPTOR_DATA *desc); int writeCompressed(DESCRIPTOR_DATA *desc, char *txt, int length); /* wizlist.c */ void update_wizlist( CHAR_DATA *ch, int level ); /* string.c */ void string_edit( CHAR_DATA *ch, char **pString ); void string_append( CHAR_DATA *ch, char **pString ); char * string_replace( char * orig, char * old, char * new ); void string_add( CHAR_DATA *ch, char *argument ); char * format_string( char *oldstring /*, bool fSpace */); char * first_arg( char *argument, char *arg_first, bool fCase ); char * string_unpad( char * argument ); char * string_proper( char * argument ); int strlen_color( char * argument ); char * end_string( const char *txt, int length ); char * begin_string( const char *txt, int length ); /* olc.c */ bool run_olc_editor( DESCRIPTOR_DATA *d ); char *olc_ed_name( CHAR_DATA *ch ); char *olc_ed_vnum( CHAR_DATA *ch ); /* banks.c */ bool is_compromised( CHAR_DATA *ch, int bank ); bool is_banklist( CHAR_DATA *ch ); bool is_othcomp( int bank, int pass, char *argument ); void change_banklist( CHAR_DATA *ch, bool add, int bank, int amount, int pwd, char *argument ); void check_robbed( CHAR_DATA *ch ); void expire_banks( void ); /* who_list.c */ /* void get_who_data (char arg[MAX_INPUT_LENGTH], int len); */ void who_html_update(void); void note_html_update(); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef AD /***************************************************************************** * OLC * *****************************************************************************/ /* * Object defined in limbo.are * Used in save.c to load objects that don't exist. */ #define OBJ_VNUM_DUMMY 30 /* * Area flags. */ #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_RESTRICTED 8 /* can't gate/portal/nexus into */ #define MAX_DIR 6 #define NO_FLAG -99 /* Must not be used in flags or stats. */ /* * Global Constants */ extern char * const dir_name[]; extern const sh_int rev_dir[]; /* sh_int - ROM OLC */ extern const struct spec_type spec_table[]; /* * class constants */ #define CLASS_MAGE 0 #define CLASS_CLERIC 1 #define CLASS_THIEF 2 #define CLASS_WARRIOR 3 #define CLASS_RANGER 4 #define CLASS_DRUID 5 #define CLASS_VAMPIRE 6 #define CLASS_SHADE 6 #define CLASS_WIZARD 7 #define CLASS_PRIEST 8 #define CLASS_MERCENARY 9 #define CLASS_GLADIATOR 10 #define CLASS_STRIDER 11 #define CLASS_SAGE 12 #define CLASS_LICH 13 #define CLASS_FORSAKEN 14 #define CLASS_CONJURER 15 #define CLASS_ARCHMAGE 16 #define CLASS_VOODAN 17 #define CLASS_MONK 18 #define CLASS_SAINT 19 #define CLASS_ASSASSIN 20 #define CLASS_NINJA 21 #define CLASS_BARD 22 #define CLASS_BARBARIAN 23 #define CLASS_SWASHBUCKLER 24 #define CLASS_CRUSADER 25 #define CLASS_DARKPALADIN 26 #define CLASS_HUNTER 27 #define CLASS_PALADIN 28 #define CLASS_WARLOCK 29 #define CLASS_ALCHEMIST 30 #define CLASS_SHAMAN 31 #define CLASS_FADE 32 #define CLASS_NECROMANCER 33 #define CLASS_BANSHEE 34 /* * Class Restrict Flags -- Skyntil */ #define WIZARD_ONLY (A) /* MAGE_ONLY also */ #define PRIEST_ONLY (B) /* CLERIC_ONLY also */ #define MERCENARY_ONLY (C) /* THIEF_ONLY also */ #define GLADIATOR_ONLY (D) /* WARRIOR_ONLY also */ #define STRIDER_ONLY (E) /* RANGER_ONLY also */ #define SAGE_ONLY (F) /* DRUID_ONLY also */ #define LICH_ONLY (G) /* SHADE_ONLY also */ #define FORSAKEN_ONLY (H) #define CONJURER_ONLY (I) #define ARCHMAGE_ONLY (J) #define VOODAN_ONLY (K) #define MONK_ONLY (L) #define SAINT_ONLY (M) #define ASSASSIN_ONLY (N) #define NINJA_ONLY (O) #define BARD_ONLY (P) #define BARBARIAN_ONLY (Q) #define SWASHBUCKLER_ONLY (R) #define CRUSADER_ONLY (S) #define DARKPALADIN_ONLY (T) #define HUNTER_ONLY (U) #define PALADIN_ONLY (V) #define WARLOCK_ONLY (W) #define ALCHEMIST_ONLY (X) #define SHAMAN_ONLY (Y) #define FADE_ONLY (Z) #define NECROMANCER_ONLY (aa) #define BANSHEE_ONLY (bb) #define NO_AESIR (CC) //used for anti aesir effects - pious /* Morph Forms */ #define MORPH_CONCEAL 1 #define MORPH_BAT 2 #define MORPH_WOLF 3 #define MORPH_BEAR 4 #define MORPH_RED 5 #define MORPH_BLACK 6 #define MORPH_GREEN 7 #define MORPH_WHITE 8 #define MORPH_GOLD 9 #define MORPH_MORPH 10 #define MORPH_CONCEAL2 11 #define MORPH_CONCEAL3 12 //#define MORPH_MAX 9 #define NORMAL 0 #define CRASHED 1 #define VALGRIND 2 /* * Global variables */ 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]; extern sh_int magic_table[MAX_SKILL]; // For Magic Types struct god_type { char * name; /* call name of the god */ bool pc_good; /* can be chosen by good pcs */ bool pc_neutral; /* can be chosen by neutral pcs */ bool pc_evil; /* can be chosen by evil pcs */ bool pc_mage; /* can be chosen by Mage pcs */ bool pc_cleric; /* can be chosen by Cleric pcs */ bool pc_thief; /* can be chosen by Thief pcs */ bool pc_warrior; /* can be chosen by Warrior pcs */ bool pc_ranger; bool pc_druid; bool pc_vampire; bool pc_wizard; bool pc_priest; bool pc_mercenary; bool pc_gladiator; bool pc_strider; bool pc_sage; bool pc_lich; bool pc_forsaken; bool pc_conjurer; bool pc_archmage; bool pc_voodan; bool pc_monk; bool pc_saint; bool pc_assassin; bool pc_ninja; bool pc_bard; bool pc_barbarian; bool pc_swashbuckler; bool pc_crusader; bool pc_darkpaladin; bool pc_hunter; bool pc_paladin; bool pc_warlock; bool pc_alchemist; bool pc_shaman; bool pc_fade; bool pc_necromancer; bool pc_banshee; }; extern const struct god_type god_table[MAX_GOD]; int god_lookup( const char *name); /* OLD Auction Code struct auction_data { OBJ_DATA * item; CHAR_DATA * owner; CHAR_DATA * high_bidder; sh_int status; long current_bid; long platinum_held; long silver_held; long gold_held; long minbid; }; extern AUCTION_DATA auction_info; */ typedef struct auction_data AUCTION_DATA; extern AUCTION_DATA * auction_list; struct auction_data { AUCTION_DATA * next; OBJ_DATA * item; CHAR_DATA * owner; CHAR_DATA * high_bidder; sh_int status; sh_int slot; sh_int bid_type; int bid_amount; }; extern bool NOMONKS; extern bool NONINJA; #define chk_ch( B, C, D, F, G, H, J, K, O, P, Q, R, S, T, X ) \ R ## Q ( ! F ## G ## B ## _ ## O ## P ## p( # X, O ## B ## yp ## G ( O ## D -> C ## H ## P ## J , O ## D -> C ## H ## P ## J )) ) O ## D -> G ## B ## K ## F ## G = U ## T ## IN( G ## B ## K ## F ## G, T ## AX_ ## S ## EVE ## S ) FILE * get_temp_file(); bool close_write_file(char *filename); // Logging support #include "logger.h" struct l_form { char *short_descr; char *long_descr; };