/*
* The unique portions of SunderMud code as well as the integration efforts
* for code from other sources is based on the efforts of:
*
* Lotherius (elfren@aros.net)
*
* This code can only be used under the terms of the DikuMud, Merc,
* and ROM licenses. The same requirements apply to the changes that
* have been made.
*
* All other copyrights remain in place and in force.
*/
/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_SPEC_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#endif
/* system calls */
int unlink();
int system();
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE 1
#endif
#if defined(_AIX)
#if !defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef short int sh_int;
typedef unsigned char bool;
#endif
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct gen_data GEN_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4096
#define MAX_INPUT_LENGTH 256
#define PAGELEN 20
/* pagelen lowered to lessen msgs from scrolling off unread data */
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_QUOTES 7 /* for random quoting */
#define MAX_SOCIALS 256
#define MAX_SKILL 165 /* these limits MUST be updated */
#define MAX_CLASS 7
#define MAX_PC_RACE 10
#define MAX_LEVEL 60
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 8)
#define LEVEL_ADMIN (MAX_LEVEL - 4)
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK (30 * PULSE_PER_SECOND)
#define PULSE_TICKSHORT ( 5 * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define IMPLEMENTOR MAX_LEVEL
#define CREATOR (MAX_LEVEL - 1) /* 59 */
#define SUPREME (MAX_LEVEL - 2) /* 58 */
#define DEITY (MAX_LEVEL - 3) /* 57 */
#define GOD (MAX_LEVEL - 4) /* 56 */
#define IMMORTAL (MAX_LEVEL - 5) /* 55 */
#define DEMI (MAX_LEVEL - 6) /* 54 */
#define ANGEL (MAX_LEVEL - 7) /* 53 */
#define AVATAR (MAX_LEVEL - 8) /* 52 */
#define HERO LEVEL_HERO
#define COMPRESS_PFILES /* gzip pfiles upon do_quit */
#define TIME_FILE "../time/mudtime"
#define CLAN_FILE "../clan/clans.txt"
#define CLASS_DIR "../class/"
#define DATA_DIR "../data/"
#define DISABLE_FILE "disable.txt"
#define MAX_DIR 6
#define NO_FLAG -99 /* Must not be used in flags or stats. */
#define MAX_ADMIN 5
#define MAX_ZONE 4
/* define DEBUGINFO for debugging features. Use only when other methods fail,
because all new code will be writting to send extra info when
this is on! */
/* #define DEBUGINFO */
/*
* Colour stuff by Lope of Loping Through The MUD
*/
#define CLEAR "[0m" /* Resets Colour */
#define FG_BLACK "\033[0;30m"
#define C_RED "[0;31m" /* Normal Colours */
#define C_GREEN "[0;32m" /* Green */
#define C_YELLOW "[0;33m" /* Yellow/brown */
#define C_BLUE "[0;34m" /* Blue */
#define C_MAGENTA "[0;35m" /* Magenta */
#define C_CYAN "[0;36m" /* Cyan */
#define C_WHITE "[0;37m" /* White */
#define C_D_GREY "[1;30m" /* Light Colors */
#define C_B_RED "[1;31m" /* Red */
#define C_B_GREEN "[1;32m" /* Green */
#define C_B_YELLOW "[1;33m"
#define C_B_BLUE "[1;34m"
#define C_B_MAGENTA "[1;35m"
#define C_B_CYAN "[1;36m"
#define C_B_WHITE "[1;37m"
/* additional ansi control by elfren */
#define MOD_UNDERLINE "\033[4m" /* Underline */
#define MOD_BLINK "\033[5m" /* Blink */
#define MOD_REVERSE "\033[7m" /* Reverse */
/* These defines will not be auto-interpreted. elfren. */
#define VT_CLS "\033[2J" /* Clear Screen */
#define VT_SAVEC "\033[s" /* Save Cursor Pos. */
#define VT_RESTOREC "\033[u" /* Restore Cursor Pos. */
#define VT_CLINE "\033[K" /* Clear to EOL */
#include "board.h"
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA * next;
char * name;
};
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
struct alias_data
{
char *name;
char *command_string;
};
#define MAX_ALIAS 20
#define MAX_ALIAS_LENGTH 80
#define MAX_ALIAS_PARMS 10
struct material_data
{
char *name;
sh_int type;
long vuln_flag; /* set if applicable, otherwise 0 */
};
struct wizcommand_type
{
char *name;
struct wizcommand_type *next;
};
struct disable_cmd_type
{
char * name;
int level;
struct disable_cmd_type * next;
DO_FUN *disable_fcn;
};
extern struct disable_cmd_type * disable_cmd_list;
/* Zeran - moved the cmd_table definition here, to simplify things...not
the best place to put it though. */
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * const name;
DO_FUN * do_fun;
sh_int position;
sh_int level;
sh_int log;
bool show;
bool disabled;
int disabled_level;
};
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_NEW_RACE 6
#define CON_GET_NEW_SEX 7
#define CON_GET_NEW_CLASS 8
#define CON_GET_ALIGNMENT 9
#define CON_ROLL_STATS 10
#define CON_CHOOSE_TERM 11
#define CON_PICK_WEAPON 12
#define CON_READ_IMOTD 13
#define CON_READ_MOTD 14
#define CON_BREAK_CONNECT 15
#define CON_NOTE_TO 16
#define CON_NOTE_SUBJECT 17
#define CON_NOTE_EXPIRE 18
#define CON_NOTE_TEXT 19
#define CON_NOTE_FINISH 20
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
int outsize;
int outtop;
char * outbuf;
char * afk_outbuf;
bool multi_comm;
char * showstr_head;
char * showstr_point;
void * pEdit; /* OLC */
char ** pString; /* OLC */
int editor; /* OLC */
bool pueblo; /* Pueblo enabled client? */
bool ansi; /* Ansi enabled client? */
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
};
struct int_app_type
{
sh_int learn;
};
struct wis_app_type
{
sh_int practice;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
typedef struct mob_prog_data MPROG_DATA;
typedef struct mob_prog_act_list MPROG_ACT_LIST;
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
sh_int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
sh_int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
#define CLASS_MAGE 0
#define CLASS_AVENGER 1
#define CLASS_THIEF 2
#define CLASS_WARRIOR 3
#define CLASS_CHAOSMAGE 4
#define CLASS_MONK 5
#define CLASS_DEFILER 6
#define MAX_GUILD 2
#define MAX_STATS 5
#define STAT_STR 0
#define STAT_INT 1
#define STAT_WIS 2
#define STAT_DEX 3
#define STAT_CON 4
struct class_type
{
char * name; /* the full name of the class */
char who_name [4]; /* Three-letter name for 'who' */
sh_int attr_prime; /* Prime attribute */
sh_int weapon; /* First weapon */
sh_int guild[MAX_GUILD]; /* No Longer Used */
sh_int skill_adept; /* Maximum skill level */
sh_int thac0_00; /* Thac0 for level 0 */
sh_int thac0_32; /* Thac0 for level 32 */
sh_int hp_min; /* Min hp gained on leveling */
sh_int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
};
struct attack_type
{
char * name; /* name and message */
int damage; /* damage class */
};
struct race_type
{
char * name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
long act; /* act bits for the race */
long aff; /* aff bits for the race */
long off; /* off bits for the race */
long imm; /* imm bits for the race */
long res; /* res bits for the race */
long vuln; /* vuln bits for the race */
long form; /* default form flag for the race */
long parts; /* default parts for the race */
};
struct pc_race_type /* additional data for pc races */
{
char * name; /* MUST be in race_type */
char who_name[6];
sh_int points; /* cost in points of the race */
sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */
char * skills[5]; /* bonus skills for the race */
sh_int recall; /* room # of this race's recall */
sh_int healer; /* room # of this race's healer */
sh_int stats[MAX_STATS]; /* starting stats */
sh_int max_stats[MAX_STATS]; /* maximum stats */
sh_int size; /* aff bits for the race */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
time_t expire;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
sh_int type;
sh_int level;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
char * caster;
};
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
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;
int type;
char * arglist;
char * comlist;
};
bool MOBtrigger;
#define ERROR_PROG -1
#define IN_FILE_PROG 0
#define ACT_PROG 1
#define SPEECH_PROG 2
#define RAND_PROG 4
#define FIGHT_PROG 8
#define DEATH_PROG 16
#define HITPRCNT_PROG 32
#define ENTRY_PROG 64
#define GREET_PROG 128
#define ALL_GREET_PROG 256
#define GIVE_PROG 512
#define BRIBE_PROG 1024
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 2 /* change later */
#define MOB_VNUM_ZOMBIE 2
/* RT ASCII conversions -- used so we can have letters in this file */
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864 /* doubled due to conflicts */
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824
/* Zeran - Material types */
#define MATERIAL_WOOD 1
#define MATERIAL_IRON 2
#define MATERIAL_SILVER 3
#define MATERIAL_GOLD 4
#define MATERIAL_ADAMANTITE 5
#define MATERIAL_CLOTH 6
#define MATERIAL_GLASS 7
#define MATERIAL_LIQUID 8
#define MATERIAL_FOOD 9
#define MATERIAL_STEEL 10
#define MATERIAL_MITHRIL 11
#define MATERIAL_PAPER 12
#define MATERIAL_MEAT 13
#define MATERIAL_FLESH 14
#define MATERIAL_LEATHER 15
#define MATERIAL_PILL 16
#define MATERIAL_VELLUM 17
#define MATERIAL_BRONZE 18
#define MATERIAL_BRASS 19
#define MATERIAL_STONE 20
#define MATERIAL_BONE 21
#define MATERIAL_UNIQUE 22
#define MATERIAL_CRYSTAL 23
#define MATERIAL_DIAMOND 24
#define MAX_MATERIAL 24
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC (A) /* Auto set for mobs */
#define ACT_SENTINEL (B) /* Stays in one room */
#define ACT_SCAVENGER (C) /* Picks up objects */
#define ACT_AGGRESSIVE (F) /* Attacks PC's */
#define ACT_STAY_AREA (G) /* Won't leave area */
#define ACT_WIMPY (H)
#define ACT_PET (I) /* Auto set for pets */
#define ACT_FOLLOWER (J) /* Following A PC */
#define ACT_PRACTICE (K) /* Can practice PC's */
#define ACT_UNDEAD (O)
#define ACT_CLERIC (Q)
#define ACT_MAGE (R)
#define ACT_THIEF (S)
#define ACT_WARRIOR (T)
#define ACT_NOALIGN (U)
#define ACT_NOPURGE (V)
#define ACT_IS_HEALER (aa)
#define ACT_TELEPOP (bb) /* teleports on pop */
#define ACT_UPDATE_ALWAYS (cc)
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
/* OFF bits for mobiles */
#define OFF_AREA_ATTACK (A)
#define OFF_BACKSTAB (B)
#define OFF_BASH (C)
#define OFF_BERSERK (D)
#define OFF_DISARM (E)
#define OFF_DODGE (F)
#define OFF_FADE (G)
#define OFF_FAST (H)
#define OFF_KICK (I)
#define OFF_KICK_DIRT (J)
#define OFF_PARRY (K)
#define OFF_RESCUE (L)
#define OFF_TAIL (M)
#define OFF_TRIP (N)
#define OFF_CRUSH (O)
#define ASSIST_ALL (P)
#define ASSIST_ALIGN (Q)
#define ASSIST_RACE (R)
#define ASSIST_PLAYERS (S)
#define ASSIST_GUARD (T)
#define ASSIST_VNUM (U)
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_IMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* IMM bits for mobs */
#define IMM_SUMMON (A)
#define IMM_CHARM (B)
#define IMM_MAGIC (C)
#define IMM_WEAPON (D)
#define IMM_BASH (E)
#define IMM_PIERCE (F)
#define IMM_SLASH (G)
#define IMM_FIRE (H)
#define IMM_COLD (I)
#define IMM_LIGHTNING (J)
#define IMM_ACID (K)
#define IMM_POISON (L)
#define IMM_NEGATIVE (M)
#define IMM_HOLY (N)
#define IMM_ENERGY (O)
#define IMM_MENTAL (P)
#define IMM_DISEASE (Q)
#define IMM_DROWNING (R)
#define IMM_LIGHT (S)
/* RES bits for mobs */
#define RES_CHARM (B)
#define RES_MAGIC (C)
#define RES_WEAPON (D)
#define RES_BASH (E)
#define RES_PIERCE (F)
#define RES_SLASH (G)
#define RES_FIRE (H)
#define RES_COLD (I)
#define RES_LIGHTNING (J)
#define RES_ACID (K)
#define RES_POISON (L)
#define RES_NEGATIVE (M)
#define RES_HOLY (N)
#define RES_ENERGY (O)
#define RES_MENTAL (P)
#define RES_DISEASE (Q)
#define RES_DROWNING (R)
#define RES_LIGHT (S)
/* VULN bits for mobs */
#define VULN_MAGIC (C)
#define VULN_WEAPON (D)
#define VULN_BASH (E)
#define VULN_PIERCE (F)
#define VULN_SLASH (G)
#define VULN_FIRE (H)
#define VULN_COLD (I)
#define VULN_LIGHTNING (J)
#define VULN_ACID (K)
#define VULN_POISON (L)
#define VULN_NEGATIVE (M)
#define VULN_HOLY (N)
#define VULN_ENERGY (O)
#define VULN_MENTAL (P)
#define VULN_DISEASE (Q)
#define VULN_DROWNING (R)
#define VULN_LIGHT (S)
#define VULN_WOOD (X)
#define VULN_SILVER (Y)
#define VULN_IRON (Z)
#define VULN_MITHRIL (aa)
#define VULN_ADAMANTITE (bb)
#define VULN_STEEL (cc)
/* body form */
#define FORM_EDIBLE (A)
#define FORM_POISON (B)
#define FORM_MAGICAL (C)
#define FORM_INSTANT_DECAY (D)
#define FORM_OTHER (E) /* defined by material bit */
/* actual form */
#define FORM_ANIMAL (G)
#define FORM_SENTIENT (H)
#define FORM_UNDEAD (I)
#define FORM_CONSTRUCT (J)
#define FORM_MIST (K)
#define FORM_INTANGIBLE (L)
#define FORM_BIPED (M)
#define FORM_CENTAUR (N)
#define FORM_INSECT (O)
#define FORM_SPIDER (P)
#define FORM_CRUSTACEAN (Q)
#define FORM_WORM (R)
#define FORM_BLOB (S)
#define FORM_MAMMAL (V)
#define FORM_BIRD (W)
#define FORM_REPTILE (X)
#define FORM_SNAKE (Y)
#define FORM_DRAGON (Z)
#define FORM_AMPHIBIAN (aa)
#define FORM_FISH (bb)
#define FORM_COLD_BLOOD (cc)
/* body parts */
#define PART_HEAD (A)
#define PART_ARMS (B)
#define PART_LEGS (C)
#define PART_HEART (D)
#define PART_BRAINS (E)
#define PART_GUTS (F)
#define PART_HANDS (G)
#define PART_FEET (H)
#define PART_FINGERS (I)
#define PART_EAR (J)
#define PART_EYE (K)
#define PART_LONG_TONGUE (L)
#define PART_EYESTALKS (M)
#define PART_TENTACLES (N)
#define PART_FINS (O)
#define PART_WINGS (P)
#define PART_TAIL (Q)
/* for combat */
#define PART_CLAWS (U)
#define PART_FANGS (V)
#define PART_HORNS (W)
#define PART_SCALES (X)
#define PART_TUSKS (Y)
#define PART_HOOFS (Z)
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND (A)
#define AFF_INVISIBLE (B)
#define AFF_DETECT_EVIL (C)
#define AFF_DETECT_INVIS (D)
#define AFF_DETECT_MAGIC (E)
#define AFF_DETECT_HIDDEN (F)
#define AFF_MELD (G) /* Mind Meld */
#define AFF_SANCTUARY (H)
#define AFF_FAERIE_FIRE (I)
#define AFF_INFRARED (J)
#define AFF_CURSE (K)
#define AFF_FEAR (L) /* Fear spell */
#define AFF_POISON (M)
#define AFF_PROTECTG (N) /* Zeran - split prot into prot evil and good */
#define AFF_PROTECTE (O)
#define AFF_SNEAK (P)
#define AFF_HIDE (Q)
#define AFF_SLEEP (R)
#define AFF_CHARM (S)
#define AFF_FLYING (T)
#define AFF_PASS_DOOR (U)
#define AFF_HASTE (V)
#define AFF_CALM (W)
#define AFF_PLAGUE (X)
#define AFF_WEAKEN (Y)
#define AFF_DARK_VISION (Z)
#define AFF_BERSERK (aa)
#define AFF_SWIM (bb)
#define AFF_REGENERATION (cc)
#define AFF_POLY (dd)
#define AFF_ABSORB (ee) /*last possible AFF, have to reassign
unused AFF's for new things*/
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/* AC types */
#define AC_PIERCE 0
#define AC_BASH 1
#define AC_SLASH 2
#define AC_EXOTIC 3
/* dice */
#define DICE_NUMBER 0
#define DICE_TYPE 1
#define DICE_BONUS 2
/* size */
#define SIZE_TINY 0
#define SIZE_SMALL 1
#define SIZE_MEDIUM 2
#define SIZE_LARGE 3
#define SIZE_HUGE 4
#define SIZE_GIANT 5
#define SIZE_UNKNOWN 6 /* Zeran - added at Lotherius request */
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_MONEY_ONE 2
#define OBJ_VNUM_MONEY_SOME 3
#define OBJ_VNUM_DUMMY 1 /* ROM OLC */
#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_GUTS 16
#define OBJ_VNUM_BRAINS 17
#define OBJ_VNUM_SOULBLADE 18
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_POTION 23
#define OBJ_SCROLL 24
#define OBJ_VNUM_ICE_DAGGER 54
#define OBJ_VNUM_PORTAL 55
#define OBJ_VNUM_SCHOOL_MACE 56
#define OBJ_VNUM_SCHOOL_DAGGER 57
#define OBJ_VNUM_SCHOOL_SWORD 58
#define OBJ_VNUM_SCHOOL_VEST 59
#define OBJ_VNUM_SCHOOL_SHIELD 60
#define OBJ_VNUM_SCHOOL_BANNER 61
#define OBJ_VNUM_MAP 62
#define OBJ_VNUM_BOAT 63 /* added for minor creation */
#define OBJ_VNUM_BAG 64 /* minor creation */
#define OBJ_VNUM_PIT 65
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLOTHING 11
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PROTECT 27
#define ITEM_MAP 28
#define ITEM_PRIDE 29
#define ITEM_COMPONENT 30
#define ITEM_PORTAL 31
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW (A)
#define ITEM_HUM (B)
#define ITEM_DARK (C)
#define ITEM_LOCK (D)
#define ITEM_EVIL (E)
#define ITEM_INVIS (F)
#define ITEM_MAGIC (G)
#define ITEM_NODROP (H)
#define ITEM_BLESS (I)
#define ITEM_ANTI_GOOD (J)
#define ITEM_ANTI_EVIL (K)
#define ITEM_ANTI_NEUTRAL (L)
#define ITEM_NOREMOVE (M)
#define ITEM_INVENTORY (N)
#define ITEM_NOPURGE (O)
#define ITEM_ROT_DEATH (P)
#define ITEM_VIS_DEATH (Q)
#define ITEM_NO_SAC (R)
#define ITEM_CONCEALED (S)
#define ITEM_NO_COND (T)
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE (A)
#define ITEM_WEAR_FINGER (B)
#define ITEM_WEAR_NECK (C)
#define ITEM_WEAR_BODY (D)
#define ITEM_WEAR_HEAD (E)
#define ITEM_WEAR_LEGS (F)
#define ITEM_WEAR_FEET (G)
#define ITEM_WEAR_HANDS (H)
#define ITEM_WEAR_ARMS (I)
#define ITEM_WEAR_SHIELD (J)
#define ITEM_WEAR_ABOUT (K)
#define ITEM_WEAR_WAIST (L)
#define ITEM_WEAR_WRIST (M)
#define ITEM_WIELD (N)
#define ITEM_HOLD (O)
#define ITEM_TWO_HANDS (P)
#define ITEM_WEAR_PRIDE (Q)
#define ITEM_WEAR_FACE (R)
#define ITEM_WEAR_EARS (S)
#define ITEM_WEAR_FLOAT (T)
/* weapon class */
#define WEAPON_EXOTIC 0
#define WEAPON_SWORD 1
#define WEAPON_DAGGER 2
#define WEAPON_SPEAR 3
#define WEAPON_MACE 4
#define WEAPON_AXE 5
#define WEAPON_FLAIL 6
#define WEAPON_WHIP 7
#define WEAPON_POLEARM 8
/* weapon types */
#define MAX_BRAND (I)
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_SHARP (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_ACID (G)
#define WEAPON_LIGHTNING (H)
#define WEAPON_POISON (I)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
/*
* Area flags.
*/
#define AREA_NONE 0
#define AREA_CHANGED 1 /* Area has been modified. */
#define AREA_ADDED 2 /* Area has been added to. */
#define AREA_LOADING 4 /* Used for counting in db.c */
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1300
#define ROOM_VNUM_TEMPLE 2093 /* recall */
#define ROOM_VNUM_ALTAR 2096 /* healer */
/* soon to be not used */
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK (A)
#define ROOM_NO_MOB (C)
#define ROOM_INDOORS (D)
#define ROOM_FASTHEAL (E) /* elfren room fastheal */
#define ROOM_PKILL (F)
#define ROOM_RENT (G) /* Room can be rented */
#define ROOM_TRANSIT (H) /* Room is a transit room */
#define ROOM_PRIVATE (J)
#define ROOM_SAFE (K)
#define ROOM_SOLITARY (L)
#define ROOM_PET_SHOP (M)
#define ROOM_NO_RECALL (N)
#define ROOM_IMP_ONLY (O)
#define ROOM_GODS_ONLY (P)
#define ROOM_HEROES_ONLY (Q)
#define ROOM_NEWBIES_ONLY (R)
#define ROOM_LAW (S)
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR (A)
#define EX_CLOSED (B)
#define EX_LOCKED (C)
#define EX_PICKPROOF (F)
#define EX_HIDDEN (G)
#define EX_NO_PASS (H)
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_UNDERGROUND 11
#define SECT_MAX 12
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 2
#define WEAR_NECK_1 3
#define WEAR_NECK_2 4
#define WEAR_BODY 5
#define WEAR_HEAD 6
#define WEAR_LEGS 7
#define WEAR_FEET 8
#define WEAR_HANDS 9
#define WEAR_ARMS 10
#define WEAR_SHIELD 11
#define WEAR_ABOUT 12
#define WEAR_WAIST 13
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_WIELD2 18
#define WEAR_PRIDE 19
#define WEAR_FACE 20
#define WEAR_EARS 21
#define WEAR_FLOAT 22
#define MAX_WEAR 23
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_SITTING 6
#define POS_FIGHTING 7
#define POS_STANDING 8
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (A) /* Don't EVER set. */
#define PLR_BOUGHT_PET (B)
/* RT auto flags */
#define PLR_AUTOASSIST (C)
#define PLR_AUTOEXIT (D)
#define PLR_AUTOLOOT (E)
#define PLR_AUTOSAC (F)
#define PLR_AUTOGOLD (G)
#define PLR_AUTOSPLIT (H)
/* 5 bits reserved, I-M */
/* RT personal flags */
#define PLR_HOLYLIGHT (N)
#define PLR_WIZINVIS (O)
#define PLR_CANLOOT (P)
#define PLR_NOSUMMON (Q)
#define PLR_NOFOLLOW (R)
#define PLR_XINFO (S)
#define PLR_COLOUR (T) /* Colour Flag By Lope */
#define PLR_CURSOR (U) /* Cursor Control by Elfren */
#define PLR_PUEBLO (V) /* Pueblo Client Support */
/* penalty flags */
#define PLR_LOG (W)
#define PLR_DENY (X)
#define PLR_FREEZE (Y)
#define PLR_THIEF (Z)
#define PLR_KILLER (aa)
#define PLR_AFK (bb)
#define PLR_AUTOTITLE (cc)
#define PLR_AUTOSAVE (dd)
#define PLR_CLOAK (ee)
/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET (A)
#define COMM_DEAF (B)
#define COMM_NOWIZ (C)
#define COMM_NOAUCTION (D)
#define COMM_NOGOSSIP (E)
#define COMM_NOQUESTION (F)
#define COMM_NOMUSIC (G)
#define COMM_NOCLANTELL (L)
/* 4 channels reserved, H-K */
/* display flags */
#define COMM_COMPACT (L)
#define COMM_BRIEF (M)
#define COMM_PROMPT (N)
#define COMM_COMBINE (O)
#define COMM_TELNET_GA (P)
#define COMM_FULLFIGHT (Q)
/* 3 flags reserved, Q-S */
/* penalties */
#define COMM_NOEMOTE (T)
#define COMM_NOSHOUT (U)
#define COMM_NOTELL (V)
#define COMM_NOCHANNELS (W)
/* Elfren Added this for BEEP */
#define COMM_BEEP (U)
/* Zeran - character notify flags */
#define NOTIFY_LEVEL (A)
#define NOTIFY_DEATH (B)
#define NOTIFY_DELETE (C)
#define NOTIFY_LOGIN (D)
#define NOTIFY_QUITGAME (E)
#define NOTIFY_LOSTLINK (F)
#define NOTIFY_CLANPROMOTE (G)
#define NOTIFY_UNUSED1 (H) /* unused */
#define NOTIFY_CLANACCEPT (I)
#define NOTIFY_UNUSED2 (J) /* unused */
#define NOTIFY_CLANQUIT (K)
#define NOTIFY_UNUSED3 (L) /* unused */
#define NOTIFY_UNUSED4 (M) /* unused */
#define NOTIFY_NEWNOTE (N)
#define NOTIFY_RECONNECT (O)
#define NOTIFY_REPOP (P)
#define NOTIFY_WEATHER (Q)
#define NOTIFY_TICK (R)
#define NOTIFY_ALL (S-1) /*flags all lower bits*/
/* Zeran - notify TO's */
#define TO_ALL 1
#define TO_CLAN 2
#define TO_PERS 3
/* anything above 52 will be interpeted as a wiznet message */
#define TO_WIZNET 52
#define TO_IMM 52 /* level 52+ */
#define TO_IMM_ADMIN 56 /* level 56+ */
#define TO_IMP 60 /* level 60 */
/* Zeran - wiznet additions */
#define WIZNET_SITES (A)
#define WIZNET_NEWBIE (B)
#define WIZNET_SPAM (C)
#define WIZNET_DEATH (D)
#define WIZNET_RESET (E)
#define WIZNET_MOBDEATH (F)
#define WIZNET_BUG (G)
#define WIZNET_SWITCH (H)
#define WIZNET_LINK (I)
/* remainder are administrative level (56+) only */
#define WIZNET_LOAD (M)
#define WIZNET_RESTORE (N)
#define WIZNET_SNOOP (O)
#define WIZNET_SECURE (P)
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
AREA_DATA * area; /* OLC */
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
SHOP_DATA * pShop;
sh_int vnum;
bool new_format;
sh_int count;
sh_int killed;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
long act;
long affected_by;
sh_int alignment;
sh_int level;
sh_int hitroll;
sh_int hit[3];
sh_int mana[3];
sh_int damage[3];
sh_int ac[4];
sh_int dam_type;
long off_flags;
long imm_flags;
long res_flags;
long vuln_flags;
sh_int start_pos;
sh_int default_pos;
sh_int sex;
sh_int race;
long gold;
long form;
long parts;
sh_int size;
sh_int material;
MPROG_DATA * mobprogs;
int progtypes;
};
/*
* One character (PC or NPC). Be sure to add fields here always!
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * pet;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
RESET_DATA * reset;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
OBJ_DATA * carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
GEN_DATA * gen_data;
char * name;
sh_int version;
char * short_descr;
char * long_descr;
char * description;
sh_int startyear; /* beginning of age code */
sh_int startmonth;
sh_int startday;
/* Zeran - orig fields are for polyself spell handling */
char * poly_name;
char * short_descr_orig;
char * long_descr_orig;
char * description_orig;
sh_int sex;
sh_int class;
sh_int race;
sh_int level;
sh_int trust;
sh_int recall_perm; /*vnum of permanent recall room*/
sh_int recall_temp; /*vnum of temp recall room, ie, psychic anchor*/
int played;
int lines; /* for the pager */
time_t logon;
time_t last_note;
sh_int note_type;
sh_int timer;
sh_int wait;
sh_int hit;
sh_int max_hit;
sh_int mana;
sh_int max_mana;
sh_int move;
sh_int max_move;
long gold;
int exp;
long act;
long comm; /* RT added to pad the vector */
long notify;
long wiznet;
long imm_flags;
long res_flags;
long vuln_flags;
sh_int invis_level;
sh_int cloak_level;
int affected_by;
sh_int position;
sh_int practice;
sh_int train;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int hitroll;
sh_int damroll;
sh_int armor[4];
sh_int wimpy;
/* stats */
sh_int perm_stat[MAX_STATS];
sh_int mod_stat[MAX_STATS];
/* parts stuff */
long form;
long parts;
sh_int size;
sh_int material;
/* mobile stuff */
long off_flags;
sh_int damage[3];
sh_int dam_type;
sh_int start_pos;
sh_int default_pos;
MPROG_ACT_LIST * mpact;
int mpactnum;
bool searching;
bool quitting;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
char * pwd;
int pwd_tries;
char * bamfin;
char * bamfout;
char * title;
char * email;
char * immtitle;
struct alias_data *aliases[MAX_ALIAS];
bool has_alias;
sh_int startyear;
sh_int startmonth;
sh_int startday; /* beginings of age code */
int age_mod; /* for youth spells, etc */
sh_int perm_hit;
sh_int perm_mana;
sh_int perm_move;
sh_int true_sex;
int last_level;
int security; /* OLC */ /* Builder security */
sh_int condition [3];
char * prompt;
sh_int learned [MAX_SKILL];
sh_int points;
bool confirm_delete;
int battle_rating;
int pkill_wins;
int pkill_losses;
int home_room; /*for immortals*/
char clan_name[40];
bool clan_quit;
sh_int clan_num;
sh_int clan_rank;
struct clan_proto *clan;
BOARD_DATA * board; /* The current board */
time_t last_note[MAX_BOARD]; /* last note for the boards */
NOTE_DATA * in_progress;
};
/* Data for generating characters -- only used during generation */
struct gen_data
{
GEN_DATA *next;
bool skill_chosen[MAX_SKILL];
int points_chosen;
};
/* Zeran: clan prototype structure */
#define MAX_LEADER 5
#define MAX_CLANS 10
#define MAX_RANK 5
#define MIN_ACCEPT_RANK (MAX_RANK - 2)
#define MIN_ADVANCE_RANK (MAX_RANK - 1)
struct clan_proto
{
char name[40];
sh_int number;
sh_int num_leaders;
struct leader *chiefs;
int num_members;
int bank;
};
struct leader
{
char name[40];
struct leader *next;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 16
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[3];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
AREA_DATA * area; /* OLC */
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
bool new_format;
char * name;
char * short_descr;
char * description;
sh_int vnum;
sh_int repop;
sh_int reset_num;
sh_int material;
sh_int item_type;
int extra_flags;
int wear_flags;
sh_int level;
sh_int condition;
sh_int count;
sh_int weight;
sh_int size;
int cost;
int value[5];
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
CHAR_DATA * carried_by;
RESET_DATA * reset;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
bool enchanted;
char * owner;
char * name;
char * short_descr;
char * description;
sh_int item_type;
int extra_flags;
int wear_flags;
sh_int wear_loc;
sh_int weight;
int cost;
sh_int level;
sh_int condition;
sh_int material;
sh_int size; /* Zeran - added for equipment size restrictions */
sh_int timer;
int value [5];
int valueorig [5]; /* Zeran - added for condition changes */
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA * to_room;
sh_int vnum;
} u1;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
EXIT_DATA * next; /* OLC */
int rs_flags; /* OLC */
int orig_door; /* OLC */
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
/* Zeran - modified for better functionality */
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
int count;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next; /*
RESET_DATA * reset_first; * Removed for OLC reset system.
RESET_DATA * reset_last; */
char * name;
int zone;
/* int recall; Removed for ROM OLC */
int age;
int nplayer;
bool empty; /* ROM OLC */
char * filename; /* OLC */
char * builders; /* OLC */ /* Listing of */
int security; /* OLC */ /* Value 1-9 */
int lvnum; /* OLC */ /* Lower vnum */
int uvnum; /* OLC */ /* Upper vnum */
int vnum; /* OLC */ /* Area vnum */
int area_flags; /* OLC */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
CHAR_DATA * people;
OBJ_DATA * contents;
AFFECT_DATA * affected;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [6];
RESET_DATA * reset_first; /* OLC */
RESET_DATA * reset_last; /* OLC */
char * name;
char * description;
sh_int vnum;
int room_flags;
sh_int light;
sh_int sector_type;
/* begin room rent data. This is loaded seperately from other room data. */
long room_rent;
char * rented_by;
int paid_month;
int paid_day;
int paid_year;
};
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* This structure is used in special.c to lookup spec funcs and
* also in olc_act.c to display listings of spec funcs.
*/
struct spec_type
{
char * spec_name;
SPEC_FUN * spec_fun;
};
/*
* This structure is used in bit.c to lookup flags and stats.
*/
struct flag_type
{
char * name;
int bit;
bool settable;
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level[MAX_CLASS]; /* Level needed by class */
const sh_int rating[MAX_CLASS]; /* How hard it is to learn */
/* sh_int race_allow[MAX_RACE]; */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int * pgsn; /* Pointer to associated gsn */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Waiting time after use */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
char * component; /* component */
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_backstab;
extern sh_int gsn_dodge;
extern sh_int gsn_circle;
extern sh_int gsn_envenom;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_pick_lock;
extern sh_int gsn_recruit;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_disarm;
extern sh_int gsn_enhanced_damage;
extern sh_int gsn_ultra_damage;
extern sh_int gsn_kick;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
extern sh_int gsn_rotate;
extern sh_int gsn_second_attack;
extern sh_int gsn_sharpen;
extern sh_int gsn_third_attack;
extern sh_int gsn_blindness;
extern sh_int gsn_charm_person;
extern sh_int gsn_curse;
extern sh_int gsn_invis;
extern sh_int gsn_mass_invis;
extern sh_int gsn_plague;
extern sh_int gsn_poison;
extern sh_int gsn_sleep;
/* new gsns */
extern sh_int gsn_axe;
extern sh_int gsn_dagger;
extern sh_int gsn_flail;
extern sh_int gsn_mace;
extern sh_int gsn_polearm;
extern sh_int gsn_shield_block;
extern sh_int gsn_spear;
extern sh_int gsn_sword;
extern sh_int gsn_whip;
extern sh_int gsn_bash;
extern sh_int gsn_berserk;
extern sh_int gsn_dual;
extern sh_int gsn_dirt;
extern sh_int gsn_hand_to_hand;
extern sh_int gsn_trip;
extern sh_int gsn_fast_healing;
extern sh_int gsn_haggle;
extern sh_int gsn_lore;
extern sh_int gsn_meditation;
extern sh_int gsn_scrolls;
extern sh_int gsn_staves;
extern sh_int gsn_wands;
extern sh_int gsn_recall;
/*
* Utility macros.
*/
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_IMP(ch) (get_trust(ch) == MAX_LEVEL)
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define GET_AGE(ch) ((int) (17 + ((ch)->played \
+ current_time - (ch)->logon )/72000))
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch,type) ((ch)->armor[type] \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))
#define GET_HITROLL(ch) \
((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)
/* Zeran - this IS_OUTSIDE doesn't check sector type
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
*/
#define IS_OUTSIDE(ch) ( !IS_SET( (ch)->in_room->room_flags, ROOM_INDOORS) \
&& ( (ch)->in_room->sector_type != SECT_INSIDE ) \
&& ( (ch)->in_room->sector_type != SECT_UNDERGROUND ) )
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
/*
* Description macros.
*/
/* Zeran - modifed PERS to account for masked player */
#define PERSMASK(ch, looker) ( can_see( looker, (ch) ) ? \
IS_AFFECTED((ch),AFF_POLY) ? \
(ch)->short_descr \
: IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name : "someone" )
#define PERS(ch, looker) ( can_see( looker, (ch) ) ? \
IS_AFFECTED((ch),AFF_POLY) ? IS_NPC(ch) ? \
(ch)->short_descr : (ch)->poly_name \
: IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name : "someone" )
/*
* Structure for a social in the socials table.
*/
struct social_type
{
char name[20];
char * char_no_arg;
char * others_no_arg;
char * char_found;
char * others_found;
char * vict_found;
char * char_not_found;
char * char_auto;
char * others_auto;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app [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 class_type class_table [MAX_CLASS];
extern const struct attack_type attack_table [];
extern const struct race_type race_table [];
extern const struct pc_race_type pc_race_table [];
extern const struct liq_type liq_table [LIQ_MAX];
extern struct skill_type skill_table [MAX_SKILL];
extern struct social_type social_table [MAX_SOCIALS];
extern const char *admin_table [];
extern const char *size_table [];
extern const char *cond_table [];
extern const struct material_data material_table [];
extern char * const title_table [MAX_CLASS]
[MAX_LEVEL+1]
[2];
extern char * const dir_name [];
extern const sh_int rev_dir []; /* sh_int - ROM OLC */
extern const struct spec_type spec_table [];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern BAN_DATA * ban_list;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern NOTE_DATA * note_list;
extern OBJ_DATA * object_list;
extern AFFECT_DATA * affect_free;
extern BAN_DATA * ban_free;
extern CHAR_DATA * char_free;
extern DESCRIPTOR_DATA * descriptor_free;
extern EXTRA_DESCR_DATA * extra_descr_free;
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern PC_DATA * pcdata_free;
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern KILL_DATA kill_table [];
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern AREA_DATA * area_first;
extern AREA_DATA * area_last;
extern SHOP_DATA * shop_last;
extern int top_affect;
extern int top_area;
extern int top_ed;
extern int top_exit;
extern int top_help;
extern int top_mob_index;
extern int top_obj_index;
extern int top_reset;
extern int top_room;
extern int top_shop;
extern int top_vnum_mob;
extern int top_vnum_obj;
extern int top_vnum_room;
extern char str_empty [1];
extern MOB_INDEX_DATA * mob_index_hash [MAX_KEY_HASH];
extern OBJ_INDEX_DATA * obj_index_hash [MAX_KEY_HASH];
extern ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH];
/*
* OS-dependent declarations.
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined(_AIX)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(apollo)
int atoi args( ( const char *string ) );
void * calloc args( ( unsigned nelem, size_t size ) );
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(hpux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(linux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(macintosh)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
#if defined(SYSV)
siz_t fread args( ( void *ptr, size_t size, size_t n,
FILE *stream) );
#else
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
#endif
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(ultrix)
char * crypt args( ( const char *key, const char *salt ) );
#endif
/*
* The crypt(3) function is not available on some operating systems.
* In particular, the U.S. Government prohibits its export from the
* United States to foreign countries.
* Turn on NOCRYPT to keep passwords in plain text.
*/
#if defined(NOCRYPT)
#define crypt(s1, s2) (s1)
#endif
/*
* Data files used by the server.
*
* AREA_LIST contains a list of areas to boot.
* All files are read in completely at bootup.
* Most output files (bug, idea, typo, shutdown) are append-only.
*
* The NULL_FILE is held open so that we have a stream handle in reserve,
* so players can go ahead and telnet to all the other descriptors.
* Then we close it whenever we need to open a file (e.g. a save file).
*/
#if defined(macintosh)
#define PLAYER_DIR "" /* Player files */
#define PLAYER_TEMP "temp"
#define NULL_FILE "proto.are" /* To reserve one stream */
#endif
#if defined(MSDOS)
#define NULL_FILE "nul" /* To reserve one stream */
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define PLAYER_TEMP "../player/temp"
#define GOD_DIR "../gods/" /* list of gods */
#define NULL_FILE "/dev/null" /* To reserve one stream */
#define MOB_DIR "MOBProgs/" /* MOBProg files */
#endif
#define AREA_LIST "area.lst" /* List of areas */
#define BUG_FILE "bugs.txt" /* For 'bug' and bug( ) */
#define TYPO_FILE "typos.txt" /* For 'typo' */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
/* act_clan.c */
bool valid_clan args ((int number));
struct clan_proto *get_clan_by_num args((int num));
void boot_clans args ((void));
void set_clan_pointer args ((CHAR_DATA *ch));
void fwrite_clans args ((void));
void clan_rank_name args ((CHAR_DATA *ch, char *buf));
/* lease.c */
void save_leases args ((void));
/* act_comm.c */
void check_sex args( ( CHAR_DATA *ch) );
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void nuke_pets args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
bool is_outside args( ( CHAR_DATA *ch ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door, bool follow ) );
/* act_obj.c */
bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
bool wear_obj_size args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
/* act_skill.c */
bool skill_available args ( ( int sn, CHAR_DATA *ch) );
/* obj_cond.c */
void show_obj_cond args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void check_damage_obj args ( (CHAR_DATA *ch, OBJ_DATA *obj, int chance) );
void damage_obj args ( (CHAR_DATA *ch, OBJ_DATA *obj, int damage) );
void set_obj_cond args ( (OBJ_DATA *obj, int condition) );
/* act_wiz.c */ /* what the f? it doesn't say what to do so i'm guessing */
/* ROOM_INDEX_DATA * find_location args( ( CHAR_DATA *ch, char *arg ) ); */
ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); /* ROM OLC */
/* comm.c */
void show_string args( ( struct descriptor_data *d, char *input) );
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act_new args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type,
int min_pos) );
int colour args( ( char type, CHAR_DATA *ch, char *string ) );
void colourconv args( ( char *buffer, const char *txt, CHAR_DATA *ch ) );
void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void gotoxy args( ( CHAR_DATA *ch, int arg1, int arg2) );
/* db.c */
void fwrite_disable args (( void)) ;
void boot_db args( ( void ) );
void area_update args( ( void ) );
void random_apply( OBJ_DATA *obj, CHAR_DATA *mob ); /* random obj */
int random_spell( int level, int mask, sh_int *type ); /* random obj */
void wield_random_magic( CHAR_DATA *mob ); /* random obj */
void wield_random_armor( CHAR_DATA *mob ); /* random obj */
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) );
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 ) );
long fread_flag args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
char * fread_string_eol args(( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
long flag_convert args( ( char letter) );
void * alloc_mem args( ( int sMem ) );
void * alloc_perm args( ( int sMem ) );
void free_mem args( ( void *pMem, int sMem ) );
char * str_dup args( ( const char *str ) );
void free_string args( ( char *pstr ) );
int number_fuzzy args( ( int number ) );
int number_range args( ( int from, int to ) );
int number_percent args( ( void ) );
int number_door args( ( void ) );
int number_bits args( ( int width ) );
int number_mm args( ( void ) );
int dice args( ( int number, int size ) );
int interpolate args( ( int level, int value_00, int value_32 ) );
void smash_tilde args( ( char *str ) );
bool str_cmp args( ( const char *astr, const char *bstr ) );
bool str_prefix args( ( const char *astr, const char *bstr ) );
bool str_infix args( ( const char *astr, const char *bstr ) );
bool str_suffix args( ( const char *astr, const char *bstr ) );
char * capitalize args( ( const char *str ) );
void append_file args( ( CHAR_DATA *ch, char *file, char *str ) );
void bug args( ( const char *str, int param ) );
void log_string args( ( const char *str ) );
void tail_chain args( ( void ) );
void reset_area args( ( AREA_DATA * pArea ) );
void reset_room args( ( ROOM_INDEX_DATA *pRoom ) );
/* string.c */
void string_edit args( ( CHAR_DATA *ch, char **pString ) );
void string_append args( ( CHAR_DATA *ch, char **pString ) );
char * string_replace args( ( char * orig, char * old, char * new ) );
void string_add args( ( CHAR_DATA *ch, char *argument ) );
char * format_string args( ( char *oldstring /*, bool fSpace */ ) );
char * first_arg args( ( char *argument, char *arg_first, bool fCase ) );
char * string_unpad args( ( char * argument ) );
char * string_proper args( ( char * argument ) );
/* olc.c */
char * strip_cr args( ( char *str ) ); /* elfren added */
bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) );
char *olc_ed_name args( ( CHAR_DATA *ch ) );
char *olc_ed_vnum args( ( CHAR_DATA *ch ) );
int flag_value args ( ( const struct flag_type *flag_table,
char *argument) );
char *flag_string args ( ( const struct flag_type *flag_table,
int bits ) );
/* mob_commands.c */
char * mprog_type_to_name args ( ( int type ) );
/* fight.c */
bool is_safe args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe_spell args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) );
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int class ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void death_cry args( ( CHAR_DATA *ch ) );
void drop_level args( ( CHAR_DATA *ch ) );
bool can_murder args( (CHAR_DATA *ch, CHAR_DATA *victim) );
bool check_material_vuln args ((OBJ_DATA *obj, CHAR_DATA *victim) );
/* mob_prog.c */
#ifdef DUNNO_STRSTR
char * strstr args ( (const char *s1, const char *s2 ) );
#endif
void mprog_wordlist_check args ( ( char * arg, CHAR_DATA *mob,
CHAR_DATA* actor, OBJ_DATA* object,
void* vo, int type ) );
void mprog_percent_check args ( ( CHAR_DATA *mob, CHAR_DATA* actor,
OBJ_DATA* object, void* vo,
int type ) );
void mprog_act_trigger args ( ( char* buf, CHAR_DATA* mob,
CHAR_DATA* ch, OBJ_DATA* obj,
void* vo ) );
void mprog_bribe_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch,
int amount ) );
void mprog_entry_trigger args ( ( CHAR_DATA* mob ) );
void mprog_give_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch,
OBJ_DATA* obj ) );
void mprog_greet_trigger args ( ( CHAR_DATA* mob ) );
void mprog_fight_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) );
void mprog_hitprcnt_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) );
void mprog_death_trigger args ( ( CHAR_DATA* mob ) );
void mprog_random_trigger args ( ( CHAR_DATA* mob ) );
void mprog_speech_trigger args ( ( char* txt, CHAR_DATA* mob ) );
/* Zeran - notify.c */
void notify_message args ( ( CHAR_DATA *ch, long type, long to, char *extra_name ) );
/* handler.c */
bool is_admin args ( (CHAR_DATA *ch) );
int check_immune args( (CHAR_DATA *ch, int dam_type) );
int material_lookup args( ( const char *name) );
char * material_name args( ( sh_int num ) );
long material_vuln args( ( sh_int num ) );
int race_lookup args( ( const char *name) );
int class_lookup args( ( const char *name) );
bool is_old_mob args ( (CHAR_DATA *ch) );
int get_skill args( ( CHAR_DATA *ch, int sn ) );
int get_weapon_sn args( ( CHAR_DATA *ch, bool dual) );
int get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int get_age args( ( CHAR_DATA *ch ) );
void reset_char args( ( CHAR_DATA *ch ) );
int get_trust args( ( CHAR_DATA *ch ) );
int get_curr_stat args( ( CHAR_DATA *ch, int stat ) );
int get_max_train args( ( CHAR_DATA *ch, int stat ) );
int can_carry_n args( ( CHAR_DATA *ch ) );
int can_carry_w args( ( CHAR_DATA *ch ) );
bool is_name args( ( char *str, char *namelist ) );
bool is_full_name args( ( const char *str, char *namelist ) );
bool is_name_abbv args(( char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) );
OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) );
void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void obj_from_room args( ( OBJ_DATA *obj ) );
void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void obj_from_obj args( ( OBJ_DATA *obj ) );
void extract_obj args( ( OBJ_DATA *obj ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull ) );
CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
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_carry args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int amount ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char * item_type_name args( ( OBJ_DATA *obj ) );
char * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
char * wear_bit_name args( ( int wear_flags ) );
char * act_bit_name args( ( int act_flags ) );
char * off_bit_name args( ( int off_flags ) );
char * imm_bit_name args( ( int imm_flags ) );
char * form_bit_name args( ( int form_flags ) );
char * part_bit_name args( ( int part_flags ) );
char * weapon_bit_name args( ( int weapon_flags ) );
char * comm_bit_name args( ( int comm_flags ) );
/* interp.c */
extern const struct cmd_type cmd_table [];
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
/* elfren - mult_arg added */
int mult_argument args( ( char *argument, char *arg) );
char * one_argument args( ( char *argument, char *arg_first ) );
void gen_wiz_table args ((void));
DECLARE_DO_FUN( do_olc );
DECLARE_DO_FUN( do_asave );
DECLARE_DO_FUN( do_alist );
DECLARE_DO_FUN( do_resets );
/* magic.c */
int mana_cost (CHAR_DATA *ch, int min_mana, int level);
int skill_lookup args( ( const char *name ) );
int slot_lookup args( ( int slot ) );
bool saves_spell args( ( int level, CHAR_DATA *victim ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* skills.c */
int exp_per_level args( ( CHAR_DATA *ch, int points ) );
void check_improve args( ( CHAR_DATA *ch, int sn, bool success,
int multiplier ) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
char * spec_string args( ( SPEC_FUN *fun ) ); /* OLC */
/* bit.c */
extern const struct flag_type area_flags[];
extern const struct flag_type sex_flags[];
extern const struct flag_type exit_flags[];
extern const struct flag_type door_resets[];
extern const struct flag_type room_flags[];
extern const struct flag_type sector_flags[];
extern const struct flag_type type_flags[];
extern const struct flag_type extra_flags[];
extern const struct flag_type wear_flags[];
extern const struct flag_type act_flags[];
extern const struct flag_type affect_flags[];
extern const struct flag_type apply_flags[];
extern const struct flag_type wear_loc_strings[];
extern const struct flag_type wear_loc_flags[];
extern const struct flag_type weapon_flags[];
extern const struct flag_type container_flags[];
extern const struct flag_type liquid_flags[];
/* ROM OLC: */
extern const struct flag_type material_type[];
extern const struct flag_type form_flags[];
extern const struct flag_type part_flags[];
extern const struct flag_type ac_type[];
extern const struct flag_type size_flags[];
extern const struct flag_type off_flags[];
extern const struct flag_type imm_flags[];
extern const struct flag_type res_flags[];
extern const struct flag_type vuln_flags[];
extern const struct flag_type position_flags[];
extern const struct flag_type weapon_class[];
extern const struct flag_type weapon_type[];
extern const struct flag_type attack_type[];
extern const struct flag_type damage_type[];
extern const struct flag_type sector_name[];
/* 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 undo_mask args( ( CHAR_DATA *ch) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF