/**************************************************************************** * ResortMUD 4.0 Beta by Ntanel, Garinan, Badastaz, Josh, Digifuzz, Senir, * * Kratas, Scion, Shogar and Tagith. Special thanks to Thoric, Nivek, * * Altrag, Arlorn, Justice, Samson, Dace, HyperEye and Yakkov. * **************************************************************************** * Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld * * of Lorain, Ohio - ALL RIGHTS RESERVED * * The text and pictures of this publication, or any part thereof, may not * * be reproduced or transmitted in any form or by any means, electronic or * * mechanical, includes photocopying, recording, storage in a information * * retrieval system, or otherwise, without the prior written or e-mail * * consent from the publisher. * **************************************************************************** * GREETING must mention ResortMUD programmers and the help file named * * CREDITS must remain completely intact as listed in the SMAUG license. * ****************************************************************************/ /**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops and Fireblade | * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * Win32 port by Nick Gammon * * ------------------------------------------------------------------------ * * Main mud header file * ****************************************************************************/ #include <stdarg.h> #include <stdlib.h> #include <limits.h> #ifdef WIN32 #include <winsock.h> #include <sys/types.h> #pragma warning( disable: 4018 4244 4761) #define index strchr #define rindex strrchr #pragma warning( disable : 4550 ) /* NJG */ #define vsnprintf _vsnprintf /* NJG */ #define snprintf _snprintf /* NJG */ #define lstat stat /* NJG */ #pragma comment( lib, "ws2_32.lib" ) /* NJG */ #pragma comment( lib, "winmm.lib" ) /* NJG */ #else #include <unistd.h> #ifndef SYSV #include <sys/cdefs.h> #else #include <re_comp.h> #endif #include <sys/time.h> #endif typedef int ch_ret; typedef int obj_ret; #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 KEY( literal, field, value ) \ if( !strcmp( word, literal ) ) \ { \ (field) = (value); \ fMatch = TRUE; \ break; \ } /* * 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(BERR) #define BERR 255 #endif #ifndef __cplusplus typedef unsigned char bool; #endif /* * Structure types. */ typedef struct alias_data ALIAS_DATA; typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct auction_data AUCTION_DATA; /* auction data */ typedef struct watch_data WATCH_DATA; typedef struct ban_data BAN_DATA; typedef struct extracted_char_data EXTRACT_CHAR_DATA; typedef struct char_data CHAR_DATA; typedef struct hunt_hate_fear HHF_DATA; typedef struct fighting_data FIGHT_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 menu_data MENU_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct char_morph CHAR_MORPH; typedef struct morph_data MORPH_DATA; typedef struct nuisance_data NUISANCE_DATA; typedef struct note_data NOTE_DATA; typedef struct comment_data COMMENT_DATA; typedef struct board_data BOARD_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct plane_data PLANE_DATA; typedef struct reset_data RESET_DATA; typedef struct map_index_data MAP_INDEX_DATA; /* maps */ typedef struct map_data MAP_DATA; /* maps */ typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct race_type RACE_TYPE; typedef struct repairshop_data REPAIR_DATA; typedef struct reserve_data RESERVE_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct hour_min_sec HOUR_MIN_SEC; typedef struct weather_data WEATHER_DATA; typedef struct neighbor_data NEIGHBOR_DATA; /* FB */ typedef struct clan_data CLAN_DATA; typedef struct council_data COUNCIL_DATA; typedef struct tourney_data TOURNEY_DATA; typedef struct mob_prog_data MPROG_DATA; typedef struct mob_prog_act_list MPROG_ACT_LIST; typedef struct editor_data EDITOR_DATA; typedef struct teleport_data TELEPORT_DATA; typedef struct timer_data TIMER; typedef struct godlist_data GOD_DATA; typedef struct system_data SYSTEM_DATA; typedef struct smaug_affect SMAUG_AFF; typedef struct who_data WHO_DATA; typedef struct skill_type SKILLTYPE; typedef struct social_type SOCIALTYPE; typedef struct cmd_type CMDTYPE; typedef struct killed_data KILLED_DATA; typedef struct deity_data DEITY_DATA; typedef struct wizent WIZENT; typedef struct ignore_data IGNORE_DATA; typedef struct immortal_host IMMORTAL_HOST; typedef struct project_data PROJECT_DATA; typedef struct extended_bitvector EXT_BV; typedef struct lcnv_data LCNV_DATA; typedef struct lang_data LANG_DATA; typedef struct olc_data OLC_DATA; /* Tagith */ typedef struct locker_data LOCKER_DATA; /* Shadowlands Locker Code */ /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA * ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA * ch ) ); typedef ch_ret SPELL_FUN args( ( int sn, int level, CHAR_DATA * ch, void *vo ) ); #define DUR_CONV 23.333333333333333333333333 #define HIDDEN_TILDE '*' /* 32bit bitvector defines */ #define BV00 (1 << 0) #define BV01 (1 << 1) #define BV02 (1 << 2) #define BV03 (1 << 3) #define BV04 (1 << 4) #define BV05 (1 << 5) #define BV06 (1 << 6) #define BV07 (1 << 7) #define BV08 (1 << 8) #define BV09 (1 << 9) #define BV10 (1 << 10) #define BV11 (1 << 11) #define BV12 (1 << 12) #define BV13 (1 << 13) #define BV14 (1 << 14) #define BV15 (1 << 15) #define BV16 (1 << 16) #define BV17 (1 << 17) #define BV18 (1 << 18) #define BV19 (1 << 19) #define BV20 (1 << 20) #define BV21 (1 << 21) #define BV22 (1 << 22) #define BV23 (1 << 23) #define BV24 (1 << 24) #define BV25 (1 << 25) #define BV26 (1 << 26) #define BV27 (1 << 27) #define BV28 (1 << 28) #define BV29 (1 << 29) #define BV30 (1 << 30) #define BV31 (1 << 31) /* 32 USED! DO NOT ADD MORE! SB */ /* * String and memory management parameters. */ /* Desperation move on my part- the crashing started with the new 30+ areas, the links seem to be dropping on almost everything, so... what the hell ... maybe the btree cant support as many levels as are being created shogar */ /* #define MAX_KEY_HASH 2048 */ #define MAX_KEY_HASH 4096 #define MAX_STRING_LENGTH 4096 /* buf */ #define MAX_INPUT_LENGTH 1024 /* arg */ #define MAX_INBUF_SIZE 1024 #define HASHSTR /* use string hashing */ #define MAX_LAYERS 8 /* maximum clothing layers */ #define MAX_NEST 100 /* maximum container nesting */ #define MAX_KILLTRACK 25 /* track mob vnums killed */ /* * Color Alignment Parameters */ #define ALIGN_LEFT 1 #define ALIGN_CENTER 2 #define ALIGN_RIGHT 3 /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_EXP_WORTH 500000 #define MIN_EXP_WORTH 20 #define MAX_REXITS 20 /* Maximum exits allowed in 1 room */ #define MAX_SKILL 400 #define MAX_CLASS 24 #define MAX_NPC_CLASS 26 /*#define MAX_RACE 20 Trying to fix a bunch of problems-- Scryn*/ #define MAX_RACE 41 /* (was 19) added more 3/25/99 Scion */ #define MAX_NPC_RACE 91 #define MAX_LEVEL 116 #define MAX_CLAN 50 #define MAX_DEITY 50 #define MAX_CPD 4 /* Maximum council power level difference */ #define MAX_HERB 20 #define MAX_ALIAS 20 /* alias - shogar */ #define MAX_DISEASE 20 #define MAX_PERSONAL 5 /* Maximum personal skills */ #define MAX_WHERE_NAME 27 #define MAX_CHANHISTORY 20 #define LEVEL_HERO (MAX_LEVEL - 16) #define LEVEL_IMMORTAL (MAX_LEVEL - 15) #define LEVEL_OWNER MAX_LEVEL #define LEVEL_SUPREME (MAX_LEVEL - 1) #define LEVEL_INFINITE (MAX_LEVEL - 2) #define LEVEL_ETERNAL (MAX_LEVEL - 3) #define LEVEL_IMPLEMENTOR (MAX_LEVEL - 4) #define LEVEL_SUB_IMPLEM (MAX_LEVEL - 5) #define LEVEL_ASCENDANT (MAX_LEVEL - 6) #define LEVEL_GREATER (MAX_LEVEL - 7) #define LEVEL_GOD (MAX_LEVEL - 8) #define LEVEL_LESSER (MAX_LEVEL - 9) #define LEVEL_TRUEIMM (MAX_LEVEL - 10) #define LEVEL_DEMI (MAX_LEVEL - 11) #define LEVEL_SAVIOR (MAX_LEVEL - 12) #define LEVEL_CREATOR (MAX_LEVEL - 13) #define LEVEL_ACOLYTE (MAX_LEVEL - 14) #define LEVEL_NEOPHYTE (MAX_LEVEL - 15) #define LEVEL_AVATAR (MAX_LEVEL - 16) /* 100 */ #define LEVEL_PCAVATAR 50 /* Player Avs, avatar = demigod */ #define LEVEL_LOG LEVEL_LESSER #define LEVEL_HIGOD LEVEL_GOD #include "bank.h" #define SECONDS_PER_TICK 70 #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE (3 * PULSE_PER_SECOND) #define PULSE_MOBILE (4 * PULSE_PER_SECOND) #define PULSE_TICK (SECONDS_PER_TICK * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_AUCTION (9 * PULSE_PER_SECOND) /* * Stuff for area versions --Shaddai */ int area_version; #define HAS_SPELL_INDEX -1 #define AREA_VERSION_WRITE 1 /* * Command logging types. */ typedef enum { LOG_NORMAL, LOG_ALWAYS, LOG_NEVER, LOG_BUILD, LOG_HIGH, LOG_COMM, LOG_WARN, LOG_ALL } log_types; /* * Return types for move_char, damage, greet_trigger, etc, etc * Added by Thoric to get rid of bugs */ typedef enum { rNONE, rCHAR_DIED, rVICT_DIED, rBOTH_DIED, rCHAR_QUIT, rVICT_QUIT, rBOTH_QUIT, rSPELL_FAILED, rOBJ_SCRAPPED, rOBJ_EATEN, rOBJ_EXPIRED, rOBJ_TIMER, rOBJ_SACCED, rOBJ_QUAFFED, rOBJ_USED, rOBJ_EXTRACTED, rOBJ_DRUNK, rCHAR_IMMUNE, rVICT_IMMUNE, rCHAR_AND_OBJ_EXTRACTED = 128, rERROR = 255 } ret_types; /* Echo types for echo_to_all */ #define ECHOTAR_ALL 0 #define ECHOTAR_PC 1 #define ECHOTAR_IMM 2 /* defines for new do_who */ #define WT_MORTAL 0 #define WT_DEADLY 1 #define WT_IMM 2 #define WT_GROUPED 3 #define WT_GROUPWHO 4 #define WT_GUEST 5 #define WT_STAFF 6 #define WT_ADMIN 7 /* * Defines for extended bitvectors */ #ifndef INTBITS #define INTBITS 32 #endif #define XBM 31 /* extended bitmask ( INTBITS - 1 ) */ #define RSV 5 /* right-shift value ( sqrt(XBM+1) ) */ #define XBI 4 /* integers in an extended bitvector */ #define MAX_BITS XBI * INTBITS /* * Structure for extended bitvectors -- Thoric */ struct extended_bitvector { unsigned int bits[XBI]; }; #ifdef I3 #include "i3.h" #endif #ifdef IMC #include "imc.h" #endif /* short cut crash bug fix provided by gfinello@mail.karmanet.it*/ typedef enum { relMSET_ON, relOSET_ON } relation_type; typedef struct rel_data REL_DATA; struct rel_data { void *Actor; void *Subject; REL_DATA *next; REL_DATA *prev; relation_type Type; }; /* * Structure for a morph -- Shaddai */ /* * Morph structs. */ #define ONLY_PKILL 1 #define ONLY_PEACEFULL 2 struct char_morph { MORPH_DATA *morph; EXT_BV affected_by; /* New affected_by added */ int immune; /* Immunities added */ EXT_BV no_affected_by; /* Prevents affects from being added */ int no_immune; /* Prevents Immunities */ int no_resistant; /* Prevents resistances */ int no_suscept; /* Prevents Susceptibilities */ int resistant; /* Resistances added */ int suscept; /* Suscepts added */ int timer; /* How much time is left */ short ac; short blood; short cha; short con; short damroll; short dex; short dodge; short hit; short hitroll; short inte; short lck; short mana; short move; short parry; short saving_breath; short saving_para_petri; short saving_poison_death; short saving_spell_staff; short saving_wand; short str; short tumble; short wis; }; struct morph_data { MORPH_DATA *next; /* Next morph file */ MORPH_DATA *prev; /* Previous morph file */ char *blood; /* Blood added vamps only */ char *damroll; char *deity; char *description; char *help; /* What player sees for info on morph */ char *hit; /* Hitpoints added */ char *hitroll; char *key_words; /* Keywords added to your name */ char *long_desc; /* New long_desc for player */ char *mana; /* Mana added not for vamps */ char *morph_other; /* What others see when you morph */ char *morph_self; /* What you see when you morph */ char *move; /* Move added */ char *name; /* Name used to polymorph into this */ char *short_desc; /* New short desc for player */ char *no_skills; /* Prevented Skills */ char *skills; char *unmorph_other; /* What others see when you unmorph */ char *unmorph_self; /* What you see when you unmorph */ EXT_BV affected_by; /* New affected_by added */ int class; /* Classes not allowed to use this */ int defpos; /* Default position */ int immune; /* Immunities added */ EXT_BV no_affected_by; /* Prevents affects from being added */ int no_immune; /* Prevents Immunities */ int no_resistant; /* Prevents resistances */ int no_suscept; /* Prevents Susceptibilities */ int obj[3]; /* Object needed to morph you */ int race; /* Races not allowed to use this */ int resistant; /* Resistances added */ int suscept; /* Suscepts added */ int timer; /* Timer for how long it lasts */ int used; /* How many times has this morph been used */ int vnum; /* Unique identifier */ short ac; short bloodused; /* Amount of blood morph requires Vamps only */ short cha; /* Amount Cha gained/Lost */ short con; /* Amount of Con gained/Lost */ short dayfrom; /* Starting Day you can morph into this */ short dayto; /* Ending Day you can morph into this */ short dex; /* Amount of dex added */ short dodge; /* Percent of dodge added IE 1 = 1% */ short favourused; /* Amount of favour to morph */ short gloryused; /* Amount of glory used to morph */ short hpused; /* Amount of hps used to morph */ short inte; /* Amount of Int gained/lost */ short lck; /* Amount of Lck gained/lost */ short level; /* Minimum level to use this morph */ short manaused; /* Amount of mana used to morph */ short moveused; /* Amount of move used to morph */ short parry; /* Percent of parry added IE 1 = 1% */ short pkill; /* Pkill Only, Peacefull Only or Both */ short saving_breath; /* Below are saving adjusted */ short saving_para_petri; short saving_poison_death; short saving_spell_staff; short saving_wand; short sex; /* The sex that can morph into this */ short str; /* Amount of str gained lost */ short timefrom; /* Hour starting you can morph */ short timeto; /* Hour ending that you can morph */ short tumble; /* Percent of tumble added IE 1 = 1% */ short wis; /* Amount of Wis gained/lost */ bool no_cast; /* Can you cast a spell to morph into it */ bool objuse[3]; /* Objects needed to morph */ }; /* * Tongues / Languages structures */ struct lcnv_data { LCNV_DATA *next; LCNV_DATA *prev; char *old; int olen; char *new; int nlen; }; struct lang_data { LANG_DATA *next; LANG_DATA *prev; char *name; LCNV_DATA *first_precnv; LCNV_DATA *last_precnv; char *alphabet; LCNV_DATA *first_cnv; LCNV_DATA *last_cnv; }; /* * do_who output structure -- Narn */ struct who_data { WHO_DATA *prev; WHO_DATA *next; char *text; int type; }; /* * Player watch data structure --Gorog */ struct watch_data { WATCH_DATA *next; WATCH_DATA *prev; short imm_level; char *imm_name; /* imm doing the watching */ char *target_name; /* player or command being watched */ char *player_site; /* site being watched */ }; /* * Nuisance structure */ #define MAX_NUISANCE_STAGE 10 /* How many nuisance stages */ struct nuisance_data { long int time; /* The time nuisance flag was set */ long int max_time; /* Time for max penalties */ int flags; /* Stage of nuisance */ int power; /* Power of nuisance */ }; /* * Ban Types --- Shaddai */ #define BAN_SITE 1 #define BAN_CLASS 2 #define BAN_RACE 3 #define BAN_WARN -1 /* * Site ban structure. */ struct ban_data { BAN_DATA *next; BAN_DATA *prev; char *name; /* Name of site/class/race banned */ char *user; /* Name of user from site */ char *note; /* Why it was banned */ char *ban_by; /* Who banned this site */ char *ban_time; /* Time it was banned */ int flag; /* Class or Race number */ int unban_date; /* When ban expires */ int duration; /* How long it is banned for */ short level; /* Level that is banned */ bool warn; /* Echo on warn channel */ bool prefix; /* Use of *site */ bool suffix; /* Use of site* */ }; /* * Yeesh.. remind us of the old MERC ban structure? :) */ struct reserve_data { RESERVE_DATA *next; RESERVE_DATA *prev; char *name; }; /* * Time and weather stuff. */ typedef enum { SUN_DARK, SUN_RISE, SUN_LIGHT, SUN_SET } sun_positions; typedef enum { SKY_CLOUDLESS, SKY_CLOUDY, SKY_RAINING, SKY_LIGHTNING } sky_conditions; struct time_info_data { int hour; int day; int month; int year; int sunlight; }; struct hour_min_sec { int hour; int min; int sec; int manual; }; /* Define maximum number of climate settings - FB */ #define MAX_CLIMATE 5 struct weather_data { /* int mmhg; int change; int sky; int sunlight; */ int temp; /* temperature */ int precip; /* precipitation */ int wind; /* umm... wind */ int temp_vector; /* vectors controlling */ int precip_vector; /* rate of change */ int wind_vector; int climate_temp; /* climate of the area */ int climate_precip; int climate_wind; NEIGHBOR_DATA *first_neighbor; /* areas which affect weather sys */ NEIGHBOR_DATA *last_neighbor; char *echo; /* echo string */ int echo_color; /* color for the echo */ }; struct neighbor_data { NEIGHBOR_DATA *next; NEIGHBOR_DATA *prev; char *name; AREA_DATA *address; }; /* * Structure used to build wizlist */ struct wizent { WIZENT *next; WIZENT *last; char *name; short level; }; /* * Structure to only allow immortals domains to access their chars. */ struct immortal_host { IMMORTAL_HOST *next; IMMORTAL_HOST *prev; char *name; char *host; bool prefix; bool suffix; }; struct project_data { PROJECT_DATA *next; /* Next project in list */ PROJECT_DATA *prev; /* Previous project in list */ NOTE_DATA *first_log; /* First log on project */ NOTE_DATA *last_log; /* Last log on project */ char *name; char *owner; char *coder; char *status; char *date; char *description; bool taken; /* Has someone taken project? */ }; /* * Connected state for a channel. */ typedef enum { CON_GET_NAME = -100, CON_GET_OLD_PASSWORD, CON_CONFIRM_NEW_NAME, CON_GET_NEW_PASSWORD, CON_CONFIRM_NEW_PASSWORD, CON_GET_NEW_SEX, CON_GET_NEW_CLASS, CON_READ_MOTD, CON_GET_NEW_RACE, CON_GET_EMULATION, CON_GET_WANT_RIPANSI, CON_TITLE, CON_PRESS_ENTER, CON_WAIT_1, CON_WAIT_2, CON_WAIT_3, CON_ACCEPTED, CON_GET_PKILL, CON_READ_IMOTD, CON_COPYOVER_RECOVER, CON_PLAYING = 0, CON_EDITING, CON_OEDIT, CON_MEDIT, CON_REDIT, CON_MAINMENU, /* Scion */ CON_MAINMENU2 } connection_types; /* * Character substates */ typedef enum { SUB_NONE, SUB_PAUSE, SUB_PERSONAL_DESC, SUB_BAN_DESC, SUB_OBJ_SHORT, SUB_OBJ_LONG, SUB_OBJ_EXTRA, SUB_MOB_LONG, SUB_MOB_DESC, SUB_ROOM_DESC, SUB_ROOM_EXTRA, SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT, SUB_HELP_EDIT, SUB_WRITING_MAP, SUB_PERSONAL_BIO, SUB_REPEATCMD, SUB_RESTRICTED, SUB_DEITYDESC, SUB_MORPH_DESC, SUB_MORPH_HELP, SUB_PROJ_DESC, /* * timer types ONLY below this point */ SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT } char_substates; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA *next; DESCRIPTOR_DATA *prev; DESCRIPTOR_DATA *snoop_by; CHAR_DATA *character; CHAR_DATA *original; char *host; int port; int descriptor; short connected; short idle; short lines; short scrlen; bool fcommand; char inbuf[MAX_INBUF_SIZE]; char incomm[MAX_INPUT_LENGTH]; char inlast[MAX_INPUT_LENGTH]; int repeat; char *outbuf; unsigned long outsize; int outtop; char *pagebuf; unsigned long pagesize; int pagetop; char *pagepoint; char pagecmd; char pagecolor; char *user; int auth_fd; int auth_inc; int auth_state; int newstate; unsigned char prevcolor; OLC_DATA *olc; /* Tagith */ }; /* * Attribute bonus structures. */ struct str_app_type { short tohit; short todam; short carry; short wield; }; struct int_app_type { short learn; }; struct wis_app_type { short practice; }; struct dex_app_type { short defensive; }; struct con_app_type { short hitp; short shock; }; struct cha_app_type { short charm; }; struct lck_app_type { short luck; }; /* the races */ typedef enum { RACE_HUMAN, RACE_ELF, RACE_DWARF, RACE_HALFLING, RACE_PIXIE, RACE_VAMPIRE, RACE_HALF_OGRE, RACE_HALF_ORC, RACE_HALF_TROLL, RACE_HALF_ELF, RACE_GITH, RACE_DROW, RACE_SEA_ELF, RACE_LIZARDMAN, RACE_GNOME, RACE_MINOTAUR, RACE_SPRITE, RACE_LEPRECHAUN, RACE_KENDER, RACE_ARIEL, RACE_CENTAUR, RACE_SLITH, RACE_MRRSHAN, RACE_WRAITH, RACE_HARPY, RACE_GOBLIN, RACE_KOBOLD, RACE_NYMPH, RACE_TROGLODYTE, RACE_GARGOYLE } race_types; /* npc races */ /* #define RACE_DRAGON 31 */ #define CLASS_NONE -1 /* For skill/spells according to guild */ #define CLASS_MAGE 0 #define CLASS_CLERIC 1 #define CLASS_THIEF 2 #define CLASS_WARRIOR 3 #define CLASS_VAMPIRE 4 #define CLASS_DRUID 5 #define CLASS_RANGER 6 #define CLASS_AUGURER 7 /* 7-7-96 SB */ #define CLASS_PALADIN 8 /* 7-7-96 SB */ #define CLASS_DRAGON 9 /* Added By Stoker 3/6/99 */ #define CLASS_DEMON 10 /* Added By Stoker 3/6/99 */ #define CLASS_WEREWOLF 11 /* 3/9/99 Scion */ #define CLASS_ILLUSIONIST 12 /* 3/9/99 Scion */ #define CLASS_NECROMANCER 13 /* 3/9/99 Scion */ #define CLASS_ASSASSIN 14 /* 3/9/99 Scion */ #define CLASS_WARLOCK 15 /* 3/9/99 Scion */ #define CLASS_BATTLEMAGE 16 /* 3/9/99 Scion */ #define CLASS_KNIGHT 17 /* 3/9/99 Scion */ #define CLASS_ANTIPALADIN 18 /* 3/9/99 Scion */ #define CLASS_HARPER 19 /* 3/9/99 Scion */ #define CLASS_MONK 20 /* 3/9/99 Scion */ #define CLASS_ROGUE 21 /* 3/18/99 Scion */ #define CLASS_ANGEL 22 /* Added By Stoker 3/22/99 */ #define CLASS_PSIONICIST 23 /* 3/22/99 Scion */ /* * Languages -- Altrag */ #define LANG_COMMON BV00 /* 1 Human base language */ #define LANG_ELVEN BV01 /* 2 Elven base language */ #define LANG_DWARVEN BV02 /* 4 Dwarven base language */ #define LANG_PIXIE BV03 /* 8 Pixie/Fairy base language */ #define LANG_OGRE BV04 /* 16 Ogre base language */ #define LANG_ORCISH BV05 /* 32 Orc base language */ #define LANG_TROLLISH BV06 /* 64 Troll base language */ #define LANG_RODENT BV07 /* 128 Small mammals */ #define LANG_INSECTOID BV08 /* 256 Insects */ #define LANG_MAMMAL BV09 /* 512 Larger mammals */ #define LANG_REPTILE BV10 /* 1024 Small reptiles */ #define LANG_DRAGON BV11 /* 2048 Large reptiles, Dragons */ #define LANG_SPIRITUAL BV12 /* 4096 Necromancers or undeads/spectres */ #define LANG_MAGICAL BV13 /* 8192 Spells maybe? Magical creatures */ #define LANG_GOBLIN BV14 /* Goblin base language */ #define LANG_GOD BV15 /* Clerics possibly? God creatures */ #define LANG_ANCIENT BV16 /* Prelude to a glyph read skill? */ #define LANG_HALFLING BV17 /* Halfling base language */ #define LANG_CLAN BV18 /* Clan language */ #define LANG_GITH BV19 /* Gith Language */ #define LANG_GNOME BV20 /* Gnome Language */ #define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */ #define VALID_LANGS ( LANG_COMMON | LANG_ELVEN | LANG_DWARVEN | LANG_PIXIE \ | LANG_OGRE | LANG_ORCISH | LANG_TROLLISH | LANG_GOBLIN \ | LANG_HALFLING | LANG_GITH | LANG_GNOME ) /* 18 Languages */ /* * TO types for act. */ typedef enum { TO_ROOM, TO_NOTVICT, TO_VICT, TO_CHAR, TO_CANSEE } to_types; /* * Real action "TYPES" for act. */ #define AT_BLACK 0 #define AT_BLOOD 1 #define AT_DGREEN 2 #define AT_ORANGE 3 #define AT_DBLUE 4 #define AT_PURPLE 5 #define AT_CYAN 6 #define AT_GREY 7 #define AT_DGREY 8 #define AT_RED 9 #define AT_GREEN 10 #define AT_YELLOW 11 #define AT_BLUE 12 #define AT_PINK 13 #define AT_LBLUE 14 #define AT_WHITE 15 #define AT_BLINK 16 #define AT_PLAIN AT_GREY #define AT_ACTION AT_GREY #define AT_SAY AT_LBLUE #define AT_GOSSIP AT_GREEN #define AT_YELL AT_GREEN #define AT_TELL AT_RED #define AT_WHISPER AT_RED #define AT_HIT AT_WHITE #define AT_HITME AT_YELLOW #define AT_IMMORT AT_YELLOW #define AT_HURT AT_RED #define AT_FALLING AT_WHITE + AT_BLINK #define AT_DANGER AT_RED + AT_BLINK #define AT_MAGIC AT_BLUE #define AT_CONSIDER AT_GREY #define AT_REPORT AT_GREY #define AT_POISON AT_GREEN #define AT_SOCIAL AT_CYAN #define AT_DYING AT_YELLOW #define AT_DEAD AT_RED #define AT_SKILL AT_GREEN #define AT_CARNAGE AT_BLOOD #define AT_DAMAGE AT_WHITE #define AT_FLEE AT_YELLOW #define AT_RMNAME AT_WHITE /* Let's change colors at night, shall we? -- Scion */ #define AT_RMDESC ((time_info.hour>6 && time_info.hour<=18) ? \ AT_YELLOW : AT_BLUE) #define AT_OBJECT AT_GREEN #define AT_PERSON AT_PINK #define AT_LIST AT_BLUE #define AT_BYE AT_GREEN #define AT_GOLD AT_YELLOW #define AT_GTELL AT_BLUE #define AT_NOTE AT_GREEN #define AT_HUNGRY AT_ORANGE #define AT_THIRSTY AT_BLUE #define AT_FIRE AT_RED #define AT_SOBER AT_WHITE #define AT_WEAROFF AT_YELLOW #define AT_EXITS AT_WHITE #define AT_SCORE AT_LBLUE #define AT_RESET AT_DGREEN #define AT_LOG AT_PURPLE #define AT_DIEMSG AT_WHITE #define AT_WARTALK AT_RED #define AT_CLANTALK AT_RED #define AT_RACETALK AT_BLUE #define AT_IGNORE AT_GREEN #define AT_DIVIDER AT_PLAIN #define AT_MORPH AT_GREY /* New channel defines -- Scion */ #define AT_AVTALK AT_ORANGE #define AT_MUSIC AT_PINK #define AT_GRATZ AT_LBLUE #define AT_CHAN_DEFAULT AT_GREEN /* Default channel color -- Scion */ #define INIT_WEAPON_CONDITION 12 #define MAX_ITEM_IMPACT 30 /* * Help table types. */ struct help_data { HELP_DATA *next; HELP_DATA *prev; short level; char *keyword; char *text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA *next; /* Next shop in list */ SHOP_DATA *prev; /* Previous shop in list */ int keeper; /* Vnum of shop keeper mob */ short buy_type[MAX_TRADE]; /* Item types shop will buy */ short profit_buy; /* Cost multiplier for buying */ short profit_sell; /* Cost multiplier for selling */ short open_hour; /* First opening hour */ short close_hour; /* First closing hour */ }; #define MAX_FIX 3 #define SHOP_FIX 1 #define SHOP_RECHARGE 2 struct repairshop_data { REPAIR_DATA *next; /* Next shop in list */ REPAIR_DATA *prev; /* Previous shop in list */ int keeper; /* Vnum of shop keeper mob */ short fix_type[MAX_FIX]; /* Item types shop will fix */ short profit_fix; /* Cost multiplier for fixing */ short shop_type; /* Repair shop type */ short open_hour; /* First opening hour */ short close_hour; /* First closing hour */ }; /* Mob program structures */ struct act_prog_data { struct act_prog_data *next; void *vo; }; struct mob_prog_act_list { MPROG_ACT_LIST *next; char *buf; CHAR_DATA *ch; OBJ_DATA *obj; void *vo; }; struct mob_prog_data { MPROG_DATA *next; short type; bool triggered; int resetdelay; char *arglist; char *comlist; bool fileprog; }; bool MOBtrigger; /* * Per-class stuff. */ struct class_type { char *who_name; /* Name for 'who' */ short attr_prime; /* Prime attribute */ int alignment; /* Alignment -- Scion */ int weapon; /* First weapon */ int guild; /* Vnum of guild room */ short skill_adept; /* Maximum skill level */ short thac0_00; /* Thac0 for level 0 */ short thac0_32; /* Thac0 for level 32 */ short hp_min; /* Min hp gained on leveling */ short hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ short exp_base; /* Class base exp */ }; /* race dedicated stuff */ struct race_type { char race_name[16]; /* Race name */ EXT_BV affected; /* Default affect bitvectors */ short str_plus; /* Str bonus/penalty */ short dex_plus; /* Dex " */ short wis_plus; /* Wis " */ short int_plus; /* Int " */ short con_plus; /* Con " */ short cha_plus; /* Cha " */ short lck_plus; /* Lck " */ short hit; short mana; short resist; short suscept; int class_restriction; /* Flags for illegal classes */ int language; /* Default racial language */ short ac_plus; short alignment; EXT_BV attacks; EXT_BV defenses; short minalign; short maxalign; short exp_multiplier; short height; short weight; short hunger_mod; short thirst_mod; short saving_poison_death; short saving_wand; short saving_para_petri; short saving_breath; short saving_spell_staff; char *where_name[MAX_WHERE_NAME]; short mana_regen; short hp_regen; short race_recall; short base_age; }; typedef enum { CLAN_PLAIN, CLAN_VAMPIRE, CLAN_WARRIOR, CLAN_DRUID, CLAN_MAGE, CLAN_CELTIC, CLAN_THIEF, CLAN_CLERIC, CLAN_UNDEAD, CLAN_CHAOTIC, CLAN_NEUTRAL, CLAN_LAWFUL, CLAN_NOKILL, CLAN_ORDER, CLAN_GUILD } clan_types; typedef enum { GROUP_CLAN, GROUP_COUNCIL, GROUP_GUILD } group_types; struct clan_data { CLAN_DATA *next; /* next clan in list */ CLAN_DATA *prev; /* previous clan in list */ char *filename; /* Clan filename */ char *name; /* Clan name */ char *motto; /* Clan motto */ char *description; /* A brief description of the clan */ char *deity; /* Clan's deity */ char *leader; /* Head clan leader */ char *number1; /* First officer */ char *number2; /* Second officer */ char *badge; /* Clan badge on who/where/to_room */ int pkills[7]; /* Number of pkills on behalf of clan */ int pdeaths[7]; /* Number of pkills against clan */ int mkills; /* Number of mkills on behalf of clan */ int mdeaths; /* Number of clan deaths due to mobs */ int illegal_pk; /* Number of illegal pk's by clan */ int score; /* Overall score */ short clan_type; /* See clan type defines */ short favour; /* Deities favour upon the clan */ short strikes; /* Number of strikes against the clan */ short members; /* Number of clan members */ short mem_limit; /* Number of clan members allowed */ short alignment; /* Clan's general alignment */ int board; /* Vnum of clan board */ int clanobj1; /* Vnum of first clan obj */ int clanobj2; /* Vnum of second clan obj */ int clanobj3; /* Vnum of third clan obj */ int clanobj4; /* Vnum of fourth clan obj */ int clanobj5; /* Vnum of fifth clan obj */ int recall; /* Vnum of clan's recall room */ int storeroom; /* Vnum of clan's store room */ int guard1; /* Vnum of clan guard type 1 */ int guard2; /* Vnum of clan guard type 2 */ int class; /* For clubs */ }; struct council_data { COUNCIL_DATA *next; /* next council in list */ COUNCIL_DATA *prev; /* previous council in list */ char *filename; /* Council filename */ char *name; /* Council name */ char *description; /* A brief description of the council */ char *head; /* Council head */ char *head2; /* Council co-head */ char *powers; /* Council powers */ short members; /* Number of council members */ int board; /* Vnum of council board */ int meeting; /* Vnum of council's meeting room */ }; struct deity_data { DEITY_DATA *next; DEITY_DATA *prev; char *filename; char *name; char *description; short alignment; short worshippers; short scorpse; short sdeityobj; short savatar; short srecall; short suplift; short flee; short flee_npcrace; short flee_npcfoe; short kill; short kill_magic; short kill_npcrace; short kill_npcfoe; short sac; short bury_corpse; short aid_spell; short aid; short backstab; short steal; short die; short die_npcrace; short die_npcfoe; short spell_aid; short dig_corpse; int race; int race2; int class; int element; int sex; EXT_BV affected; int npcrace; int npcfoe; int suscept; int susceptnum; int elementnum; int affectednum; int objstat; }; struct tourney_data { int open; int low_level; int hi_level; }; /* * Data structure for notes. */ struct note_data { NOTE_DATA *next; NOTE_DATA *prev; char *sender; char *date; char *to_list; char *subject; int voting; char *yesvotes; char *novotes; char *abstentions; char *text; }; struct board_data { BOARD_DATA *next; /* Next board in list */ BOARD_DATA *prev; /* Previous board in list */ NOTE_DATA *first_note; /* First note on board */ NOTE_DATA *last_note; /* Last note on board */ char *note_file; /* Filename to save notes to */ char *read_group; /* Can restrict a board to a */ char *post_group; /* council, clan, guild etc */ char *extra_readers; /* Can give read rights to players */ char *extra_removers; /* Can give remove rights to players */ int board_obj; /* Vnum of board object */ short num_posts; /* Number of notes on this board */ short min_read_level; /* Minimum level to read a note */ short min_post_level; /* Minimum level to post a note */ short min_remove_level; /* Minimum level to remove a note */ short max_posts; /* Maximum amount of notes allowed */ int type; /* Normal board or mail board? */ }; /* * An affect. * * So limited... so few fields... should we add more? */ struct affect_data { AFFECT_DATA *next; AFFECT_DATA *prev; short type; int duration; short location; int modifier; EXT_BV bitvector; }; /* * A SMAUG spell */ struct smaug_affect { SMAUG_AFF *next; char *duration; short location; char *modifier; int bitvector; /* this is the bit number */ }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_CITYGUARD 5331 #define MOB_VNUM_VAMPIRE 18 #define MOB_VNUM_ANIMATED_CORPSE 5 #define MOB_VNUM_POLY_WOLF 10 #define MOB_VNUM_POLY_MIST 11 #define MOB_VNUM_POLY_BAT 12 #define MOB_VNUM_POLY_HAWK 13 #define MOB_VNUM_POLY_CAT 14 #define MOB_VNUM_POLY_DOVE 15 #define MOB_VNUM_POLY_FISH 16 #define MOB_VNUM_DEITY 17 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC 0 /* Auto set for mobs */ #define ACT_SENTINEL 1 /* Stays in one room */ #define ACT_SCAVENGER 2 /* Picks up objects */ #define ACT_AGGRESSIVE 5 /* Attacks PC's */ #define ACT_STAY_AREA 6 /* Won't leave area */ #define ACT_WIMPY 7 /* Flees when hurt */ #define ACT_PET 8 /* Auto set for pets */ #define ACT_TRAIN 9 /* Can train PC's */ #define ACT_PRACTICE 10 /* Can practice PC's */ #define ACT_IMMORTAL 11 /* Cannot be killed */ #define ACT_DEADLY 12 /* Has a deadly poison */ #define ACT_POLYSELF 13 #define ACT_META_AGGR 14 /* Attacks other mobs */ #define ACT_GUARDIAN 15 /* Protects master */ #define ACT_RUNNING 16 /* Hunts quickly */ #define ACT_NOWANDER 17 /* Doesn't wander */ #define ACT_MOUNTABLE 18 /* Can be mounted */ #define ACT_MOUNTED 19 /* Is mounted */ #define ACT_SCHOLAR 20 /* Can teach languages */ #define ACT_SECRETIVE 21 /* actions aren't seen */ #define ACT_R1 22 /* Free for use */ #define ACT_MOBINVIS 23 /* Like wizinvis */ #define ACT_NOASSIST 24 /* Doesn't assist mobs */ #define ACT_AUTONOMOUS 25 /* Doesn't auto switch tanks */ #define ACT_PACIFIST 26 /* Doesn't ever fight */ #define ACT_NOATTACK 27 /* No physical attacks */ #define ACT_ANNOYING 28 /* Other mobs will attack */ #define ACT_PROTOTYPE 30 /* A prototype mob */ #define ACT_BANKER 32 /* Runs banks */ /* 27 acts */ /* * Bits for 'affected_by'. * Used in #MOBILES. * * hold and flaming are yet uncoded */ typedef enum { AFF_BLIND, AFF_INVISIBLE, AFF_DETECT_EVIL, AFF_DETECT_INVIS, AFF_DETECT_MAGIC, AFF_DETECT_HIDDEN, AFF_HOLD, AFF_SANCTUARY, AFF_FAERIE_FIRE, AFF_INFRARED, AFF_CURSE, AFF_FLAMING, AFF_POISON, AFF_PROTECT, AFF_PARALYSIS, AFF_SNEAK, AFF_HIDE, AFF_SLEEP, AFF_CHARM, AFF_FLYING, AFF_PASS_DOOR, AFF_FLOATING, AFF_TRUESIGHT, AFF_DETECTTRAPS, AFF_SCRYING, AFF_FIRESHIELD, AFF_SHOCKSHIELD, AFF_HAUS1, AFF_ICESHIELD, AFF_POSSESS, AFF_BERSERK, AFF_AQUA_BREATH, AFF_RECURRINGSPELL, AFF_CONTAGIOUS, AFF_HASTE, AFF_SLOW, MAX_AFFECTED_BY } affected_by_types; /* * Resistant Immune Susceptible flags */ #define RIS_FIRE BV00 #define RIS_COLD BV01 #define RIS_ELECTRICITY BV02 #define RIS_ENERGY BV03 #define RIS_BLUNT BV04 #define RIS_PIERCE BV05 #define RIS_SLASH BV06 #define RIS_ACID BV07 #define RIS_POISON BV08 #define RIS_DRAIN BV09 #define RIS_SLEEP BV10 #define RIS_CHARM BV11 #define RIS_HOLD BV12 #define RIS_NONMAGIC BV13 #define RIS_PLUS1 BV14 #define RIS_PLUS2 BV15 #define RIS_PLUS3 BV16 #define RIS_PLUS4 BV17 #define RIS_PLUS5 BV18 #define RIS_PLUS6 BV19 #define RIS_MAGIC BV20 #define RIS_PARALYSIS BV21 /* 21 RIS's*/ /* * Attack types */ typedef enum { ATCK_BITE, ATCK_CLAWS, ATCK_TAIL, ATCK_STING, ATCK_PUNCH, ATCK_KICK, ATCK_TRIP, ATCK_BASH, ATCK_STUN, ATCK_GOUGE, ATCK_BACKSTAB, ATCK_FEED, ATCK_DRAIN, ATCK_FIREBREATH, ATCK_FROSTBREATH, ATCK_ACIDBREATH, ATCK_LIGHTNBREATH, ATCK_GASBREATH, ATCK_POISON, ATCK_NASTYPOISON, ATCK_GAZE, ATCK_BLINDNESS, ATCK_CAUSESERIOUS, ATCK_EARTHQUAKE, ATCK_CAUSECRITICAL, ATCK_CURSE, ATCK_FLAMESTRIKE, ATCK_HARM, ATCK_FIREBALL, ATCK_COLORSPRAY, ATCK_WEAKEN, ATCK_SPIRALBLAST, MAX_ATTACK_TYPE } attack_types; /* * Defense types */ typedef enum { DFND_PARRY, DFND_DODGE, DFND_HEAL, DFND_CURELIGHT, DFND_CURESERIOUS, DFND_CURECRITICAL, DFND_DISPELMAGIC, DFND_DISPELEVIL, DFND_SANCTUARY, DFND_FIRESHIELD, DFND_SHOCKSHIELD, DFND_SHIELD, DFND_BLESS, DFND_STONESKIN, DFND_TELEPORT, DFND_MONSUM1, DFND_MONSUM2, DFND_MONSUM3, DFND_MONSUM4, DFND_DISARM, DFND_ICESHIELD, DFND_GRIP, DFND_TRUESIGHT, MAX_DEFENSE_TYPE } defense_types; /* * Body parts */ #define PART_HEAD BV00 #define PART_ARMS BV01 #define PART_LEGS BV02 #define PART_HEART BV03 #define PART_BRAINS BV04 #define PART_GUTS BV05 #define PART_HANDS BV06 #define PART_FEET BV07 #define PART_FINGERS BV08 #define PART_EAR BV09 #define PART_EYE BV10 #define PART_LONG_TONGUE BV11 #define PART_EYESTALKS BV12 #define PART_TENTACLES BV13 #define PART_FINS BV14 #define PART_WINGS BV15 #define PART_TAIL BV16 #define PART_SCALES BV17 /* for combat */ #define PART_CLAWS BV18 #define PART_FANGS BV19 #define PART_HORNS BV20 #define PART_TUSKS BV21 #define PART_TAILATTACK BV22 #define PART_SHARPSCALES BV23 #define PART_BEAK BV24 #define PART_HAUNCH BV25 #define PART_HOOVES BV26 #define PART_PAWS BV27 #define PART_FORELEGS BV28 #define PART_FEATHERS BV29 /* * Autosave flags */ #define SV_DEATH BV00 /* Save on death */ #define SV_KILL BV01 /* Save when kill made */ #define SV_PASSCHG BV02 /* Save on password change */ #define SV_DROP BV03 /* Save on drop */ #define SV_PUT BV04 /* Save on put */ #define SV_GIVE BV05 /* Save on give */ #define SV_AUTO BV06 /* Auto save every x minutes (define in cset) */ #define SV_ZAPDROP BV07 /* Save when eq zaps */ #define SV_AUCTION BV08 /* Save on auction */ #define SV_GET BV09 /* Save on get */ #define SV_RECEIVE BV10 /* Save when receiving */ #define SV_IDLE BV11 /* Save when char goes idle */ #define SV_BACKUP BV12 /* Make backup of pfile on save */ #define SV_QUITBACKUP BV13 /* Backup on quit only --Blod */ /* * Pipe flags */ #define PIPE_TAMPED BV01 #define PIPE_LIT BV02 #define PIPE_HOT BV03 #define PIPE_DIRTY BV04 #define PIPE_FILTHY BV05 #define PIPE_GOINGOUT BV06 #define PIPE_BURNT BV07 #define PIPE_FULLOFASH BV08 /* * Flags for act_string -- Shaddai */ #define STRING_NONE 0 #define STRING_IMM BV01 /* * old flags for conversion purposes -- will not conflict with the flags below */ #define OLD_SF_SAVE_HALF_DAMAGE BV18 /* old save for half damage */ #define OLD_SF_SAVE_NEGATES BV19 /* old save negates affect */ /* * Skill/Spell flags The minimum BV *MUST* be 11! */ #define SF_WATER BV00 #define SF_EARTH BV01 #define SF_AIR BV02 #define SF_ASTRAL BV03 #define SF_AREA BV04 /* is an area spell */ #define SF_DISTANT BV05 /* affects something far away */ #define SF_REVERSE BV06 #define SF_NOSELF BV07 /* Can't target yourself! */ #define SF_UNUSED2 BV08 /* free for use! */ #define SF_ACCUMULATIVE BV09 /* is accumulative */ #define SF_RECASTABLE BV10 /* can be refreshed */ #define SF_NOSCRIBE BV11 /* cannot be scribed */ #define SF_NOBREW BV12 /* cannot be brewed */ #define SF_GROUPSPELL BV13 /* only affects group members */ #define SF_OBJECT BV14 /* directed at an object */ #define SF_CHARACTER BV15 /* directed at a character */ #define SF_SECRETSKILL BV16 /* hidden unless learned */ #define SF_PKSENSITIVE BV17 /* much harder for plr vs. plr */ #define SF_STOPONFAIL BV18 /* stops spell on first failure */ #define SF_NOFIGHT BV19 /* stops if char fighting */ #define SF_NODISPEL BV20 /* stops spell from being dispelled */ typedef enum { SS_NONE, SS_POISON_DEATH, SS_ROD_WANDS, SS_PARA_PETRI, SS_BREATH, SS_SPELL_STAFF } save_types; #define ALL_BITS INT_MAX #define SDAM_MASK ALL_BITS & ~(BV00 | BV01 | BV02) #define SACT_MASK ALL_BITS & ~(BV03 | BV04 | BV05) #define SCLA_MASK ALL_BITS & ~(BV06 | BV07 | BV08) #define SPOW_MASK ALL_BITS & ~(BV09 | BV10) #define SSAV_MASK ALL_BITS & ~(BV11 | BV12 | BV13) typedef enum { SD_NONE, SD_FIRE, SD_COLD, SD_ELECTRICITY, SD_ENERGY, SD_ACID, SD_POISON, SD_DRAIN } spell_dam_types; typedef enum { SA_NONE, SA_CREATE, SA_DESTROY, SA_RESIST, SA_SUSCEPT, SA_DIVINATE, SA_OBSCURE, SA_CHANGE } spell_act_types; typedef enum { SP_NONE, SP_MINOR, SP_GREATER, SP_MAJOR } spell_power_types; typedef enum { SC_NONE, SC_LUNAR, SC_SOLAR, SC_TRAVEL, SC_SUMMON, SC_LIFE, SC_DEATH, SC_ILLUSION } spell_class_types; typedef enum { SE_NONE, SE_NEGATE, SE_EIGHTHDAM, SE_QUARTERDAM, SE_HALFDAM, SE_3QTRDAM, SE_REFLECT, SE_ABSORB } spell_save_effects; /* * Sex. * Used in #MOBILES. */ typedef enum { SEX_NEUTRAL, SEX_MALE, SEX_FEMALE } sex_types; typedef enum { TRAP_TYPE_POISON_GAS = 1, TRAP_TYPE_POISON_DART, TRAP_TYPE_POISON_NEEDLE, TRAP_TYPE_POISON_DAGGER, TRAP_TYPE_POISON_ARROW, TRAP_TYPE_BLINDNESS_GAS, TRAP_TYPE_SLEEPING_GAS, TRAP_TYPE_FLAME, TRAP_TYPE_EXPLOSION, TRAP_TYPE_ACID_SPRAY, TRAP_TYPE_ELECTRIC_SHOCK, TRAP_TYPE_BLADE, TRAP_TYPE_SEX_CHANGE } trap_types; #define MAX_TRAPTYPE TRAP_TYPE_SEX_CHANGE #define TRAP_ROOM BV00 #define TRAP_OBJ BV01 #define TRAP_ENTER_ROOM BV02 #define TRAP_LEAVE_ROOM BV03 #define TRAP_OPEN BV04 #define TRAP_CLOSE BV05 #define TRAP_GET BV06 #define TRAP_PUT BV07 #define TRAP_PICK BV08 #define TRAP_UNLOCK BV09 #define TRAP_N BV10 #define TRAP_S BV11 #define TRAP_E BV12 #define TRAP_W BV13 #define TRAP_U BV14 #define TRAP_D BV15 #define TRAP_EXAMINE BV16 #define TRAP_NE BV17 #define TRAP_NW BV18 #define TRAP_SE BV19 #define TRAP_SW BV20 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 /* #define OBJ_VNUM_LOCKER 5 */ #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_SPILLED_GUTS 16 #define OBJ_VNUM_BLOOD 17 #define OBJ_VNUM_BLOODSTAIN 18 #define OBJ_VNUM_SCRAPS 19 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_SKIN 23 #define OBJ_VNUM_SLICE 24 #define OBJ_VNUM_SHOPPING_BAG 25 #define OBJ_VNUM_BLOODLET 26 #define OBJ_VNUM_FIRE 30 #define OBJ_VNUM_TRAP 31 #define OBJ_VNUM_PORTAL 32 #define OBJ_VNUM_BLACK_POWDER 33 #define OBJ_VNUM_SCROLL_SCRIBING 34 #define OBJ_VNUM_FLASK_BREWING 35 #define OBJ_VNUM_NOTE 36 #define OBJ_VNUM_DEITY 43 /* Academy eq */ #define OBJ_VNUM_SCHOOL_MACE 44 #define OBJ_VNUM_SCHOOL_DAGGER 45 #define OBJ_VNUM_SCHOOL_SWORD 46 #define OBJ_VNUM_SCHOOL_VEST 47 #define OBJ_VNUM_SCHOOL_SHIELD 48 #define OBJ_VNUM_SCHOOL_BANNER 49 /* Im not even close to being done with this all these have to be made. these defines are for a more intelligent definition of part_vnums[] in fight.c - shogar */ #define OBJ_VNUM_BRAINS 75 #define OBJ_VNUM_HANDS 76 #define OBJ_VNUM_FEET 77 #define OBJ_VNUM_FINGERS 78 #define OBJ_VNUM_EAR 79 #define OBJ_VNUM_EYE 80 #define OBJ_VNUM_LONG_TONGUE 81 #define OBJ_VNUM_EYESTALKS 82 #define OBJ_VNUM_TENTACLES 83 #define OBJ_VNUM_FINS 84 #define OBJ_VNUM_WINGS 85 #define OBJ_VNUM_TAIL 86 #define OBJ_VNUM_SCALES 87 #define OBJ_VNUM_TUSKS 88 #define OBJ_VNUM_HORNS 89 #define OBJ_VNUM_CLAWS 90 #define OBJ_VNUM_FEATHERS 91 #define OBJ_VNUM_FORELEGS 92 #define OBJ_VNUM_PAWS 93 #define OBJ_VNUM_HOOVES 94 #define OBJ_VNUM_BEAK 95 #define OBJ_VNUM_SHARPSCALES 96 #define OBJ_VNUM_HAUNCHES 97 #define OBJ_VNUM_FANGS 98 /* * Item types. * Used in #OBJECTS. */ typedef enum { ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL, ITEM_WAND, ITEM_STAFF, ITEM_WEAPON, ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION, ITEM_WORN, ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP, ITEM_CONTAINER, ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_PEN, ITEM_BOAT, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL, ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON, ITEM_HERB, ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK, ITEM_SWITCH, ITEM_LEVER, ITEM_PULLCHAIN, ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE, ITEM_RUNEPOUCH, ITEM_MATCH, ITEM_TRAP, ITEM_MAP, ITEM_PORTAL, ITEM_PAPER, ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE, ITEM_DISEASE, ITEM_OIL, ITEM_FUEL, ITEM_EMPTY1, ITEM_EMPTY2, ITEM_MISSILE_WEAPON, ITEM_PROJECTILE, ITEM_QUIVER, ITEM_SHOVEL, ITEM_SALVE, ITEM_COOK, ITEM_KEYRING, ITEM_ODOR } item_types; #define MAX_ITEM_TYPE ITEM_ODOR /* * Extra flags. * Used in #OBJECTS. */ typedef enum { ITEM_GLOW, ITEM_HUM, ITEM_DARK, ITEM_LOYAL, ITEM_EVIL, ITEM_INVIS, ITEM_MAGIC, ITEM_NODROP, ITEM_BLESS, ITEM_ANTI_GOOD, ITEM_ANTI_EVIL, ITEM_ANTI_NEUTRAL, ITEM_NOREMOVE, ITEM_INVENTORY, ITEM_ANTI_MAGE, ITEM_ANTI_THIEF, ITEM_ANTI_WARRIOR, ITEM_ANTI_CLERIC, ITEM_ORGANIC, ITEM_METAL, ITEM_DONATION, ITEM_CLANOBJECT, ITEM_CLANCORPSE, ITEM_ANTI_VAMPIRE, ITEM_ANTI_DRUID, ITEM_HIDDEN, ITEM_POISONED, ITEM_COVERING, ITEM_DEATHROT, ITEM_BURIED, ITEM_PROTOTYPE, ITEM_NOLOCATE, ITEM_GROUNDROT, ITEM_ARTIFACT, ITEM_PLRBLD, MAX_ITEM_FLAG } item_extra_flags; /* Magic flags - extra extra_flags for objects that are used in spells */ #define ITEM_RETURNING BV00 #define ITEM_BACKSTABBER BV01 #define ITEM_BANE BV02 #define ITEM_MAGIC_LOYAL BV03 #define ITEM_HASTE BV04 #define ITEM_DRAIN BV05 #define ITEM_LIGHTNING_BLADE BV06 #define ITEM_PKDISARMED BV07 /* Maybe temporary, not a perma flag */ /* Lever/dial/switch/button/pullchain flags */ #define TRIG_UP BV00 #define TRIG_UNLOCK BV01 #define TRIG_LOCK BV02 #define TRIG_D_NORTH BV03 #define TRIG_D_SOUTH BV04 #define TRIG_D_EAST BV05 #define TRIG_D_WEST BV06 #define TRIG_D_UP BV07 #define TRIG_D_DOWN BV08 #define TRIG_DOOR BV09 #define TRIG_CONTAINER BV10 #define TRIG_OPEN BV11 #define TRIG_CLOSE BV12 #define TRIG_PASSAGE BV13 #define TRIG_OLOAD BV14 #define TRIG_MLOAD BV15 #define TRIG_TELEPORT BV16 #define TRIG_TELEPORTALL BV17 #define TRIG_TELEPORTPLUS BV18 #define TRIG_DEATH BV19 #define TRIG_CAST BV20 #define TRIG_FAKEBLADE BV21 #define TRIG_RAND4 BV22 #define TRIG_RAND6 BV23 #define TRIG_TRAPDOOR BV24 #define TRIG_ANOTHEROOM BV25 #define TRIG_USEDIAL BV26 #define TRIG_ABSOLUTEVNUM BV27 #define TRIG_SHOWROOMDESC BV28 #define TRIG_AUTORETURN BV29 #define TELE_SHOWDESC BV00 #define TELE_TRANSALL BV01 #define TELE_TRANSALLPLUS BV02 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE BV00 #define ITEM_WEAR_FINGER BV01 #define ITEM_WEAR_NECK BV02 #define ITEM_WEAR_BODY BV03 #define ITEM_WEAR_HEAD BV04 #define ITEM_WEAR_LEGS BV05 #define ITEM_WEAR_FEET BV06 #define ITEM_WEAR_HANDS BV07 #define ITEM_WEAR_ARMS BV08 #define ITEM_WEAR_SHIELD BV09 #define ITEM_WEAR_ABOUT BV10 #define ITEM_WEAR_WAIST BV11 #define ITEM_WEAR_WRIST BV12 #define ITEM_WIELD BV13 #define ITEM_HOLD BV14 #define ITEM_DUAL_WIELD BV15 #define ITEM_WEAR_EARS BV16 #define ITEM_WEAR_EYES BV17 #define ITEM_MISSILE_WIELD BV18 #define ITEM_WEAR_BACK BV19 #define ITEM_WEAR_FACE BV20 #define ITEM_WEAR_ANKLE BV21 #define ITEM_WEAR_FLOAT BV22 #define ITEM_WEAR_MAX 23 /* * Apply types (for affects). * Used in #OBJECTS. */ typedef enum { APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON, APPLY_SEX, APPLY_CLASS, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT, APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC, APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_POISON, APPLY_SAVING_ROD, APPLY_SAVING_PARA, APPLY_SAVING_BREATH, APPLY_SAVING_SPELL, APPLY_CHA, APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE, APPLY_WEAPONSPELL, APPLY_LCK, APPLY_BACKSTAB, APPLY_PICK, APPLY_TRACK, APPLY_STEAL, APPLY_SNEAK, APPLY_HIDE, APPLY_PALM, APPLY_DETRAP, APPLY_DODGE, APPLY_PEEK, APPLY_SCAN, APPLY_GOUGE, APPLY_SEARCH, APPLY_MOUNT, APPLY_DISARM, APPLY_KICK, APPLY_PARRY, APPLY_BASH, APPLY_STUN, APPLY_PUNCH, APPLY_CLIMB, APPLY_GRIP, APPLY_SCRIBE, APPLY_BREW, APPLY_WEARSPELL, APPLY_REMOVESPELL, APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DIG, APPLY_FULL, APPLY_THIRST, APPLY_DRUNK, APPLY_BLOOD, APPLY_COOK, APPLY_RECURRINGSPELL, APPLY_CONTAGIOUS, APPLY_EXT_AFFECT, APPLY_ODOR, APPLY_ROOMFLAG, APPLY_SECTORTYPE, APPLY_ROOMLIGHT, APPLY_TELEVNUM, APPLY_TELEDELAY, MAX_APPLY_TYPE } apply_types; #define REVERSE_APPLY 1000 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE BV00 #define CONT_PICKPROOF BV01 #define CONT_CLOSED BV02 #define CONT_LOCKED BV03 #define CONT_EATKEY BV04 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_POLY 3 #define ROOM_VNUM_HELL 6 /* for hell fix - shogar */ #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 21001 #define ROOM_VNUM_ALTAR 21194 #define ROOM_VNUM_SCHOOL 10300 #define ROOM_AUTH_START 100 #define ROOM_VNUM_HALLOFFALLEN 21195 #define ROOM_VNUM_DONATE 1245 /* * Room flags. Holy cow! Talked about stripped away.. * Used in #ROOMS. Those merc guys know how to strip code down. * Lets put it all back... ;) */ #define ROOM_DARK BV00 #define ROOM_DEATH BV01 #define ROOM_NO_MOB BV02 #define ROOM_INDOORS BV03 #define ROOM_LAWFUL BV04 #define ROOM_NEUTRAL BV05 #define ROOM_CHAOTIC BV06 #define ROOM_NO_MAGIC BV07 #define ROOM_TUNNEL BV08 #define ROOM_PRIVATE BV09 #define ROOM_SAFE BV10 #define ROOM_SOLITARY BV11 #define ROOM_PET_SHOP BV12 #define ROOM_NO_RECALL BV13 #define ROOM_DONATION BV14 #define ROOM_NODROPALL BV15 #define ROOM_SILENCE BV16 #define ROOM_LOGSPEECH BV17 #define ROOM_NODROP BV18 #define ROOM_CLANSTOREROOM BV19 #define ROOM_NO_SUMMON BV20 #define ROOM_NO_ASTRAL BV21 #define ROOM_TELEPORT BV22 #define ROOM_TELESHOWDESC BV23 #define ROOM_NOFLOOR BV24 #define ROOM_NOSUPPLICATE BV25 #define ROOM_ARENA BV26 #define ROOM_NOMISSILE BV27 #define ROOM_AMPLIFY BV28 #define ROOM_LOCKER BV29 #define ROOM_PROTOTYPE BV30 /* * Directions. * Used in #ROOMS. */ typedef enum { DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, DIR_SOMEWHERE } dir_types; #define PT_WATER 100 #define PT_AIR 200 #define PT_EARTH 300 #define PT_FIRE 400 /* * Push/pull types for exits -Thoric * To differentiate between the current of a river, or a strong gust of wind */ typedef enum { PULL_UNDEFINED, PULL_VORTEX, PULL_VACUUM, PULL_SLIP, PULL_ICE, PULL_MYSTERIOUS, PULL_CURRENT = PT_WATER, PULL_WAVE, PULL_WHIRLPOOL, PULL_GEYSER, PULL_WIND = PT_AIR, PULL_STORM, PULL_COLDWIND, PULL_BREEZE, PULL_LANDSLIDE = PT_EARTH, PULL_SINKHOLE, PULL_QUICKSAND, PULL_EARTHQUAKE, PULL_LAVA = PT_FIRE, PULL_HOTAIR } dir_pulltypes; #define MAX_DIR DIR_SOUTHWEST /* max for normal walking */ #define DIR_PORTAL DIR_SOMEWHERE /* portal direction */ /* * Exit flags. EX_RES# are reserved for use by the * Used in #ROOMS. SMAUG development team */ #define EX_ISDOOR BV00 #define EX_CLOSED BV01 #define EX_LOCKED BV02 #define EX_SECRET BV03 #define EX_SWIM BV04 #define EX_PICKPROOF BV05 #define EX_FLY BV06 #define EX_CLIMB BV07 #define EX_DIG BV08 #define EX_EATKEY BV09 #define EX_NOPASSDOOR BV10 #define EX_HIDDEN BV11 #define EX_PASSAGE BV12 #define EX_PORTAL BV13 #define EX_RES1 BV14 #define EX_RES2 BV15 #define EX_xCLIMB BV16 #define EX_xENTER BV17 #define EX_xLEAVE BV18 #define EX_xAUTO BV19 #define EX_NOFLEE BV20 #define EX_xSEARCHABLE BV21 #define EX_BASHED BV22 #define EX_BASHPROOF BV23 #define EX_NOMOB BV24 #define EX_WINDOW BV25 #define EX_xLOOK BV26 #define MAX_EXFLAG 26 /* * Sector types. * Used in #ROOMS. */ typedef enum { SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN, SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT, SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_MAX } sector_types; /* * Equpiment wear locations. * Used in #RESETS. */ typedef enum { WEAR_NONE = -1, WEAR_LIGHT = 0, WEAR_FINGER_L, WEAR_FINGER_R, WEAR_NECK_1, WEAR_NECK_2, WEAR_BODY, WEAR_HEAD, WEAR_LEGS, WEAR_FEET, WEAR_HANDS, WEAR_ARMS, WEAR_SHIELD, WEAR_ABOUT, WEAR_WAIST, WEAR_WRIST_L, WEAR_WRIST_R, WEAR_WIELD, WEAR_HOLD, WEAR_DUAL_WIELD, WEAR_EARS, WEAR_EYES, WEAR_MISSILE_WIELD, WEAR_BACK, WEAR_FACE, WEAR_ANKLE_L, WEAR_ANKLE_R, WEAR_FLOAT, MAX_WEAR } wear_locations; /* Board Types */ typedef enum { BOARD_NOTE, BOARD_MAIL } board_types; /* Auth Flags */ #define FLAG_WRAUTH 1 #define FLAG_AUTH 2 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ typedef enum { COND_DRUNK, COND_FULL, COND_THIRST, COND_BLOODTHIRST, MAX_CONDS } conditions; /* * Positions. */ typedef enum { POS_DEAD, POS_MORTAL, POS_INCAP, POS_STUNNED, POS_SLEEPING, POS_BERSERK, POS_RESTING, POS_AGGRESSIVE, POS_SITTING, POS_FIGHTING, POS_DEFENSIVE, POS_EVASIVE, POS_STANDING, POS_MOUNTED, POS_SHOVE, POS_DRAG } positions; /* * Styles. */ typedef enum { STYLE_BERSERK, STYLE_AGGRESSIVE, STYLE_FIGHTING, STYLE_DEFENSIVE, STYLE_EVASIVE, } styles; /* * ACT bits for players. */ typedef enum { PLR_IS_NPC, PLR_BOUGHT_PET, PLR_SHOVEDRAG, PLR_AUTOEXIT, PLR_AUTOLOOT, PLR_AUTOSAC, PLR_BLANK, PLR_OUTCAST, PLR_BRIEF, PLR_COMBINE, PLR_PROMPT, PLR_TELNET_GA, PLR_HOLYLIGHT, PLR_WIZINVIS, PLR_ROOMVNUM, PLR_SILENCE, PLR_NO_EMOTE, PLR_ATTACKER, PLR_NO_TELL, PLR_LOG, PLR_DENY, PLR_FREEZE, PLR_THIEF, PLR_KILLER, PLR_LITTERBUG, PLR_ANSI, PLR_RIP, PLR_NICE, PLR_FLEE, PLR_AUTOGOLD, PLR_AVAILABLE_FLAG, PLR_AFK, PLR_INVISPROMPT, PLR_MARRIED, PLR_NOMENU } player_flags; /* Bits for pc_data->flags. */ #define PCFLAG_R1 BV00 #define PCFLAG_DEADLY BV01 #define PCFLAG_UNAUTHED BV02 #define PCFLAG_NORECALL BV03 #define PCFLAG_NOINTRO BV04 #define PCFLAG_GAG BV05 #define PCFLAG_RETIRED BV06 #define PCFLAG_GUEST BV07 #define PCFLAG_NOSUMMON BV08 #define PCFLAG_PAGERON BV09 #define PCFLAG_NOTITLE BV10 #define PCFLAG_GROUPWHO BV11 #define PCFLAG_DIAGNOSE BV12 #define PCFLAG_HIGHGAG BV13 #define PCFLAG_WATCH BV14 /* see function "do_watch" */ #define PCFLAG_HELPSTART BV15 /* Force new players to help start */ #define PCFLAG_IMMPROOF BV16 /* stop imms misbehaving-shogar */ #define PCFLAG_NOBEEP BV17 /* stop people from beeping you -- Scion */ #define PCFLAG_ANONYMOUS BV18 /* Stop mortals' ranks and levels from showing up -- Scion */ #define PCFLAG_INDUCTOR BV19 /* Can induct people into clan/club/order -- Scion */ typedef enum { TIMER_NONE, TIMER_RECENTFIGHT, TIMER_SHOVEDRAG, TIMER_DO_FUN, TIMER_APPLIED, TIMER_PKILLED, TIMER_ASUPRESSED, TIMER_NUISANCE } timer_types; struct timer_data { TIMER *prev; TIMER *next; DO_FUN *do_fun; int value; short type; int count; }; /* * Channel bits. */ #define CHANNEL_AUCTION BV00 #define CHANNEL_CHAT BV01 #define CHANNEL_QUEST BV02 #define CHANNEL_IMMTALK BV03 #define CHANNEL_MUSIC BV04 #define CHANNEL_ASK BV05 #define CHANNEL_SHOUT BV06 #define CHANNEL_YELL BV07 #define CHANNEL_MONITOR BV08 #define CHANNEL_LOG BV09 #define CHANNEL_HIGHGOD BV10 #define CHANNEL_CLAN BV11 #define CHANNEL_BUILD BV12 #define CHANNEL_HIGH BV13 #define CHANNEL_AVTALK BV14 #define CHANNEL_PRAY BV15 #define CHANNEL_COUNCIL BV16 #define CHANNEL_GUILD BV17 #define CHANNEL_COMM BV18 #define CHANNEL_TELLS BV19 #define CHANNEL_ORDER BV20 #define CHANNEL_NEWBIE BV21 #define CHANNEL_WARTALK BV22 #define CHANNEL_RACETALK BV23 #define CHANNEL_WARN BV24 #define CHANNEL_WHISPER BV25 #define CHANNEL_AUTH BV26 #define CHANNEL_GRATZ BV27 #define CHANNEL_THINK BV28 #define CHANNEL_COUNCIL2 BV29 /* Area defines - Scryn 8/11 * */ #define AREA_DELETED BV00 #define AREA_LOADED BV01 /* Area flags - Narn Mar/96 */ #define AFLAG_NOPKILL BV00 #define AFLAG_FREEKILL BV01 #define AFLAG_NOTELEPORT BV02 #define AFLAG_PROTOTYPE BV03 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA *next; MOB_INDEX_DATA *next_sort; SPEC_FUN *spec_fun; SHOP_DATA *pShop; REPAIR_DATA *rShop; MPROG_DATA *mudprogs; EXT_BV progtypes; char *player_name; char *short_descr; char *long_descr; char *description; int vnum; short count; short killed; short sex; short level; EXT_BV act; EXT_BV affected_by; short alignment; short mobthac0; /* Unused */ short ac; short hitnodice; short hitsizedice; short hitplus; short damnodice; short damsizedice; short damplus; short numattacks; int gold; int exp; int xflags; int resistant; int immune; int susceptible; EXT_BV attacks; EXT_BV defenses; int speaks; int speaking; short position; short defposition; short height; short weight; short race; short class; short hitroll; short damroll; short perm_str; short perm_int; short perm_wis; short perm_dex; short perm_con; short perm_cha; short perm_lck; short saving_poison_death; short saving_wand; short saving_para_petri; short saving_breath; short saving_spell_staff; }; struct hunt_hate_fear { char *name; CHAR_DATA *who; }; struct fighting_data { CHAR_DATA *who; int xp; short align; short duration; short timeskilled; }; struct editor_data { short numlines; short on_line; short size; char line[49][81]; }; struct extracted_char_data { EXTRACT_CHAR_DATA *next; CHAR_DATA *ch; ROOM_INDEX_DATA *room; ch_ret retcode; bool extract; }; /* * One character (PC or NPC). * (Shouldn't most of that build interface stuff use substate, dest_buf, * spare_ptr and tempnum? Seems a little redundant) */ struct char_data { CHAR_DATA *next; CHAR_DATA *prev; CHAR_DATA *next_in_room; CHAR_DATA *prev_in_room; CHAR_DATA *master; CHAR_DATA *leader; FIGHT_DATA *fighting; CHAR_DATA *reply; CHAR_DATA *retell; CHAR_DATA *switched; CHAR_DATA *mount; HHF_DATA *hunting; HHF_DATA *fearing; HHF_DATA *hating; SPEC_FUN *spec_fun; MPROG_ACT_LIST *mpact; int mpactnum; short mpscriptpos; MOB_INDEX_DATA *pIndexData; DESCRIPTOR_DATA *desc; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; NOTE_DATA *pnote; NOTE_DATA *comments; OBJ_DATA *first_carrying; OBJ_DATA *last_carrying; ROOM_INDEX_DATA *in_room; OBJ_DATA *on; /* furniture, stand on objects */ ROOM_INDEX_DATA *was_in_room; PC_DATA *pcdata; DO_FUN *last_cmd; DO_FUN *prev_cmd; /* mapping */ void *dest_buf; /* This one is to assign to differen things */ char *alloc_ptr; /* Must str_dup and free this one */ void *spare_ptr; int tempnum; EDITOR_DATA *editor; TIMER *first_timer; TIMER *last_timer; CHAR_MORPH *morph; char *name; char *short_descr; char *long_descr; char *description; short ghost_level; /* Froboz */ short incog_level; /* Froboz */ short num_fighting; short substate; short sex; short class; short race; short level; short trust; int played; time_t logon; time_t save_time; short timer; short wait; short hit; short max_hit; short mana; short max_mana; short move; short max_move; short practice; short numattacks; int gold; int exp; EXT_BV act; EXT_BV affected_by; EXT_BV no_affected_by; int carry_weight; int carry_number; int xflags; int resistant; int no_resistant; int immune; int no_immune; int susceptible; int no_susceptible; EXT_BV attacks; EXT_BV defenses; int speaks; int speaking; short saving_poison_death; short saving_wand; short saving_para_petri; short saving_breath; short saving_spell_staff; short alignment; short barenumdie; short baresizedie; short mobthac0; short hitroll; short damroll; short hitplus; short damplus; short position; short defposition; short style; short height; short weight; short armor; short wimpy; int deaf; short perm_str; short perm_int; short perm_wis; short perm_dex; short perm_con; short perm_cha; short perm_lck; short mod_str; short mod_int; short mod_wis; short mod_dex; short mod_con; short mod_cha; short mod_lck; short mental_state; /* simplified */ short emotional_state; /* simplified */ int retran; int regoto; short mobinvis; /* Mobinvis level SB */ int fur_pos; /* furniture pos. */ int recall; /* Where to recall to -- Scion */ /* * All these are going in a struct when I get around to changing them. -- Scion */ int arena; /* Scion arenacode */ int arena_wins; /* Scion arenacode */ int arena_kills; int arena_deaths; }; struct killed_data { int vnum; char count; }; /* Structure for link list of ignored players */ struct ignore_data { IGNORE_DATA *next; IGNORE_DATA *prev; char *name; }; /* Max number of people you can ignore at once */ #define MAX_IGN 6 typedef struct alias_queue ALIAS_QUEUE; struct alias_queue { ALIAS_QUEUE *next; char *cmd; }; /* * Data which only PC's have. */ struct pc_data { ALIAS_DATA *first_alias; ALIAS_DATA *last_alias; ALIAS_QUEUE *alias_queue; int alias_used; /* Alias used x times -- Scion */ CHAR_DATA *pet; CLAN_DATA *clan; COUNCIL_DATA *council; COUNCIL_DATA *council2; AREA_DATA *area; DEITY_DATA *deity; char *homepage; char *email; char *clan_name; char *council_name; char *council2_name; char *deity_name; char *pwd; char *bamfin; char *bamfout; char *filename; /* For the safe mset name -Shaddai */ char *rank; char *title; char *lastname; /* last name -- Scion */ char *extraname; /* extraname before name on wholist */ char *bestowments; /* Special bestowed commands */ int flags; /* Whether the player is deadly and whatever else we add. */ int pkills; /* Number of pkills on behalf of clan */ int pdeaths; /* Number of times pkilled (legally) */ int mkills; /* Number of mobs killed */ int mdeaths; /* Number of deaths due to mobs */ int illegal_pk; /* Number of illegal pk's committed */ long int outcast_time; /* The time at which the char was outcast */ NUISANCE_DATA *nuisance; /* New Nuisance structure */ long int restore_time; /* The last time the char did a restore all */ int r_range_lo; /* room range */ int r_range_hi; int m_range_lo; /* mob range */ int m_range_hi; int o_range_lo; /* obj range */ int o_range_hi; int balance; short wizinvis; /* wizinvis level */ short min_snoop; /* minimum snoop level */ short condition[MAX_CONDS]; short learned[MAX_SKILL]; KILLED_DATA killed[MAX_KILLTRACK]; short quest_number; /* current *QUEST BEING DONE* DON'T REMOVE! */ short quest_curr; /* current number of quest points */ int quest_accum; /* quest points accumulated in players life */ short favor; /* deity favor */ int auth_state; time_t release_date; /* Auto-helling.. Altrag */ char *helled_by; char *bio; /* Personal Bio */ char *authed_by; /* what crazy imm authed this name ;) */ SKILLTYPE *special_skills[MAX_PERSONAL]; /* personalized skills/spells */ char *prompt; /* User config prompts */ char *fprompt; /* Fight prompts */ char *subprompt; /* Substate prompt */ short pagerlen; /* For pager (NOT menus) */ bool openedtourney; IGNORE_DATA *first_ignored; /* keep track of who to ignore */ IGNORE_DATA *last_ignored; char **tell_history; /* for immortal only command lasttell */ short lt_index; /* last_tell index */ char *wedto; /* married flag */ char *alias[MAX_ALIAS]; /* alias - shogar */ char *alias_sub[MAX_ALIAS]; char *outputprefix; char *outputsuffix; int memorize[8]; /* Locations that can be memorized with the memorize command -- Scion */ LOCKER_DATA *locker; ROOM_INDEX_DATA *locker_room; /* Pointer to virtual room */ int locker_vnum; int version; #ifdef I3 I3_CHARDATA *i3chardata; #endif #ifdef IMC IMC_CHARDATA *imcchardata; #endif }; struct locker_data { short capacity; short holding; int flags; int room; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 18 struct liq_type { char *liq_name; char *liq_color; short liq_affect[3]; }; /* * Damage types from the attack_table[] */ typedef enum { DAM_HIT, DAM_SLICE, DAM_STAB, DAM_SLASH, DAM_WHIP, DAM_CLAW, DAM_BLAST, DAM_POUND, DAM_CRUSH, DAM_GREP, DAM_BITE, DAM_PIERCE, DAM_SUCTION, DAM_BOLT, DAM_ARROW, DAM_DART, DAM_STONE, DAM_PEA } damage_types; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ EXTRA_DESCR_DATA *prev; /* Previous in list */ char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA *next; OBJ_INDEX_DATA *next_sort; EXTRA_DESCR_DATA *first_extradesc; EXTRA_DESCR_DATA *last_extradesc; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; MPROG_DATA *mudprogs; /* objprogs */ EXT_BV progtypes; /* objprogs */ char *name; char *short_descr; char *description; char *action_desc; int vnum; short level; short item_type; EXT_BV extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn */ int wear_flags; short count; short weight; int cost; int value[6]; int serial; short layers; int rent; /* Unused */ }; /* * One object. */ struct obj_data { OBJ_DATA *next; OBJ_DATA *prev; OBJ_DATA *next_content; OBJ_DATA *prev_content; OBJ_DATA *first_content; OBJ_DATA *last_content; OBJ_DATA *in_obj; CHAR_DATA *carried_by; EXTRA_DESCR_DATA *first_extradesc; EXTRA_DESCR_DATA *last_extradesc; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; OBJ_INDEX_DATA *pIndexData; ROOM_INDEX_DATA *in_room; char *name; char *short_descr; char *description; char *action_desc; short item_type; short mpscriptpos; EXT_BV extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn */ int wear_flags; MPROG_ACT_LIST *mpact; /* mudprogs */ int mpactnum; /* mudprogs */ short wear_loc; short weight; int cost; short level; short timer; int value[6]; short count; /* support for object grouping */ int serial; /* serial number */ }; /* * Exit data. */ struct exit_data { EXIT_DATA *prev; /* previous exit in linked list */ EXIT_DATA *next; /* next exit in linked list */ EXIT_DATA *rexit; /* Reverse exit pointer */ ROOM_INDEX_DATA *to_room; /* Pointer to destination room */ char *keyword; /* Keywords for exit or door */ char *description; /* Description of exit */ int vnum; /* Vnum of room exit leads to */ int rvnum; /* Vnum of room in opposite dir */ int exit_info; /* door states & other flags */ int key; /* Key vnum */ short vdir; /* Physical "direction" */ short distance; /* how far to the next room */ short pull; /* pull of direction (current) */ short pulltype; /* type of pull (current, wind) */ }; /* * 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 * 'H': hide an object * 'B': set a bitvector * 'T': trap an object * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA *next; RESET_DATA *prev; RESET_DATA *first_reset; RESET_DATA *last_reset; RESET_DATA *next_reset; RESET_DATA *prev_reset; char command; int extra; int arg1; int arg2; int arg3; }; /* Constants for arg2 of 'B' resets. */ #define BIT_RESET_DOOR 0 #define BIT_RESET_OBJECT 1 #define BIT_RESET_MOBILE 2 #define BIT_RESET_ROOM 3 #define BIT_RESET_TYPE_MASK 0xFF /* 256 should be enough */ #define BIT_RESET_DOOR_THRESHOLD 8 #define BIT_RESET_DOOR_MASK 0xFF00 /* 256 should be enough */ #define BIT_RESET_SET BV30 #define BIT_RESET_TOGGLE BV31 #define BIT_RESET_FREEBITS 0x3FFF0000 /* For reference */ /* * Area definition. */ struct area_data { AREA_DATA *next; AREA_DATA *prev; AREA_DATA *next_sort; AREA_DATA *prev_sort; AREA_DATA *next_sort_name; /* Used for alphanum. sort */ AREA_DATA *prev_sort_name; /* Ditto, Fireblade */ ROOM_INDEX_DATA *first_room; ROOM_INDEX_DATA *last_room; char *name; char *filename; int flags; short status; /* h, 8/11 */ short age; short nplayer; short reset_frequency; int low_r_vnum; int hi_r_vnum; int low_o_vnum; int hi_o_vnum; int low_m_vnum; int hi_m_vnum; int low_soft_range; int hi_soft_range; int low_hard_range; int hi_hard_range; char *author; /* Scryn */ char *resetmsg; /* Rennard */ short max_players; int mkills; int mdeaths; int pkills; int pdeaths; int gold_looted; int illegal_pk; int high_economy; int low_economy; WEATHER_DATA *weather; /* FB */ }; /* * Load in the gods building data. -- Altrag */ struct godlist_data { GOD_DATA *next; GOD_DATA *prev; int level; int low_r_vnum; int hi_r_vnum; int low_o_vnum; int hi_o_vnum; int low_m_vnum; int hi_m_vnum; }; /* * Used to keep track of system settings and statistics -Thoric */ struct system_data { int alias_wait; /* Command wait on aliases */ int maxplayers; /* Maximum players this boot */ int alltimemax; /* Maximum players ever */ int global_looted; /* Gold looted this boot */ int upill_val; /* Used pill value */ int upotion_val; /* Used potion value */ int brewed_used; /* Brewed potions used */ int scribed_used; /* Scribed scrolls used */ char *time_of_max; /* Time of max ever */ char *mud_name; /* Name of mud */ bool NO_NAME_RESOLVING; /* Hostnames are not resolved */ bool DENY_NEW_PLAYERS; /* New players cannot connect */ bool WAIT_FOR_AUTH; /* New players must be auth'ed */ short read_all_mail; /* Read all player mail(was 54) */ short read_mail_free; /* Read mail for free (was 51) */ short write_mail_free; /* Write mail for free(was 51) */ short take_others_mail; /* Take others mail (was 54) */ short staff_level; /* Level of staff channel */ short think_level; /* Level of think channel LEVEL_HIGOD */ short build_level; /* Level of build channel LEVEL_BUILD */ short log_level; /* Level of log channel LEVEL LOG */ short level_modify_proto; /* Level to modify prototype stuff LEVEL_LESSER */ short level_override_private; /* override private flag */ short level_mset_player; /* Level to mset a player */ short bash_plr_vs_plr; /* Bash mod player vs. player */ short bash_nontank; /* Bash mod basher != primary attacker */ short gouge_plr_vs_plr; /* Gouge mod player vs. player */ short gouge_nontank; /* Gouge mod player != primary attacker */ short stun_plr_vs_plr; /* Stun mod player vs. player */ short stun_regular; /* Stun difficult */ short dodge_mod; /* Divide dodge chance by */ short parry_mod; /* Divide parry chance by */ short tumble_mod; /* Divide tumble chance by */ short dam_plr_vs_plr; /* Damage mod player vs. player */ short dam_plr_vs_mob; /* Damage mod player vs. mobile */ short dam_mob_vs_plr; /* Damage mod mobile vs. player */ short dam_mob_vs_mob; /* Damage mod mobile vs. mobile */ short level_getobjnotake; /* Get objects without take flag */ short level_forcepc; /* The level at which you can use force on players. */ short bestow_dif; /* Max # of levels between trust and command level for a bestow to work --Blodkai */ short max_sn; /* Max skills */ char *guild_overseer; /* Pointer to char containing the name of the */ char *guild_advisor; /* guild overseer and advisor. */ int save_flags; /* Toggles for saving conditions */ short save_frequency; /* How old to autosave someone */ short check_imm_host; /* Do we check immortal's hosts? */ short morph_opt; /* Do we optimize morph's? */ short save_pets; /* Do pets save? */ short ban_site_level; /* Level to ban sites */ short ban_class_level; /* Level to ban classes */ short ban_race_level; /* Level to ban races */ short ident_retries; /* Number of times to retry broken pipes. */ int arena; /* Scion arenacode */ bool imm_arena; /* Scion arenacode */ bool webtoggle; int webport; bool all_pkill_mode; /* Cronel pkill mode */ int scount; /* Amount of socials in MUD */ int ccount; /* Amount of commands in MUD */ int mplimit; /* Multiple player connection limit */ int pklimit; /* Player killer connection limit */ }; struct plane_data { PLANE_DATA *next; PLANE_DATA *prev; char *name; }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA *next; ROOM_INDEX_DATA *next_sort; CHAR_DATA *first_person; /* people in the room */ CHAR_DATA *last_person; /* .. */ OBJ_DATA *first_content; /* objects on floor */ OBJ_DATA *last_content; /* .. */ EXTRA_DESCR_DATA *first_extradesc; /* extra descriptions */ EXTRA_DESCR_DATA *last_extradesc; /* .. */ AREA_DATA *area; EXIT_DATA *first_exit; /* exits from the room */ EXIT_DATA *last_exit; /* .. */ AFFECT_DATA *first_affect; /* effects on the room */ AFFECT_DATA *last_affect; /* .. */ RESET_DATA *first_reset; RESET_DATA *last_reset; RESET_DATA *last_mob_reset; RESET_DATA *last_obj_reset; ROOM_INDEX_DATA *next_aroom; /* Rooms within an area */ ROOM_INDEX_DATA *prev_aroom; MAP_DATA *map; /* maps */ PLANE_DATA *plane; /* do it by room rather than area */ MPROG_ACT_LIST *mpact; /* mudprogs */ int mpactnum; /* mudprogs */ MPROG_DATA *mudprogs; /* mudprogs */ short mpscriptpos; char *name; char *description; int vnum; int room_flags; EXT_BV progtypes; /* mudprogs */ short light; /* amount of light in the room */ short sector_type; int tele_vnum; short tele_delay; short tunnel; /* max people that will fit */ short virtual; /* neccessary for bilvnums shogar */ }; /* * Delayed teleport type. */ struct teleport_data { TELEPORT_DATA *next; TELEPORT_DATA *prev; ROOM_INDEX_DATA *room; short timer; }; /* * Types of skill numbers. Used to keep separate lists of sn's * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* allows for 1000 skills/spells */ #define TYPE_HERB 2000 /* allows for 1000 attack types */ #define TYPE_PERSONAL 3000 /* allows for 1000 herb types */ #define TYPE_RACIAL 4000 /* allows for 1000 personal types */ #define TYPE_DISEASE 5000 /* allows for 1000 racial types */ /* * Target types. */ typedef enum { TAR_IGNORE, TAR_CHAR_OFFENSIVE, TAR_CHAR_DEFENSIVE, TAR_CHAR_SELF, TAR_OBJ_INV } target_types; typedef enum { SKILL_UNKNOWN, SKILL_SPELL, SKILL_SKILL, SKILL_WEAPON, SKILL_TONGUE, SKILL_HERB, SKILL_RACIAL, SKILL_DISEASE } skill_types; struct timerset { int num_uses; struct timeval total_time; struct timeval min_time; struct timeval max_time; }; /* * Skills include spells as a particular case. */ struct skill_type { char *name; /* Name of skill */ short skill_level[MAX_CLASS]; /* Level needed by class */ short skill_adept[MAX_CLASS]; /* Max attainable % in this skill */ short race_level[MAX_RACE]; /* Racial abilities: level */ short race_adept[MAX_RACE]; /* Racial abilities: adept */ SPELL_FUN *spell_fun; /* Spell pointer (for spells) */ DO_FUN *skill_fun; /* Skill pointer (for skills) */ short target; /* Legal targets */ short minimum_position; /* Position for caster / user */ short slot; /* Slot for #OBJECT loading */ short min_mana; /* Minimum mana used */ short beats; /* Rounds required to use skill */ char *noun_damage; /* Damage message */ char *msg_off; /* Wear off message */ short guild; /* Which guild the skill belongs to */ short min_level; /* Minimum level to be able to cast */ short type; /* Spell/Skill/Weapon/Tongue */ short range; /* Range of spell (rooms) */ int info; /* Spell action/class/etc */ int flags; /* Flags */ char *hit_char; /* Success message to caster */ char *hit_vict; /* Success message to victim */ char *hit_room; /* Success message to room */ char *hit_dest; /* Success message to dest room */ char *miss_char; /* Failure message to caster */ char *miss_vict; /* Failure message to victim */ char *miss_room; /* Failure message to room */ char *die_char; /* Victim death msg to caster */ char *die_vict; /* Victim death msg to victim */ char *die_room; /* Victim death msg to room */ char *imm_char; /* Victim immune msg to caster */ char *imm_vict; /* Victim immune msg to victim */ char *imm_room; /* Victim immune msg to room */ char *dice; /* Dice roll */ int value; /* Misc value */ char saves; /* What saving spell applies */ char difficulty; /* Difficulty of casting/learning */ SMAUG_AFF *affects; /* Spell affects, if any */ char *components; /* Spell components, if any */ char *teachers; /* Skill requires a special teacher */ char participants; /* # of required participants */ struct timerset userec; /* Usage record */ }; /* how many items to track.... prevent repeat auctions */ #define AUCTION_MEM 3 struct auction_data { OBJ_DATA *item; /* a pointer to the item */ CHAR_DATA *seller; /* a pointer to the seller - which may NOT quit */ CHAR_DATA *buyer; /* a pointer to the buyer - which may NOT quit */ int bet; /* last bet - or 0 if noone has bet anything */ short going; /* 1,2, sold */ short pulse; /* how many pulses (.25 sec) until another call-out ? */ int starting; OBJ_INDEX_DATA *history[AUCTION_MEM]; /* store auction history */ short hist_timer; /* clear out history buffer if auction is idle */ }; /* * So we can have different configs for different ports -- Shaddai */ extern int port; extern bool mud_down; /* * These are skill_lookup return values for common skills and spells. */ extern short gsn_style_evasive; extern short gsn_style_defensive; extern short gsn_style_standard; extern short gsn_style_aggressive; extern short gsn_style_berserk; extern short gsn_detrap; extern short gsn_backstab; extern short gsn_circle; extern short gsn_cook; extern short gsn_dodge; extern short gsn_hide; extern short gsn_peek; extern short gsn_pick_lock; extern short gsn_scan; extern short gsn_sneak; extern short gsn_steal; extern short gsn_gouge; extern short gsn_track; extern short gsn_search; extern short gsn_dig; extern short gsn_mount; extern short gsn_bashdoor; extern short gsn_berserk; extern short gsn_hitall; extern short gsn_disarm; extern short gsn_enhanced_damage; extern short gsn_kick; extern short gsn_parry; extern short gsn_rescue; extern short gsn_second_attack; extern short gsn_third_attack; extern short gsn_fourth_attack; extern short gsn_fifth_attack; extern short gsn_sixth_attack; extern short gsn_seventh_attack; extern short gsn_eighth_attack; extern short gsn_dual_wield; extern short gsn_feed; extern short gsn_bloodlet; extern short gsn_broach; extern short gsn_mistwalk; extern short gsn_aid; /* used to do specific lookups */ extern short gsn_first_spell; extern short gsn_first_skill; extern short gsn_first_weapon; extern short gsn_first_tongue; extern short gsn_top_sn; /* casting skills -- Scion */ extern short gsn_second_cast; extern short gsn_third_cast; extern short gsn_fourth_cast; extern short gsn_fifth_cast; extern short gsn_sixth_cast; extern short gsn_seventh_cast; extern short gsn_eighth_cast; /* spells */ extern short gsn_blindness; extern short gsn_charm_person; extern short gsn_aqua_breath; extern short gsn_curse; extern short gsn_invis; extern short gsn_mass_invis; extern short gsn_poison; extern short gsn_sleep; extern short gsn_possess; extern short gsn_fireball; /* for fireshield */ extern short gsn_chill_touch; /* for iceshield */ extern short gsn_lightning_bolt; /* for shockshield */ extern short gsn_haste; extern short gsn_slow; /* newer attack skills */ extern short gsn_punch; extern short gsn_bash; extern short gsn_stun; extern short gsn_bite; extern short gsn_claw; extern short gsn_sting; extern short gsn_tail; extern short gsn_poison_weapon; extern short gsn_scribe; extern short gsn_brew; extern short gsn_climb; extern short gsn_pugilism; extern short gsn_long_blades; extern short gsn_short_blades; extern short gsn_flexible_arms; extern short gsn_talonous_arms; extern short gsn_bludgeons; extern short gsn_missile_weapons; extern short gsn_shieldwork; extern short gsn_grip; extern short gsn_slice; extern short gsn_tumble; /* Language gsns. -- Altrag */ extern short gsn_common; extern short gsn_elven; extern short gsn_dwarven; extern short gsn_pixie; extern short gsn_ogre; extern short gsn_orcish; extern short gsn_trollish; extern short gsn_goblin; extern short gsn_halfling; /* * Cmd flag names --Shaddai */ extern char *const cmd_flags[]; /* * Utility macros. */ #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) /* * Old-style Bit manipulation macros * * The bit passed is the actual value of the bit (Use the BV## defines) */ #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define TOGGLE_BIT(var, bit) ((var) ^= (bit)) #define CH(d) ((d)->original ? (d)->original : (d)->character) /* * Macros for accessing virtually unlimited bitvectors. -Thoric * * Note that these macros use the bit number rather than the bit value * itself -- which means that you can only access _one_ bit at a time * * This code uses an array of integers */ /* * The functions for these prototypes can be found in misc.c * They are up here because they are used by the macros below */ bool ext_is_empty args( ( EXT_BV * bits ) ); void ext_clear_bits args( ( EXT_BV * bits ) ); int ext_has_bits args( ( EXT_BV * var, EXT_BV * bits ) ); bool ext_same_bits args( ( EXT_BV * var, EXT_BV * bits ) ); void ext_set_bits args( ( EXT_BV * var, EXT_BV * bits ) ); void ext_remove_bits args( ( EXT_BV * var, EXT_BV * bits ) ); void ext_toggle_bits args( ( EXT_BV * var, EXT_BV * bits ) ); /* * Here are the extended bitvector macros: */ #define xIS_SET(var, bit) ((var).bits[(bit) >> RSV] & 1 << ((bit) & XBM)) #define xSET_BIT(var, bit) ((var).bits[(bit) >> RSV] |= 1 << ((bit) & XBM)) #define xSET_BITS(var, bit) (ext_set_bits(&(var), &(bit))) #define xREMOVE_BIT(var, bit) ((var).bits[(bit) >> RSV] &= ~(1 << ((bit) & XBM))) #define xREMOVE_BITS(var, bit) (ext_remove_bits(&(var), &(bit))) #define xTOGGLE_BIT(var, bit) ((var).bits[(bit) >> RSV] ^= 1 << ((bit) & XBM)) #define xTOGGLE_BITS(var, bit) (ext_toggle_bits(&(var), &(bit))) #define xCLEAR_BITS(var) (ext_clear_bits(&(var))) #define xIS_EMPTY(var) (ext_is_empty(&(var))) #define xHAS_BITS(var, bit) (ext_has_bits(&(var), &(bit))) #define xSAME_BITS(var, bit) (ext_same_bits(&(var), &(bit))) /* * Memory allocation macros. */ #define CREATE(result, type, number) \ do \ { \ if (!((result) = (type *) calloc ((number), sizeof(type)))) \ { \ perror("malloc failure"); \ fprintf(stderr, "Malloc failure @ %s:%d\n", __FILE__, __LINE__ ); \ abort(); \ } \ } while(0) #define RECREATE(result,type,number) \ do \ { \ if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\ { \ perror("realloc failure"); \ fprintf(stderr, "Realloc failure @ %s:%d\n", __FILE__, __LINE__ ); \ abort(); \ } \ } while(0) #define DISPOSE(point) \ do \ { \ if((point)) \ { \ free((point)); \ (point) = NULL; \ } \ } while(0) #ifdef HASHSTR #define STRALLOC(point) str_alloc((point)) #define QUICKLINK(point) quick_link((point)) #define STRFREE(point) \ do \ { \ if((point)) \ { \ if( str_free((point)) == -1 ) \ bug( "STRFREEing bad pointer in %s, line %d\n", __FILE__, __LINE__ ); \ (point) = NULL; \ } \ } while(0) #else #define STRALLOC(point) str_dup((point)) #define QUICKLINK(point) str_dup((point)) #define STRFREE(point) DISPOSE((point)) #endif /* double-linked list handling macros -Thoric */ /* Updated by Scion 8/6/1999 */ #define LINK(link, first, last, next, prev) \ do \ { \ if ( !(first) ) \ { \ (first) = (link); \ (last) = (link); \ } \ else \ (last)->next = (link); \ (link)->next = NULL; \ if ((first) == (link)) \ (link)->prev = NULL; \ else \ (link)->prev = (last); \ (last) = (link); \ } while(0) #define INSERT(link, insert, first, next, prev) \ do \ { \ (link)->prev = (insert)->prev; \ if ( !(insert)->prev ) \ (first) = (link); \ else \ (insert)->prev->next = (link); \ (insert)->prev = (link); \ (link)->next = (insert); \ } while(0) #define UNLINK(link, first, last, next, prev) \ do \ { \ if ( !(link)->prev ) \ { \ (first) = (link)->next; \ if ((first)) \ (first)->prev = NULL; \ } \ else \ { \ (link)->prev->next = (link)->next; \ } \ if ( !(link)->next ) \ { \ (last) = (link)->prev; \ if ((last)) \ (last)->next = NULL; \ } \ else \ { \ (link)->next->prev = (link)->prev; \ } \ } while(0) #define CHECK_LINKS(first, last, next, prev, type) \ do { \ type *ptr, *pptr = NULL; \ if ( !(first) && !(last) ) \ break; \ if ( !(first) ) \ { \ bug( "CHECK_LINKS: last with NULL first! %s.", \ __STRING(first) ); \ for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \ (first) = ptr; \ } \ else if ( !(last) ) \ { \ bug( "CHECK_LINKS: first with NULL last! %s.", \ __STRING(first) ); \ for ( ptr = (first); ptr->next; ptr = ptr->next ); \ (last) = ptr; \ } \ if ( (first) ) \ { \ for ( ptr = (first); ptr; ptr = ptr->next ) \ { \ if ( ptr->prev != pptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \ __STRING(first), ptr, pptr ); \ ptr->prev = pptr; \ } \ if ( ptr->prev && ptr->prev->next != ptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\ __STRING(first), ptr, ptr ); \ ptr->prev->next = ptr; \ } \ pptr = ptr; \ } \ pptr = NULL; \ } \ if ( (last) ) \ { \ for ( ptr = (last); ptr; ptr = ptr->prev ) \ { \ if ( ptr->next != pptr ) \ { \ bug( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \ __STRING(first), ptr, pptr ); \ ptr->next = pptr; \ } \ if ( ptr->next && ptr->next->prev != ptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\ __STRING(first), ptr, ptr ); \ ptr->next->prev = ptr; \ } \ pptr = ptr; \ } \ } \ } while(0) #define ASSIGN_GSN(gsn, skill) \ do \ { \ if ( ((gsn) = skill_lookup((skill))) == -1 ) \ fprintf( stderr, "ASSIGN_GSN: Skill %s not found.\n", \ (skill) ); \ } while(0) #define CHECK_SUBRESTRICTED(ch) \ do \ { \ if ( (ch)->substate == SUB_RESTRICTED ) \ { \ send_to_char( "You cannot use this command from within another command.\r\n", ch ); \ return; \ } \ } while(0) /* * Character macros. */ #define IS_NPC(ch) (xIS_SET((ch)->act, ACT_IS_NPC) && !(ch)->pcdata) #define IS_WRITING(ch) (((ch)->desc && (ch)->desc->connected) ? TRUE : FALSE) #define IS_IMMORTAL(ch) (get_trust((ch)) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust((ch)) >= LEVEL_HERO) #define IS_AFFECTED(ch, sn) (xIS_SET((ch)->affected_by, (sn))) #define HAS_BODYPART(ch, part) ((ch)->xflags == 0 || IS_SET((ch)->xflags, (part))) #define CAN_CAST(ch) ((ch)->class != 2 && (ch)->class != 3) #define IS_VAMPIRE(ch) (!IS_NPC(ch) \ && ((ch)->class==CLASS_DEMON \ || (ch)->race==RACE_VAMPIRE)) #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 ) \ + VAMP_AC(ch)) #define GET_HITROLL(ch) ((ch)->hitroll \ +str_app[get_curr_str(ch)].tohit \ +(2-(abs((ch)->mental_state)/10))) /* Thanks to Chriss Baeke for noticing damplus was unused */ #define GET_DAMROLL(ch) ((ch)->damroll \ +(ch)->damplus \ +str_app[get_curr_str(ch)].todam \ +(((ch)->mental_state > 5 \ &&(ch)->mental_state < 15) ? 1 : 0) ) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS) && !IS_SET( \ (ch)->in_room->room_flags, \ ROOM_TUNNEL)) #define NO_WEATHER_SECT(sect) ( sect == SECT_INSIDE || \ sect == SECT_UNDERWATER || \ sect == SECT_OCEANFLOOR || \ sect == SECT_UNDERGROUND ) #define IS_DRUNK(ch, drunk) (number_percent() < \ ( (ch)->pcdata->condition[COND_DRUNK] \ * 2 / (drunk) ) ) #define IS_CLANNED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type != CLAN_ORDER \ && (ch)->pcdata->clan->clan_type != CLAN_GUILD) #define IS_ORDERED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type == CLAN_ORDER) #define IS_GUILDED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type == CLAN_GUILD) #define IS_DEADLYCLAN(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type != CLAN_NOKILL) \ && (ch)->pcdata->clan->clan_type != CLAN_ORDER) \ && (ch)->pcdata->clan->clan_type != CLAN_GUILD) #define IS_DEVOTED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->deity) #define IS_PKILL(ch) (TRUE) /*(ch->pcdata && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )) */ #define CAN_PKILL(ch) ((IS_PKILL(ch) && ch->level >= 10) || sysdata.all_pkill_mode) /* Cronel, pkill mode */ /* Addition to make people with nuisance flag have more wait */ #define WAIT_STATE(ch, npulse) ((ch)->wait=(!IS_NPC(ch)&&ch->pcdata->nuisance&&\ (ch->pcdata->nuisance->flags>4))?UMAX((ch)->wait,\ (npulse+((ch)->pcdata->nuisance->flags-4)+ \ ch->pcdata->nuisance->power)): \ UMAX((ch)->wait, (npulse))) #define EXIT(ch, door) ( get_exit( (ch)->in_room, door ) ) #define CAN_GO(ch, door) (EXIT((ch),(door)) \ && (EXIT((ch),(door))->to_room != NULL) \ && !IS_SET(EXIT((ch), (door))->exit_info, EX_CLOSED)) #define IS_FLOATING(ch) ( IS_AFFECTED((ch), AFF_FLYING) || IS_AFFECTED((ch), AFF_FLOATING) ) #define IS_VALID_SN(sn) ( (sn) >=0 && (sn) < MAX_SKILL \ && skill_table[(sn)] \ && skill_table[(sn)]->name ) #define IS_VALID_HERB(sn) ( (sn) >=0 && (sn) < MAX_HERB \ && herb_table[(sn)] \ && herb_table[(sn)]->name ) #define IS_VALID_DISEASE(sn) ( (sn) >=0 && (sn) < MAX_DISEASE \ && disease_table[(sn)] \ && disease_table[(sn)]->name ) #define IS_PACIFIST(ch) (IS_NPC(ch) && xIS_SET(ch->act, ACT_PACIFIST)) #define SPELL_FLAG(skill, flag) ( IS_SET((skill)->flags, (flag)) ) #define SPELL_DAMAGE(skill) ( ((skill)->info ) & 7 ) #define SPELL_ACTION(skill) ( ((skill)->info >> 3) & 7 ) #define SPELL_CLASS(skill) ( ((skill)->info >> 6) & 7 ) #define SPELL_POWER(skill) ( ((skill)->info >> 9) & 3 ) #define SPELL_SAVE(skill) ( ((skill)->info >> 11) & 7 ) #define SET_SDAM(skill, val) ( (skill)->info = ((skill)->info & SDAM_MASK) + ((val) & 7) ) #define SET_SACT(skill, val) ( (skill)->info = ((skill)->info & SACT_MASK) + (((val) & 7) << 3) ) #define SET_SCLA(skill, val) ( (skill)->info = ((skill)->info & SCLA_MASK) + (((val) & 7) << 6) ) #define SET_SPOW(skill, val) ( (skill)->info = ((skill)->info & SPOW_MASK) + (((val) & 3) << 9) ) #define SET_SSAV(skill, val) ( (skill)->info = ((skill)->info & SSAV_MASK) + (((val) & 7) << 11) ) /* Retired and guest imms. */ #define IS_RETIRED(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_RETIRED)) #define IS_GUEST(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_GUEST)) /* RIS by gsn lookups. -- Altrag. Will need to add some || stuff for spells that need a special GSN. */ #define IS_FIRE(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_FIRE ) #define IS_COLD(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_COLD ) #define IS_ACID(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ACID ) #define IS_ELECTRICITY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ELECTRICITY ) #define IS_ENERGY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ENERGY ) #define IS_DRAIN(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_DRAIN ) #define IS_POISON(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_POISON ) #define NOT_AUTHED(ch) (!IS_NPC(ch) && ch->pcdata->auth_state <= 3 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) #define IS_WAITING_FOR_AUTH(ch) (!IS_NPC(ch) && ch->desc \ && ch->pcdata->auth_state == 1 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (xIS_SET((obj)->extra_flags, (stat))) /* * MudProg macros. -Thoric */ #define HAS_PROG(what, prog) (xIS_SET((what)->progtypes, (prog))) /* * Description macros. */ #define PERS(ch, looker) ( can_see( (looker), (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : "someone" ) #define MORPHPERS(ch, looker) ( can_see( (looker), (ch) ) ? \ (ch)->morph->morph->short_desc \ : "someone" ) #define log_string(txt) ( log_string_plus( (txt), LOG_NORMAL, LEVEL_LOG ) ) #define dam_message(ch, victim, dam, dt) ( new_dam_message((ch), (victim), (dam), (dt), NULL) ) /* * Defines for the command flags. --Shaddai */ #define CMD_FLAG_POSSESS BV00 #define CMD_FLAG_POLYMORPHED BV01 #define CMD_WATCH BV02 /* FB */ /* * Structure for a command in the command lookup table. */ struct cmd_type { CMDTYPE *next; char *name; DO_FUN *do_fun; int flags; /* Added for Checking interpret stuff -Shaddai */ short position; short level; short log; struct timerset userec; int lag_count; /* count lag flags for this cmd - FB */ }; struct alias_data { ALIAS_DATA *next; ALIAS_DATA *prev; char *name; char *alias; }; /* * Structure for a social in the socials table. */ struct social_type { SOCIALTYPE *next; 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; }; /* * Global constants. */ extern time_t last_restore_all_time; extern time_t boot_time; /* this should be moved down */ extern HOUR_MIN_SEC *set_boot_time; extern struct tm *new_boot_time; extern time_t new_boot_time_t; 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 cha_app_type cha_app[26]; extern const struct lck_app_type lck_app[26]; extern struct race_type *race_table[MAX_RACE]; extern const struct liq_type liq_table[LIQ_MAX]; extern char *const attack_table[18]; extern char **const s_message_table[18]; extern char **const p_message_table[18]; extern char *const skill_tname[]; extern short const movement_loss[SECT_MAX]; extern char *const dir_name[]; extern char *const where_name[]; extern char *const wear_locs[]; extern const short rev_dir[]; extern const int trap_door[]; extern char *const r_flags[]; extern char *const w_flags[]; extern char *const o_flags[]; extern char *const a_flags[]; extern char *const o_types[]; extern char *const a_types[]; extern char *const act_flags[]; extern char *const plr_flags[]; extern char *const pc_flags[]; extern char *const trap_flags[]; extern char *const ris_flags[]; extern char *const trig_flags[]; extern char *const part_flags[]; extern char *const npc_race[]; extern char *const npc_class[]; extern char *const defense_flags[]; extern char *const attack_flags[]; extern char *const area_flags[]; extern char *const container_flags[]; /* Tagith */ extern char *const ex_pmisc[]; extern char *const ex_pwater[]; extern char *const ex_pair[]; extern char *const ex_pearth[]; extern char *const ex_pfire[]; extern int const lang_array[]; extern char *const lang_names[]; extern char *const temp_settings[]; /* FB */ extern char *const precip_settings[]; extern char *const wind_settings[]; extern char *const preciptemp_msg[6][6]; extern char *const windtemp_msg[6][6]; extern char *const precip_msg[]; extern char *const wind_msg[]; /* * Global variables. */ extern char *bigregex; extern char *preg; extern char *target_name; extern char *ranged_target_name; extern int numobjsloaded; extern int nummobsloaded; extern int physicalobjects; extern int last_pkroom; extern int num_descriptors; extern struct system_data sysdata; extern int top_sn; extern int top_vroom; extern int top_herb; extern CMDTYPE *command_hash[126]; extern struct class_type *class_table[MAX_CLASS]; extern char *title_table[MAX_CLASS][MAX_LEVEL + 1][2]; extern SKILLTYPE *skill_table[MAX_SKILL]; extern SOCIALTYPE *social_index[27]; extern CHAR_DATA *cur_char; extern ROOM_INDEX_DATA *cur_room; extern bool cur_char_died; extern ch_ret global_retcode; extern SKILLTYPE *herb_table[MAX_HERB]; extern SKILLTYPE *disease_table[MAX_DISEASE]; extern int cur_obj; extern int cur_obj_serial; extern bool cur_obj_extracted; extern obj_ret global_objcode; extern HELP_DATA *first_help; extern HELP_DATA *last_help; extern SHOP_DATA *first_shop; extern SHOP_DATA *last_shop; extern REPAIR_DATA *first_repair; extern REPAIR_DATA *last_repair; extern WATCH_DATA *first_watch; extern WATCH_DATA *last_watch; extern BAN_DATA *first_ban; extern BAN_DATA *last_ban; extern BAN_DATA *first_ban_class; extern BAN_DATA *last_ban_class; extern BAN_DATA *first_ban_race; extern BAN_DATA *last_ban_race; extern RESERVE_DATA *first_reserved; extern RESERVE_DATA *last_reserved; extern CHAR_DATA *first_char; extern CHAR_DATA *last_char; extern DESCRIPTOR_DATA *first_descriptor; extern DESCRIPTOR_DATA *last_descriptor; extern BOARD_DATA *first_board; extern BOARD_DATA *last_board; extern PLANE_DATA *first_plane; extern PLANE_DATA *last_plane; extern PROJECT_DATA *first_project; extern PROJECT_DATA *last_project; extern OBJ_DATA *first_object; extern OBJ_DATA *last_object; extern CLAN_DATA *first_clan; extern CLAN_DATA *last_clan; extern COUNCIL_DATA *first_council; extern COUNCIL_DATA *last_council; extern DEITY_DATA *first_deity; extern DEITY_DATA *last_deity; extern AREA_DATA *first_area; extern AREA_DATA *last_area; extern AREA_DATA *first_build; extern AREA_DATA *last_build; extern AREA_DATA *first_asort; extern AREA_DATA *last_asort; extern AREA_DATA *first_bsort; extern AREA_DATA *last_bsort; extern AREA_DATA *first_area_name; /*alphanum. sort */ extern AREA_DATA *last_area_name; /* Fireblade */ extern LANG_DATA *first_lang; extern LANG_DATA *last_lang; /* extern GOD_DATA * first_imm; extern GOD_DATA * last_imm; */ extern TELEPORT_DATA *first_teleport; extern TELEPORT_DATA *last_teleport; extern OBJ_DATA *extracted_obj_queue; extern EXTRACT_CHAR_DATA *extracted_char_queue; extern OBJ_DATA *save_equipment[MAX_WEAR][MAX_LAYERS]; extern CHAR_DATA *quitting_char; extern CHAR_DATA *loading_char; extern CHAR_DATA *saving_char; extern OBJ_DATA *all_obj; extern time_t current_time; extern bool fLogAll; extern char log_buf[]; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern IMMORTAL_HOST *immortal_host_start; extern IMMORTAL_HOST *immortal_host_end; extern int weath_unit; extern int rand_factor; extern int climate_factor; extern int neigh_factor; extern int max_vector; extern AUCTION_DATA *auction; extern struct act_prog_data *mob_act_list; /* * Command functions. * Defined in act_*.c (mostly). */ DECLARE_DO_FUN( skill_notfound ); DECLARE_DO_FUN( do_aassign ); DECLARE_DO_FUN( do_add_imm_host ); DECLARE_DO_FUN( do_advance ); DECLARE_DO_FUN( do_aentrance ); DECLARE_DO_FUN( do_aexit ); DECLARE_DO_FUN( do_affected ); DECLARE_DO_FUN( do_afk ); DECLARE_DO_FUN( do_aid ); DECLARE_DO_FUN( do_alias ); DECLARE_DO_FUN( do_allow ); DECLARE_DO_FUN( do_ansi ); DECLARE_DO_FUN( do_answer ); DECLARE_DO_FUN( do_apply ); DECLARE_DO_FUN( do_appraise ); DECLARE_DO_FUN( do_areas ); /* Scion arenacode */ DECLARE_DO_FUN( do_arena ); DECLARE_DO_FUN( do_aset ); DECLARE_DO_FUN( do_ask ); DECLARE_DO_FUN( do_astat ); DECLARE_DO_FUN( do_at ); DECLARE_DO_FUN( do_atmob ); DECLARE_DO_FUN( do_atobj ); DECLARE_DO_FUN( do_auction ); DECLARE_DO_FUN( do_authorize ); DECLARE_DO_FUN( do_avtalk ); DECLARE_DO_FUN( do_ax_export ); DECLARE_DO_FUN( do_ax_import ); DECLARE_DO_FUN( do_backstab ); DECLARE_DO_FUN( do_balzhur ); DECLARE_DO_FUN( do_bamfin ); DECLARE_DO_FUN( do_bamfout ); DECLARE_DO_FUN( do_watch ); DECLARE_DO_FUN( do_ban ); DECLARE_DO_FUN( do_bash ); DECLARE_DO_FUN( do_bashdoor ); DECLARE_DO_FUN( do_beep ); DECLARE_DO_FUN( do_berserk ); DECLARE_DO_FUN( do_bestow ); DECLARE_DO_FUN( do_bestowarea ); DECLARE_DO_FUN( do_bio ); DECLARE_DO_FUN( do_bite ); DECLARE_DO_FUN( do_bloodlet ); DECLARE_DO_FUN( do_boards ); DECLARE_DO_FUN( do_bodybag ); DECLARE_DO_FUN( do_brandish ); DECLARE_DO_FUN( do_brew ); DECLARE_DO_FUN( do_broach ); DECLARE_DO_FUN( do_bset ); DECLARE_DO_FUN( do_bstat ); DECLARE_DO_FUN( do_bug ); DECLARE_DO_FUN( do_bury ); DECLARE_DO_FUN( do_buy ); DECLARE_DO_FUN( do_cast ); DECLARE_DO_FUN( do_cedit ); DECLARE_DO_FUN( do_channels ); DECLARE_DO_FUN( do_chat ); DECLARE_DO_FUN( do_check_vnums ); DECLARE_DO_FUN( do_circle ); DECLARE_DO_FUN( do_clans ); DECLARE_DO_FUN( do_clantalk ); DECLARE_DO_FUN( do_claw ); DECLARE_DO_FUN( do_climate ); /* FB */ DECLARE_DO_FUN( do_climb ); DECLARE_DO_FUN( do_close ); DECLARE_DO_FUN( do_cmdtable ); DECLARE_DO_FUN( do_commands ); DECLARE_DO_FUN( do_comment ); /* DECLARE_DO_FUN( do_compare ); */ DECLARE_DO_FUN( do_config ); DECLARE_DO_FUN( do_consider ); DECLARE_DO_FUN( do_copyover ); DECLARE_DO_FUN( do_cook ); DECLARE_DO_FUN( do_council_induct ); DECLARE_DO_FUN( do_council_outcast ); DECLARE_DO_FUN( do_councils ); DECLARE_DO_FUN( do_counciltalk ); DECLARE_DO_FUN( do_counciltalk2 ); DECLARE_DO_FUN( do_credits ); DECLARE_DO_FUN( do_cset ); DECLARE_DO_FUN( do_deities ); DECLARE_DO_FUN( do_delay ); DECLARE_DO_FUN( do_deny ); DECLARE_DO_FUN( do_description ); DECLARE_DO_FUN( do_destro ); DECLARE_DO_FUN( do_destroy ); DECLARE_DO_FUN( do_detrap ); DECLARE_DO_FUN( do_devote ); DECLARE_DO_FUN( do_dig ); DECLARE_DO_FUN( do_disarm ); DECLARE_DO_FUN( do_disconnect ); DECLARE_DO_FUN( do_dismiss ); DECLARE_DO_FUN( do_dismount ); DECLARE_DO_FUN( do_dmesg ); DECLARE_DO_FUN( do_donate ); DECLARE_DO_FUN( do_down ); DECLARE_DO_FUN( do_drag ); DECLARE_DO_FUN( do_drink ); DECLARE_DO_FUN( do_drop ); DECLARE_DO_FUN( do_diagnose ); DECLARE_DO_FUN( do_east ); DECLARE_DO_FUN( do_eat ); DECLARE_DO_FUN( do_echo ); DECLARE_DO_FUN( do_elevate ); DECLARE_DO_FUN( do_email ); DECLARE_DO_FUN( do_emote ); DECLARE_DO_FUN( do_empty ); DECLARE_DO_FUN( do_enter ); DECLARE_DO_FUN( do_equipment ); DECLARE_DO_FUN( do_examine ); DECLARE_DO_FUN( do_extraname ); DECLARE_DO_FUN( do_exits ); DECLARE_DO_FUN( do_fashion ); DECLARE_DO_FUN( do_feed ); DECLARE_DO_FUN( do_fill ); DECLARE_DO_FUN( do_findnote ); DECLARE_DO_FUN( do_fire ); DECLARE_DO_FUN( do_fixchar ); DECLARE_DO_FUN( do_fixed ); DECLARE_DO_FUN( do_flee ); DECLARE_DO_FUN( do_foldarea ); DECLARE_DO_FUN( do_follow ); DECLARE_DO_FUN( do_for ); DECLARE_DO_FUN( do_force ); DECLARE_DO_FUN( do_forceclose ); DECLARE_DO_FUN( do_fprompt ); DECLARE_DO_FUN( do_fquit ); /* Gorog */ DECLARE_DO_FUN( do_form_password ); DECLARE_DO_FUN( do_freeze ); DECLARE_DO_FUN( do_gaso ); DECLARE_DO_FUN( do_get ); DECLARE_DO_FUN( do_gfighting ); DECLARE_DO_FUN( do_give ); DECLARE_DO_FUN( do_glance ); DECLARE_DO_FUN( do_ghost ); /* Froboz */ DECLARE_DO_FUN( do_gold ); DECLARE_DO_FUN( do_goto ); DECLARE_DO_FUN( do_gouge ); DECLARE_DO_FUN( do_group ); DECLARE_DO_FUN( do_grub ); DECLARE_DO_FUN( do_gtell ); DECLARE_DO_FUN( do_guilds ); DECLARE_DO_FUN( do_guildtalk ); DECLARE_DO_FUN( do_gwhere ); DECLARE_DO_FUN( do_hedit ); DECLARE_DO_FUN( do_hell ); DECLARE_DO_FUN( do_help ); DECLARE_DO_FUN( do_hide ); DECLARE_DO_FUN( do_hiscoset ); DECLARE_DO_FUN( do_hiscore ); DECLARE_DO_FUN( do_hitall ); DECLARE_DO_FUN( do_hl ); DECLARE_DO_FUN( do_hlist ); DECLARE_DO_FUN( do_holylight ); DECLARE_DO_FUN( do_homepage ); DECLARE_DO_FUN( do_hset ); DECLARE_DO_FUN( do_ide ); DECLARE_DO_FUN( do_idea ); DECLARE_DO_FUN( do_ignore ); DECLARE_DO_FUN( do_immortalize ); DECLARE_DO_FUN( do_immtalk ); DECLARE_DO_FUN( do_imm_morph ); DECLARE_DO_FUN( do_imm_unmorph ); DECLARE_DO_FUN( do_incognito ); /* Froboz */ DECLARE_DO_FUN( do_induct ); DECLARE_DO_FUN( do_info ); DECLARE_DO_FUN( do_installarea ); DECLARE_DO_FUN( do_instaroom ); DECLARE_DO_FUN( do_instazone ); DECLARE_DO_FUN( do_inventory ); DECLARE_DO_FUN( do_invis ); DECLARE_DO_FUN( do_ipcompare ); DECLARE_DO_FUN( do_iscore ); /* Froboz */ DECLARE_DO_FUN( do_khistory ); DECLARE_DO_FUN( do_kick ); DECLARE_DO_FUN( do_kill ); DECLARE_DO_FUN( do_languages ); DECLARE_DO_FUN( do_last ); DECLARE_DO_FUN( do_lastname ); DECLARE_DO_FUN( do_laws ); DECLARE_DO_FUN( do_leave ); DECLARE_DO_FUN( do_level ); DECLARE_DO_FUN( do_light ); DECLARE_DO_FUN( do_list ); DECLARE_DO_FUN( do_litterbug ); DECLARE_DO_FUN( do_loadarea ); DECLARE_DO_FUN( do_loadup ); DECLARE_DO_FUN( do_lock ); DECLARE_DO_FUN( do_locker ); DECLARE_DO_FUN( do_buylocker ); DECLARE_DO_FUN( do_makelocker ); DECLARE_DO_FUN( do_log ); DECLARE_DO_FUN( do_look ); DECLARE_DO_FUN( do_low_purge ); DECLARE_DO_FUN( do_mailroom ); DECLARE_DO_FUN( do_make ); DECLARE_DO_FUN( do_makeboard ); DECLARE_DO_FUN( do_makeclan ); DECLARE_DO_FUN( do_makecouncil ); DECLARE_DO_FUN( do_makedeity ); DECLARE_DO_FUN( do_makeguild ); DECLARE_DO_FUN( do_makeore ); DECLARE_DO_FUN( do_makerepair ); DECLARE_DO_FUN( do_makeshop ); DECLARE_DO_FUN( do_makewizlist ); DECLARE_DO_FUN( do_mapout ); DECLARE_DO_FUN( do_memorize ); DECLARE_DO_FUN( do_memory ); DECLARE_DO_FUN( do_mcreate ); DECLARE_DO_FUN( do_mdelete ); DECLARE_DO_FUN( do_mfind ); DECLARE_DO_FUN( do_minvoke ); DECLARE_DO_FUN( do_mistwalk ); DECLARE_DO_FUN( do_mlist ); DECLARE_DO_FUN( do_moblog ); DECLARE_DO_FUN( do_morphcreate ); DECLARE_DO_FUN( do_morphdestroy ); DECLARE_DO_FUN( do_morphlist ); DECLARE_DO_FUN( do_morphset ); DECLARE_DO_FUN( do_morphstat ); DECLARE_DO_FUN( do_mortalize ); DECLARE_DO_FUN( do_mount ); DECLARE_DO_FUN( do_motd ); DECLARE_DO_FUN( do_mset ); DECLARE_DO_FUN( do_mstat ); DECLARE_DO_FUN( do_murde ); DECLARE_DO_FUN( do_murder ); DECLARE_DO_FUN( do_music ); DECLARE_DO_FUN( do_gratz ); DECLARE_DO_FUN( do_mwhere ); DECLARE_DO_FUN( do_name ); DECLARE_DO_FUN( do_newbiechat ); DECLARE_DO_FUN( do_newbieset ); DECLARE_DO_FUN( do_news ); DECLARE_DO_FUN( do_newscore ); DECLARE_DO_FUN( do_newzones ); DECLARE_DO_FUN( do_noemote ); DECLARE_DO_FUN( do_nohelps ); DECLARE_DO_FUN( do_noresolve ); DECLARE_DO_FUN( do_north ); DECLARE_DO_FUN( do_northeast ); DECLARE_DO_FUN( do_northwest ); DECLARE_DO_FUN( do_notell ); DECLARE_DO_FUN( do_notitle ); DECLARE_DO_FUN( do_noteroom ); DECLARE_DO_FUN( do_nuisance ); DECLARE_DO_FUN( do_ocopy ); /* tag */ DECLARE_DO_FUN( do_ocreate ); DECLARE_DO_FUN( do_odelete ); DECLARE_DO_FUN( do_ofind ); DECLARE_DO_FUN( do_ogrub ); DECLARE_DO_FUN( do_oinvoke ); DECLARE_DO_FUN( do_oldscore ); DECLARE_DO_FUN( do_olist ); DECLARE_DO_FUN( do_ooedit ); /* Tag */ DECLARE_DO_FUN( do_omedit ); /* Tag */ DECLARE_DO_FUN( do_oredit ); /* Tag */ DECLARE_DO_FUN( do_open ); DECLARE_DO_FUN( do_opentourney ); DECLARE_DO_FUN( do_order ); DECLARE_DO_FUN( do_orders ); DECLARE_DO_FUN( do_ordertalk ); DECLARE_DO_FUN( do_oset ); DECLARE_DO_FUN( do_osearch ); DECLARE_DO_FUN( do_ostat ); DECLARE_DO_FUN( do_ot ); DECLARE_DO_FUN( do_outcast ); DECLARE_DO_FUN( do_outputprefix ); DECLARE_DO_FUN( do_outputsuffix ); DECLARE_DO_FUN( do_owhere ); DECLARE_DO_FUN( do_pager ); DECLARE_DO_FUN( do_panic ); DECLARE_DO_FUN( do_pardon ); DECLARE_DO_FUN( do_password ); DECLARE_DO_FUN( do_pcrename ); DECLARE_DO_FUN( do_peace ); DECLARE_DO_FUN( do_pick ); DECLARE_DO_FUN( do_plist ); DECLARE_DO_FUN( do_poison_weapon ); DECLARE_DO_FUN( do_pose ); DECLARE_DO_FUN( do_practice ); DECLARE_DO_FUN( do_project ); DECLARE_DO_FUN( do_prompt ); DECLARE_DO_FUN( do_pset ); DECLARE_DO_FUN( do_pstat ); DECLARE_DO_FUN( do_pull ); DECLARE_DO_FUN( do_punch ); DECLARE_DO_FUN( do_purge ); DECLARE_DO_FUN( do_push ); DECLARE_DO_FUN( do_put ); DECLARE_DO_FUN( do_qpset ); DECLARE_DO_FUN( do_qpstat ); DECLARE_DO_FUN( do_quaff ); DECLARE_DO_FUN( do_quest ); DECLARE_DO_FUN( do_qui ); DECLARE_DO_FUN( do_quit ); DECLARE_DO_FUN( do_racetalk ); DECLARE_DO_FUN( do_rank ); DECLARE_DO_FUN( do_rap ); DECLARE_DO_FUN( do_rat ); DECLARE_DO_FUN( do_rdelete ); DECLARE_DO_FUN( do_reboo ); DECLARE_DO_FUN( do_reboot ); DECLARE_DO_FUN( do_recall ); DECLARE_DO_FUN( do_recho ); DECLARE_DO_FUN( do_recite ); DECLARE_DO_FUN( do_redit ); DECLARE_DO_FUN( do_regoto ); DECLARE_DO_FUN( do_remains ); DECLARE_DO_FUN( do_remove ); DECLARE_DO_FUN( do_rent ); DECLARE_DO_FUN( do_repair ); DECLARE_DO_FUN( do_repairset ); DECLARE_DO_FUN( do_repairshops ); DECLARE_DO_FUN( do_repairstat ); DECLARE_DO_FUN( do_repeat ); DECLARE_DO_FUN( do_reply ); DECLARE_DO_FUN( do_report ); DECLARE_DO_FUN( do_reroll ); DECLARE_DO_FUN( do_rescue ); DECLARE_DO_FUN( do_reserve ); DECLARE_DO_FUN( do_reset ); DECLARE_DO_FUN( do_rest ); DECLARE_DO_FUN( do_restore ); DECLARE_DO_FUN( do_restoretime ); DECLARE_DO_FUN( do_restrict ); DECLARE_DO_FUN( do_retell ); DECLARE_DO_FUN( do_retire ); DECLARE_DO_FUN( do_retran ); DECLARE_DO_FUN( do_return ); DECLARE_DO_FUN( do_revert ); DECLARE_DO_FUN( do_rgrub ); DECLARE_DO_FUN( do_rip ); DECLARE_DO_FUN( do_rlist ); DECLARE_DO_FUN( do_rset ); DECLARE_DO_FUN( do_rstat ); DECLARE_DO_FUN( do_sacrifice ); DECLARE_DO_FUN( do_save ); DECLARE_DO_FUN( do_saveall ); DECLARE_DO_FUN( do_savearea ); DECLARE_DO_FUN( do_say ); DECLARE_DO_FUN( do_scan ); DECLARE_DO_FUN( do_scatter ); DECLARE_DO_FUN( do_score ); DECLARE_DO_FUN( do_scribe ); DECLARE_DO_FUN( do_search ); DECLARE_DO_FUN( do_sedit ); DECLARE_DO_FUN( do_sell ); DECLARE_DO_FUN( do_set_boot_time ); DECLARE_DO_FUN( do_setclan ); DECLARE_DO_FUN( do_setclass ); DECLARE_DO_FUN( do_setcouncil ); DECLARE_DO_FUN( do_setdeity ); DECLARE_DO_FUN( do_setrace ); DECLARE_DO_FUN( do_setweather ); DECLARE_DO_FUN( do_shops ); DECLARE_DO_FUN( do_shopset ); DECLARE_DO_FUN( do_shopstat ); DECLARE_DO_FUN( do_shout ); DECLARE_DO_FUN( do_shove ); DECLARE_DO_FUN( do_showclass ); DECLARE_DO_FUN( do_showclan ); DECLARE_DO_FUN( do_showcouncil ); DECLARE_DO_FUN( do_showdeity ); DECLARE_DO_FUN( do_showrace ); DECLARE_DO_FUN( do_showweather ); /* FB */ DECLARE_DO_FUN( do_shutdow ); DECLARE_DO_FUN( do_shutdown ); DECLARE_DO_FUN( do_silence ); DECLARE_DO_FUN( do_sit ); DECLARE_DO_FUN( do_skin ); DECLARE_DO_FUN( do_sla ); DECLARE_DO_FUN( do_slay ); DECLARE_DO_FUN( do_sleep ); DECLARE_DO_FUN( do_slice ); DECLARE_DO_FUN( do_slist ); DECLARE_DO_FUN( do_slookup ); DECLARE_DO_FUN( do_smoke ); DECLARE_DO_FUN( do_sneak ); DECLARE_DO_FUN( do_snoop ); DECLARE_DO_FUN( do_sober ); DECLARE_DO_FUN( do_socials ); DECLARE_DO_FUN( do_south ); DECLARE_DO_FUN( do_southeast ); DECLARE_DO_FUN( do_southwest ); DECLARE_DO_FUN( do_speak ); DECLARE_DO_FUN( do_split ); DECLARE_DO_FUN( do_sset ); DECLARE_DO_FUN( do_stand ); DECLARE_DO_FUN( do_staff ); DECLARE_DO_FUN( do_stat ); DECLARE_DO_FUN( do_statreport ); DECLARE_DO_FUN( do_status ); DECLARE_DO_FUN( do_starttourney ); DECLARE_DO_FUN( do_steal ); DECLARE_DO_FUN( do_sting ); DECLARE_DO_FUN( do_strew ); DECLARE_DO_FUN( do_strip ); DECLARE_DO_FUN( do_stun ); DECLARE_DO_FUN( do_style ); DECLARE_DO_FUN( do_supplicate ); DECLARE_DO_FUN( do_switch ); DECLARE_DO_FUN( do_showlayers ); DECLARE_DO_FUN( do_suicide ); DECLARE_DO_FUN( do_tail ); DECLARE_DO_FUN( do_tamp ); DECLARE_DO_FUN( do_tell ); DECLARE_DO_FUN( do_think ); DECLARE_DO_FUN( do_time ); DECLARE_DO_FUN( do_timecmd ); DECLARE_DO_FUN( do_title ); DECLARE_DO_FUN( do_track ); DECLARE_DO_FUN( do_trans ); DECLARE_DO_FUN( do_trust ); DECLARE_DO_FUN( do_typo ); DECLARE_DO_FUN( do_unfoldarea ); DECLARE_DO_FUN( do_unhell ); DECLARE_DO_FUN( do_unlock ); DECLARE_DO_FUN( do_unnuisance ); DECLARE_DO_FUN( do_unsilence ); DECLARE_DO_FUN( do_up ); DECLARE_DO_FUN( do_users ); DECLARE_DO_FUN( do_value ); DECLARE_DO_FUN( do_vassign ); DECLARE_DO_FUN( do_victories ); DECLARE_DO_FUN( do_visible ); DECLARE_DO_FUN( do_vnums ); DECLARE_DO_FUN( do_vsearch ); DECLARE_DO_FUN( do_wake ); DECLARE_DO_FUN( do_warn ); DECLARE_DO_FUN( do_wartalk ); DECLARE_DO_FUN( do_wear ); DECLARE_DO_FUN( do_weather ); DECLARE_DO_FUN( do_west ); DECLARE_DO_FUN( do_where ); DECLARE_DO_FUN( do_whisper ); DECLARE_DO_FUN( do_who ); DECLARE_DO_FUN( do_whois ); DECLARE_DO_FUN( do_wimpy ); DECLARE_DO_FUN( do_wizhelp ); DECLARE_DO_FUN( do_wizlist ); DECLARE_DO_FUN( do_wizlock ); DECLARE_DO_FUN( do_worth ); DECLARE_DO_FUN( do_yell ); DECLARE_DO_FUN( do_zap ); DECLARE_DO_FUN( do_zones ); /* mob prog stuff */ DECLARE_DO_FUN( do_mp_close_passage ); DECLARE_DO_FUN( do_mp_damage ); DECLARE_DO_FUN( do_mp_log ); DECLARE_DO_FUN( do_mp_restore ); DECLARE_DO_FUN( do_mp_open_passage ); DECLARE_DO_FUN( do_mp_practice ); DECLARE_DO_FUN( do_mp_slay ); DECLARE_DO_FUN( do_mpadvance ); DECLARE_DO_FUN( do_mpasound ); DECLARE_DO_FUN( do_mpasupress ); DECLARE_DO_FUN( do_mpat ); DECLARE_DO_FUN( do_mpdream ); DECLARE_DO_FUN( do_mp_deposit ); DECLARE_DO_FUN( do_mp_fill_in ); DECLARE_DO_FUN( do_mp_withdraw ); DECLARE_DO_FUN( do_mpecho ); DECLARE_DO_FUN( do_mpechoaround ); DECLARE_DO_FUN( do_mpechoat ); DECLARE_DO_FUN( do_mpechozone ); DECLARE_DO_FUN( do_mpedit ); DECLARE_DO_FUN( do_mrange ); DECLARE_DO_FUN( do_opedit ); DECLARE_DO_FUN( do_orange ); DECLARE_DO_FUN( do_rpedit ); DECLARE_DO_FUN( do_mpforce ); DECLARE_DO_FUN( do_mpinvis ); DECLARE_DO_FUN( do_mpgoto ); DECLARE_DO_FUN( do_mpjunk ); DECLARE_DO_FUN( do_mpkill ); DECLARE_DO_FUN( do_mpmload ); DECLARE_DO_FUN( do_mpmset ); DECLARE_DO_FUN( do_mpnothing ); DECLARE_DO_FUN( do_mpoload ); DECLARE_DO_FUN( do_mposet ); DECLARE_DO_FUN( do_mppardon ); DECLARE_DO_FUN( do_mpqpadd ); DECLARE_DO_FUN( do_mpmarry ); DECLARE_DO_FUN( do_mpdivorce ); DECLARE_DO_FUN( do_mppeace ); DECLARE_DO_FUN( do_mppurge ); DECLARE_DO_FUN( do_mpstat ); DECLARE_DO_FUN( do_opstat ); DECLARE_DO_FUN( do_rpstat ); DECLARE_DO_FUN( do_mptransfer ); DECLARE_DO_FUN( do_mpmorph ); DECLARE_DO_FUN( do_mpunmorph ); DECLARE_DO_FUN( do_mpnuisance ); DECLARE_DO_FUN( do_mpunnuisance ); DECLARE_DO_FUN( do_mpbodybag ); DECLARE_DO_FUN( do_mpapply ); DECLARE_DO_FUN( do_mpapplyb ); DECLARE_DO_FUN( do_mppkset ); DECLARE_DO_FUN( do_mpfavor ); DECLARE_DO_FUN( do_mpscatter ); DECLARE_DO_FUN( do_mpdelay ); DECLARE_DO_FUN( do_mpsound ); DECLARE_DO_FUN( do_mpsoundaround ); DECLARE_DO_FUN( do_mpsoundat ); DECLARE_DO_FUN( do_mpmusic ); DECLARE_DO_FUN( do_mpmusicaround ); DECLARE_DO_FUN( do_mpmusicat ); /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_notfound ); DECLARE_SPELL_FUN( spell_acid_blast ); DECLARE_SPELL_FUN( spell_animate_dead ); DECLARE_SPELL_FUN( spell_astral_walk ); 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_control_weather ); DECLARE_SPELL_FUN( spell_create_food ); DECLARE_SPELL_FUN( spell_create_water ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_curse ); DECLARE_SPELL_FUN( spell_detect_poison ); DECLARE_SPELL_FUN( spell_dispel_evil ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_disenchant_weapon ); DECLARE_SPELL_FUN( spell_dream ); 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_farsight ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_gate ); DECLARE_SPELL_FUN( spell_knock ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_identify ); DECLARE_SPELL_FUN( spell_invis ); DECLARE_SPELL_FUN( spell_know_alignment ); DECLARE_SPELL_FUN( spell_lightning_bolt ); DECLARE_SPELL_FUN( spell_locate_object ); DECLARE_SPELL_FUN( spell_magic_missile ); DECLARE_SPELL_FUN( spell_mist_walk ); DECLARE_SPELL_FUN( spell_pass_door ); DECLARE_SPELL_FUN( spell_plant_pass ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_polymorph ); DECLARE_SPELL_FUN( spell_possess ); DECLARE_SPELL_FUN( spell_recharge ); DECLARE_SPELL_FUN( spell_remove_curse ); DECLARE_SPELL_FUN( spell_remove_invis ); DECLARE_SPELL_FUN( spell_remove_trap ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_smaug ); DECLARE_SPELL_FUN( spell_solar_flight ); DECLARE_SPELL_FUN( spell_summon ); DECLARE_SPELL_FUN( spell_teleport ); DECLARE_SPELL_FUN( spell_teleport_superior ); 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_spiral_blast ); DECLARE_SPELL_FUN( spell_scorching_surge ); DECLARE_SPELL_FUN( spell_helical_flow ); DECLARE_SPELL_FUN( spell_transport ); DECLARE_SPELL_FUN( spell_portal ); DECLARE_SPELL_FUN( spell_ethereal_fist ); DECLARE_SPELL_FUN( spell_spectral_furor ); DECLARE_SPELL_FUN( spell_hand_of_chaos ); DECLARE_SPELL_FUN( spell_disruption ); DECLARE_SPELL_FUN( spell_sonic_resonance ); DECLARE_SPELL_FUN( spell_mind_wrack ); DECLARE_SPELL_FUN( spell_mind_wrench ); DECLARE_SPELL_FUN( spell_revive ); DECLARE_SPELL_FUN( spell_sulfurous_spray ); DECLARE_SPELL_FUN( spell_caustic_fount ); DECLARE_SPELL_FUN( spell_acetum_primus ); DECLARE_SPELL_FUN( spell_galvanic_whip ); DECLARE_SPELL_FUN( spell_magnetic_thrust ); DECLARE_SPELL_FUN( spell_quantum_spike ); DECLARE_SPELL_FUN( spell_black_hand ); DECLARE_SPELL_FUN( spell_black_fist ); DECLARE_SPELL_FUN( spell_black_lightning ); DECLARE_SPELL_FUN( spell_midas_touch ); DECLARE_SPELL_FUN( spell_bethsaidean_touch ); DECLARE_SPELL_FUN( spell_expurgation ); DECLARE_SPELL_FUN( spell_sacral_divinity ); /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #define PLAYER_DIR "../player/" /* Player files */ #define BACKUP_DIR "../backup/" /* Backup Player files */ #define GOD_DIR "../gods/" /* God Info Dir */ #define BOARD_DIR "../boards/" /* Board data dir */ #define CLAN_DIR "../clans/" /* Clan data dir */ #define COUNCIL_DIR "../councils/" /* Council data dir */ #define GUILD_DIR "../guilds/" /* Guild data dir */ #define DEITY_DIR "../deity/" /* Deity data dir */ #define BUILD_DIR "../building/" /* Online building save dir */ #define SYSTEM_DIR "../system/" /* Main system files */ #define PROG_DIR "../mudprogs/" /* MUDProg files */ #define CORPSE_DIR "../corpses/" /* Corpses */ #define LOCKER_DIR "../lockers/" /* Player Lockers */ #define CLASS_DIR "../classes/" /* Classes */ #define WATCH_DIR "../watch/" /* Imm watch files --Gorog */ /* * The watch directory contains a maximum of one file for each immortal * that contains output from "player watches". The name of each file * in this directory is the name of the immortal who requested the watch */ #define AREA_LIST "area.lst" /* List of areas */ #define WATCH_LIST "watch.lst" /* List of watches */ #define BAN_LIST "ban.lst" /* List of bans */ #define RESERVED_LIST "reserved.lst" /* List of reserved names */ #define CLAN_LIST "clan.lst" /* List of clans */ #define COUNCIL_LIST "council.lst" /* List of councils */ #define GUILD_LIST "guild.lst" /* List of guilds */ #define GOD_LIST "gods.lst" /* List of gods */ #define DEITY_LIST "deity.lst" /* List of deities */ #define CLASS_LIST "class.lst" /* List of classes */ #define RACE_LIST "race.lst" /* List of races */ #define MORPH_FILE "morph.dat" /* For morph data */ #define BOARD_FILE "boards.txt" /* For bulletin boards */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define IMM_HOST_FILE SYSTEM_DIR "immortal.host" /* For stoping hackers */ #define OBJ_FILE "objects.dat" /* For storing objects across reboots */ #define MOB_FILE "mobs.dat" /* For storing mobs across reboots */ #define RIPSCREEN_FILE SYSTEM_DIR "mudrip.rip" #define RIPTITLE_FILE SYSTEM_DIR "mudtitle.rip" #define ANSITITLE_FILE SYSTEM_DIR "mudtitle.ans" #define ASCTITLE_FILE SYSTEM_DIR "mudtitle.asc" #define BOOTLOG_FILE SYSTEM_DIR "boot.txt" /* Boot up error file */ #define PBUG_FILE SYSTEM_DIR "bugs.txt" /* For 'bug' command */ #define IDEA_FILE SYSTEM_DIR "ideas.txt" /* For 'idea' */ #define TYPO_FILE SYSTEM_DIR "typos.txt" /* For 'typo' */ #define FIXED_FILE SYSTEM_DIR "fixed.txt" /* For 'fixed' command */ #define LOG_FILE SYSTEM_DIR "log.txt" /* For talking in logged rooms */ #define MOBLOG_FILE SYSTEM_DIR "moblog.txt" /* For mplog messages */ #define WIZLIST_FILE SYSTEM_DIR "WIZLIST" /* Wizlist */ #define WEBWIZ_FILE SYSTEM_DIR "WEBWIZ" /* Web Wizlist */ #define WHO_FILE SYSTEM_DIR "WHO" /* Who output file */ #define WEBWHO_FILE SYSTEM_DIR "WEBWHO" /* WWW Who output file */ #define REQUEST_PIPE SYSTEM_DIR "REQUESTS" /* Request FIFO */ #define SKILL_FILE SYSTEM_DIR "skills.dat" /* Skill table */ #define HERB_FILE SYSTEM_DIR "herbs.dat" /* Herb table */ #define TONGUE_FILE SYSTEM_DIR "tongues.dat" /* Tongue tables */ #define SOCIAL_FILE SYSTEM_DIR "socials.dat" /* Socials */ #define COMMAND_FILE SYSTEM_DIR "commands.dat" /* Commands */ #define USAGE_FILE SYSTEM_DIR "usage.txt" /* How many people are on * every half hour - trying to * determine best reboot time */ #define ECONOMY_FILE SYSTEM_DIR "economy.txt" /* Gold looted, value of * used potions/pills */ #define PROJECTS_FILE SYSTEM_DIR "projects.txt" /* For projects */ #define PLANE_FILE SYSTEM_DIR "planes.dat" /* For planes */ #define CLASSDIR "../classes/" #define RACEDIR "../races/" #define COPYOVER_FILE SYSTEM_DIR "copyover.dat" /* for warm reboots */ #define EXE_FILE "../src/rmexe" /* executable path */ /* * 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 BD BOARD_DATA #define CL CLAN_DATA #define EDD EXTRA_DESCR_DATA #define RD RESET_DATA #define ED EXIT_DATA #define ST SOCIALTYPE #define CO COUNCIL_DATA #define DE DEITY_DATA #define SK SKILLTYPE /* hiscore stuff -- Scion */ #define HISCORE_CODE char *is_hiscore_obj args( ( OBJ_DATA * obj ) ); void show_hiscore args( ( char *keyword, CHAR_DATA * ch ) ); void adjust_hiscore args( ( char *keyword, CHAR_DATA * ch, int score ) ); void save_hiscores args( ( void ) ); void load_hiscores args( ( void ) ); void register_hskelter_pkill( CHAR_DATA * ch ); void do_hskelter( CHAR_DATA * ch, char *argument ); /* act_comm.c */ bool circle_follow args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void add_follower args( ( CHAR_DATA * ch, CHAR_DATA * master ) ); void stop_follower args( ( CHAR_DATA * ch ) ); void die_follower args( ( CHAR_DATA * ch ) ); bool is_same_group args( ( CHAR_DATA * ach, CHAR_DATA * bch ) ); void send_rip_screen args( ( CHAR_DATA * ch ) ); void send_rip_title args( ( CHAR_DATA * ch ) ); void send_ansi_title args( ( CHAR_DATA * ch ) ); void send_ascii_title args( ( CHAR_DATA * ch ) ); void to_channel args( ( const char *argument, int channel, const char *verb, short level ) ); void talk_auction args( ( char *argument ) ); int knows_language args( ( CHAR_DATA * ch, int language, CHAR_DATA * cch ) ); bool can_learn_lang args( ( CHAR_DATA * ch, int language ) ); int countlangs args( ( int languages ) ); char *translate args( ( int percent, const char *in, const char *name ) ); /* act_info.c */ int get_door args( ( char *arg ) ); char *format_obj_to_char args( ( OBJ_DATA * obj, CHAR_DATA * ch, bool fShort ) ); void show_list_to_char args( ( OBJ_DATA * list, CHAR_DATA * ch, bool fShort, bool fShowNothing ) ); bool is_ignoring args( ( CHAR_DATA * ch, CHAR_DATA * ign_ch ) ); void show_race_line args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); /* act_move.c */ void clear_vrooms args( ( void ) ); ED *find_door args( ( CHAR_DATA * ch, char *arg, bool quiet ) ); ED *get_exit args( ( ROOM_INDEX_DATA * room, short dir ) ); ED *get_exit_to args( ( ROOM_INDEX_DATA * room, short dir, int vnum ) ); ED *get_exit_num args( ( ROOM_INDEX_DATA * room, short count ) ); ch_ret move_char args( ( CHAR_DATA * ch, EXIT_DATA * pexit, int fall ) ); void teleport args( ( CHAR_DATA * ch, int room, int flags ) ); short encumbrance args( ( CHAR_DATA * ch, short move ) ); bool will_fall args( ( CHAR_DATA * ch, int fall ) ); ch_ret pullcheck args( ( CHAR_DATA * ch, int pulse ) ); char *rev_exit args( ( short vdir ) ); /* act_obj.c */ obj_ret damage_obj args( ( OBJ_DATA * obj ) ); short get_obj_resistance args( ( OBJ_DATA * obj ) ); void save_clan_storeroom args( ( CHAR_DATA * ch, CLAN_DATA * clan ) ); void obj_fall args( ( OBJ_DATA * obj, bool through ) ); /* act_wiz.c */ RID *find_location args( ( CHAR_DATA * ch, char *arg ) ); void echo_to_all args( ( short AT_COLOR, char *argument, short tar ) ); void get_reboot_string args( ( void ) ); struct tm *update_time args( ( struct tm * old_time ) ); void free_social args( ( SOCIALTYPE * social ) ); void add_social args( ( SOCIALTYPE * social ) ); void free_command args( ( CMDTYPE * command ) ); void unlink_command args( ( CMDTYPE * command ) ); void add_command args( ( CMDTYPE * command ) ); /* boards.c */ void load_boards args( ( void ) ); BD *get_board args( ( OBJ_DATA * obj ) ); void free_note args( ( NOTE_DATA * pnote ) ); /* build.c */ int get_pc_race( char *type ); int get_pc_class( char *Class ); int get_cmdflag( char *flag ); char *flag_string( int bitvector, char *const flagarray[] ); char *ext_flag_string( EXT_BV * bitvector, char *const flagarray[] ); int get_mpflag( char *flag ); int get_dir( char *txt ); char *strip_cr( char *str ); void RelCreate( relation_type, void *, void * ); void RelDestroy( relation_type, void *, void * ); /* clans.c */ CL *get_clan args( ( char *name ) ); void load_clans args( ( void ) ); void save_clan args( ( CLAN_DATA * clan ) ); CO *get_council args( ( char *name ) ); void load_councils args( ( void ) ); void save_council args( ( COUNCIL_DATA * council ) ); /* deity.c */ DE *get_deity args( ( char *name ) ); void load_deity args( ( void ) ); void save_deity args( ( DEITY_DATA * deity ) ); /* comm.c */ char *sha256_crypt( const char *pwd ); char *color_align( char *argument, int size, int align ); const char *const_color_align( const char *argument, int size, int align ); int color_str_len( char *argument ); int const_color_str_len( const char *argument ); int color_strnlen( char *argument, int maxlength ); int const_color_strnlen( const char *argument, int maxlength ); void close_socket args( ( DESCRIPTOR_DATA * dclose, bool force ) ); void write_to_buffer args( ( DESCRIPTOR_DATA * d, const char *txt, int length ) ); void write_to_pager args( ( DESCRIPTOR_DATA * d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA * ch ) ); void send_to_char_color args( ( const char *txt, CHAR_DATA * ch ) ); void send_to_pager args( ( const char *txt, CHAR_DATA * ch ) ); void send_to_pager_color args( ( const char *txt, CHAR_DATA * ch ) ); void set_char_color args( ( short AType, CHAR_DATA * ch ) ); void set_pager_color args( ( short AType, CHAR_DATA * ch ) ); void ch_printf args( ( CHAR_DATA * ch, char *fmt, ... ) ); void ch_printf_color args( ( CHAR_DATA * ch, char *fmt, ... ) ); void pager_printf args( ( CHAR_DATA * ch, char *fmt, ... ) ); void pager_printf_color args( ( CHAR_DATA * ch, char *fmt, ... ) ); void act args( ( short AType, const char *format, CHAR_DATA * ch, const void *arg1, const void *arg2, int type ) ); void log_printf args( ( char *fmt, ... ) ); void copyover_recover args( ( void ) ); char *myobj args( ( OBJ_DATA * obj ) ); char *obj_short args( ( OBJ_DATA * obj ) ); /* reset.c */ RD *make_reset args( ( char letter, int extra, int arg1, int arg2, int arg3 ) ); RD *add_reset( ROOM_INDEX_DATA * room, char letter, int extra, int arg1, int arg2, int arg3 ); RD *place_reset args( ( AREA_DATA * tarea, char letter, int extra, int arg1, int arg2, int arg3 ) ); void reset_area args( ( AREA_DATA * pArea ) ); /* db.c */ void show_file args( ( CHAR_DATA * ch, char *filename ) ); char *str_dup args( ( char const *str ) ); void boot_db args( ( bool fCopyOver ) ); void area_update args( ( void ) ); void add_char args( ( CHAR_DATA * ch ) ); CD *create_mobile args( ( MOB_INDEX_DATA * pMobIndex ) ); OD *create_object args( ( OBJ_INDEX_DATA * pObjIndex, int level ) ); void clear_char args( ( CHAR_DATA * ch ) ); void free_char args( ( CHAR_DATA * ch ) ); char *get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA * ed ) ); MID *get_mob_index args( ( int vnum ) ); OID *get_obj_index args( ( int vnum ) ); RID *get_room_index args( ( int vnum ) ); char fread_letter args( ( FILE * fp ) ); int fread_number args( ( FILE * fp ) ); EXT_BV fread_bitvector args( ( FILE * fp ) ); void fwrite_bitvector args( ( EXT_BV * bits, FILE * fp ) ); char *print_bitvector args( ( EXT_BV * bits ) ); char *fread_string args( ( FILE * fp ) ); char *fread_flagstring( FILE * fp ); char *fread_string_nohash args( ( FILE * fp ) ); void fread_to_eol args( ( FILE * fp ) ); char *fread_word args( ( FILE * fp ) ); char *fread_line args( ( FILE * fp ) ); 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 hide_tilde args( ( char *str ) ); char *show_tilde args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char *capitalize args( ( const char *str ) ); char *strlower args( ( const char *str ) ); char *strupper args( ( const char *str ) ); char *aoran args( ( const char *str ) ); void append_file args( ( CHAR_DATA * ch, char *file, char *str ) ); void append_to_file args( ( char *file, char *str ) ); void bug args( ( const char *str, ... ) ); void log_string_plus args( ( const char *str, short log_type, short level ) ); RID *make_room( int vnum, AREA_DATA *area ); OID *make_object args( ( int vnum, int cvnum, char *name ) ); MID *make_mobile args( ( int vnum, int cvnum, char *name ) ); ED *make_exit args( ( ROOM_INDEX_DATA * pRoomIndex, ROOM_INDEX_DATA * to_room, short door ) ); void add_help args( ( HELP_DATA * pHelp ) ); void fix_area_exits args( ( AREA_DATA * tarea ) ); void load_area_file args( ( AREA_DATA * tarea, char *filename ) ); void randomize_exits args( ( ROOM_INDEX_DATA * room, short maxdir ) ); void make_webwiz args( ( void ) ); void make_wizlist args( ( void ) ); void tail_chain args( ( void ) ); bool delete_room args( ( ROOM_INDEX_DATA * room ) ); bool delete_obj args( ( OBJ_INDEX_DATA * obj ) ); bool delete_mob args( ( MOB_INDEX_DATA * mob ) ); /* Functions to add to sorting lists. -- Altrag */ /*void mob_sort args( ( MOB_INDEX_DATA *pMob ) ); void obj_sort args( ( OBJ_INDEX_DATA *pObj ) ); void room_sort args( ( ROOM_INDEX_DATA *pRoom ) );*/ void sort_area args( ( AREA_DATA * pArea, bool proto ) ); void sort_area_by_name args( ( AREA_DATA * pArea ) ); /* Fireblade */ void write_projects args( ( void ) ); /* build.c */ void start_editing args( ( CHAR_DATA * ch, char *data ) ); void stop_editing args( ( CHAR_DATA * ch ) ); void edit_buffer args( ( CHAR_DATA * ch, char *argument ) ); char *copy_buffer args( ( CHAR_DATA * ch ) ); char *copy_buffer_nohash( CHAR_DATA * ch ); bool can_rmodify args( ( CHAR_DATA * ch, ROOM_INDEX_DATA * room ) ); bool can_omodify args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); bool can_mmodify args( ( CHAR_DATA * ch, CHAR_DATA * mob ) ); bool can_medit args( ( CHAR_DATA * ch, MOB_INDEX_DATA * mob ) ); void assign_area args( ( CHAR_DATA * ch ) ); EDD *SetRExtra args( ( ROOM_INDEX_DATA * room, char *keywords ) ); bool DelRExtra args( ( ROOM_INDEX_DATA * room, char *keywords ) ); EDD *SetOExtra args( ( OBJ_DATA * obj, char *keywords ) ); bool DelOExtra args( ( OBJ_DATA * obj, char *keywords ) ); EDD *SetOExtraProto args( ( OBJ_INDEX_DATA * obj, char *keywords ) ); bool DelOExtraProto args( ( OBJ_INDEX_DATA * obj, char *keywords ) ); void fold_area args( ( AREA_DATA * tarea, char *filename, bool install ) ); int get_otype args( ( char *type ) ); int get_atype args( ( char *type ) ); int get_aflag args( ( char *flag ) ); int get_oflag args( ( char *flag ) ); int get_wflag args( ( char *flag ) ); void init_area_weather args( ( void ) ); void save_weatherdata args( ( void ) ); /* fight.c */ int max_fight args( ( CHAR_DATA * ch ) ); void violence_update args( ( void ) ); ch_ret multi_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) ); ch_ret projectile_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * wield, OBJ_DATA * projectile, short dist ) ); short ris_damage args( ( CHAR_DATA * ch, short dam, int ris ) ); ch_ret damage args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt ) ); void update_pos args( ( CHAR_DATA * victim ) ); void set_fighting args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void stop_fighting args( ( CHAR_DATA * ch, bool fBoth ) ); void free_fight args( ( CHAR_DATA * ch ) ); CD *who_fighting args( ( CHAR_DATA * ch ) ); void check_killer args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void check_attacker args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void death_cry args( ( CHAR_DATA * ch ) ); void stop_hunting args( ( CHAR_DATA * ch ) ); void stop_hating args( ( CHAR_DATA * ch ) ); void stop_fearing args( ( CHAR_DATA * ch ) ); void start_hunting args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void start_hating args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void start_fearing args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_hunting args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_hating args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_fearing args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_safe args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool legal_loot args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); short VAMP_AC args( ( CHAR_DATA * ch ) ); bool check_illegal_pk args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void raw_kill args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool in_arena args( ( CHAR_DATA * ch ) ); bool can_astral args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); /* makeobjs.c */ void make_corpse args( ( CHAR_DATA * ch, CHAR_DATA * killer ) ); void make_blood args( ( CHAR_DATA * ch ) ); void make_bloodstain args( ( CHAR_DATA * ch ) ); void make_scraps args( ( OBJ_DATA * obj ) ); void make_fire args( ( ROOM_INDEX_DATA * in_room, short timer ) ); OD *make_trap args( ( int v0, int v1, int v2, int v3 ) ); OD *create_money args( ( int amount ) ); /* misc.c */ void actiondesc args( ( CHAR_DATA * ch, OBJ_DATA * obj, void *vo ) ); EXT_BV meb args( ( int bit ) ); EXT_BV multimeb args( ( int bit, ... ) ); /* deity.c */ void adjust_favor args( ( CHAR_DATA * ch, int field, int mod ) ); /* mud_comm.c */ char *mprog_type_to_name args( ( int type ) ); /* mud_prog.c */ #ifdef DUNNO_STRSTR char *strstr args( ( const char *s1, const char *s2 ) ); #endif void mprog_wordlist_check args( ( char *arg, CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) ); void mprog_percent_check args( ( CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) ); void mprog_act_trigger args( ( char *buf, CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ) ); void mprog_bribe_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, int amount ) ); void mprog_entry_trigger args( ( CHAR_DATA * mob ) ); void mprog_give_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj ) ); void mprog_greet_trigger args( ( CHAR_DATA * mob ) ); void mprog_fight_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) ); void mprog_hitprcnt_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) ); void mprog_death_trigger args( ( CHAR_DATA * killer, CHAR_DATA * mob ) ); void mprog_random_trigger args( ( CHAR_DATA * mob ) ); void mprog_speech_trigger args( ( char *txt, CHAR_DATA * mob ) ); void mprog_script_trigger args( ( CHAR_DATA * mob ) ); void mprog_hour_trigger args( ( CHAR_DATA * mob ) ); void mprog_time_trigger args( ( CHAR_DATA * mob ) ); void progbug args( ( char *str, CHAR_DATA * mob ) ); void rset_supermob args( ( ROOM_INDEX_DATA * room ) ); void release_supermob args( ( ) ); /* planes.c */ PLANE_DATA *plane_lookup args( ( const char *name ) ); void load_planes args( ( void ) ); void save_planes args( ( void ) ); void check_planes args( ( PLANE_DATA * p ) ); /* player.c */ void set_title args( ( CHAR_DATA * ch, char *title ) ); /* polymorph.c */ void fwrite_morph_data args( ( CHAR_DATA * ch, FILE * fp ) ); void fread_morph_data args( ( CHAR_DATA * ch, FILE * fp ) ); void clear_char_morph args( ( CHAR_MORPH * morph ) ); CHAR_MORPH *make_char_morph args( ( MORPH_DATA * morph ) ); void free_char_morph args( ( CHAR_MORPH * morph ) ); char *race_string args( ( int bitvector ) ); char *class_string args( ( int bitvector ) ); void setup_morph_vnum args( ( void ) ); void unmorph_all args( ( MORPH_DATA * morph ) ); MORPH_DATA *get_morph args( ( char *arg ) ); MORPH_DATA *get_morph_vnum args( ( int arg ) ); int do_morph_char args( ( CHAR_DATA * ch, MORPH_DATA * morph ) ); MORPH_DATA *find_morph args( ( CHAR_DATA * ch, char *target, bool is_cast ) ); void do_unmorph_char args( ( CHAR_DATA * ch ) ); void send_morph_message args( ( CHAR_DATA * ch, MORPH_DATA * morph, bool is_morph ) ); bool can_morph args( ( CHAR_DATA * ch, MORPH_DATA * morph, bool is_cast ) ); void do_morph args( ( CHAR_DATA * ch, MORPH_DATA * morph ) ); void do_unmorph args( ( CHAR_DATA * ch ) ); void save_morphs args( ( void ) ); void fwrite_morph args( ( FILE * fp, MORPH_DATA * morph ) ); void load_morphs args( ( void ) ); MORPH_DATA *fread_morph args( ( FILE * fp ) ); void free_morph args( ( MORPH_DATA * morph ) ); void morph_defaults args( ( MORPH_DATA * morph ) ); void sort_morphs args( ( void ) ); /* skills.c */ bool can_use_skill args( ( CHAR_DATA * ch, int percent, int gsn ) ); bool check_skill args( ( CHAR_DATA * ch, char *command, char *argument ) ); void learn_from_success args( ( CHAR_DATA * ch, int sn ) ); void learn_from_failure args( ( CHAR_DATA * ch, int sn ) ); bool check_parry args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_dodge args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_tumble args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_grip args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void disarm args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void trip args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool mob_fire args( ( CHAR_DATA * ch, char *name ) ); CD *scan_for_victim args( ( CHAR_DATA * ch, EXIT_DATA * pexit, char *name ) ); /* ban.c */ int add_ban args( ( CHAR_DATA * ch, char *arg1, char *arg2, int time, int type ) ); void show_bans args( ( CHAR_DATA * ch, int type ) ); void save_banlist args( ( void ) ); void load_banlist args( ( void ) ); bool check_total_bans args( ( DESCRIPTOR_DATA * d ) ); bool check_bans args( ( CHAR_DATA * ch, int type ) ); /* imm_host.c */ bool check_immortal_domain args( ( CHAR_DATA * ch, char *host ) ); int load_imm_host args( ( void ) ); int fread_imm_host args( ( FILE * fp, IMMORTAL_HOST * data ) ); void do_write_imm_host args( ( void ) ); /* handler.c */ int get_exp args( ( CHAR_DATA * ch ) ); int get_exp_worth args( ( CHAR_DATA * ch ) ); int exp_level args( ( CHAR_DATA * ch, short level ) ); short get_trust args( ( CHAR_DATA * ch ) ); short get_age args( ( CHAR_DATA * ch ) ); short get_curr_str args( ( CHAR_DATA * ch ) ); short get_curr_int args( ( CHAR_DATA * ch ) ); short get_curr_wis args( ( CHAR_DATA * ch ) ); short get_curr_dex args( ( CHAR_DATA * ch ) ); short get_curr_con args( ( CHAR_DATA * ch ) ); short get_curr_cha args( ( CHAR_DATA * ch ) ); short get_curr_lck args( ( CHAR_DATA * ch ) ); bool can_take_proto args( ( CHAR_DATA * ch ) ); int can_carry_n args( ( CHAR_DATA * ch ) ); int can_carry_w args( ( CHAR_DATA * ch ) ); bool is_name args( ( const char *str, char *namelist ) ); bool is_name_prefix args( ( const char *str, char *namelist ) ); bool nifty_is_name args( ( char *str, char *namelist ) ); bool nifty_is_name_prefix args( ( char *str, char *namelist ) ); void affect_modify args( ( CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd ) ); void affect_to_char args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void affect_remove args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void affect_strip args( ( CHAR_DATA * ch, int sn ) ); bool is_affected args( ( CHAR_DATA * ch, int sn ) ); void affect_join args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void char_from_room args( ( CHAR_DATA * ch ) ); void char_to_room args( ( CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex ) ); OD *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( OBJ_INDEX_DATA * pObjIndex, OBJ_DATA * list ); void obj_from_room args( ( OBJ_DATA * obj ) ); OD *obj_to_room args( ( OBJ_DATA * obj, ROOM_INDEX_DATA * pRoomIndex ) ); OD *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_exit args( ( ROOM_INDEX_DATA * room, EXIT_DATA * pexit ) ); void extract_room args( ( ROOM_INDEX_DATA * room ) ); void clean_room args( ( ROOM_INDEX_DATA * room ) ); void clean_obj args( ( OBJ_INDEX_DATA * obj ) ); void clean_mob args( ( MOB_INDEX_DATA * mob ) ); void clean_resets( ROOM_INDEX_DATA * room ); void extract_char args( ( CHAR_DATA * ch, bool fPull ) ); char *fur_pos_string args( ( int pos ) ); /* furniture */ char *pos_string args( ( CHAR_DATA * victim ) ); /* furniture */ int count_users args( ( OBJ_DATA * obj ) ); /* furniture */ CD *get_char_room args( ( CHAR_DATA * ch, char *argument ) ); CD *get_char_world 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_list_rev args( ( CHAR_DATA * ch, char *argument, OBJ_DATA * list ) ); OD *get_obj_carry args( ( CHAR_DATA * ch, char *argument ) ); OD *get_obj_wear args( ( CHAR_DATA * ch, char *argument ) ); OD *get_obj_vnum args( ( CHAR_DATA * ch, int vnum ) ); OD *get_obj_here args( ( CHAR_DATA * ch, char *argument ) ); OD *get_obj_world args( ( CHAR_DATA * ch, char *argument ) ); int get_obj_number args( ( OBJ_DATA * obj ) ); int get_obj_weight args( ( OBJ_DATA * obj ) ); int get_real_obj_weight args( ( OBJ_DATA * obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA * pRoomIndex ) ); bool room_is_private args( ( ROOM_INDEX_DATA * pRoomIndex ) ); bool can_see args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool can_see_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); bool can_drop_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); char *item_type_name args( ( OBJ_DATA * obj ) ); char *affect_loc_name args( ( int location ) ); char *affect_bit_name args( ( EXT_BV * vector ) ); char *extra_bit_name args( ( EXT_BV * extra_flags ) ); char *magic_bit_name args( ( int magic_flags ) ); char *pull_type_name args( ( int pulltype ) ); ch_ret check_for_trap args( ( CHAR_DATA * ch, OBJ_DATA * obj, int flag ) ); ch_ret check_room_for_traps args( ( CHAR_DATA * ch, int flag ) ); bool is_trapped args( ( OBJ_DATA * obj ) ); OD *get_trap args( ( OBJ_DATA * obj ) ); ch_ret spring_trap args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); void name_stamp_stats args( ( CHAR_DATA * ch ) ); void fix_char args( ( CHAR_DATA * ch ) ); void showaffect args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void set_cur_obj args( ( OBJ_DATA * obj ) ); bool obj_extracted args( ( OBJ_DATA * obj ) ); void queue_extracted_obj args( ( OBJ_DATA * obj ) ); void clean_obj_queue args( ( void ) ); void set_cur_char args( ( CHAR_DATA * ch ) ); bool char_died args( ( CHAR_DATA * ch ) ); void queue_extracted_char args( ( CHAR_DATA * ch, bool extract ) ); void clean_char_queue args( ( void ) ); void add_timer args( ( CHAR_DATA * ch, short type, short count, DO_FUN * fun, int value ) ); TIMER *get_timerptr args( ( CHAR_DATA * ch, short type ) ); short get_timer args( ( CHAR_DATA * ch, short type ) ); void extract_timer args( ( CHAR_DATA * ch, TIMER * timer ) ); void remove_timer args( ( CHAR_DATA * ch, short type ) ); bool in_soft_range args( ( CHAR_DATA * ch, AREA_DATA * tarea ) ); bool in_hard_range args( ( CHAR_DATA * ch, AREA_DATA * tarea ) ); bool chance args( ( CHAR_DATA * ch, short percent ) ); bool chance_attrib args( ( CHAR_DATA * ch, short percent, short attrib ) ); OD *clone_object args( ( OBJ_DATA * obj ) ); void split_obj args( ( OBJ_DATA * obj, int num ) ); void separate_obj args( ( OBJ_DATA * obj ) ); bool empty_obj args( ( OBJ_DATA * obj, OBJ_DATA * destobj, ROOM_INDEX_DATA * destroom ) ); OD *find_obj args( ( CHAR_DATA * ch, char *argument, bool carryonly ) ); bool ms_find_obj args( ( CHAR_DATA * ch ) ); void worsen_mental_state args( ( CHAR_DATA * ch, int mod ) ); void better_mental_state args( ( CHAR_DATA * ch, int mod ) ); void boost_economy args( ( AREA_DATA * tarea, int gold ) ); void lower_economy args( ( AREA_DATA * tarea, int gold ) ); void economize_mobgold args( ( CHAR_DATA * mob ) ); bool economy_has args( ( AREA_DATA * tarea, int gold ) ); void add_kill args( ( CHAR_DATA * ch, CHAR_DATA * mob ) ); int times_killed args( ( CHAR_DATA * ch, CHAR_DATA * mob ) ); void update_aris args( ( CHAR_DATA * ch ) ); AREA_DATA *get_area args( ( char *name ) ); /* FB */ OD *get_objtype args( ( CHAR_DATA * ch, short type ) ); /* interp.c */ bool check_pos args( ( CHAR_DATA * ch, short position ) ); 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 ) ); char *one_argument2 args( ( char *argument, char *arg_first ) ); ST *find_social args( ( char *command ) ); CMDTYPE *find_command args( ( char *command ) ); void hash_commands args( ( ) ); void start_timer args( ( struct timeval * stime ) ); time_t end_timer args( ( struct timeval * stime ) ); void send_timer args( ( struct timerset * vtime, CHAR_DATA * ch ) ); void update_userec args( ( struct timeval * time_used, struct timerset * userec ) ); /* magic.c */ bool process_spell_components args( ( CHAR_DATA * ch, int sn ) ); int ch_slookup args( ( CHAR_DATA * ch, const char *name ) ); int find_spell args( ( CHAR_DATA * ch, const char *name, bool know ) ); int find_skill args( ( CHAR_DATA * ch, const char *name, bool know ) ); int find_weapon args( ( CHAR_DATA * ch, const char *name, bool know ) ); int find_tongue args( ( CHAR_DATA * ch, const char *name, bool know ) ); int skill_lookup args( ( const char *name ) ); int herb_lookup args( ( const char *name ) ); int personal_lookup args( ( CHAR_DATA * ch, const char *name ) ); int slot_lookup args( ( int slot ) ); int bsearch_skill args( ( const char *name, int first, int top ) ); int bsearch_skill_exact args( ( const char *name, int first, int top ) ); int bsearch_skill_prefix args( ( const char *name, int first, int top ) ); bool saves_poison_death args( ( int level, CHAR_DATA * victim ) ); bool saves_wand args( ( int level, CHAR_DATA * victim ) ); bool saves_para_petri args( ( int level, CHAR_DATA * victim ) ); bool saves_breath args( ( int level, CHAR_DATA * victim ) ); bool saves_spell_staff args( ( int level, CHAR_DATA * victim ) ); ch_ret obj_cast_spell args( ( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) ); int dice_parse args( ( CHAR_DATA * ch, int level, char *exp ) ); SK *get_skilltype args( ( int sn ) ); /* save.c */ /* object saving defines for fread/write_obj. -- Altrag */ #define OS_CARRY 0 #define OS_CORPSE 1 #define OS_GROUND 2 #define OS_LOCKER 3 void save_char_obj args( ( CHAR_DATA * ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA * d, char *name, bool preload ) ); void set_alarm args( ( long seconds ) ); void requip_char args( ( CHAR_DATA * ch ) ); void fwrite_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj, FILE * fp, int iNest, short os_type ) ); void fread_obj args( ( CHAR_DATA * ch, FILE * fp, short os_type ) ); void de_equip_char args( ( CHAR_DATA * ch ) ); void re_equip_char args( ( CHAR_DATA * ch ) ); void read_char_mobile args( ( char *argument ) ); void write_char_mobile args( ( CHAR_DATA * ch, char *argument ) ); CHAR_DATA *fread_mobile args( ( FILE * fp ) ); void fwrite_mobile args( ( FILE * fp, CHAR_DATA * mob ) ); /* shops.c */ /* special.c */ SF *spec_lookup args( ( const char *name ) ); char *lookup_spec args( ( SPEC_FUN * special ) ); /* tables.c */ int get_skill args( ( char *skilltype ) ); char *spell_name args( ( SPELL_FUN * spell ) ); char *skill_name args( ( DO_FUN * skill ) ); void load_skill_table args( ( void ) ); void save_skill_table args( ( void ) ); void sort_skill_table args( ( void ) ); void remap_slot_numbers args( ( void ) ); void load_socials args( ( void ) ); void save_socials args( ( void ) ); void load_commands args( ( void ) ); void save_commands args( ( void ) ); SPELL_FUN *spell_function args( ( char *name ) ); DO_FUN *skill_function args( ( char *name ) ); void write_class_file args( ( int cl ) ); void save_classes args( ( void ) ); void load_classes args( ( void ) ); void load_herb_table args( ( void ) ); void save_herb_table args( ( void ) ); void load_races args( ( void ) ); void load_tongues args( ( void ) ); /* track.c */ void found_prey args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void hunt_victim args( ( CHAR_DATA * ch ) ); /* update.c */ void advance_level args( ( CHAR_DATA * ch ) ); 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 ) ); void reboot_check args( ( time_t reset ) ); #if 0 void reboot_check args( ( char *arg ) ); #endif void auction_update args( ( void ) ); void remove_portal args( ( OBJ_DATA * portal ) ); void weather_update args( ( void ) ); /* hashstr.c */ char *str_alloc args( ( char *str ) ); char *quick_link args( ( char *str ) ); int str_free args( ( char *str ) ); void show_hash args( ( int count ) ); char *hash_stats args( ( void ) ); char *check_hash args( ( char *str ) ); void hash_dump args( ( int hash ) ); void show_high_hash args( ( int top ) ); /* newscore.c */ char *get_class args( ( CHAR_DATA * ch ) ); char *get_race args( ( CHAR_DATA * ch ) ); /* olc stuff (o/m/redit.c) */ void medit_parse args( ( DESCRIPTOR_DATA * d, char *arg ) ); void oedit_parse args( ( DESCRIPTOR_DATA * d, char *arg ) ); void redit_parse args( ( DESCRIPTOR_DATA * d, char *arg ) ); bool is_inolc args( ( DESCRIPTOR_DATA * d ) ); void cleanup_olc args( ( DESCRIPTOR_DATA * d ) ); #undef SK #undef CO #undef ST #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef BD #undef CL #undef EDD #undef RD #undef ED /* furniture flags */ #define STAND_AT BV00 #define STAND_ON BV01 #define STAND_IN BV02 #define SIT_AT BV03 #define SIT_ON BV04 #define SIT_IN BV05 #define REST_AT BV06 #define REST_ON BV07 #define REST_IN BV08 #define SLEEP_AT BV09 #define SLEEP_ON BV10 #define SLEEP_IN BV11 #define PUT_AT BV12 #define PUT_ON BV13 #define PUT_IN BV14 #define PUT_INSIDE BV15 #define FURNITURE_UNUSED -1 #define FURNITURE_NONE 0 #define ST_AT BV00 /* Stand at */ #define ST_ON BV01 /* Stand on */ #define ST_IN BV02 /* Stand in */ #define SI_AT BV03 /* Sit at */ #define SI_ON BV04 /* Sit on */ #define SI_IN BV05 /* Sit in */ #define RE_AT BV06 /* Rest at */ #define RE_ON BV07 /* Rest on */ #define RE_IN BV08 /* Rest in */ #define SL_AT BV09 /* Sleep at */ #define SL_ON BV10 /* Sleep on */ #define SL_IN BV11 /* Sleep in */ #define PT_AT BV12 /* Put at */ #define PT_ON BV13 /* Put on */ #define PT_IN BV14 /* Put in */ #define PT_INSIDE BV15 /* Put inside */ /* * mudprograms stuff */ extern CHAR_DATA *supermob; void oprog_wear_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); bool oprog_use_trigger( CHAR_DATA * ch, OBJ_DATA * obj, CHAR_DATA * vict, OBJ_DATA * targ, void *vo ); char *oprog_type_to_name( int type ); /* * MUD_PROGS START HERE * (object stuff) */ void oprog_greet_trigger( CHAR_DATA * ch ); void oprog_speech_trigger( char *txt, CHAR_DATA * ch ); void oprog_random_trigger( OBJ_DATA * obj ); void oprog_remove_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_sac_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_get_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_damage_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_repair_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_drop_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_examine_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_zap_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_pull_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_push_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); /* mud prog defines */ #define ERROR_PROG -1 #define IN_FILE_PROG -2 typedef enum { ACT_PROG, SPEECH_PROG, RAND_PROG, FIGHT_PROG, DEATH_PROG, HITPRCNT_PROG, ENTRY_PROG, GREET_PROG, ALL_GREET_PROG, GIVE_PROG, BRIBE_PROG, HOUR_PROG, TIME_PROG, WEAR_PROG, REMOVE_PROG, SAC_PROG, LOOK_PROG, EXA_PROG, ZAP_PROG, GET_PROG, DROP_PROG, DAMAGE_PROG, REPAIR_PROG, RANDIW_PROG, SPEECHIW_PROG, PULL_PROG, PUSH_PROG, SLEEP_PROG, REST_PROG, LEAVE_PROG, SCRIPT_PROG, USE_PROG } prog_types; /* * For backwards compatability */ #define RDEATH_PROG DEATH_PROG #define ENTER_PROG ENTRY_PROG #define RFIGHT_PROG FIGHT_PROG #define RGREET_PROG GREET_PROG #define OGREET_PROG GREET_PROG void rprog_leave_trigger( CHAR_DATA * ch ); void rprog_enter_trigger( CHAR_DATA * ch ); void rprog_sleep_trigger( CHAR_DATA * ch ); void rprog_rest_trigger( CHAR_DATA * ch ); void rprog_rfight_trigger( CHAR_DATA * ch ); void rprog_death_trigger( CHAR_DATA * killer, CHAR_DATA * ch ); void rprog_speech_trigger( char *txt, CHAR_DATA * ch ); void rprog_random_trigger( CHAR_DATA * ch ); void rprog_time_trigger( CHAR_DATA * ch ); void rprog_hour_trigger( CHAR_DATA * ch ); char *rprog_type_to_name( int type ); #define OPROG_ACT_TRIGGER #ifdef OPROG_ACT_TRIGGER void oprog_act_trigger( char *buf, OBJ_DATA * mobj, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ); #endif #define RPROG_ACT_TRIGGER #ifdef RPROG_ACT_TRIGGER void rprog_act_trigger( char *buf, ROOM_INDEX_DATA * room, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ); #endif #define GET_ADEPT(ch,sn) ( skill_table[(sn)]->skill_adept[(ch)->class]) #define LEARNED(ch,sn) (IS_NPC(ch) ? 80 : URANGE(0, ch->pcdata->learned[sn], 101)) /* Structure and macros for using long bit vectors */ #define CHAR_SIZE sizeof(char) typedef char *LONG_VECTOR; #define LV_CREATE(vector, bit_length) \ do \ { \ int i; \ CREATE(vector, char, 1 + bit_length/CHAR_SIZE); \ \ for(i = 0; i <= bit_length/CHAR_SIZE; i++) \ *(vector + i) = 0; \ }while(0) #define LV_IS_SET(vector, index) \ (*(vector + index/CHAR_SIZE) & (1 << index%CHAR_SIZE)) #define LV_SET_BIT(vector, index) \ (*(vector + index/CHAR_SIZE) |= (1 << index%CHAR_SIZE)) #define LV_REMOVE_BIT(vector, index) \ (*(vector + index/CHAR_SIZE) &= ~(1 << index%CHAR_SIZE)) #define LV_TOGGLE_BIT(vector, index) \ (*(vector + index/CHAR_SIZE) ^= (1 << index%CHAR_SIZE)) #ifdef WIN32 void gettimeofday( struct timeval *tv, struct timezone *tz ); void kill_timer( ); /* directory scanning stuff */ typedef struct dirent { char *d_name; }; typedef struct { HANDLE hDirectory; WIN32_FIND_DATA Win32FindData; struct dirent dirinfo; char sDirName[MAX_PATH]; } DIR; DIR *opendir( char *sDirName ); struct dirent *readdir( DIR * dp ); void closedir( DIR * dp ); /* --------------- Stuff for Win32 services ------------------ */ /* NJG: When "exit" is called to handle an error condition, we really want to terminate the game thread, not the whole process. */ #define exit(arg) Win32_Exit(arg) void Win32_Exit( int exit_code ); #endif #define send_to_char send_to_char_color #define send_to_pager send_to_pager_color