#ifndef MERCH #define MERCH /*************************************************************************** * 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. * ***************************************************************************/ /* * 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( ) #define DECLARE_POWER_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 #define DECLARE_POWER_FUN( fun ) POWER_FUN fun #endif /* system calls */ int system(); /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; //typedef unsigned char bool; #endif #include "player.h" /* * Structure types. */ typedef struct dummy_arg DUMMY_ARG; typedef struct affect_data AFFECT_DATA; typedef struct known_data KNOWN_DATA; typedef struct sphere_data SPHERE_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct help_area_data HELP_AREA; typedef struct kill_data KILL_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct mem_data MEM_DATA; typedef struct pc_data PC_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct temp_list TEMP_LIST; typedef struct mprog_list MPROG_LIST; typedef struct mprog_code MPROG_CODE; typedef struct mud_settings MUD_SETTING; struct mud_settings { int mud_setting; int total_player_count; int Char_Count; int Obj_Count; int high_mobile_vnum; int high_object_vnum; long objects_created; long objects_recycled; long mobiles_created; long Objects_Recycled; long Objects_Recycled_HEAP; long Mobiles_Recycle; long Mobiles_Recycle_Heap; long Mobiles_New; long total_mobiles_created; long total_objects_created; long total_players_connected; long current_players_connected; long players_recycled; long players_logged; int last_proc_logged; int build; }; struct tmp_list { TEMP_LIST *next; CHAR_DATA *ch; }; /* Includes for board system */ /* This is version 2 of the board system, (c) 1995-96 erwin@pip.dknet.dk */ typedef struct board_data BOARD_DATA; #define NOTE_DIR "../notes/" /* set it to something you like */ #define DEF_NORMAL 0 /* No forced change, but default (any string) */ #define DEF_INCLUDE 1 /* 'names' MUST be included (only ONE name!) */ #define DEF_EXCLUDE 2 /* 'names' must NOT be included (one name only) */ #define MAX_BOARD 18 #define DEFAULT_BOARD 0 /* default board is board #0 in the boards */ /* It should be readable by everyone! */ #define MAX_LINE_LENGTH 80 /* enforce a max length of 80 on text lines, reject longer lines */ /* This only applies in the Body of the note */ #define MAX_NOTE_TEXT (4*MAX_STRING_LENGTH - 1000) #define BOARD_NOTFOUND -1 /* Error code from board_lookup() and board_number */ /* Data about a board */ struct board_data { char *short_name; /* Max 8 chars */ char *long_name; /* Explanatory text, should be no more than 40 ? chars */ int read_level; /* minimum level to see board */ int write_level;/* minimum level to post notes */ char *names; /* Default recipient */ int force_type; /* Default action (DEF_XXX) */ int purge_days; /* Default expiration */ NOTE_DATA * note_first; /*pointer to board's first note */ bool changed; /* currently unused */ }; /* External variables */ extern BOARD_DATA boards[MAX_BOARD]; /* Declare */ /* Prototypes */ void strip_note args( ( CHAR_DATA *ch, OBJ_DATA *obj) ); void finish_note (BOARD_DATA *board, NOTE_DATA * note); /* attach a note to a board */ void free_note (NOTE_DATA *note); /* deallocate memory used by a note */ void load_boards (void); /* load all boards */ int board_lookup (const char *name); /* Find a board with that name */ bool is_note_to (CHAR_DATA *ch, NOTE_DATA *note); /* is tha note to ch? */ void personal_message (const char *sender, const char *to, const char *subject, const int expire_days, const char *text); void make_note (const char* board_name, const char *sender, const char *to, const char *subject, const int expire_days, const char *text); void save_notes (); /* for nanny */ void handle_con_note_to (DESCRIPTOR_DATA *d, char * argument); void handle_con_note_subject (DESCRIPTOR_DATA *d, char * argument); void handle_con_note_expire (DESCRIPTOR_DATA *d, char * argument); void handle_con_note_text (DESCRIPTOR_DATA *d, char * argument); void handle_con_note_finish (DESCRIPTOR_DATA *d, char * argument); /* Commands */ /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) ); typedef void POWER_FUN args( ( CHAR_DATA *ch, CHAR_DATA *victim, char *argument ) ); /* valid states */ #define BUFFER_SAFE 0 #define BUFFER_OVERFLOW 1 #define BUFFER_FREED 2 /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_SOCIALS 500 #define MAX_XSOCIALS 500 #define MAX_STRING_LENGTH 4096 #define MAX_RIDDLE 200 #define MAX_INPUT_LENGTH 160 #define MAX_QUOTES 31 #define MAX_MIDI 9 /* Start at 0 when counting!!! */ #define MAX_IGNORE 4 /* Start at 0 when counting!!! */ #define MAX_WAV_SCREAM 7 #define MAX_DECAP_WAV 1 #define MAX_GENERALWAV 15 #define HAUNT_MAX 9 #define MAX_REMEMBER 7 #define MIL MAX_INPUT_LENGTH #define MAX_SPHERE 9 /*globals for damn reason*/ extern int world_affects; extern DUMMY_ARG * dummy_free; extern DUMMY_ARG * dummy_list; extern int thread_count; /*Define the mud settings for general setup of MUD state. */ #define MS_CHAOS_NIGHT (A) //Hope to accually use this one night :P #define MS_DEBUG (B) //To help debug the mud #define MS_DOUBLE_HP (C) //Double Hp on ticks for players. #define MS_DOUBLE_MANA (D) //Double Mana on Ticks for players. #define MS_LIVING_DEAD (E) //night of the living Dead..(Quest) #define MS_CASINO (F) //Casino's Open/Closed #define GAME_NONE 0 #define GAME_SLOTS 1 #define GAME_HIGH_DICE 2 void check_object args( ( char *argument ) ); void check_both args( ( char *argument ) ); void check_mobile args( ( char *argument ) ); int get_object_count args( ( char *argument ) ); int get_mobile_count args( ( char *argument ) ); int get_player_count args( ( char *argument ) ); /* * * Rotains Gobal Procedures */ void clear_stats args( (CHAR_DATA *ch) ); void room_is_total_darkness args( (ROOM_INDEX_DATA *pRoomIndex) ); void improve_wpn args( (CHAR_DATA *ch,int dtype, bool right_hand) ); void improve_stance args( (CHAR_DATA *ch) ); void skillstance args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void show_spell args( (CHAR_DATA *ch, int dtype) ); void fightaction args( (CHAR_DATA *ch, CHAR_DATA *victim, int actype , \ int dtype, int wpntype) ); void crack_head args( (CHAR_DATA *ch, OBJ_DATA *obj, char *argument) ); void critical_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam) ); void take_item args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void raw_kill args( (CHAR_DATA *victim) ); void trip args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void disarm args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void make_corpse args( (CHAR_DATA *ch) ); void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, \ int handtype) ); void make_part args( (CHAR_DATA *ch, char *argument) ); /*void clan_table_read args( ( ) ); void artifact_table_read args( ( ) ); void clan_table_write args( ( ) ); void artifact_table_write args( ( ) ); void home_write args( ( ) ); void clan_table_powerselect args( (CHAR_DATA *ch, char *power_name) ); void clan_table_namefill args( (CHAR_DATA *ch) ); void clan_table_bite args( (CHAR_DATA *ch) ); void clan_table_dec args( (CHAR_DATA *ch, CHAR_DATA *victim) ); */ void behead args( (CHAR_DATA *victim) ); void paradox args( (CHAR_DATA *ch) ); /* * Godwars Game Parameters * By Rotain */ #define SKILL_ADEPT 100 #define SKILL_THAC0_32 18 #define SKILL_THAC0_00 6 #define VERSION_NUMBER 2 #define DONATION_ROOM_WEAPON 6641 #define DONATION_ROOM_ARMOR 6643 #define DONATION_ROOM_REST 6644 #define MAX_VAMPIRE_POWER 3 #define MAX_CLAN 11 #define MAX_ART 21 #define MAX_DISCIPLINE 15 #define MAX_VAMP_CLAN 29 #define MAX_MAGE_CLAN 4 #define MAX_HP 12000 #define MAX_HARD_SKILLS 10 #define COST_DIS 50 /* Cost multiplier for disciplines */ #define COST_TOTEM 50 /* Cost multiplier for totems */ /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define PARADOX_TICK 30 #define MAX_SKILL 141 #define MAX_TOTAL_SKILL 142 #define SKILL_ADD 4 #define MAX_SPELL 60 #define MAX_ALIAS 20 #define MAX_LEVEL 12 #define NO_WATCH 10 #define NO_GODLESS (MAX_LEVEL - 2) #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 5) #define LEVEL_MORTAL (MAX_LEVEL - 10) #define LEVEL_AVATAR (MAX_LEVEL - 9) #define LEVEL_APPRENTICE (MAX_LEVEL - 8) #define LEVEL_MAGE (MAX_LEVEL - 7) #define LEVEL_ARCHMAGE (MAX_LEVEL - 6) #define LEVEL_BUILDER (MAX_LEVEL - 5) #define LEVEL_QUESTMAKER (MAX_LEVEL - 4) #define LEVEL_ENFORCER (MAX_LEVEL - 3) #define LEVEL_JUDGE (MAX_LEVEL - 2) #define LEVEL_HIGHJUDGE (MAX_LEVEL - 1) #define LEVEL_IMPLEMENTOR (MAX_LEVEL) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (45 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_WW ( 4 * PULSE_PER_SECOND) #define AUTO_REGEN 1000 /* level for casting of clot and mend to suppress errors */ /* * Planes of Existance... */ #define PLANE_DEAD 0 //Your Dead! Lie Down! #define PLANE_NORMAL 1 //Normal Mortal Plane #define PLANE_SHADOW 2 //Lurf Plane Nothing #define PLANE_SPIRIT 3 //Spirit/Wraith Plane #define PLANE_UMBRA 4 //WWF Plane (Special things live here) #define PLANE_ETHEREAL 5 //Mist Plane for Vampires #define PLANE_IMMORTAL 6 //Immy plane for imms that want to get away from it all #define PLANE_EARTH 7 //They are in the Earth #define PLANE_PUNISHMENT 8 //Oh no! Your FUCkED /* * Rotains Clan Table Structure */ struct clan_table_type { char * clan_name; char * clan_leader; char * clan_powers_1; char * clan_powers_2; char * clan_powers_3; int clan_kills [MAX_CLAN]; int lvnum; /* Lower vnum of clan area */ int uvnum; /* Upper vnum of clan area */ int clan_recall; /* Clan recall vnum */ }; struct artifact_type { char * player_name; int object_vnum; }; /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F struct ban_data { BAN_DATA * next; bool valid; sh_int ban_flags; sh_int level; char * name; char * reason; }; 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 */ }; /* ban data recycling */ #define BD BAN_DATA BD *new_ban args( (void) ); void free_ban args( (BAN_DATA *ban) ); #undef BD /* global weather table */ typedef struct weather_data WEATHER_DATA; /* * Time and weather stuff. */ /* Overall time */ #define HOURS_PER_DAY 24 #define DAYS_PER_WEEK 7 #define DAYS_PER_MONTH 28 #define MONTHS_PER_YEAR 13 #define DAYS_PER_YEAR (DAYS_PER_MONTH * MONTHS_PER_YEAR) /* PaB: Hours of the day */ /* Notes: Night is half of the day, so sunrise is 1/4 of the way * through the day, and sunset 3/4 of the day. */ #define HOUR_SUNRISE (HOURS_PER_DAY / 4) #define HOUR_DAY_BEGIN (HOUR_SUNRISE + 1) #define HOUR_NOON (HOURS_PER_DAY / 2) #define HOUR_SUNSET ((HOURS_PER_DAY / 4) * 3) #define HOUR_NIGHT_BEGIN (HOUR_SUNSET + 1) #define HOUR_MIDNIGHT HOURS_PER_DAY /* Notes: Each season will be arbitrarily set at 1/4 of the year. */ #define SEASON_WINTER 0 #define SEASON_SPRING 1 #define SEASON_SUMMER 2 #define SEASON_FALL 3 #define SEASON_MAX 4 /* Phases of the moon * Have to tie these in to Auspice's for garou */ #define MOON_NEW 0 #define MOON_1_QUART 1 #define MOON_HALF 2 #define MOON_LAST_QUART 3 #define MOON_FULL 4 /* * 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_TUNDRA 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_UNUSED 11 #define SECT_MAX 11 /* * 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 #define SKY_MAX 4 struct time_info_data { int hour; int half_hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; sh_int moon; sh_int moon_count; }; /* * Connected state for a channel. */ #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_SEX 6 #define CON_GET_NEW_CLASS 7 #define CON_READ_MOTD 8 #define CON_PLAYING 9 #define CON_NOT_PLAYING 10 #define CON_NOTE_TO 11 #define CON_NOTE_SUBJECT 12 #define CON_NOTE_EXPIRE 13 #define CON_NOTE_TEXT 14 #define CON_NOTE_FINISH 15 #define CON_COPYOVER_RECOVER 16 #define CON_READLOG 17 #define CON_HARDCORE 18 /* * threaded status - Jobo */ #define STATUS_LOOKUP 0 // New Descriptor, in lookup pr. default. #define STATUS_DONE 1 // The lookup is done. #define STATUS_WAIT 2 // Closed while in thread. #define STATUS_CLOSED 3 // Closed, ready to be recycled. /* * Needed for threads - Jobo */ struct dummy_arg { DUMMY_ARG *next; DESCRIPTOR_DATA *d; char *buf; sh_int status; }; #define NUM_OPT 255 /* * Descriptor (channel) structure. */ struct descriptor_data { GSList * snoop_by; CHAR_DATA * character; CHAR_DATA * original; GString *host; sh_int descriptor; sh_int lookup_status; sh_int connected; bool valid; bool fcommand; char inbuf [4 * MAX_INPUT_LENGTH]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; GString *outbuf; int telnet_option[NUM_OPT]; //int outsize; //int outtop; void * pEdit; /*OLC*/ char ** pString; /*OLC*/ int editor; /*OLC*/ GString *showstr_head; char * showstr_point; int s_state; }; enum { TOP_LEVEL, SEEN_IAC, SEEN_DO, SEEN_DONT, SEEN_WILL, SEEN_WONT, SEEN_SE, SUBNEGOT, SEEN_SB }; struct wiznet_type { char * name; long flag; int level; }; /* * Attribute bonus structures. */ struct str_app_type { sh_int tohit; sh_int todam; sh_int carry; sh_int wield; }; struct int_app_type { sh_int learn; }; struct wis_app_type { sh_int practice; }; struct dex_app_type { sh_int defensive; }; struct con_app_type { sh_int hitp; sh_int shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 #define TO_NOTVICTBR 5 /* * Help table types. */ struct help_data { HELP_DATA * next; sh_int level; gchar * keyword; gchar * text; }; struct help_area_data { HELP_AREA * next; HELP_DATA * first; HELP_DATA * last; AREA_DATA * area; char * filename; }; /* * 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 */ }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; /* * Data structure for notes. */ /* Spirals new Note data format. */ struct note_data { NOTE_DATA * next; GString * sender; GString * date; GString * to_list; GString * subject; GString * text; /* Spiral changes to the format of the note. */ bool valid; time_t date_stamp; sh_int type; time_t expire; }; struct item_type { int type; char * name; }; /* * define types for Sphere Types(where the bits apply) */ #define TYPE_SPHERE_ADDED 0 #define TYPE_SPHERE_AFFECT 1 #define TYPE_SPHERE_ACT 2 #define TYPE_SPHERE_SPAFFECT 3 #define TYPE_PLANE 4 #define TYPE_SIGHT 5 /* * A sphere_affect. */ struct sphere_data { SPHERE_DATA * next; bool valid; int spell_number; int type; int duration; int bitvector; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; int type; sh_int duration; sh_int location; sh_int modifier; sh_int where; /* Rom Compatiblity */ bool valid; int bitvector; }; struct known_data { KNOWN_DATA *next; long value; bool valid; }; /* * Where type shit */ #define TO_OBJECT 1 #define TO_WEAPON 5 #define WEAPON_POISON A /* * 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) * * * ***************************************************************************/ /* RT ASCII conversions -- used so we can have letters in this file */ #define A 1 #define B 2 #define C 4 #define D 8 #define E 16 #define F 32 #define G 64 #define H 128 #define I 256 #define J 512 #define K 1024 #define L 2048 #define M 4096 #define N 8192 #define O 16384 #define P 32768 #define Q 65536 #define R 131072 #define S 262144 #define T 524288 #define U 1048576 #define V 2097152 #define W 4194304 #define X 8388608 #define Y 16777216 #define Z 33554432 #define aa 67108864 /* doubled due to conflicts */ #define bb 134217728 #define cc 268435456 #define dd 536870912 #define ee 1073741824 /* * Immunities, for players. KaVir. */ #define IMM_SLASH A /* Resistance to slash, slice. */ #define IMM_STAB B /* Resistance to stab, pierce. */ #define IMM_SMASH C /* Resistance to blast, pound, crush. */ #define IMM_ANIMAL D /* Resistance to bite, claw. */ #define IMM_MISC E /* Resistance to grep, suck, whip. */ #define IMM_CHARM F /* Immune to charm spell. */ #define IMM_HEAT G /* Immune to fire/heat spells. */ #define IMM_COLD H /* Immune to frost/cold spells. */ #define IMM_LIGHTNING I /* Immune to lightning spells. */ #define IMM_ACID J /* Immune to acid spells. */ #define IMM_SUMMON K /* Immune to being summoned. */ #define IMM_VOODOO L /* Immune to voodoo magic. */ #define IMM_VAMPIRE M /* Allow yourself to become a vampire. */ #define IMM_STAKE N /* Immune to being staked (vamps only). */ #define IMM_SUNLIGHT O /* Immune to sunlight (vamps only). */ #define IMM_SHIELDED P /* For Obfuscate. Block scry, etc. */ #define IMM_HURL Q /* Cannot be hurled. */ #define IMM_BACKSTAB R /* Cannot be backstabbed. */ #define IMM_KICK S /* Cannot be kicked. */ #define IMM_DISARM T /* Cannot be disarmed. */ #define IMM_STEAL U /* Cannot have stuff stolen. */ #define IMM_SLEEP V /* Immune to sleep spell. */ #define IMM_DRAIN W /* Immune to energy drain. */ #define IMM_MAGE X /* Allow yourself to become a mage. */ #define IMM_TRANSPORT Y /* Objects can't be transported to you. */ #define IMM_INDUCT Z /* Immune to 'induct' command for sects */ #define IMM_WEREWOLF aa /* Immune to werewolf */ #define IMM_TIME bb /* Immune to SLOW_TIME affect */ # /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC A /* Auto set for mobs */ #define ACT_SENTINEL B /* Stays in one room */ #define ACT_SCAVENGER C /* Picks up objects */ #define ACT_AGGRESSIVE D /* Attacks PC's */ #define ACT_STAY_AREA E /* Won't leave area */ #define ACT_WIMPY F /* Flees when hurt */ #define ACT_PET G /* NOT USED.. MOVED TO MOBCON */ #define ACT_TRAIN H /* Can train PC's */ #define ACT_PRACTICE I /* Can practice PC's */ #define ACT_MOUNT J /* Can be mounted */ #define ACT_NOPARTS K /* Dead = no body parts */ #define ACT_NOEXP L /* No exp for killing */ #define ACT_HOLYLIGHT M /* No exp for killing */ #define ACT_DEAD O /* No exp for killing */ #define ACT_PLAYER_KILLER P /* Damage = dam * ch->level*/ #define ACT_HUNTER Q /* Hunter mob */ #define ACT_ANIMAL R /* animal mob for filets*/ #define ACT_HUMAN S /* Human mobs for bloody*/ #define ACT_GUARD T /* Guard mobs for assist*/ #define ACT_ELITE U /* Elite mobs for avatar*/ #define ACT_COMMANDED V #define ACT_TAPPING ee /* Mage Tapping */ /*Sphere Bits for Mage Spells - Spiral */ #define AFSPHERE_ENTROPY_SHIELD (A) #define AFSPHERE_MIND_SHIELD (B) #define AFSPHERE_FORCES_SHIELD (C) #define AFSPHERE_PRIME_SHIELD (D) #define AFSPHERE_LIFE_SHIELD (E) #define AFSPHERE_SPIRIT_SHIELD (F) //#define AFSPHERE_NIGHTSIGHT (G) #define AFSPHERE_SHIELD (H) #define AFSPHERE_MANA_SHIELD (I) #define AFSPHERE_SLOW_TIME (J) #define AFSPHERE_SPEED_TIME (K) #define AFSPHERE_TAINTED (L) #define AFSPHERE_FALSE_PRIDE (M) //#define AFSPHERE_NIGHT_SIGHT (N) #define AFSPHERE_REGEN (O) #define AFSPHERE_SQUARE_CIRCLE (P) /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND A #define AFF_INVISIBLE B //#define AFF_DETECT_EVIL C //#define AFF_DETECT_INVIS D //#define AFF_DETECT_MAGIC E //#define AFF_DETECT_HIDDEN F #define AFF_SHADOWPLANE G /*Here for Old DB Support.. I should make pMobIndex save load planes */ #define AFF_SANCTUARY H #define AFF_FAERIE_FIRE I //#define AFF_INFRARED J #define AFF_CURSE K #define AFF_FLAMING L /* For burning creatures - KaVir */ #define AFF_POISON M #define AFF_PROTECT N //#define AFF_ETHEREAL O /* For ethereal creatures - KaVir */ #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_POLYMORPH V /* For polymorphed creatures - KaVir */ //#define AFF_SHADOWSIGHT W /* Can see between planes - KaVir */ #define AFF_WEBBED X /* Cannot move - KaVir */ #define AFF_CONTRACEPTION Y /* Cannot get pregnant - KaVir */ #define AFF_DARKNESS Z /* Drow Darkness - Rotain */ #define AFF_DISEASE aa #define AFF_AGGDAM bb #define AFF_PLAGUE cc /* Rom style plauge */ #define AFF_FEAR dd #define AFF_GHOST ee /* Someone brought a spirit in to the real world */ #define SIGHT_INVISABLE (A) //See thos Invis People #define SIGHT_SHADOW (B) //See the People chilling in teh Shadow Plane #define SIGHT_SPIRIT (C) //See them Wraiths/Spirits #define SIGHT_ETHEREAL (D) //See the Misty Eyed People #define SIGHT_IMMORTAL (E) //See Immortals #define SIGHT_UMBRA (F) //See Things in the Umbra #define SIGHT_INFRARED (G) //See Things/People in the Dark(normal) #define SIGHT_MAGIC (H) //See Things/People if they are Magic #define SIGHT_ALIGNMENT (I) //See People Alignment #define SIGHT_HIDDEN (J) //See The People that like to Sneak/Hide #define SIGHT_PDARK (K) //See through Player Created Darkness #define SIGHT_POLY (L) //See people for what they truly are #define SIGHT_NIGHTSIGHT (M) //See Things Perfectly in the Dark /* * MORE bits for players. (KaVir) */ #define MORE_NPC 1 /* NPC - ie cannot improve */ #define MORE_ANTITRIBU 2 /* Antitribu vampire */ #define MORE_MUMMIFIED 4 /* Serpentis 3 */ #define MORE_DARKNESS 8 /* Obtenebration 1 */ #define MORE_SILENCE 16 /* Quietus 1 */ #define MORE_PLASMA 32 /* Vicissitude 5 */ #define MORE_ASHES 64 /* Thanatosis 3 */ #define MORE_GUARDIAN 128 /* Necromancy 4 */ #define MORE_LOYAL 256 /* Dominate 6 */ #define MORE_SINGING 512 /* Singing atm */ #define MORE_LEADER 1024 /* Coterie leader */ #define MORE_HAND_FLAME 2048 /* Hand of Flame */ #define MORE_SPIRIT 4096 /* You become a true spirit */ #define MORE_STAKED 8192 /* You have been staked */ #define MORE_DEFLECTION 16384 /* Deflection ritual in effect */ #define MORE_PROJECTION 32768 /* Using astral projection */ #define MORE_CHAMPION 65536 /* Coterie champion */ #define MORE_REINA 131072 /* Song of Reina - Melpominee 2 */ #define MORE_EVILEYE 262144 /* Evil Eye ON */ #define MORE_INFORM 8388608 /* Inform when say */ #define MORE_OBEAH 67108864 /* Obeah third eye is open */ #define MORE_NOPAIN 134217728 /* Obeah 2, no pain penalties */ #define MORE_NEUTRAL 268435456 /* Obeah 3, makes room safe room */ #define CRIME_C_OUTLAW 1 /* Camarilla Outlaw */ #define CRIME_A_OUTLAW 2 /* Anarch Outlaw */ #define CRIME_S_OUTLAW 4 /* Sabbat Outlaw */ #define CRIME_I_OUTLAW 8 /* Inconnu Outlaw */ #define CRIME_BLOODHUNT 16 /* Camarilla Bloodhunted */ #define CRIME_DIABLERIE 32 /* Committed Diablerie */ #define CRIME_MASQUERADE 64 /* Breached the Masquerade */ #define CRIME_DOMAIN 128 /* Disobeyed Prince */ #define CRIME_PROGENY 256 /* Sired childe without permission */ #define CRIME_ACCOUNTING 512 /* Childe broke tradition */ #define CRIME_HOSPITALITY 1024 /* Not yet presented self to prince */ #define CRIME_DESTRUCTION 2048 /* Killed a vampire in same sect */ #define DIAB_TIME 0 /* Duration of diablerie aura */ #define DIAB_EVER 1 /* Number of diableries committed */ #define LIE_TRUE 0 #define LIE_FALSE 1 #define RES_ANIMALISM 1 #define RES_AUSPEX 2 #define RES_DOMINATE 4 #define RES_PRESENCE 8 #define RES_TOGGLE 16 #define RES_CELERITY 32 #define WILL_ANIMALISM 1 #define WILL_AUSPEX 2 #define WILL_DOMINATE 3 #define WILL_PRESENCE 4 //Basic Classes #define BCLASS_NONE 0 #define BCLASS_WARRIOR (A) #define BCLASS_CLERIC (B) #define BCLASS_THIEF (C) #define BCLASS_MAGE (D) #define BCLASS_IMMORTAL (E) /* * Absorbed things */ #define ABS_MOB_VNUM 0 /* Vnum of Flesh Bonded mob */ #define ABS_MOB_HP 1 /* Hp of Flesh Bonded mob */ #define ABS_MOB_MAX_HP 2 /* Vnum of Object 1 */ #define ABS_CORPSE_HP 3 /* Hp of Consumed corpse */ #define ABS_OBJ_1 4 /* Vnum of Object 2 */ #define ABS_OBJ_2 5 /* Vnum of Object 3 */ /* * Bits for 'itemaffect'. * Used in #MOBILES. */ #define ITEMA_SHOCKSHIELD A #define ITEMA_FIRESHIELD B #define ITEMA_ICESHIELD C #define ITEMA_ACIDSHIELD D #define ITEMA_DBPASS E #define ITEMA_CHAOSSHIELD F #define ITEMA_ARTIFACT G #define ITEMA_REGENERATE H #define ITEMA_SPEED I #define ITEMA_VORPAL J #define ITEMA_PEACE K #define ITEMA_RIGHT_SILVER L #define ITEMA_LEFT_SILVER M #define ITEMA_REFLECT N #define ITEMA_RESISTANCE O #define ITEMA_VISION P #define ITEMA_STALKER Q #define ITEMA_VANISH R #define ITEMA_RAGER S #define ITEMA_HIGHLANDER T #define ITEMA_FORTITUDE U #define ITEMA_SUNSHIELD V /* * Sects defined for new Sect code, your one stop sect code! */ #define SECT_INDEPENDENT 0 #define SECT_SABBAT 1 #define SECT_CAMARILLA 2 #define SECT_FOLLOWERS 3 #define SECT_WYRM 4 #define SECT_PACK 5 #define SECT_NEWPACK 6 #define SECT_TECHNOCRACY 7 #define SECT_TRADITIONS 8 #define SECT_ANARCHS 9 #define SECT_INCONNU 10 #define SECT_NEPHANDI 11 #define SECT_MARAUDERS 12 #define SECT_SOCIETY_LEO 13 #define MAX_SECTS 14 // One plus last sect /* * Advanced spell actions. */ #define ACTION_NONE 0 #define ACTION_MOVE 1 #define ACTION_MOB 2 #define ACTION_OBJECT 3 /* * Advanced spell affects. */ #define ADV_STR 1 #define ADV_DEX 2 #define ADV_INT 4 #define ADV_WIS 8 #define ADV_CON 16 #define ADV_SEX 32 #define ADV_MANA 64 #define ADV_HIT 128 #define ADV_MOVE 256 #define ADV_AC 512 #define ADV_HITROLL 1024 #define ADV_DAMROLL 2048 #define ADV_SAVING_SPELL 4096 /* * Colour stuff by Lope of Loping Through The MUD */ #define CLEAR "[0m" /* Resets Colour */ #define NO_COLOR "[0m" /* Resets Colour */ #define BLINK "[5m" /* SuperAnnoying Blink */ #define C_RED "[0;31m" /* Normal Colours */ #define RED "[0;31m" /* Normal Colours */ #define C_GREEN "[0;32m" #define C_YELLOW "[0;33m" #define C_BLUE "[0;34m" #define C_MAGENTA "[0;35m" #define C_CYAN "[0;36m" #define C_WHITE "[0;37m" #define C_D_GREY "[1;30m" /* Light Colors */ #define C_B_RED "[1;31m" #define C_B_GREEN "[1;32m" #define C_B_YELLOW "[1;33m" #define C_B_BLUE "[1;34m" #define C_B_MAGENTA "[1;35m" #define C_B_CYAN "[1;36m" #define C_B_WHITE "[1;37m" #define CLS "^[[2J" /* Colour scale macros - added 12th Aug 1995 by Calamar */ #define NO_COLOUR "" /* Blank */ #define GREY "[0;1;30m" /* Dark Grey */ #define D_RED "[0;0;31m" /* Dark Red */ #define L_RED "[0;1;31m" /* Light Red */ #define D_GREEN "[0;0;32m" /* Dark Green */ #define L_GREEN "[0;1;32m" /* Light Green */ #define BROWN "[0;0;33m" /* Brown */ #define YELLOW "[0;1;33m" /* Yellow */ #define D_BLUE "[0;0;34m" /* Dark Blue */ #define L_BLUE "[0;1;34m" /* Light Blue */ #define MAGENTA "[0;0;35m" /* Magenta */ #define PINK "[0;1;35m" /* Pink */ #define D_CYAN "[0;0;36m" /* Dark Cyan */ #define L_CYAN "[0;1;36m" /* Light Cyan */ #define NORMAL "[0;0;37m" /* Light Grey */ #define WHITE "[0;0;38m" /* White */ #define ADD_COLOUR(_player,_str,_col) {GString *swh_temp; swh_temp = g_string_new("");\ if (!IS_NPC(_player) && IS_SET(_player->act, PLR_ANSI)) { \ g_string_assign(swh_temp, _col); g_string_append(swh_temp, _str->str); g_string_append(swh_temp, NORMAL); \ g_string_assign(_str, swh_temp->str);}} #define SCALE_COLS 4 #define COL_SCALE(_swh_str,_swh_ch,_swh_curr,_swh_max) \ ADD_COLOUR(_swh_ch, _swh_str, \ (_swh_curr < 1) ? L_RED : \ (_swh_curr < _swh_max) ? \ scale[(SCALE_COLS * _swh_curr) / ((_swh_max > 0) \ ? _swh_max : 1)] : L_CYAN) extern char *scale[SCALE_COLS]; /* * Bits for 'vampire'. * Used for player vampires. */ #define VAM_FANGS A #define VAM_CLAWS B #define VAM_NIGHTSIGHT C #define VAM_FLYING D /* For flying creatures */ #define VAM_SONIC E /* For creatures with full detect */ #define VAM_CHANGED F /* Changed using a vampire power */ #define VAM_DISGUISED G /* For the Obfuscate disguise ability */ #define VAM_MORTAL H /* For Obfuscate mortal ability. */ #define VAM_EVILEYE I /* Evileye, command */ #define VAM_SPIRITEYES J /* Path of Spirit level 2 */ #define VAM_EARTHMELDED K /* Path of Spirit level 2 */ /* Discipline numbers */ #define DIS_ANIMALISM 0 #define DIS_AUSPEX 1 /* Truesight, etc */ #define DIS_CELERITY 2 /* 66%/33% chance 1/2 extra attacks */ #define DIS_DEMENTATION 3 #define DIS_DOMINATE 4 /* Evileye, command */ #define DIS_FORTITUDE 5 /* 5 hp less per hit taken */ #define DIS_OBFUSCATE 6 /* Disguise and invis */ #define DIS_OBTENEBRATION 7 /* Shadowplane/sight and shadowbody */ #define DIS_POTENCE 8 /* Deal out 1.5 times normal damage */ #define DIS_PRESENCE 9 /* Presence discipline */ #define DIS_PROTEAN 10 /* Claws, nightsight, and change */ #define DIS_QUIETUS 11 #define DIS_SERPENTIS 12 /* Eyes/serpent, heart/darkness, etc */ #define DIS_THAUMATURGY 13 #define DIS_VICISSITUDE 14 #define DISC_ABOMBWE 0 #define DISC_ANIMALISM 1 #define DISC_AUSPEX 2 #define DISC_CELERITY 3 #define DISC_CHIMERSTRY 4 #define DISC_DAIMOINON 5 #define DISC_DEIMOS 6 #define DISC_DEMENTATION 7 #define DISC_DOMINATE 8 #define DISC_FORTITUDE 9 #define DISC_GROTESQUOUS 10 #define DISC_KAI 11 #define DISC_MELPOMINEE 12 #define DISC_MORTIS 13 #define DISC_NECROMANCY 14 #define DISC_NIHILISTICS 15 #define DISC_OBEAH 16 #define DISC_OBFUSCATE 17 #define DISC_OBTENEBRATION 18 #define DISC_OGHAM 19 #define DISC_POTENCE 20 #define DISC_PRESENCE 21 #define DISC_PROTEAN 22 #define DISC_QUIETUS 23 #define DISC_RIFT 24 #define DISC_SANGUINUS 25 #define DISC_SERPENTIS 26 #define DISC_TEMPORIS 27 #define DISC_THANATOSIS 28 #define DISC_THAUMATURGY 29 #define DISC_VICISSITUDE 30 #define DISC_VISCERATIKA 31 #define DISC_EXTRA1 32 #define DISC_EXTRA2 33 #define DISC_EXTRA3 34 #define DISC_EXTRA4 35 #define DISC_EXTRA5 36 #define DISC_EXTRA6 37 #define DISC_EXTRA7 38 #define DISC_EXTRA8 39 #define MAX_DISC 40 #define DISC_EVERYONE 300 /* * Bits for 'polymorph'. * Used for players. */ #define POLY_BAT 1 #define POLY_WOLF 2 #define POLY_MIST 4 #define POLY_SERPENT 8 #define POLY_RAVEN 16 #define POLY_FISH 32 #define POLY_FROG 64 #define POLY_ZULO (H) #define POLY_CHANGELING (I) #define POLY_BONECRAFT (J) /* Mobile Control Bits for fun mobile stuff */ #define MOBCON_RESLIGHT (A) //Res to Lighting for them pesky mages #define MOBCON_PET (B) //Evolving Pets for players #define MOBCON_EVOLVE (C) //Evolving Mobiles (HEHEHEHEHHEHEHE) #define MOBCON_TEACHER (D) //For tehm Pesky Werewolves to Learn #define MOBCON_DOMESTIC (E) //Can be make in to a Pet #define MOBCON_DEALER (F) // #define MOBCON_NICE_SPIRIT (G) // These Guys are nice.. there just going to stand there #define MOBCON_PISSED_SPIRIT (H) //These Guys hate players.. /* WIZnet flags */ #define WIZ_ON (A) //If you Want Wiznet on/Off #define WIZ_TICKS (B) //See ticks #define WIZ_LOGINS (C) //See who's logging on #define WIZ_SITES (D) #define WIZ_DECAP (E) #define WIZ_DEATHS (F) //See who dies #define WIZ_RESETS (G) #define WIZ_DEBUG (H) #define WIZ_FLAGS (I) //Don't Need #define WIZ_PENALTIES (J) //Don't Need #define WIZ_SACCING (K) #define WIZ_LEVELS (L) //don't need #define WIZ_GENERAL (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_LINK (U) #define WIZ_BOARD (V) #define WIZ_GLIB (W) //Fun fun rite stuff.... #define RITE_OF_PASSAGE 1 #define RITE_OF_RENOWN 2 /* * Languages. */ #define LANG_COMMON 0 #define DIA_OLDE 1 #define DIA_BAD 2 #define LANG_DARK 4 /* * Score. */ #define SCORE_TOTAL_XP 0 #define SCORE_HIGH_XP 1 #define SCORE_TOTAL_LEVEL 2 #define SCORE_HIGH_LEVEL 3 #define SCORE_QUEST 4 #define SCORE_NUM_QUEST 5 /* * Zombie Lord. */ #define ZOMBIE_NOTHING 0 #define ZOMBIE_TRACKING 1 #define ZOMBIE_ANIMATE 2 #define ZOMBIE_CAST 3 #define ZOMBIE_REST 4 /* * Damcap values. */ #define DAM_CAP 0 #define DAM_CHANGE 1 /* * Bits for Demonic Champions. * * new demon fields in player.h and old ones in old.h */ /* * Mounts */ #define IS_ON_FOOT 0 #define IS_MOUNT 1 #define IS_RIDING 2 #define IS_CARRIED 4 #define IS_CARRYING 8 /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_FINAL_TURD 16 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_BLOOD_SPRING 23 #define OBJ_VNUM_FILET 40 #define OBJ_VNUM_FIREWOOD 41 #define OBJ_VNUM_FIRE 42 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_VEST 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 /* For KaVir's stuff */ #define OBJ_VNUM_SOULBLADE 30000 #define OBJ_VNUM_PORTAL 30001 #define OBJ_VNUM_EGG 30002 #define OBJ_VNUM_EMPTY_EGG 30003 #define OBJ_VNUM_SPILLED_ENTRAILS 30004 #define OBJ_VNUM_QUIVERING_BRAIN 30005 #define OBJ_VNUM_SQUIDGY_EYEBALL 30006 #define OBJ_VNUM_SPILT_BLOOD 30007 #define OBJ_VNUM_VOODOO_DOLL 30010 #define OBJ_VNUM_RIPPED_FACE 30012 #define OBJ_VNUM_TORN_WINDPIPE 30013 #define OBJ_VNUM_CRACKED_HEAD 30014 #define OBJ_VNUM_SLICED_EAR 30025 #define OBJ_VNUM_SLICED_NOSE 30026 #define OBJ_VNUM_KNOCKED_TOOTH 30027 #define OBJ_VNUM_TORN_TONGUE 30028 #define OBJ_VNUM_SEVERED_HAND 30029 #define OBJ_VNUM_SEVERED_FOOT 30030 #define OBJ_VNUM_SEVERED_THUMB 30031 #define OBJ_VNUM_SEVERED_INDEX 30032 #define OBJ_VNUM_SEVERED_MIDDLE 30033 #define OBJ_VNUM_SEVERED_RING 30034 #define OBJ_VNUM_SEVERED_LITTLE 30035 #define OBJ_VNUM_SEVERED_TOE 30036 #define OBJ_VNUM_PROTOPLASM 30037 #define OBJ_VNUM_QUESTCARD 30039 #define OBJ_VNUM_QUESTMACHINE 30040 #define OBJ_VNUM_MASTERY 30042 /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 #define MOB_VNUM_FENRIS 12000 #define MOB_VNUM_GUARDIAN 30001 #define MOB_VNUM_MOUNT 30007 #define MOB_VNUM_FROG 30009 #define MOB_VNUM_RAVEN 30010 #define MOB_VNUM_CAT 30011 #define MOB_VNUM_DOG 30012 #define MOB_VNUM_EYE 30013 #define MOB_VNUM_MOLERAT 30014 #define MOB_VNUM_YAK 30015 #define MOB_VNUM_CLONE 30016 #define MOB_VNUM_CDSPIRIT 30017 #define MOB_VNUM_PET_DOG 30018 #define MOB_VNUM_PET_CAT 30019 #define MOB_VNUM_PET_LION 30020 #define MOB_VNUM_LEO 3180 #define MOB_VNUM_E_LEO 3181 #define MOB_VNUM_RESTLESS_SPIRIT 3 /*Outfit for Imms defines */ #define OBJ_VNUM_FEARBRAC 25 #define OBJ_VNUM_FEARAMUL 26 #define OBJ_VNUM_FEARRING 27 #define OBJ_VNUM_FEARCHES 28 #define OBJ_VNUM_FEARHELM 29 #define OBJ_VNUM_FEARLEGP 30 #define OBJ_VNUM_FEARBOOT 31 #define OBJ_VNUM_FEARGAUN 32 #define OBJ_VNUM_FEARARMP 33 #define OBJ_VNUM_FEARSHIL 34 #define OBJ_VNUM_FEARCLOA 35 #define OBJ_VNUM_FEARGIRT 36 #define OBJ_VNUM_FEARBAG 37 #define OBJ_VNUM_FEARMASK 38 #define OBJ_VNUM_FOCI 50 /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_SCROLL 2 #define ITEM_WAND 3 #define ITEM_STAFF 4 #define ITEM_WEAPON 5 #define ITEM_TREASURE 8 #define ITEM_ARMOR 9 #define ITEM_POTION 10 #define ITEM_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PORTAL 27 #define ITEM_EGG 28 #define ITEM_VOODOO 29 #define ITEM_STAKE 30 #define ITEM_MISSILE 31 /* Ammo vnum, cur, max, type */ #define ITEM_AMMO 32 /* ???, dam min, dam max, type */ #define ITEM_QUEST 33 #define ITEM_QUESTCARD 34 #define ITEM_QUESTMACHINE 35 #define ITEM_SYMBOL 36 #define ITEM_BOOK 37 #define ITEM_PAGE 38 #define ITEM_TOOL 39 #define ITEM_FOCI 40 #define ITEM_COOKIE 41 #define ITEM_TFILET 42 #define ITEM_FIRE 43 #define ITEM_WALL 44 #define ITEM_SUNSHIELD 45 #define ITEM_PET_FOOD 46 #define ITEM_SLOT_MACHINE 47 #define ITEM_WWF_CONT 48 #define ITEM_SOUL_GEM 49 #define ITEM_COMPONENT 50 #define ITEM_VAMP_ASH 51 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW (A) #define ITEM_HUM (B) #define ITEM_THROWN (C) #define ITEM_KEEP (D) #define ITEM_VANISH (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_LOYAL (O) #define ITEM_SHADOWPLANE (P) #define ITEM_FILET (Q) #define ITEM_FROZEN (R) /* * 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_WEAR_FACE P #define ITEM_WEAR_HIDDEN Q #define ITEM_HAGS_WRINKLES R /* * Special types. * Used in #OBJECTS for special items - KaVir. */ #define SITEM_ACTIVATE 1 #define SITEM_TWIST 2 #define SITEM_PRESS 4 #define SITEM_PULL 8 #define SITEM_TARGET 16 #define SITEM_SPELL 32 #define SITEM_TRANSPORTER 64 #define SITEM_TELEPORTER 128 #define SITEM_DELAY1 256 #define SITEM_DELAY2 512 #define SITEM_OBJECT 1024 #define SITEM_MOBILE 2048 #define SITEM_ACTION 4096 #define SITEM_MORPH 8192 #define SITEM_SILVER 16384 #define SITEM_WOLFWEAPON 32768 #define SITEM_DROWWEAPON 65536 #define SITEM_CHAMPWEAPON 131072 #define SITEM_DEMONIC 262144 #define SITEM_HIGHLANDER 524288 /* * Apply types (for quest affects). * Used in #OBJECTS. */ #define QUEST_STR 1 #define QUEST_DEX 2 #define QUEST_INT 4 #define QUEST_WIS 8 #define QUEST_CON 16 #define QUEST_HITROLL 32 #define QUEST_DAMROLL 64 #define QUEST_HIT 128 #define QUEST_MANA 256 #define QUEST_MOVE 512 #define QUEST_AC 1024 #define QUEST_NAME 2048 #define QUEST_SHORT 4096 #define QUEST_LONG 8192 #define QUEST_FREENAME 16384 #define QUEST_ENCHANTED 32768 #define QUEST_SPELLPROOF 65536 #define QUEST_ARTIFACT 131072 #define QUEST_IMPROVED 262144 #define QUEST_MASTER_RUNE 524288 #define QUEST_RELIC 1048576 #define QUEST_MASTERY 2097152 /* * Defines for Hard Skills */ #define HARD_SKILL_BLACKSMITH 0 //Make your own custom armor with in reasons #define HARD_SKILL_BREWING 1 //make alchol #define HARD_SKILL_BAKING 2 //Baking duh... #define HARD_SKILL_MURDER 3 //Your REAL good at player killing.. this stat will show.. /* * Tool types. */ #define TOOL_PEN 1 #define TOOL_PLIERS 2 #define TOOL_SCALPEL 4 /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_POLY 25 #define APPLY_BLOOD_MAX 26 #define APPLY_BLOOD_POT 27 //Bodymods #define MOD_TUSKS 1 /* Large tusks */ #define MOD_HORNS 2 /* Horns on head */ #define MOD_WINGS 4 /* Wings */ #define MOD_UNFOLDED 8 /* Wings are unfolded */ #define MOD_FINS 16 /* Fins for swimming */ #define MOD_TAIL 32 /* Tail, does nothing */ #define MOD_EXOSKELETON 64 /* +10 STA, -10 DEX */ /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 3001 #define ROOM_VNUM_ALTAR 3054 #define ROOM_VNUM_SCHOOL 3700 #define ROOM_VNUM_HELL 30000 #define ROOM_VNUM_CRYPT 30001 #define ROOM_VNUM_DISCONNECTION 30002 #define ROOM_VNUM_IN_OBJECT 30008 #define ROOM_VNUM_RIDDLE 30328 #define ROOM_VNUM_RIDDLE_TO 30001 #define ROOM_VNUM_CAERN 12003 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK A //Regular Darkness If the sun goes down #define ROOM_NO_MOB B #define ROOM_INDOORS C #define ROOM_PRIVATE D #define ROOM_SAFE E #define ROOM_SOLITARY F #define ROOM_PET_SHOP G #define ROOM_NO_RECALL H #define ROOM_NO_TELEPORT I //#define ROOM_TOTAL_DARKNESS J //Not Used???? #define ROOM_BLADE_BARRIER K #define ROOM_REINA L /* * Room Affects, used for Temp Room Affects of course :) */ #define ROOM_AFF_SILENT A #define ROOM_AFF_DARK B //Power Nocturn&ShroudNight #define ROOM_AFF_AEOLUS C //Power Aeolus #define ROOM_AFF_REINA D /* * Room text flags (KaVir). * Used in #ROOMS. */ #define RT_LIGHTS 1 /* Toggles lights on/off */ #define RT_SAY 2 /* Use this if no others powers */ #define RT_ENTER 4 #define RT_CAST 8 #define RT_THROWOUT 16 /* Erm...can't remember ;) */ #define RT_OBJECT 32 /* Creates an object */ #define RT_MOBILE 64 /* Creates a mobile */ #define RT_LIGHT 128 /* Lights on ONLY */ #define RT_DARK 256 /* Lights off ONLY */ #define RT_OPEN_LIFT 512 /* Open lift */ #define RT_CLOSE_LIFT 1024 /* Close lift */ #define RT_MOVE_LIFT 2048 /* Move lift */ #define RT_SPELL 4096 /* Cast a spell */ #define RT_PORTAL 8192 /* Creates a one-way portal */ #define RT_TELEPORT 16384 /* Teleport player to room */ #define RT_ACTION 32768 #define RT_BLANK_1 65536 #define RT_BLANK_2 131072 #define RT_RETURN 1048576 /* Perform once */ #define RT_PERSONAL 2097152 /* Only shows message to char */ #define RT_TIMER 4194304 /* Sets object timer to 1 tick */ /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR A #define EX_CLOSED B #define EX_LOCKED C #define EX_NOPASS D #define EX_PICKPROOF 32 #define EX_PASSPROOF 64 /* KaVir */ #define EX_WALL_WATER 128 /* KaVir - Path of Water power 4 */ #define EX_WARD_GHOULS 256 /* KaVir - Ward vs Ghouls */ #define EX_WARD_LUPINES 512 /* KaVir - Ward vs Lupines */ #define EX_WARD_KINDRED 1024 /* KaVir - Ward vs Kindred */ #define EX_WARD_SPIRITS 2048 /* KaVir - Ward vs Spirits */ #define EX_WALL_FLAME 4096 /* KaVir - Path of Flame power 4 */ #define EX_WALL_GRANITE 8192 /* KaVir - Philodox power 5 */ /* * World affect bits. */ #define WORLD_FOG 1 #define WORLD_RAIN 2 #define WORLD_ECLIPSE 4 #define WORLD_NICE 8 /* No swearing while frenzied */ /* * Equipment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_LIGHT 0 #define WEAR_FINGER_L 1 #define WEAR_FINGER_R 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_L 14 #define WEAR_WRIST_R 15 #define WEAR_WIELD 16 #define WEAR_HOLD 17 #define WEAR_FACE 18 #define WEAR_SCABBARD_L 19 #define WEAR_SCABBARD_R 20 #define WEAR_HIDDEN 21 #define WEAR_HAGS 22 #define MAX_WEAR 22 /* * Locations for damage. */ #define LOC_HEAD 0 #define LOC_BODY 1 #define LOC_ARM_L 2 #define LOC_ARM_R 3 #define LOC_LEG_L 4 #define LOC_LEG_R 5 /* * For Head */ #define LOST_EYE_L 1 #define LOST_EYE_R 2 #define LOST_EAR_L 4 #define LOST_EAR_R 8 #define LOST_NOSE 16 #define BROKEN_NOSE 32 #define BROKEN_JAW 64 #define BROKEN_SKULL 128 #define LOST_HEAD 256 #define LOST_TOOTH_1 512 /* These should be added..... */ #define LOST_TOOTH_2 1024 /* ...together to caculate... */ #define LOST_TOOTH_4 2048 /* ...the total number of.... */ #define LOST_TOOTH_8 4096 /* ...teeth lost. Total..... */ #define LOST_TOOTH_16 8192 /* ...possible is 31 teeth. */ #define LOST_TONGUE 16384 /* * For Body */ #define BROKEN_RIBS_1 1 /* Remember there are a total */ #define BROKEN_RIBS_2 2 /* of 12 pairs of ribs in the */ #define BROKEN_RIBS_4 4 /* human body, so not all of */ #define BROKEN_RIBS_8 8 /* these bits should be set */ #define BROKEN_RIBS_16 16 /* at the same time. */ #define BROKEN_SPINE 32 #define BROKEN_NECK 64 #define CUT_THROAT 128 #define CUT_STOMACH 256 #define CUT_CHEST 512 /* * For Arms */ #define BROKEN_ARM 1 #define LOST_ARM 2 #define LOST_HAND 4 #define LOST_FINGER_I 8 /* Index finger */ #define LOST_FINGER_M 16 /* Middle finger */ #define LOST_FINGER_R 32 /* Ring finger */ #define LOST_FINGER_L 64 /* Little finger */ #define LOST_THUMB 128 #define BROKEN_FINGER_I 256 /* Index finger */ #define BROKEN_FINGER_M 512 /* Middle finger */ #define BROKEN_FINGER_R 1024 /* Ring finger */ #define BROKEN_FINGER_L 2048 /* Little finger */ #define BROKEN_THUMB 4096 /* * For Legs */ #define BROKEN_LEG 1 #define LOST_LEG 2 #define LOST_FOOT 4 #define LOST_TOE_A 8 #define LOST_TOE_B 16 #define LOST_TOE_C 32 #define LOST_TOE_D 64 /* Smallest toe */ #define LOST_TOE_BIG 128 #define BROKEN_TOE_A 256 #define BROKEN_TOE_B 512 #define BROKEN_TOE_C 1024 #define BROKEN_TOE_D 2048 /* Smallest toe */ #define BROKEN_TOE_BIG 4096 /* * For Bleeding */ #define BLEEDING_HEAD 1 #define BLEEDING_THROAT 2 #define BLEEDING_ARM_L 4 #define BLEEDING_ARM_R 8 #define BLEEDING_HAND_L 16 #define BLEEDING_HAND_R 32 #define BLEEDING_LEG_L 64 #define BLEEDING_LEG_R 128 #define BLEEDING_FOOT_L 256 #define BLEEDING_FOOT_R 512 /* * For Spec powers on players */ #define EYE_SPELL 1 /* Spell when they look at you */ #define EYE_SELFACTION 2 /* You do action when they look */ #define EYE_ACTION 4 /* Others do action when they look */ /* 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) /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 /* * Stats - KaVir. */ #define STAT_STR 0 #define STAT_END 1 #define STAT_REF 2 #define STAT_FLE 2 #define STAT_DEX 3 /* * 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) #define TRIG_RIDD (Q) #define TRIG_PUSH (R) #define TRIG_PULL (S) #define TRIG_ACTIVATE (T) #define TRIG_TWIST (U) #define TRIG_LOOK (V) /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_MEDITATING 5 #define POS_SITTING 6 #define POS_RESTING 7 #define POS_FIGHTING 8 #define POS_STANDING 9 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ #define PLR_WATCHER (B) #define PLR_PERMIT (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_BLANK (G) #define PLR_BRIEF (H) #define PLR_COMBINE (J) #define PLR_PROMPT (K) #define PLR_TELNET_GA (L) #define PLR_HOLYLIGHT (M) #define PLR_WIZINVIS (N) #define PLR_ANSI (O) #define PLR_SILENCE (P) #define PLR_NO_EMOTE (Q) #define PLR_INCOG (R) #define PLR_NO_TELL (S) #define PLR_LOG (T) #define PLR_DENY (U) #define PLR_FREEZE (V) #define PLR_GODLESS (Y) #define PLR_AUTODAMAGE (W) //#define PLR_EARTHMELD (X) #define PLR_MARBLEFLESH (Y) #define PLR_TAG (Z) #define PLR_NOTAG (aa) #define PLR_ATTACK (bb) #define PLR_QUESTOR (cc) #define PLR_WOLFMAN (dd) //New Comm bits for extra stuff..(Fuck we got a whole bunch of these. time to clean up - Spiral) #define COMM_SHOW_FIGHT (A) //Shows the fight varibles.. useful for debug... #define COMM_RP (B) //RP Flag!!!! #define COMM_AUTOPROTECT (C) //Saves your ass from capping a lower stat #define COMM_IMM_SAFE (D) //Instant Safe room ****FIXME**** #define COMM_LOG_TELLS (E) //Tell loggiing for higher imms #define COMM_MIND_BLOCK (F) //This is for the mindblock power for new garou /* * EXTRA bits for players. (KaVir) */ #define EXTRA_HAGS (A) /* (B) */ #define EXTRA_TRUSTED 4 #define EXTRA_NEWPASS 8 #define EXTRA_OSWITCH 16 #define EXTRA_SWITCH 32 #define EXTRA_FAKE_CON 64 #define TIED_UP 128 #define GAGGED 256 #define BLINDFOLDED 512 #define EXTRA_AWE 1024 #define EXTRA_DONE 2048 #define EXTRA_EXP 4096 #define EXTRA_PREGNANT 8192 #define EXTRA_LABOUR 16384 #define EXTRA_BORN 32768 #define EXTRA_PROMPT 65536 #define EXTRA_MARRIED 131072 /* 262144 */ /* 524288 */ #define EXTRA_CALL_ALL 1048576 #define EXTRA_ANTI_GODLESS 2097152 #define EXTRA_NOTE_TRUST 4194304 #define EXTRA_STANCE 8388608 /* Spiral Added bitz */ #define ADDED_ENLARGE (A) #define ADDED_SHRINK (B) #define ADDED_FLAMES_PURE (C) #define ADDED_POLY_MIST (D) #define ADDED_POLY_GENERAL (E) #define ADDED_CLOAK (F) #define ADDED_NIGHTFALL (G) #define ADDED_CONFUSE (H) #define ADDED_INSANE (I) #define ADDED_HAUNT (J) #define ADDED_CALM (K) /* Cancel's Anger, cannot attack */ #define ADDED_ANGER (L) /* Anger - Presence 8 */ #define ADDED_COURAGE (M) /* Courage - Presence 7 */ #define ADDED_BRISTLES (N) /* Metis power level 5 */ #define ADDED_FLAMES (O) /* Flames of the nether world */ #define ADDED_ANIMAL_MASTER (P) /* Animals obey and dont attack you */ #define ADDED_ILLUSION (Q) /* Illusion for vampires */ #define ADDED_LOYAL (R) #define ADDED_HAND_FLAME (S) #define ADDED_FRENZY (T) #define ADDED_DIABLERIE (U) /* Diablery Flag */ #define ADDED_BRAGE (V) //Baccu's Rage for black furies! #define ADDED_GIFTSPRIG (W) //Finna's Gift of the Spriggan #define ADDED_DISCERN (X) //Vampire Discern power #define ADDED_CHAMELEON (Y) //Vampire Chameleon #define ADDED_VOICESOFCASTLE (Z) //Vampire Voices #define ADDED_NEUTRAL (aa) //Neural Guard... #define ADDED_LUNAAVENGER (bb) //Luna's Avenger... #define ADDED_SPIRIT_SIGHT (cc) //Luna's Avenger... #define ADDED_HARDCORE (dd) //Luna's Avenger... /* * AGE Bits. */ #define AGE_CHILDE 0 #define AGE_NEONATE 1 #define AGE_ANCILLA 2 #define AGE_ELDER 3 #define AGE_METHUSELAH 4 /* * Stances for combat */ #define STANCE_NONE -1 #define STANCE_NORMAL 0 #define STANCE_VIPER 1 #define STANCE_CRANE 2 #define STANCE_CRAB 3 #define STANCE_MONGOOSE 4 #define STANCE_BULL 5 #define STANCE_MANTIS 6 #define STANCE_DRAGON 7 #define STANCE_TIGER 8 #define STANCE_MONKEY 9 #define STANCE_SWALLOW 10 /* * Obsolete bits. */ #if 0 #define PLR_AUCTION 4 /* Obsolete */ #define PLR_CHAT 256 /* Obsolete */ #define PLR_NO_SHOUT 131072 /* Obsolete */ #endif /* * Channel bits. */ #define CHANNEL_CGOSSIP A #define CHANNEL_CHAT B #define CHANNEL_HACKER C #define CHANNEL_IMMTALK D #define CHANNEL_MUSIC E #define CHANNEL_QUESTION F #define CHANNEL_SHOUT G #define CHANNEL_YELL H #define CHANNEL_VAMPTALK I #define CHANNEL_HOWL J #define CHANNEL_LOG K #define CHANNEL_PRAY L #define CHANNEL_INFO M #define CHANNEL_SPARE N #define CHANNEL_TELL O #define CHANNEL_MAGETALK P #define CHANNEL_TRIBETALK Q #define CHANNEL_SECTTALK R #define CHANNEL_MSP S #define CHANNEL_OOC T #define CHANNEL_MXP U /* * Mobile fight defines */ #define FIGHT_VIPER A #define FIGHT_CRANE B #define FIGHT_MONGOOSE C #define FIGHT_BULL D #define FIGHT_CRAB E #define FIGHT_MANTIS F #define FIGHT_TIGER G #define FIGHT_DRAGON H #define FIGHT_MONKEY I #define FIGHT_SWALLOW J #define FIGHT_RANDOM K #define FIGHT_MASTER L #define DAMAGE_HIT 0 #define DAMAGE_SLICE 1 #define DAMAGE_STAB 2 #define DAMAGE_SLASH 3 #define DAMAGE_WHIP 4 #define DAMAGE_CLAW 5 #define DAMAGE_BLAST 6 #define DAMAGE_POUND 7 #define DAMAGE_CRUSH 8 #define DAMAGE_GREP 9 #define DAMAGE_BITE 10 #define DAMAGE_PIERCE 11 #define DAMAGE_SUCK 12 #define DAMAGE_LIGHT_BEAM 13 #define DAMAGE_BASH 14 #define DAMAGE_ELBOW 15 #define DAMAGE_KNEE 16 #define DAMAGE_HEADBUTT 17 #define DAMAGE_GRAPPLE 18 #define DAMAGE_RIP 19 #define DAMAGE_KICK 20 #define DAMAGE_CHARGE 21 #define DAMAGE_SPIT 22 #define DAMAGE_WTALON 23 #define DAMAGE_POISON 24 #define MAX_DAMAGE_TYPE 25 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; MPROG_LIST * mprogs; SPEC_FUN * spec_fun; SHOP_DATA * pShop; CHAR_DATA * mount; AREA_DATA * area; CHAR_DATA * wizard; gchar * player_name; gchar * short_descr; gchar * long_descr; gchar * description; gchar * lord; gchar * clan; gchar * morph; gchar * createtime; gchar * pload; gchar * lasttime; gchar * lasthost; gchar * powertype; gchar * poweraction; gchar * prompt; gchar * cprompt; sh_int spectype; sh_int specpower; int loc_hp [7]; sh_int vnum; sh_int count; sh_int killed; sh_int sex; sh_int mounted; sh_int home; int level; int immune; int polyaff; int vampaff; int itemaffect; int vamppass; int form; int act; int extra; long mprog_flags; int affected_by; sh_int alignment; sh_int hitroll; /* Unused */ sh_int ac; /* Unused */ sh_int hitnodice; /* Unused */ sh_int hitsizedice; /* Unused */ int hitplus; /* Unused */ sh_int damnodice; /* Unused */ sh_int damsizedice; /* Unused */ sh_int damplus; /* Unused */ int gold; /* Unused */ /* * New bits for other things */ int added; int mob_fight; int sphere_spaffect; int mob_con; /*int special; int class; */ }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; /*!< Next char_data in the global list */ CHAR_DATA * next_in_room; /*!< Used to tell who else is in that room */ CHAR_DATA * master; /*!< if mobile this is your master/leader */ CHAR_DATA * leader; /*!< leader of the player group */ CHAR_DATA * mob_hunting; /*!< who the mobile is hunting. */ CHAR_DATA * fighting; CHAR_DATA * mprog_target; CHAR_DATA * reply; CHAR_DATA * mount; CHAR_DATA * wizard; CHAR_DATA * killed_by; /*!< the char in question was killed by. */ NOTE_DATA * pnote; CHAR_DATA * last_attacked; OBJ_DATA * on; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; SPHERE_DATA * sphere_affected; OBJ_DATA * carrying; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; PC_DATA * pcdata; MEM_DATA * memory; bool valid; GString * name; GString * pload; GString * hunting; GString * short_descr; GString * long_descr; GString * description; GString * lord; sh_int clan; sh_int sect; /*changed for new sect*/ GString * morph; GString * createtime; GString * lasttime; GString * lasthost; GString * poweraction; int lines; /*PAGE TO CHAR CODE*/ int silent_time; GString * powertype; GString * prompt; GString * cprompt; int pk_timer; int attack_timer; int pk_sect; sh_int mprog_delay; GString * prefix; GString * murmur_name; long sight; GString * murmur_command; sh_int sex; sh_int race; sh_int creature; sh_int bclass; //Basic Class int immune; int polyaff; int vampaff_a; int itemaffect; int vamppass_a; int form; int RPts; sh_int vampgen_a; sh_int spectype; sh_int specpower; sh_int loc_hp [7]; sh_int wpn [13]; sh_int spl [5]; sh_int cmbt [8]; sh_int stance [11]; sh_int beast; sh_int mounted; sh_int home; sh_int level; sh_int invis_level; sh_int trust; int played; time_t logon; time_t save_time; sh_int timer; sh_int wait; int pkill; sh_int arete; int pdeath; int mkill; int mdeath; int hit; int max_hit; int mana; int max_mana; int move; int max_move; int gold; int exp; sh_int position; sh_int practice; long primal_hold; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; int hitroll; int damroll; long id; sh_int armor; sh_int wimpy; long deaf; sh_int paradox[3]; int damcap[2]; int dead_time; /*how long they got to live*/ int special; /* Flag type var's so i can fucking remember them! -Spiral*/ int sphere_spaffect; int added; int act; int extra; int affected_by; int sphere_affected_by[4]; int mob_fight; /*char_data version of mob_fight for fight code */ int mob_con; /* Bits to control Mob Behavor and Res/Vuln for players */ long plane; //Store what plane the Char is on so we don't get confused /* end flag types */ sh_int delay_timer; int rp_status; CHAR_DATA * questgiver; /* Vassago */ sh_int nextquest; /* Vassago */ sh_int countdown; /* Vassago */ sh_int questobj; /* Vassago */ sh_int questmob; /* Vassago */ int blood_count; /* how bloody can you get? */ //GW Delux addon's /* * Pet Properties for the enterprising pet project */ CHAR_DATA *pet; //Pet Pointer int pet_stats[10]; //Useful Pet Stats CHAR_DATA *pet_master; //The Pets Master }; //Define the Pet Stats while were here - Spiral #define PET_AFFECTION 0 #define PET_BEHAVIOR 1 #define PET_TYPE 2 #define PET_EXAUSTION 3 #define PET_SPELL_CAST 4 #define PET_HUNGER 5 #define PET_THIRST 6 #define PET_LAST_FOOD 7 #define PET_LAST_FCOUNT 8 #define PET_PERM_AFF 9 #define BEHAVIOR_ANNOYING (A) #define BEHAVIOR_RANDOM_SPELL (B) #define PET_TYPE_DOG (A) #define PET_TYPE_CAT (B) #define PET_TYPE_LION (C) /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; CHAR_DATA * familiar; CHAR_DATA * partner; CHAR_DATA * propose; KNOWN_DATA * known; OBJ_DATA * chobj; BOARD_DATA * board; NOTE_DATA * in_progress; /* Spiral Note change */ time_t last_note[MAX_BOARD]; /* Last of changes */ bool valid; GString * pwd; GString * bamfin; GString * bamfout; GString * title; GString * conception; GString * parents; GString * cparents; GString * marriage; GString * email; GString * nature; GString * demeanor; GString * anon_desc; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int mod_str; sh_int mod_int; sh_int mod_wis; sh_int mod_dex; sh_int mod_con; int quest; int powers[20]; int stats[12]; sh_int discipline[MAX_DISCIPLINE]; sh_int inherited[MAX_DISCIPLINE]; sh_int Ninherited[MAX_DISC]; sh_int wolf; sh_int rank; sh_int demonic_a; int language[2]; sh_int stage[3]; sh_int disc_a[11]; int genes[10]; sh_int fake_skill; sh_int fake_stance; sh_int fake_hit; sh_int fake_dam; sh_int fake_hp; sh_int fake_mana; sh_int fake_move; int fake_ac; sh_int obj_vnum; sh_int condition [3]; sh_int learned [MAX_SKILL]; sh_int stat_ability [4]; sh_int stat_amount [4]; sh_int stat_duration [4]; sh_int exhaustion; sh_int followers; bool confirm_delete; int security; int vote; GString * alias[MAX_ALIAS]; GString * alias_sub[MAX_ALIAS]; GString * ignore[MAX_IGNORE]; GString * roompose; sh_int charpoints; int trait_merit[2]; int trait_flaw[2]; int spent[5]; /* * wwf variables */ sh_int rage_points; //The Pathos for Wraiths, the Rage for Garou and the Faith Pool for Hunters sh_int gnosis; //Corpus For Wraiths, and Gnosis for Wolves sh_int renown[3]; sh_int Trenown[3]; sh_int wwf_shape; sh_int breed[3]; sh_int auspice[5]; sh_int tribes[20]; sh_int sgift[3]; int last_rite; sh_int frenzy_action; /* end of ww varibles */ //sh_int majesty; int absorb[6]; sh_int willpower; int comm; //New Comm bits(We ran out of ACT/Player - Spiral sh_int disc[MAX_DISC]; char * conding; int wiznet; //Wiznet Varibles to show on/off state int bodymods; //bonecraft sh_int diab[2]; int obeah; int lag_time; //Lag Timer for Knuckleheads int hard_skills[10]; int ghost_hit; int ghost_mana; int ghost_move; long ghost_affects; int ghost_hitroll; int ghost_damroll; int ghost_ac; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 16 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[3]; }; #define MAX_NEST 100 /* * 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*/ MPROG_LIST * mprogs; gchar * name; gchar * short_descr; gchar * description; gchar * chpoweron; gchar * chpoweroff; gchar * chpoweruse; gchar * victpoweron; gchar * victpoweroff; gchar * victpoweruse; gchar * questmaker; gchar * page_content; gchar * questowner; sh_int vnum; sh_int item_type; sh_int extra_flags; sh_int wear_flags; sh_int count; sh_int weight; sh_int reset_num; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; /* Unused */ int value [4]; long mprog_flags; /* Mob PRogs */ }; /* * One object. */ struct obj_data { OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; OBJ_DATA * on; CHAR_DATA * carried_by; CHAR_DATA * chobj; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; CHAR_DATA * mprog_target; sh_int mprog_delay; bool valid; GString * name; GString * short_descr; GString * description; GString * chpoweron; GString * chpoweroff; GString * chpoweruse; GString * victpoweron; GString * victpoweroff; GString * owner; GString * victpoweruse; GString * questmaker; GString * questowner; GString * page_content; GString * OOwner; sh_int item_type; int extra_flags; sh_int wear_flags; sh_int wear_loc; sh_int weight; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; sh_int level; sh_int timer; int value [4]; sh_int sphere[MAX_SPHERE]; long last_seen_on; /* Last time it was logged on */ int plane; }; /* * Exit data. */ struct exit_data { union /*Spiral*/ { ROOM_INDEX_DATA * to_room; sh_int vnum; } u1; ROOM_INDEX_DATA * to_room; sh_int vnum; sh_int exit_info; sh_int key; char * keyword; char * description; EXIT_DATA * next; /*OLC*/ int rs_flags; /*OLC*/ int orig_door; /*OLC*/ }; /* * Room text checking data. */ typedef struct roomtext_data { int type; int power; int mob; char * input; char * output; char * choutput; char * name; struct roomtext_data *next; } ROOMTEXT_DATA; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { 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; HELP_AREA * helps; /*OLC*/ gchar * name; gchar * file_name; gchar * test_name; sh_int age; sh_int nplayer; int min_vnum; int max_vnum; gchar * builders;/*OLC*/ gchar * credits; /*OLC*/ bool empty; /*OLC*/ int vnum; int area_flags; int security; /* OLC End*/ }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; CHAR_DATA * people; OBJ_DATA * contents; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit [6]; GSList * reset_list; /*OLC*/ ROOMTEXT_DATA * roomtext; AFFECT_DATA * affected; MPROG_LIST * mprogs; CHAR_DATA * mprog_target; sh_int mprog_delay; int affected_by; GString * track [5]; gchar * name; gchar * owner; gchar * description; sh_int vnum; int room_flags; sh_int light; sh_int blood; sh_int track_dir [5]; long mprog_flags; /* Mob PRogs */ sh_int sector_type; }; //Mud Prog Code, struct mprog_list { int trig_type; GString * trig_phrase; sh_int vnum; GString * code; MPROG_LIST * next; bool valid; }; struct mprog_code { sh_int vnum; GString * code; MPROG_CODE * next; bool valid; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 #define TYPE_SLICE 1001 #define TYPE_STAB 1002 #define TYPE_SLASH 1003 #define TYPE_WHIP 1004 #define TYPE_CLAW 1005 #define TYPE_BLAST 1006 #define TYPE_POUND 1007 #define TYPE_CRUSH 1008 #define TYPE_GREP 1009 #define TYPE_BITE 1010 #define TYPE_PIERCE 1011 #define TYPE_SUCK 1012 #define TYPE_LIGHT 1013 #define TYPE_BASH 1014 #define TYPE_ELBOW 1015 #define TYPE_KNEE 1016 #define TYPE_HEADBUTT 1017 #define TYPE_GRAPPLE 1018 #define TYPE_RIP 1019 #define TYPE_KICK 1020 #define TYPE_CHARGE 1021 #define TYPE_SPIT 1022 #define TYPE_WTALON 1023 #define TYPE_POISON 1024 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define PURPLE_MAGIC 0 #define RED_MAGIC 1 #define BLUE_MAGIC 2 #define GREEN_MAGIC 3 #define YELLOW_MAGIC 4 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level; /* Level needed by class */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int * pgsn; /* Pointer to associated gsn */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ sh_int bclass; /* Basic class, 1,2,3,4 etc*/ }; struct discipline_type { char * name; /* Duh! Name of the discipline */ char * name_caps; /* Duh! Name of the discipline in caps */ char * powers; /* The powers to show the player */ }; struct spell_colour_type { char * name; char * colour; }; struct mage_clan_type { char * name; /* the name of the clan */ sh_int sect; /* the SPC flag for the default sect */ int sphere; /* default disciplines */ int iclan_number; char * lineage; /* the lineage traced back to Dominion */ char * pretty_name; }; struct vamp_clan_type { char * name; /* the name of the clan */ int iclan_number; char * sect; /* the SPC flag for the default sect */ int discipline[3]; /* default disciplines */ char * lineage; /* the lineage traced back to Dominion */ }; struct tribe_type { char * tribe_name; int iclan_number; char * tribe_sect; int tribe_real_name; char * tribe_pretty_name; }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_potency; extern sh_int gsn_agg_damage; extern sh_int gsn_backstab; extern sh_int gsn_tail; extern sh_int gsn_hunt; 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_weaken; extern sh_int gsn_silent; extern sh_int gsn_fastdraw; extern sh_int gsn_berserk; extern sh_int gsn_punch; extern sh_int gsn_stomp; extern sh_int gsn_elbow; extern sh_int gsn_headbutt; extern sh_int gsn_sweep; extern sh_int gsn_knee; extern sh_int gsn_disarm; extern sh_int gsn_hurl; extern sh_int gsn_kick; extern sh_int gsn_rescue; extern sh_int gsn_track; extern sh_int gsn_polymorph; extern sh_int gsn_web; extern sh_int gsn_arm; extern sh_int gsn_fear; extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_curse; extern sh_int gsn_invis; extern sh_int gsn_mass_invis; extern sh_int gsn_poison; extern sh_int gsn_plague; extern sh_int gsn_sleep; extern sh_int gsn_paradox; extern sh_int gsn_darkness; extern sh_int gsn_bash; /* * Utility macros. */ #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) /* * Character macros. */ #define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define HAS_PROG(what, prog) (IS_SET((what)->mprog_flags, (prog))) #define HAS_DELAY(ch) ( ch->delay_timer > 0 ) #define IS_TECH(ch) ((ch)->sect == SECT_TECHNOCRACY)) #define IS_TRAD(ch) ((ch)->sect == SECT_TRADITIONS) #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_PET(ch) (IS_SET((ch)->mob_con, MOBCON_PET)) #define IS_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IS_AVATAR(ch) (get_trust(ch) == 3) #define IS_MORTAL(ch) (get_trust(ch) <= 2) #define IS_TRUSTED(ch,level) (get_trust(ch) >= level ) #define CAN_PK(ch) (get_trust(ch) >= 3 && get_trust(ch) <= 6) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_MOD(ch, sn) (IS_SET((ch)->pcdata->bodymods, (sn))) #define IS_RAFFECTED(room, sn) (IS_SET((room)->affected_by, (sn))) #define IS_SPEAKING(ch, sn) (IS_SET((ch)->pcdata->language[0], (sn))) #define CAN_SPEAK(ch, sn) (IS_SET((ch)->pcdata->language[1], (sn))) #define IS_ITEMAFF(ch, sn) (IS_SET((ch)->itemaffect, (sn))) #define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn))) #define IS_IMMMERIT(ch, sn) (IS_SET((ch)->pcdata->trait_merit[IMM_MERIT], (sn))) #define IS_MERIT(ch, sn) (IS_SET((ch)->pcdata->trait_merit[REG_MERIT], (sn))) #define IS_FLAW(ch, sn) (IS_SET((ch)->pcdata->trait_flaw[REG_FLAW], (sn))) #define IS_IMMFLAW(ch, sn) (IS_SET((ch)->pcdata->trait_flaw[IMM_FLAW], (sn))) #define IS_VAMPAFF(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_AFF], (sn))) #define IS_VAMPPASS(ch, sn) ((ch)->pcdata->Ninherited[(sn)]) #define IS_FORM(ch, sn) (IS_SET((ch)->form, (sn))) #define IS_POLYAFF(ch, sn) (IS_SET((ch)->polyaff, (sn))) #define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn))) #define IS_ADDED(ch, sn) (IS_SET((ch)->added, (sn))) #define IS_STANCE(ch, sn) (ch->stance[0] == sn) #define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_FLAGS], (sn))) #define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_CURRENT], (sn))) #define IS_CLASS(ch, CLASS) (IS_SET((ch)->creature, CLASS)) #define IS_TRIBE(ch, TRIBE) (IS_SET((ch)->pcdata->wwf_tribe, TRIBE)) /* Code changed By Spiral - Since non Inducted clans can use these bits still *#define IS_CAMARILLA(ch) (!strcmp((ch)->sect, "Camarilla") || \ * (strcmp((ch)->sect, "Camarilla") && IS_SET((ch)->special, SPC_ANTITRIBU)) ) *#define IS_SABBAT(ch) (!strcmp((ch)->sect, "Sabbat") || \ * (strcmp((ch)->sect, "Sabbat") && IS_SET((ch)->special, SPC_ANTITRIBU)) ) *#define IS_FOLLOWERS(ch) (!strcmp((ch)->sect, "Followers") || \ * (strcmp((ch)->sect, "Followers") && IS_SET((ch)->special, SPC_ANTITRIBU)) ) */ #define IS_CAMARILLA(ch) ((ch)->sect == SECT_CAMARILLA) #define IS_SABBAT(ch) ((ch)->sect == SECT_SABBAT) #define IS_FOLLOWERS(ch) ((ch)->sect == SECT_FOLLOWERS) #define IS_WYRM(ch) ((ch)->sect == SECT_WYRM) #define IS_PACK(ch) ((ch)->sect == SECT_PACK) #define IS_NEWPACK(ch) ((ch)->sect == SECT_NEWPACK) #define IS_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn))) #define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn))) #define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn))) #define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn))) #define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn))) #define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn))) #define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn))) #define IS_WILLPOWER(ch, sn) (IS_SET((ch)->pcdata->resist[0], (sn))) #define IS_MORE(ch, sn) (IS_SET((ch)->more, (sn))) #define IS_WEREWOLF(ch) (IS_SET((ch)->creature, CLASS_WEREWOLF)) #define IS_VAMPIRE(ch) (IS_SET((ch)->creature, CLASS_VAMPIRE)) #define IS_SWWF(ch) (IS_SET((ch)->creature, CLASS_SWWF) && ch->level >= LEVEL_AVATAR) #define IS_MAGE(ch) (IS_SET((ch)->creature, CLASS_MAGE)) #define IN_CLAN( ch ) (IS_NPC(ch)?0:ch->clan) #define IS_PLAYING( d ) (d->connected==CON_PLAYING) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch) ((ch)->armor \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_dex(ch)].defensive \ : 0 )) #define GET_HITROLL(ch) ((ch)->hitroll+str_app[get_curr_str(ch)].tohit) #define GET_DAMROLL(ch) ((ch)->damroll+str_app[get_curr_str(ch)].todam) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define CH(descriptor) ((descriptor)->original ? (descriptor)->original : (descriptor)->character) /* * Object Macros. */ #define IS_ARTIFACT(obj) (IS_SET((obj)->quest, QUEST_ARTIFACT)) #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) /* * Description macros. ---- Taken out for Replacement Function * #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? \ (ch)->morph : (ch)->name ) ) \ : "someone" ) */ /* * Structure for a command in the command lookup table. */ struct cmd_type { char * const name; DO_FUN * do_fun; sh_int position; sh_int level; sh_int log; }; /* * Structure for a social in the socials table. */ struct social_type { char 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; }; extern int riddle_max; extern int riddle_number; struct riddle_type { char * riddle; char * clue; char * clue_do; char * answer; char * answer_do; }; /* * Structure for an X-social in the socials table. */ struct xsocial_type { char * name; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_auto; char * others_auto; char * msp; sh_int gender; sh_int stage; sh_int position; sh_int self; sh_int other; bool chance; }; /* * Global constants. */ extern const struct str_app_type str_app [26]; extern const struct int_app_type int_app [26]; extern const struct wis_app_type wis_app [26]; extern const struct dex_app_type dex_app [26]; extern const struct con_app_type con_app [26]; extern const struct cmd_type cmd_table []; extern const struct liq_type liq_table [LIQ_MAX]; extern const struct skill_type skill_table []; extern struct clan_table_type clan_table [MAX_CLAN]; extern struct artifact_type artifact_table [MAX_ART]; extern struct social_type social_table [MAX_SOCIALS]; extern struct riddle_type riddle_table [MAX_RIDDLE]; extern struct xsocial_type xsocial_table [MAX_XSOCIALS]; extern const struct discipline_type discipline_table [MAX_DISC]; extern const struct spell_colour_type spell_colour_table [5]; extern const struct vamp_clan_type vamp_clan_table [MAX_VAMP_CLAN]; extern const struct mage_clan_type mage_clan_table []; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern BAN_DATA * ban_list; extern CHAR_DATA * char_list; extern GSList *descriptor_list; extern NOTE_DATA * note_list; extern GSList * object_list; extern MPROG_CODE * mprog_list; extern AFFECT_DATA * affect_free; extern BAN_DATA * ban_free; extern CHAR_DATA * char_free; extern GSList * object_free; extern GSList * descriptor_free; extern GSList * extra_descr_free; extern ROOMTEXT_DATA * roomtext_free; extern NOTE_DATA * note_free; extern GSList * obj_free; extern PC_DATA * pcdata_free; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table []; extern char log_buf []; extern TIME_INFO_DATA time_info; extern char last_command[MAX_STRING_LENGTH]; extern MUD_SETTING *mudsetting; extern bool MOBtrigger; /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_acid_blast ); DECLARE_SPELL_FUN( spell_armor ); DECLARE_SPELL_FUN( spell_bless ); DECLARE_SPELL_FUN( spell_blindness ); DECLARE_SPELL_FUN( spell_burning_hands ); DECLARE_SPELL_FUN( spell_call_lightning ); DECLARE_SPELL_FUN( spell_cause_critical ); DECLARE_SPELL_FUN( spell_cause_light ); DECLARE_SPELL_FUN( spell_cause_serious ); DECLARE_SPELL_FUN( spell_change_sex ); DECLARE_SPELL_FUN( spell_charm_person ); DECLARE_SPELL_FUN( spell_chill_touch ); DECLARE_SPELL_FUN( spell_colour_spray ); DECLARE_SPELL_FUN( spell_continual_light ); DECLARE_SPELL_FUN( spell_control_weather ); DECLARE_SPELL_FUN( spell_create_food ); DECLARE_SPELL_FUN( spell_create_spring ); DECLARE_SPELL_FUN( spell_create_water ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_critical ); DECLARE_SPELL_FUN( spell_cure_light ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_cure_serious ); DECLARE_SPELL_FUN( spell_curse ); DECLARE_SPELL_FUN( spell_detect_evil ); DECLARE_SPELL_FUN( spell_detect_hidden ); DECLARE_SPELL_FUN( spell_detect_invis ); DECLARE_SPELL_FUN( spell_detect_magic ); DECLARE_SPELL_FUN( spell_detect_poison ); DECLARE_SPELL_FUN( spell_dispel_evil ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_earthquake ); DECLARE_SPELL_FUN( spell_enchant_weapon ); DECLARE_SPELL_FUN( spell_energy_drain ); DECLARE_SPELL_FUN( spell_faerie_fire ); DECLARE_SPELL_FUN( spell_faerie_fog ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_fly ); DECLARE_SPELL_FUN( spell_gate ); DECLARE_SPELL_FUN( spell_general_purpose ); DECLARE_SPELL_FUN( spell_giant_strength ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_heal ); DECLARE_SPELL_FUN( spell_high_explosive ); DECLARE_SPELL_FUN( spell_identify ); DECLARE_SPELL_FUN( spell_infravision ); DECLARE_SPELL_FUN( spell_invis ); DECLARE_SPELL_FUN( spell_know_alignment ); DECLARE_SPELL_FUN( spell_lightning_bolt ); DECLARE_SPELL_FUN( spell_locate_object ); DECLARE_SPELL_FUN( spell_fear ); DECLARE_SPELL_FUN( spell_magic_missile ); DECLARE_SPELL_FUN( spell_mass_invis ); DECLARE_SPELL_FUN( spell_pass_door ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_plague ); DECLARE_SPELL_FUN( spell_cure_disease ); DECLARE_SPELL_FUN( spell_protection ); DECLARE_SPELL_FUN( spell_refresh ); DECLARE_SPELL_FUN( spell_remove_curse ); DECLARE_SPELL_FUN( spell_sanctuary ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_shield ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_stone_skin ); DECLARE_SPELL_FUN( spell_summon ); DECLARE_SPELL_FUN( spell_teleport ); DECLARE_SPELL_FUN( spell_ventriloquate ); DECLARE_SPELL_FUN( spell_weaken ); DECLARE_SPELL_FUN( spell_word_of_recall ); DECLARE_SPELL_FUN( spell_acid_breath ); DECLARE_SPELL_FUN( spell_fire_breath ); DECLARE_SPELL_FUN( spell_frost_breath ); DECLARE_SPELL_FUN( spell_gas_breath ); DECLARE_SPELL_FUN( spell_lightning_breath ); DECLARE_SPELL_FUN( spell_guardian ); DECLARE_SPELL_FUN( spell_soulblade ); DECLARE_SPELL_FUN( spell_mana ); DECLARE_SPELL_FUN( spell_frenzy ); DECLARE_SPELL_FUN( spell_darkblessing ); DECLARE_SPELL_FUN( spell_portal ); DECLARE_SPELL_FUN( spell_energyflux ); DECLARE_SPELL_FUN( spell_voodoo ); DECLARE_SPELL_FUN( spell_transport ); DECLARE_SPELL_FUN( spell_regenerate ); DECLARE_SPELL_FUN( spell_clot ); DECLARE_SPELL_FUN( spell_mend ); DECLARE_SPELL_FUN( spell_quest ); DECLARE_SPELL_FUN( spell_minor_creation ); DECLARE_SPELL_FUN( spell_brew ); DECLARE_SPELL_FUN( spell_scribe ); DECLARE_SPELL_FUN( spell_carve ); DECLARE_SPELL_FUN( spell_engrave ); DECLARE_SPELL_FUN( spell_bake ); DECLARE_SPELL_FUN( spell_mount ); DECLARE_SPELL_FUN( spell_scan ); DECLARE_SPELL_FUN( spell_repair ); DECLARE_SPELL_FUN( spell_spellproof ); DECLARE_SPELL_FUN( spell_preserve ); DECLARE_SPELL_FUN( spell_perfection ); DECLARE_SPELL_FUN( spell_major_creation ); DECLARE_SPELL_FUN( spell_insert_page ); DECLARE_SPELL_FUN( spell_chaos_blast ); DECLARE_SPELL_FUN( spell_resistance ); DECLARE_SPELL_FUN( spell_web ); DECLARE_SPELL_FUN( spell_arm ); DECLARE_SPELL_FUN( spell_polymorph ); DECLARE_SPELL_FUN( spell_contraception ); DECLARE_SPELL_FUN( spell_remove_page ); DECLARE_SPELL_FUN( spell_find_familiar ); DECLARE_SPELL_FUN( spell_improve ); /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(interactive) #endif #if defined(linux) //char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(unix) //char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(sequent) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fread args( ( void *ptr, int size, int n, FILE *stream ) ); int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(sun) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); #if defined(SYSV) size_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream ) ); #else int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "asdfasdfadf/" /* Player files */ #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "..\\player2\\" /* Player files */ #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(_WIN32) #define PLAYER_DIR "..\\player\\" /* Player files */ #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define LAST_COMMAND "command.txt" /* For the Signal Handler */ #define AREA_LIST "area.lst" /* List of areas */ #define CLAN_LIST "clan1.txt" /* List of clans */ #define ART_LIST "art1.txt" /* List of artifacts */ #define HOME_AREA "../area/homes.are" /* Mages towers, etc */ #define BAN_FILE "bans.txt" /* For permbanned sites */ #define BUILD_FILE "build.txt" /* New Build System */ #define BUG_FILE "bugs.txt" /* For bug( ) */ #define PLAYER_BUG_FILE "playerbugs.txt"/* For 'bug' */ #define TYPO_FILE "typos.txt" /* For 'typo' */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define COPYOVER_FILE "copyover.temp" /* For Copyover */ #define EXE_FILE "lurf" /* For Copyover */ #define MSP_SERVER "members.tripod.com/lurf2" /* For MSP(Mud Sound Protocol) */ #define MSP_WAVDIR "/sounds/wav/" /* For MSP */ #define MSP_MIDDIR "/sounds/midi/" /* For MSP */ #define HELP_FILE "help.txt" /* For undefined helps */ #define BAD_NAME_FILE "bad.names" /* bad names */ /* * 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 MPC MPROG_CODE /* act_comm.c */ void page_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void show_string args( ( struct descriptor_data *d, char *input) ); void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); bool check_pk args( ( CHAR_DATA *ch, CHAR_DATA *victim, int flag ) ); bool check_pk_range args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void room_text args( ( CHAR_DATA *ch, char *argument ) ); char *strlower args( ( char * ip ) ); void excessive_cpu args( ( int blx ) ); bool check_parse_name args( ( char *name ) ); bool write_to_descriptor args((int desc,char *txt,int lenght )); /* act_info.c */ int get_hours args( ( CHAR_DATA *ch ) ); void set_title args( ( CHAR_DATA *ch, char *title ) ); char *PERS args( ( CHAR_DATA *ch, CHAR_DATA *viewer) ); bool knows_char args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); void add_known args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); char *unknown_name args( ( CHAR_DATA *ch, CHAR_DATA *viewer) ); void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); int char_hitroll args( ( CHAR_DATA *ch ) ); int char_damroll args( ( CHAR_DATA *ch ) ); int char_ac args( ( CHAR_DATA *ch ) ); void playwave_toroom args( ( CHAR_DATA *ch, int wavnum ) ); void playwave_toch args( ( CHAR_DATA *ch, int wavnum ) ); int get_breed args( ( CHAR_DATA *ch, int disc ) ); int get_auspice args( ( CHAR_DATA *ch, int disc ) ); int get_tribe args( ( CHAR_DATA *ch, int disc ) ); /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door ) ); void open_lift args( ( CHAR_DATA *ch ) ); void close_lift args( ( CHAR_DATA *ch ) ); void move_lift args( ( CHAR_DATA *ch, int to_room ) ); void move_door args( ( CHAR_DATA *ch ) ); void thru_door args( ( CHAR_DATA *ch, int doorexit ) ); void open_door args( ( CHAR_DATA *ch, bool be_open ) ); bool is_open args( ( CHAR_DATA *ch ) ); bool same_floor args( ( CHAR_DATA *ch, int cmp_room ) ); void check_hunt args( ( CHAR_DATA *ch ) ); void check_pet_reaction args((CHAR_DATA *pet)); /* act_obj.c */ CD * find_keeper args( ( CHAR_DATA *ch ) ); bool is_ok_to_wear args( ( CHAR_DATA *ch, bool wolf_ok, char *argument ) ); void quest_object args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); void create_zombie args( ( OBJ_DATA *obj ) ); /* act_wiz.c */ void bind_char args( ( CHAR_DATA *ch ) ); //void logchan args( ( char *argument ) ); void do_gen_info args( ( char *argument ) ); void play_wave args( ( int wavnum ) ); void logchan args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level ) ); void check_mobile args( ( char *argument ) ); /* alias.c */ void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) ); /* comm.c */ void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act2 args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void kavitem args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void ch_printf args( ( CHAR_DATA *ch, char *fmt, ... ) ); void mxpconv args( ( GString *output, const char *txt, CHAR_DATA *ch ) ); void frenzy_colour args( ( char type, CHAR_DATA *ch, GString *string ) ); /* * Colour stuff by Lope of Loping Through The MUD */ void colour args( ( char type, CHAR_DATA *ch, GString *string ) ); void colourconv args( ( GString *buffer, GString *txt, CHAR_DATA *ch ) ); void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) ); /* db.c */ #define MAX_PERM_BLOCK 131072 void str_cpy args( ( char *dest, char *src ) ); #define DATPATH "" extern unsigned strspace_size; char* strspace_alloc(); void strspace_size_increment(); extern int social_count; #define MAGIC_NUM 52571214 char * print_flags args( ( int flag )); void reset_area args( ( AREA_DATA * pArea ) ); /* OLC */ void reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); /* OLC */ void boot_db args( ( void ) ); long get_pc_id args( ( void ) ); long get_mob_id args( ( void ) ); void area_update args( ( void ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clear_char args( ( CHAR_DATA *ch ) ); void free_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( char *name, EXTRA_DESCR_DATA *ed ) ); char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); MPC * get_mprog_index args( ( int vnum ) ); int fread_number args( ( FILE *fp ) ); long fread_flag args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); GString *nonfread_string args( ( GString *string,FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); /* void * alloc_mem args( ( size_t sMem ) ); void * alloc_perm args( ( size_t sMem ) ); void free_mem args( ( void *pMem, size_t sMem ) ); */ char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); int number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); void smash_quote args( ( char *str ) ); void smash_CRLF args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void log_string2 args( ( const char *str ) ); void tail_chain args( ( void ) ); /* disc.c */ bool check_disc args( (CHAR_DATA *ch, CHAR_DATA *victim, int flag)); /* fight.c */ void put_stance args((CHAR_DATA *ch)); void violence_update args( ( void ) ); void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void adv_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); bool no_attack args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void set_attack_flag args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_pkstatus args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_tempsafe args( ( CHAR_DATA *ch ) ); void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); //void do_killperson args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int dambonus args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance) ); bool check_safe_imm args((CHAR_DATA *ch)); /* handler.c */ int check_follower_count args ((CHAR_DATA *ch)); bool is_in args( (char *, char *) ); bool is_inpref args( (char *, char *) ); bool all_in args( (char *, char *) ); bool is_same_plane args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); char *act_bit_name args( ( int act_flags ) ); char *fight_bit_name args( ( int act_flags ) ); char *attack_bit_name args( ( int act_flags ) ); char *added_bit_name args( ( int vector ) ); char *spaffect_bit_name args( ( int vector ) ); char *comm_bit_name args( ( int vector ) ); AFFECT_DATA *find_affect args( ( CHAR_DATA *ch, int bitvector ) ); SPHERE_DATA *find_spaffect args( ( CHAR_DATA *ch, int bitvector ) ); int get_trust args( ( CHAR_DATA *ch ) ); int get_age args( ( CHAR_DATA *ch ) ); void shift_obj_plane args((CHAR_DATA *ch)); int get_curr_str args( ( CHAR_DATA *ch ) ); int get_curr_int args( ( CHAR_DATA *ch ) ); int get_curr_wis args( ( CHAR_DATA *ch ) ); int get_curr_dex args( ( CHAR_DATA *ch ) ); int get_curr_con args( ( CHAR_DATA *ch ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); void set_mob_stance args( ( CHAR_DATA *ch ) ); void set_random_stance args( ( CHAR_DATA *ch ) ); void set_master_stance args( ( CHAR_DATA *ch ) ); bool is_name args( ( char *str, char *namelist ) ); bool is_full_name args( ( const char *str, char *namelist ) ); bool is_exact_name args( ( char *str, char *namelist ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void sphere_to_char args( ( CHAR_DATA *ch, SPHERE_DATA *paf ) ); void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_to_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void sphere_remove args( ( CHAR_DATA *ch, SPHERE_DATA *paf ) ); void affect_remove_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_strip args( ( CHAR_DATA *ch, int sn ) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void char_from_room args( ( CHAR_DATA *ch ) ); void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_char args( ( OBJ_DATA *obj ) ); int apply_ac args( ( OBJ_DATA *obj, int iWear ) ); OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) ); void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) ); void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) ); void obj_from_room args( ( OBJ_DATA *obj ) ); void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) ); void obj_from_obj args( ( OBJ_DATA *obj ) ); void extract_obj args( ( OBJ_DATA *obj ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_id args( ( long id ) ); CD * get_char_world2 args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_in_obj args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_room args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world2 args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int amount ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool has_planesight args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); char * item_type_name args( ( OBJ_DATA *obj ) ); char * affect_loc_name args( ( int location ) ); char * affect_bit_name args( ( int vector ) ); char * extra_bit_name args( ( int extra_flags ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); void sphere_modify args( ( CHAR_DATA *ch, SPHERE_DATA *paf, bool fAdd ) ); void affect_remove_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) ); void strip_player args( ( CHAR_DATA *ch )) ; long wiznet_lookup args( ( const char *name) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); char * one_argument args( ( char *argument, char *arg_first ) ); void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage ) ); bool check_social args( ( CHAR_DATA *ch, char *command, char *argument ) ); int discipline_lookup args( ( const char *discipline ) ); int vamp_clan_lookup args( ( const char *vamp_clan ) ); int mage_clan_lookup args( ( const char *mage_clan ) ); /* magic.c */ int mage_affect_slot args( (char * command) ); int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); bool saves_spell args( ( int level, CHAR_DATA *victim ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); void enhance_stat args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, int apply_bit, int bonuses, int affect_bit ) ); void set_rObjNest_null args(()); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); void save_char_obj_backup args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); bool load_char_short args( ( DESCRIPTOR_DATA *d, char *name ) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); char *spec_name args( ( SPEC_FUN *function ) ); /* update.c */ void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); bool hates_players args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* kav_fight.c */ void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* kav_info.c */ void birth_date args( ( CHAR_DATA *ch, bool is_self ) ); void other_age args( ( CHAR_DATA *ch, int extra, bool is_preg, char *argument ) ); int years_old args( ( CHAR_DATA *ch ) ); /* kav_wiz.c */ void oset_affect args( ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest) ); /* clan.c */ void werewolf_regen args( ( CHAR_DATA *ch ) ); void reg_mend args( ( CHAR_DATA *ch ) ); void vamp_rage args( ( CHAR_DATA *ch ) ); bool char_exists args( ( bool backup, char *argument ) ); int get_disc args( ( CHAR_DATA *ch, int discipline) ); int get_disc args( ( CHAR_DATA *ch, int discipline) ); int has_sphere args( ( CHAR_DATA *ch, int discipline) ); OD * get_page args( ( OBJ_DATA *book, int page_num ) ); /* mob_prog.c */ void program_flow args( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2 ) ); void mp_act_trigger args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void rprog_act_trigger args(( char *argument, ROOM_INDEX_DATA *pRoom, CHAR_DATA *ch, void *arg1, void *arg2, int type)); void oprog_act_trigger args(( char *argument, OBJ_DATA *obj, CHAR_DATA *ch, void *arg1, void *arg2, int type)); bool rprog_percent_trigger args( ( ROOM_INDEX_DATA *pRoom, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); bool oprog_percent_trigger args( ( OBJ_DATA *obj, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void mp_riddle_trigger args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); bool mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void mp_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) ); bool mp_exit_trigger args( ( CHAR_DATA *ch, int dir ) ); bool rprog_exit_trigger args( ( CHAR_DATA *ch, int dir ) ); bool oprog_exit_trigger args( ( OBJ_DATA *ch, int dir ) ); void mp_give_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ) ); void mp_greet_trigger args( ( CHAR_DATA *ch ) ); void mp_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) ); MEM_DATA *get_mem_data args( ( CHAR_DATA *ch, CHAR_DATA *target ) ); void mob_remember args( ( CHAR_DATA *ch, CHAR_DATA *target, int recation)); void mem_fade args( ( CHAR_DATA *ch)); /* mob_cmds.c */ void mob_interpret args( ( CHAR_DATA *ch, char *argument ) ); void hunt_victim args( ( CHAR_DATA *ch )); /* string.c */ void string_edit args( ( CHAR_DATA *ch, char **pString ) ); void string_append args( ( CHAR_DATA *ch, char **pString ) ); char * string_replace args( ( char * orig, char * old, char *new_string ) ); void string_add args( ( CHAR_DATA *ch, char *argument ) ); char * format_string args( ( char *oldstring /*, bool fSpace */ ) ); char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); char * string_unpad args( ( char * argument ) ); char * string_proper args( ( char * argument ) ); /* olc.c */ bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) ); char *olc_ed_name args( ( CHAR_DATA *ch ) ); char *olc_ed_vnum args( ( CHAR_DATA *ch ) ); /*olc_act.c */ void copyover_recover args ( ( void )); extern bool fCopyOver; void do_ispell args( ( CHAR_DATA *ch, char *argument) ); void ispell_string args( ( CHAR_DATA *ch ) ); #define IS_NULLSTR(str) ((str)==NULL || (str)[0]=='\0') #define MSL MAX_STRING_LENGTH /* lookup.c */ int race_lookup args( ( const char *name) ); int item_lookup args( ( const char *name) ); int liq_lookup args( ( const char *name) ); /* New Mem.c*/ void alloc_dhost args( ( DESCRIPTOR_DATA *d, const char *host) ); void free_host args( ( DESCRIPTOR_DATA *d ) ); /*mage.c*/ bool check_has_foci args( ( CHAR_DATA *ch, int Sphere_num, int Sphere_Lev) ); extern SPHERE_DATA *sphere_free; int gain_paradox args( ( CHAR_DATA *ch )); /*wolf.c*/ void update_wwf args( ( void ) ); char *get_tribe_name args( ( int flags ) ); int get_max_rage args( ( CHAR_DATA *ch ) ); void chbreed_form args( ( CHAR_DATA *ch, char *argument) ); sh_int get_renown args( ( CHAR_DATA *ch ) ); void shape_shift args( ( CHAR_DATA *ch, int change)); /*board.c*/ void decap_note args( ( CHAR_DATA *ch, CHAR_DATA *victim, int Decap_Type, int Decap_OutCome) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF /***************************************************************************** * 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 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 []; /* * 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_mprog_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]; /* Mem Opt Calls - Spiral */ #define MAX_MEM_LIST 11 //extern const int rgSizeList[MAX_MEM_LIST]; /* Mob Memory stuff - Spiral */ /* 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; long id; int reaction; time_t when; }; void check_string args(( void *pMem, size_t sMem )); int logf( const char *format, ... ); // mkw: print to log formatted int chprintf( CHAR_DATA* ch, const char *format, ... ); // mkw: print to character formatted int strswitch( const char* arg, ... ); // mkw: "bundles" any number of string comparisons neatly // into one return value that can be used in a switch statement. // Last argument passed must be NULL to mark end of list. // Will behave badly if that is forgotten or anything other than // strings are passed. // First variable argument is counted as one. // Returns 0 if no strings match. void vinterpret( CHAR_DATA *ch, char *argument, ... ); // mkw: This is my subcommand interpreter. // Pattern for variable args: // { string_1, [do_fun_1|NULL], ... } NULL, [default_do_fun|NULL] // NULL passed for a string marks end of list. // NULL passed for a do_fun means no action on match. extern WEATHER_DATA weather_info[SECT_MAX]; extern const struct item_type item_table []; extern const struct wiznet_type wiznet_table []; #define g_KEY( literal, field, value ) \ if ( !str_cmp( word, literal ) ) \ { \ field = g_string_assign(field,value); \ fMatch = TRUE; \ break; \ } #define h_KEY( literal, field, value ) \ if ( !str_cmp( word, literal ) ) \ { \ field = value; \ fMatch = TRUE; \ break; \ } #define KEY( literal, field, value ) \ if ( !str_cmp( word, literal ) ) \ { \ field = value; \ fMatch = TRUE; \ break; \ } extern GMemChunk *obj_mem_chunk; extern GMemChunk *char_data_mem_chunk; extern GMemChunk *descriptor_mem_chunk; extern GMemChunk *affect_mem_chunk; extern GMemChunk *sphere_mem_chunk; extern GMemChunk *extra_desc_mem_chunk; extern GMemChunk *pcdata_mem_chunk; extern GMemChunk *MobID_mem_chunk; extern GMemChunk *ObjID_mem_chunk; extern GMemChunk *RoomID_mem_chunk; extern GMemChunk *AreaID_mem_chunk; extern GMemChunk *HelpID_mem_chunk; extern bool copyover_start; /* player loading error correction */ extern bool Player_Load; extern bool Player_Error; /* Global Spiralsoft shit */ extern int copyover_time; extern bool copyover_set; extern GStringChunk *LurfStringChunk; #endif