/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#include "vnum.h"
/*
* 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
/* ea */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct buf_type BUFFER;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct help_area_data HELP_AREA;
typedef struct kill_data KILL_DATA;
typedef struct mem_data MEM_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct gen_data GEN_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct mprog_list MPROG_LIST;
typedef struct mprog_code MPROG_CODE;
typedef struct colour_data COLOUR_DATA;
typedef struct disabled_data DISABLED_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, int target ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4608
#define MAX_INPUT_LENGTH 256
#define PAGELEN 22
/* I am lazy :) */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_SOCIALS 340
#define MAX_SKILL 335
#define MAX_GROUP 85
#define MAX_IN_GROUP 15
#define MAX_ALIAS 50
#define MAX_CLASS 26
#define MAX_PC_RACE 27
#define MAX_CLAN 3
#define MAX_DAMAGE_MESSAGE 41
#define MAX_LEVEL 110
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 8)
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK (45 * PULSE_PER_SECOND)
#define PULSE_AREA (120 * PULSE_PER_SECOND)
#define IMPLEMENTOR MAX_LEVEL
#define CREATOR (MAX_LEVEL - 1)
#define SUPREME (MAX_LEVEL - 2)
#define DEITY (MAX_LEVEL - 3)
#define GOD (MAX_LEVEL - 4)
#define IMMORTAL (MAX_LEVEL - 5)
#define DEMI (MAX_LEVEL - 6)
#define ANGEL (MAX_LEVEL - 7)
#define AVATAR (MAX_LEVEL - 8)
#define PROTECTOR LEVEL_HERO
/*
* ColoUr stuff v2.0, by Lope.
*/
#define CLEAR "\e[0m" /* Resets Colour */
#define C_RED "\e[0;31m" /* Normal Colours */
#define C_GREEN "\e[0;32m"
#define C_YELLOW "\e[0;33m"
#define C_BLUE "\e[0;34m"
#define C_MAGENTA "\e[0;35m"
#define C_CYAN "\e[0;36m"
#define C_WHITE "\e[0;37m"
#define C_D_GREY "\e[1;30m" /* Light Colors */
#define C_B_RED "\e[1;31m"
#define C_B_GREEN "\e[1;32m"
#define C_B_YELLOW "\e[1;33m"
#define C_B_BLUE "\e[1;34m"
#define C_B_MAGENTA "\e[1;35m"
#define C_B_CYAN "\e[1;36m"
#define C_B_WHITE "\e[1;37m"
#define COLOUR_NONE 7 /* White, hmm... */
#define RED 1 /* Normal Colours */
#define GREEN 2
#define YELLOW 3
#define BLUE 4
#define MAGENTA 5
#define CYAN 6
#define WHITE 7
#define BLACK 0
#define NORMAL 0 /* Bright/Normal colours */
#define BRIGHT 1
#define ALTER_COLOUR( type ) if( !str_prefix( argument, "red" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = RED; \
} \
else if( !str_prefix( argument, "hi-red" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = RED; \
} \
else if( !str_prefix( argument, "green" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = GREEN; \
} \
else if( !str_prefix( argument, "hi-green" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = GREEN; \
} \
else if( !str_prefix( argument, "yellow" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = YELLOW; \
} \
else if( !str_prefix( argument, "hi-yellow" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = YELLOW; \
} \
else if( !str_prefix( argument, "blue" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = BLUE; \
} \
else if( !str_prefix( argument, "hi-blue" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = BLUE; \
} \
else if( !str_prefix( argument, "magenta" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = MAGENTA; \
} \
else if( !str_prefix( argument, "hi-magenta" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = MAGENTA; \
} \
else if( !str_prefix( argument, "cyan" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = CYAN; \
} \
else if( !str_prefix( argument, "hi-cyan" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = CYAN; \
} \
else if( !str_prefix( argument, "white" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = WHITE; \
} \
else if( !str_prefix( argument, "hi-white" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = WHITE; \
} \
else if( !str_prefix( argument, "grey" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = BLACK; \
} \
else if( !str_prefix( argument, "beep" ) ) \
{ \
ch->pcdata->type[2] = 1; \
} \
else if( !str_prefix( argument, "nobeep" ) ) \
{ \
ch->pcdata->type[2] = 0; \
} \
else \
{ \
send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch ); \
return; \
}
#define LOAD_COLOUR( field ) ch->pcdata->field[1] = fread_number( fp ); \
if( ch->pcdata->field[1] > 100 ) \
{ \
ch->pcdata->field[1] -= 100; \
ch->pcdata->field[2] = 1; \
} \
else \
{ \
ch->pcdata->field[2] = 0; \
} \
if( ch->pcdata->field[1] > 10 ) \
{ \
ch->pcdata->field[1] -= 10; \
ch->pcdata->field[0] = 1; \
} \
else \
{ \
ch->pcdata->field[0] = 0; \
}
/*
* Site ban structure.
*/
#define BAN_SUFFIX A
#define BAN_PREFIX B
#define BAN_NEWBIES C
#define BAN_ALL D
#define BAN_PERMIT E
#define BAN_PERMANENT F
struct ban_data
{
BAN_DATA * next;
bool valid;
sh_int ban_flags;
sh_int level;
char * name;
};
struct buf_type
{
BUFFER * next;
bool valid;
sh_int state; /* error state of the buffer */
sh_int size; /* size in k */
char * string; /* buffer's string */
};
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
/*
* Connected state for a channel.
*/
#define CON_ANSI -13
#define CON_GET_NAME -12
#define CON_GET_OLD_PASSWORD -11
#define CON_CONFIRM_NEW_NAME -10
#define CON_GET_NEW_PASSWORD -9
#define CON_CONFIRM_NEW_PASSWORD -8
#define CON_GET_NEW_RACE -7
#define CON_GET_NEW_SEX -6
#define CON_GET_NEW_CLASS -5
#define CON_GET_ALIGNMENT -4
#define CON_DEFAULT_CHOICE -3
#define CON_GEN_GROUPS -2
#define CON_PICK_WEAPON -1
#define CON_PLAYING 0
#define CON_READ_IMOTD 1
#define CON_READ_MOTD 2
#define CON_BREAK_CONNECT 3
#define CON_COPYOVER_RECOVER 4
#define CON_BEGIN_REMORT 5
#define CON_IMM_FLAG 6
#define CON_IMM_FLAG_LEVEL 7
/* one disabled command */
struct disabled_data
{
DISABLED_DATA *next; /* pointer to next node */
struct cmd_type const *command; /* pointer to the command struct*/
char *disabled_by; /* name of disabler */
sh_int level; /* level of disabler */
};
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
bool valid;
bool ansi;
char * host;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * outbuf;
int outsize;
int outtop;
char * showstr_head;
char * showstr_point;
void * pEdit; /* OLC */
char ** pString; /* OLC */
int editor; /* OLC */
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
};
struct int_app_type
{
sh_int learn;
};
struct wis_app_type
{
sh_int practice;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
#define TO_ALL 4
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
HELP_DATA * next_area;
sh_int level;
char * keyword;
char * text;
};
struct help_area_data
{
HELP_AREA * next;
HELP_DATA * first;
HELP_DATA * last;
AREA_DATA * area;
char * filename;
bool changed;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
long keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
#define MAX_GUILD 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 */
long guild[MAX_GUILD]; /* Vnum of guild rooms */
sh_int skill_adept; /* Maximum skill level */
sh_int thac0_00; /* Thac0 for level 0 */
sh_int thac0_32; /* Thac0 for level 32 */
sh_int hp_min; /* Min hp gained on leveling */
sh_int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
char * base_group; /* base skills gained */
char * default_group; /* default skills gained */
int remort_class; /* was bool */
};
struct item_type
{
int type;
char * name;
};
struct weapon_type
{
char * name;
long vnum;
sh_int type;
sh_int *gsn;
};
struct wiznet_type
{
char * name;
long flag;
int level;
};
struct attack_type
{
char * name; /* name */
char * noun; /* message */
int damage; /* damage class */
};
struct race_type
{
char * name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
long act; /* act bits for the race */
long aff; /* aff bits for the race */
long off; /* off bits for the race */
long imm; /* imm bits for the race */
long res; /* res bits for the race */
long vuln; /* vuln bits for the race */
long form; /* default form flag for the race */
long parts; /* default parts for the race */
int remort_race; /* was bool --- TAKA changed for multi level remort */
};
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 stats[MAX_STATS]; /* starting stats */
sh_int max_stats[MAX_STATS]; /* maximum stats */
sh_int size; /* aff bits for the race */
};
struct spec_type
{
char * name; /* special function name */
SPEC_FUN * function; /* the function */
};
/*
* Data structure for notes.
*/
#define NOTE_NOTE 0
#define NOTE_IDEA 1
#define NOTE_PENALTY 2
#define NOTE_NEWS 3
#define NOTE_CHANGES 4
struct note_data
{
NOTE_DATA * next;
bool valid;
sh_int type;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
bool valid;
sh_int where;
sh_int type;
sh_int level;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
/* where definitions */
#define TO_AFFECTS 0
#define TO_OBJECT 1
#define TO_IMMUNE 2
#define TO_RESIST 3
#define TO_VULN 4
#define TO_WEAPON 5
#define TO_AFFECTS2 6
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/* RT ASCII conversions -- used so we can have letters in this file */
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864 /* doubled due to conflicts */
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824
#define ff 2147483648
/*
* 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_BANKER (D) /* is banker TAKA banking code */
#define ACT_AGGRESSIVE (F) /* Attacks PC's */
#define ACT_STAY_AREA (G) /* Won't leave area */
#define ACT_WIMPY (H)
#define ACT_PET (I) /* Auto set for pets */
#define ACT_TRAIN (J) /* Can train PC's */
#define ACT_PRACTICE (K) /* Can practice PC's */
#define ACT_UNDEAD (O)
#define ACT_ATM (P) /* mob is an ATM */
#define ACT_CLERIC (Q)
#define ACT_MAGE (R)
#define ACT_THIEF (S)
#define ACT_WARRIOR (T)
#define ACT_NOALIGN (U)
#define ACT_NOPURGE (V)
#define ACT_OUTDOORS (W)
#define ACT_INDOORS (Y)
#define ACT_IS_HEALER (aa)
#define ACT_GAIN (bb)
#define ACT_UPDATE_ALWAYS (cc)
#define ACT_IS_CHANGER (dd)
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
#define DAM_CHARM 18
#define DAM_SOUND 19
#define DAM_SHOCK 20
/* OFF bits for mobiles */
#define OFF_AREA_ATTACK (A)
#define OFF_BACKSTAB (B)
#define OFF_BASH (C)
#define OFF_BERSERK (D)
#define OFF_DISARM (E)
#define OFF_DODGE (F)
#define OFF_FADE (G)
#define OFF_FAST (H)
#define OFF_KICK (I)
#define OFF_KICK_DIRT (J)
#define OFF_PARRY (K)
#define OFF_RESCUE (L)
#define OFF_TAIL (M)
#define OFF_TRIP (N)
#define OFF_CRUSH (O)
#define ASSIST_ALL (P)
#define ASSIST_ALIGN (Q)
#define ASSIST_RACE (R)
#define ASSIST_PLAYERS (S)
#define ASSIST_GUARD (T)
#define ASSIST_VNUM (U)
#define OFF_CIRCLE (V) /* circle skill by TAKA */
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_IMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* IMM bits for mobs */
#define IMM_SUMMON (A)
#define IMM_CHARM (B)
#define IMM_MAGIC (C)
#define IMM_WEAPON (D)
#define IMM_BASH (E)
#define IMM_PIERCE (F)
#define IMM_SLASH (G)
#define IMM_FIRE (H)
#define IMM_COLD (I)
#define IMM_LIGHTNING (J)
#define IMM_ACID (K)
#define IMM_POISON (L)
#define IMM_NEGATIVE (M)
#define IMM_HOLY (N)
#define IMM_ENERGY (O)
#define IMM_MENTAL (P)
#define IMM_DISEASE (Q)
#define IMM_DROWNING (R)
#define IMM_LIGHT (S)
#define IMM_SOUND (T)
#define IMM_WOOD (X)
#define IMM_SILVER (Y)
#define IMM_IRON (Z)
/* RES bits for mobs */
#define RES_SUMMON (A)
#define RES_CHARM (B)
#define RES_MAGIC (C)
#define RES_WEAPON (D)
#define RES_BASH (E)
#define RES_PIERCE (F)
#define RES_SLASH (G)
#define RES_FIRE (H)
#define RES_COLD (I)
#define RES_LIGHTNING (J)
#define RES_ACID (K)
#define RES_POISON (L)
#define RES_NEGATIVE (M)
#define RES_HOLY (N)
#define RES_ENERGY (O)
#define RES_MENTAL (P)
#define RES_DISEASE (Q)
#define RES_DROWNING (R)
#define RES_LIGHT (S)
#define RES_SOUND (T)
#define RES_WOOD (X)
#define RES_SILVER (Y)
#define RES_IRON (Z)
/* VULN bits for mobs */
#define VULN_SUMMON (A)
#define VULN_CHARM (B)
#define VULN_MAGIC (C)
#define VULN_WEAPON (D)
#define VULN_BASH (E)
#define VULN_PIERCE (F)
#define VULN_SLASH (G)
#define VULN_FIRE (H)
#define VULN_COLD (I)
#define VULN_LIGHTNING (J)
#define VULN_ACID (K)
#define VULN_POISON (L)
#define VULN_NEGATIVE (M)
#define VULN_HOLY (N)
#define VULN_ENERGY (O)
#define VULN_MENTAL (P)
#define VULN_DISEASE (Q)
#define VULN_DROWNING (R)
#define VULN_LIGHT (S)
#define VULN_SOUND (T)
#define VULN_WOOD (X)
#define VULN_SILVER (Y)
#define VULN_IRON (Z)
/* body form */
#define FORM_EDIBLE (A)
#define FORM_POISON (B)
#define FORM_MAGICAL (C)
#define FORM_INSTANT_DECAY (D)
#define FORM_OTHER (E) /* defined by material bit */
/* actual form */
#define FORM_ANIMAL (G)
#define FORM_SENTIENT (H)
#define FORM_UNDEAD (I)
#define FORM_CONSTRUCT (J)
#define FORM_MIST (K)
#define FORM_INTANGIBLE (L)
#define FORM_BIPED (M)
#define FORM_CENTAUR (N)
#define FORM_INSECT (O)
#define FORM_SPIDER (P)
#define FORM_CRUSTACEAN (Q)
#define FORM_WORM (R)
#define FORM_BLOB (S)
#define FORM_MAMMAL (V)
#define FORM_BIRD (W)
#define FORM_REPTILE (X)
#define FORM_SNAKE (Y)
#define FORM_DRAGON (Z)
#define FORM_AMPHIBIAN (aa)
#define FORM_FISH (bb)
#define FORM_COLD_BLOOD (cc)
/* body parts */
#define PART_HEAD (A)
#define PART_ARMS (B)
#define PART_LEGS (C)
#define PART_HEART (D)
#define PART_BRAINS (E)
#define PART_GUTS (F)
#define PART_HANDS (G)
#define PART_FEET (H)
#define PART_FINGERS (I)
#define PART_EAR (J)
#define PART_EYE (K)
#define PART_LONG_TONGUE (L)
#define PART_EYESTALKS (M)
#define PART_TENTACLES (N)
#define PART_FINS (O)
#define PART_WINGS (P)
#define PART_TAIL (Q)
/* for combat */
#define PART_CLAWS (U)
#define PART_FANGS (V)
#define PART_HORNS (W)
#define PART_SCALES (X)
#define PART_TUSKS (Y)
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND (A)
#define AFF_INVISIBLE (B)
#define AFF_DETECT_EVIL (C)
#define AFF_DETECT_INVIS (D)
#define AFF_DETECT_MAGIC (E)
#define AFF_DETECT_HIDDEN (F)
#define AFF_DETECT_GOOD (G)
#define AFF_SANCTUARY (H)
#define AFF_FAERIE_FIRE (I)
#define AFF_INFRARED (J)
#define AFF_CURSE (K)
#define AFF_UNUSED_FLAG (L) /* unused */
#define AFF_POISON (M)
#define AFF_PROTECT_EVIL (N)
#define AFF_PROTECT_GOOD (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_SLOW (dd)
#define AFF_CONFUSE (ee)
/*
* Bits for 'affected2_by'.
* Used in #MOBILES.
*/
/*
* 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
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLOTHING 11
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PROTECT 27
#define ITEM_MAP 28
#define ITEM_PORTAL 29
#define ITEM_WARP_STONE 30
#define ITEM_ROOM_KEY 31
#define ITEM_GEM 32
#define ITEM_JEWELRY 33
#define ITEM_JUKEBOX 34
#define ITEM_INK 35
#define ITEM_QUILL 36
#define ITEM_GLASS 37
#define ITEM_PARCHMENT 38
/*
* 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_NONMETAL (S)
#define ITEM_NOLOCATE (T)
#define ITEM_MELT_DROP (U)
#define ITEM_HAD_TIMER (V)
#define ITEM_SELL_EXTRACT (W)
#define ITEM_BURN_PROOF (Y)
#define ITEM_NOUNCURSE (Z)
#define ITEM_HIDDEN (aa)
/*
* 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_NO_SAC (P)
#define ITEM_WEAR_FLOAT (Q)
#define ITEM_WEAR_FACE (R)
#define ITEM_WEAR_SHOULDERS (S)
#define ITEM_WEAR_KNEES (T)
#define ITEM_WEAR_EYES (U)
#define ITEM_WEAR_EARS (V)
#define ITEM_WEAR_BACK (W)
#define ITEM_WEAR_SECONDARY (X)
#define ITEM_WEAR_TAIL (Y)
#define ITEM_WEAR_ANKLE (Z)
#define ITEM_WEAR_UNDERWEAR (aa)
#define ITEM_WEAR_BELLY (bb)
/* 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 WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_SHARP (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_SHOCKING (G)
#define WEAPON_POISON (H)
/* gate flags */
#define GATE_NORMAL_EXIT (A)
#define GATE_NOCURSE (B)
#define GATE_GOWITH (C)
#define GATE_BUGGY (D)
#define GATE_RANDOM (E)
/* furniture flags */
#define STAND_AT (A)
#define STAND_ON (B)
#define STAND_IN (C)
#define SIT_AT (D)
#define SIT_ON (E)
#define SIT_IN (F)
#define REST_AT (G)
#define REST_ON (H)
#define REST_IN (I)
#define SLEEP_AT (J)
#define SLEEP_ON (K)
#define SLEEP_IN (L)
#define PUT_AT (M)
#define PUT_ON (N)
#define PUT_IN (O)
#define PUT_INSIDE (P)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVES 20
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_SPELL_AFFECT 25
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PUT_ON 16
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK (A)
#define ROOM_NO_MOB (C)
#define ROOM_INDOORS (D)
#define ROOM_PRIVATE (J)
#define ROOM_SAFE (K)
#define ROOM_SOLITARY (L)
#define ROOM_PET_SHOP (M)
#define ROOM_NO_RECALL (N)
#define ROOM_IMP_ONLY (O)
#define ROOM_GODS_ONLY (P)
#define ROOM_HEROES_ONLY (Q)
#define ROOM_NEWBIES_ONLY (R)
#define ROOM_LAW (S)
#define ROOM_NOWHERE (T)
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR (A)
#define EX_CLOSED (B)
#define EX_LOCKED (C)
#define EX_PICKPROOF (F)
#define EX_NOPASS (G)
#define EX_EASY (H)
#define EX_HARD (I)
#define EX_INFURIATING (J)
#define EX_NOCLOSE (K)
#define EX_NOLOCK (L)
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNUSED 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 2
#define WEAR_NECK_1 3
#define WEAR_NECK_2 4
#define WEAR_BODY 5
#define WEAR_HEAD 6
#define WEAR_LEGS 7
#define WEAR_FEET 8
#define WEAR_HANDS 9
#define WEAR_ARMS 10
#define WEAR_SHIELD 11
#define WEAR_ABOUT 12
#define WEAR_WAIST 13
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_FLOAT 18
#define WEAR_TAIL 19
#define WEAR_FACE 20
#define WEAR_EYES 21
#define WEAR_EARS 22
#define WEAR_ANKLE_L 23
#define WEAR_ANKLE_R 24
#define WEAR_UNDERWEAR 25
#define WEAR_BELLY 26
#define WEAR_KNEES 27
#define WEAR_BACK 28
#define WEAR_SECONDARY 29
#define WEAR_SHOULDERS 30
#define MAX_WEAR 31
/******************************************************************************
* SETUP ARRAY bits for multi flags above 32
* BY TAKA of GHOST DANCER
*
* 8 bits per element of the character array.
* This idea is by Azash for more efficient use of our array flagging system
* The class/race specific idea was by Vincent.
*
* Use these flags on your mud anyway you see fit. This is how we used them on
* ours. Increasing the size of the array makes for larger numbers able to be
* stored. Or you can define multiple arrays for different needs. They are
* literally unlimited.
*
* This is the example of how it works.
* 1) define a character array.
* 2) use the IS_SETX/SET_BITX/REMOVE_BITX supplied to check and set the bits
* inside the array.
* 3) each character in the array has 8 bits.
*
* All this goes in MERC.H
*
* Some of the advantages of doing things this way is no changing existing areas
* unless you want to add some new affects to items/mobiles/rooms. This is done
* by adding at the end of the OBJECT a new type of attribute that looks like
* this.
* From the lines below we will make an object mage only.
* #30036
* sword justice~
* Oyate Sword~
* The Oyate Sword of Justice~
* steel~
* weapon I AN
* sword 35 35 acid ABCDEGH
* 1 10 0 P
* X <- This lines tells the program new effects are coming
* 1 50 0 <- 1= mage 50= class limits flag 0= terminate line
* To make the same weapon mage/necromancer/witch/and enchanter
* X <- This lines tells the program new effects are coming
* 1 8 9 10 50 0 <- 1= mage 8= witch 9= necromancer 10= enchanter
* 50= class limits flag 0= terminate line
* NOTE you can have as many indicator numbers as you like in a line always
* close with a 0 (zero)
*
******************************************************************************/
/*
* New utility macros by TAKA
*
* IS_SETX used to determine if a bit within the array is on or off
* SET_BITX used to set a bit within the array on.
* REMOVE_BITX used to set a bit within the array off.
*/
#define IS_SETX(flag, bit) ((flag) & \
(bit % 8 == 0 ? H : bit % 8 == 1 ? A : \
bit % 8 == 2 ? B : bit % 8 == 3 ? C : \
bit % 8 == 4 ? D : bit % 8 == 5 ? E : \
bit % 8 == 6 ? F : G ))
#define SET_BITX(var, bit) ((var) |= \
(bit % 8 == 0 ? H : bit % 8 == 1 ? A : \
bit % 8 == 2 ? B : bit % 8 == 3 ? C : \
bit % 8 == 4 ? D : bit % 8 == 5 ? E : \
bit % 8 == 6 ? F : G))
#define REMOVE_BITX(var, bit) ((var) &= \
~(bit % 8 == 0 ? H : bit % 8 == 1 ? A : \
bit % 8 == 2 ? B : bit % 8 == 3 ? C : \
bit % 8 == 4 ? D : bit % 8 == 5 ? E : \
bit % 8 == 6 ? F : G))
/*
* List of some of the flags on Ghost Dancer by TAKA
* Class only definitions
* 1-50 reserved for class only flags
* use more if you like
*/
#define CLASS_MAGE 1
#define CLASS_CLERIC 2
#define CLASS_THIEF 3
#define CLASS_WARRIOR 4
#define CLASS_RANGER 5
#define CLASS_ASSASSIN 6
#define CLASS_PALADIN 7
#define CLASS_WITCH 8
#define CLASS_NECROMANCER 9
#define CLASS_ENCHANTER 10
#define CLASS_BERSERKER 11
#define CLASS_DEATH_KNIGHT 12
#define CLASS_SOLDIER 13
#define CLASS_OPOYA 14
#define CLASS_WICASA 15
#define CLASS_DRUID 16
#define CLASS_TELEPATH 17
#define CLASS_PRIEST 18
#define CLASS_BARD 19
#define CLASS_SAGE 20
#define CLASS_SORCERER 21
#define CLASS_BISHOP 22
#define CLASS_TEMPLAR 23
#define CLASS_MONK 24
#define CLASS_PSIONIST 25
#define CLASS_NINJA 26
#define CLASS_ONLY 50
/* Race only definitions
* 51-100 reserved for race only flags
* use more if you like
*/
#define R_ARCHON 51
#define R_HUMAN 52
#define R_ELF 53
#define R_SYLVAN 54
#define R_DAERGAR 55
#define R_DROW 56
#define R_DRACON 57
#define R_DWARF 58
#define R_GIANT 59
#define R_GOBLIN 60
#define R_GNOME 61
#define R_KYRIE 62
#define R_SAURIAL 63
#define R_VAMPIRE 64
#define R_TIGRIAT 65
#define R_DRAGONKIN 66
#define R_BARBARIAN 67
#define R_ORC 68
#define R_TROLL 69
#define R_OYATE 70
#define R_HALFELF 71
#define R_HALFORC 72
#define R_HALFGIANT 73
#define R_WEREWOLF 74
#define R_LICH 75
#define RACE_ONLY 100
/* Immortal only definitions
* 50-59 used for IMMORTAL/REMORT only flags
*/
#define R_IMMORTAL 101
#define REMORT_ONLY 102
/** room only **/
#define ROOM_CHAMPION 103
/** object only **/
#define OBJ_DAMAGE_SPIKE 103
#define OBJ_DAMAGE_RAZOR 104
#define OBJ_DAMAGE_SHARP 105
#define OBJ_DAMAGE_FIRE 106
#define OBJ_DAMAGE_ICE 107
#define OBJ_DAMAGE_RACE 108
/* End of array setup */
/*
* define size of arrary here to make it so we can dynamically
* control its size. I have tested it up to 299 arrary elements
*
* RACE and CLASS indexs used to dynamically define and use
* for race/class testing see the do_wear procedure in act_obj.c
*/
#define MAX_NEWAFF 15
#define RACE_INDEX 50
#define CLASS_INDEX 1
/* New GLOBALS by TAKA */
char newaff[MAX_NEWAFF];
/******************************************************************************
* SETUP ARRAY for multi flag above 32
******************************************************************************/
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
#define COND_HUNGER 3
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_SITTING 6
#define POS_FIGHTING 7
#define POS_STANDING 8
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (A) /* Don't EVER set. */
#define PLR_AUTOCONSUME (B) /* UNDEAD PC RACES ONLY */
/* RT auto flags */
#define PLR_AUTOASSIST (C)
#define PLR_AUTODAMAGE (D)
#define PLR_AUTOEXIT (E)
#define PLR_AUTOLOOT (F)
#define PLR_AUTOSAC (G)
#define PLR_AUTOGOLD (H)
#define PLR_AUTOSPLIT (I)
#define PLR_REMORT2 (J)
/* RT personal flags */
#define PLR_HOLYLIGHT (N)
#define PLR_CANLOOT (P)
#define PLR_NOSUMMON (Q)
#define PLR_NOFOLLOW (R)
#define PLR_COLOUR (T)
/* 1 bit reserved, S */
/* penalty flags */
#define PLR_PERMIT (U)
#define PLR_LOG (W)
#define PLR_DENY (X)
#define PLR_FREEZE (Y)
#define PLR_THIEF (Z)
#define PLR_KILLER (aa)
#define PLR_NOCAST (bb)
#define PLR_NOTITLE (cc)
#define PLR_NOEXP (dd)
#define PLR_REMORT (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_NOCLAN (H)
#define COMM_NOQUOTE (I)
#define COMM_SHOUTSOFF (J)
/* 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_SHOW_AFFECTS (Q)
#define COMM_NOGRATS (R)
/* penalties */
#define COMM_NOEMOTE (T)
#define COMM_NOSHOUT (U)
#define COMM_NOTELL (V)
#define COMM_NOCHANNELS (W)
#define COMM_SNOOP_PROOF (Y)
#define COMM_AFK (Z)
/* WIZnet flags */
#define WIZ_ON (A)
#define WIZ_TICKS (B)
#define WIZ_LOGINS (C)
#define WIZ_SITES (D)
#define WIZ_LINKS (E)
#define WIZ_DEATHS (F)
#define WIZ_RESETS (G)
#define WIZ_MOBDEATHS (H)
#define WIZ_FLAGS (I)
#define WIZ_PENALTIES (J)
#define WIZ_SACCING (K)
#define WIZ_LEVELS (L)
#define WIZ_SECURE (M)
#define WIZ_SWITCHES (N)
#define WIZ_SNOOPS (O)
#define WIZ_RESTORE (P)
#define WIZ_LOAD (Q)
#define WIZ_NEWBIE (R)
#define WIZ_PREFIX (S)
#define WIZ_SPAM (T)
#define WIZ_MEMCHECK (W)
#define WIZ_STOCKS (X) /* added for crashes and peeks monitoring */
#define WIZ_PWORD (aa) /* added for password invalids */
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
SHOP_DATA * pShop;
MPROG_LIST * mprogs;
AREA_DATA * area; /* OLC */
long vnum;
sh_int group;
bool new_format;
sh_int count;
sh_int killed;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
/*
This code replaced by TAKA to add mud time to a file for better
tracking :) Also for our own birthday code logic!
*/
sh_int startyear; /* beginning of age code */
sh_int startmonth;
sh_int startday;
/* end for time mods TAKA */
long act;
long affected_by;
long affected2_by;
sh_int alignment;
sh_int level;
sh_int hitroll;
long hit[3];
long mana[3];
long 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 wealth;
long form;
long parts;
sh_int size;
char * material;
long mprog_flags;
};
/* memory settings */
#define MEM_CUSTOMER A
#define MEM_SELLER B
#define MEM_HOSTILE C
#define MEM_AFRAID D
/* memory for mobs */
struct mem_data
{
MEM_DATA *next;
bool valid;
int id;
int reaction;
time_t when;
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * pet;
CHAR_DATA * mprog_target;
MEM_DATA * memory;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
NOTE_DATA * pnote;
OBJ_DATA * carrying;
OBJ_DATA * on;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
AREA_DATA * zone;
PC_DATA * pcdata;
GEN_DATA * gen_data;
bool valid;
char * name;
long id;
sh_int version;
char * short_descr;
char * long_descr;
char * description;
char * prompt;
char * prefix;
sh_int group;
sh_int clan;
sh_int sex;
sh_int class;
sh_int race;
sh_int level;
sh_int trust;
int played;
int lines; /* for the pager */
time_t logon;
sh_int timer;
sh_int wait;
sh_int daze;
int hit;
int max_hit;
int mana;
int max_mana;
int move;
int max_move;
long gold;
long silver;
int exp;
long act;
long comm; /* RT added to pad the vector */
long wiznet; /* wiz stuff */
long imm_flags;
long res_flags;
long vuln_flags;
sh_int invis_level;
sh_int incog_level;
long affected_by;
long affected2_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;
char* material;
/* mobile stuff */
long off_flags;
sh_int damage[3];
sh_int dam_type;
sh_int start_pos;
sh_int default_pos;
/*
This code replaced by TAKA to add mud time to a file for better
tracking :) Also for our own birthday code logic!
*/
sh_int startyear; /* beginning of age code */
sh_int startmonth;
sh_int startday;
/* End TAKA time mods */
sh_int mprog_delay;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
BUFFER * buffer;
COLOUR_DATA * code; /* Data for coloUr configuration */
bool valid;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
/*
This code replaced by TAKA to add mud time to a file for better
tracking :) Also for our own birthday code logic!
*/
sh_int startyear;
sh_int startmonth;
sh_int startday; /* beginings of age code */
int age_mod; /* for youth spells, etc */
/* End TAKA mods for time */
time_t last_note;
time_t last_idea;
time_t last_penalty;
time_t last_news;
time_t last_changes;
int perm_hit;
int perm_mana;
int perm_move;
sh_int true_sex;
int last_level;
sh_int condition [4];
sh_int learned [MAX_SKILL];
bool group_known [MAX_GROUP];
sh_int points;
bool confirm_delete;
char * alias[MAX_ALIAS];
char * alias_sub[MAX_ALIAS];
int security; /* OLC */ /* Builder security */
int text[3]; /* {t */
int auction[3]; /* {a */
int auction_text[3]; /* {A */
int gossip[3]; /* {d */
int gossip_text[3]; /* {9 */
int music[3]; /* {e */
int music_text[3]; /* {E */
int question[3]; /* {q */
int question_text[3]; /* {Q */
int answer[3]; /* {f */
int answer_text[3]; /* {F */
int quote[3]; /* {h */
int quote_text[3]; /* {H */
int immtalk_text[3]; /* {i */
int immtalk_type[3]; /* {I */
int info[3]; /* {j */
int say[3]; /* {6 */
int say_text[3]; /* {7 */
int tell[3]; /* {k */
int tell_text[3]; /* {K */
int reply[3]; /* {l */
int reply_text[3]; /* {L */
int gtell_text[3]; /* {n */
int gtell_type[3]; /* {N */
int wiznet[3]; /* {B */
int room_title[3]; /* {s */
int room_text[3]; /* {S */
int room_exits[3]; /* {o */
int room_things[3]; /* {O */
int prompt[3]; /* {p */
int fight_death[3]; /* {1 */
int fight_yhit[3]; /* {2 */
int fight_ohit[3]; /* {3 */
int fight_thit[3]; /* {4 */
int fight_skill[3]; /* {5 */
bool confirm_remort;
int incarnations;
long balance;
long sbalance;
int dailylimit;
int shares1;
int shares2;
int shares3;
int shares4;
long hrecall;
char * history;
};
/* Data for generating characters -- only used during generation */
struct gen_data
{
GEN_DATA *next;
bool valid;
bool skill_chosen[MAX_SKILL];
bool group_chosen[MAX_GROUP];
int points_chosen;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[5];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
bool valid;
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
AREA_DATA * area; /* OLC */
bool new_format;
char * name;
char * short_descr;
char * description;
long vnum;
long reset_num;
char * material;
sh_int item_type;
int extra_flags;
int wear_flags;
sh_int level;
sh_int condition;
sh_int count;
sh_int weight;
int cost;
int value[5];
char newoaff[MAX_NEWAFF];
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
OBJ_DATA * on;
CHAR_DATA * carried_by;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
bool valid;
bool enchanted;
char * owner;
char * 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;
char * material;
sh_int timer;
int value [5];
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA * to_room;
long vnum;
} u1;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
EXIT_DATA * next; /* OLC */
int rs_flags; /* OLC */
int orig_door; /* OLC */
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
sh_int arg4;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
AREA_DATA * next_sort;
HELP_AREA * helps;
char * file_name;
char * name;
char * credits;
sh_int age;
sh_int nplayer;
sh_int low_range;
sh_int high_range;
long min_vnum;
long max_vnum;
bool empty;
char * builders; /* OLC */ /* Listing of */
long vnum; /* OLC */ /* Area vnum */
int area_flags; /* OLC */
int security; /* OLC */ /* Value 1-9 */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
CHAR_DATA * people;
OBJ_DATA * contents;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [6];
RESET_DATA * reset_first; /* OLC */
RESET_DATA * reset_last; /* OLC */
char * name;
char * description;
char * owner;
long vnum;
int room_flags;
sh_int light;
sh_int sector_type;
sh_int heal_rate;
sh_int mana_rate;
sh_int clan;
char newraff[MAX_NEWAFF];
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level[MAX_CLASS]; /* Level needed by class */
sh_int rating[MAX_CLASS]; /* How hard it is to learn */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int * pgsn; /* Pointer to associated gsn */
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 * msg_obj; /* Wear off message for obects */
};
struct group_type
{
char * name;
sh_int rating[MAX_CLASS];
char * spells[MAX_IN_GROUP];
};
/*
* MOBprog definitions
*/
#define TRIG_ACT (A)
#define TRIG_BRIBE (B)
#define TRIG_DEATH (C)
#define TRIG_ENTRY (D)
#define TRIG_FIGHT (E)
#define TRIG_GIVE (F)
#define TRIG_GREET (G)
#define TRIG_GRALL (H)
#define TRIG_KILL (I)
#define TRIG_HPCNT (J)
#define TRIG_RANDOM (K)
#define TRIG_SPEECH (L)
#define TRIG_EXIT (M)
#define TRIG_EXALL (N)
#define TRIG_DELAY (O)
#define TRIG_SURR (P)
struct mprog_list
{
int trig_type;
char * trig_phrase;
long vnum;
char * code;
MPROG_LIST * next;
bool valid;
};
struct mprog_code
{
long vnum;
char * code;
MPROG_CODE * next;
};
/*
* 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_envenom;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_pick_lock;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_disarm;
extern sh_int gsn_enhanced_damage;
extern sh_int gsn_kick;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
extern sh_int gsn_second_attack;
extern sh_int gsn_third_attack;
extern sh_int gsn_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;
extern sh_int gsn_fly;
extern sh_int gsn_sanctuary;
/* 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_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;
extern sh_int gsn_counter;
extern sh_int gsn_circle; /* circle skill by TAKA */
extern sh_int gsn_butcher;
extern sh_int gsn_search;
extern sh_int gsn_assassinate;
extern sh_int gsn_mpill;
extern sh_int gsn_brew;
/*
* Utility macros.
*/
#define IS_VALID(data) ((data) != NULL && (data)->valid)
#define VALIDATE(data) ((data)->valid = TRUE)
#define INVALIDATE(data) ((data)->valid = FALSE)
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
#define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0')
#define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) )
#define CHECK_POS(a, b, c) { \
(a) = (b); \
if ( (a) < 0 ) \
bug( "CHECK_POS : " c " == %d < 0", a ); \
} \
/* TAKA added here these macros */
#define IS_REMORT(ch) ((ch)->pcdata->incarnations >= 2)
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#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 IS_AFFECTED2(ch, sn) (IS_SET((ch)->affected2_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)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \
(ch)->gold * 2 / 5)
#define act(format,ch,arg1,arg2,type)\
act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING)
#define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \
( ch->pcdata->security >= Area->security \
|| strstr( Area->builders, ch->name ) \
|| strstr( Area->builders, "All" ) ) )
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \
(obj)->value[4] : 100)
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( looker,(ch) )? \
( IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name ) : IS_IMMORTAL(ch) ? \
"An Immortal" : \
"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 weapon_type weapon_table [];
extern const struct item_type item_table [];
extern const struct wiznet_type wiznet_table [];
extern const struct attack_type attack_table [];
extern const struct race_type race_table [];
extern const struct pc_race_type pc_race_table [MAX_PC_RACE];
extern const struct spec_type spec_table [];
extern const struct liq_type liq_table [];
extern const struct skill_type skill_table [MAX_SKILL];
extern const struct group_type group_table [MAX_GROUP];
extern struct social_type social_table [MAX_SOCIALS];
extern char * const title_table [MAX_CLASS]
[MAX_LEVEL+1]
[2];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern OBJ_DATA * object_list;
extern MPROG_CODE * mprog_list;
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern KILL_DATA kill_table [];
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern bool MOBtrigger;
extern char last_command[MAX_STRING_LENGTH];
extern DISABLED_DATA * disabled_first; /* interp.c */
extern AREA_DATA * area_first_sorted;
/*
* OS-dependent declarations.
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined(_AIX)
char * NOCRYPT 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 * NOCRYPT args( ( const char *key, const char *salt ) );
#endif
#if defined(hpux)
char * NOCRYPT args( ( const char *key, const char *salt ) );
#endif
#if defined(linux)
char * NOCRYPT 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 * NOCYRPT args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * NOCRYPT args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * NOCRYPT 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 * NOCRYPT 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) );
#elif !defined(__SVR4)
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 * NOCRYPT 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 TEMP_FILE "romtmp"
#define NULL_FILE "proto.are" /* To reserve one stream */
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define TEMP_FILE "romtmp"
#define NULL_FILE "nul" /* To reserve one stream */
#endif
#if defined(unix)
#define LAST_COMMAND "../data/last_command.txt" /*For the signal handler.*/
#define PLAYER_DIR "../player/" /* Player files */
#define GOD_DIR "../gods/" /* list of gods */
#define TEMP_FILE "../player/romtmp"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#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 NOTE_FILE "notes.not"/* For 'notes'*/
#define IDEA_FILE "ideas.not"
#define PENALTY_FILE "penal.not"
#define NEWS_FILE "news.not"
#define CHANGES_FILE "chang.not"
#define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/
#define BAN_FILE "ban.txt"
#define MUSIC_FILE "music.txt"
/*
* files added by TAKA
* help.txt - used to store unfound help requests
* version.txt - used to store/display version number information
* bank.txt - used to store banking information
* mudtime.txt - used to store mud time in
*/
#define HELP_FILE "../data/help.txt" /* For undefined helps */
#define VERSION_FILE "../data/version.txt" /* For version maitenance online */
#define BANK_FILE "../data/bank.txt" /* For bank info */
#define TIME_FILE "../data/mudtime.txt"
#define time_file "../data/mudtime.txt"
#define DISABLED_FILE "../data/disabled.txt" /* disabled commands */
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
#define AD AFFECT_DATA
#define MPC MPROG_CODE
/* 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 ) );
void logf args((char * fmt, ...));
/* act_enter.c */
RID *get_random_room args ( (CHAR_DATA *ch) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
/* 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 wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace) );
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
/* act_wiz.c */
void wiznet args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
long flag, long flag_skip, int min_level ) );
void copyover_recover args((void));
/* alias.c */
void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) );
/* ban.c */
bool check_ban args( ( char *site, int type) );
/* 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_desc args( ( const char *txt, DESCRIPTOR_DATA *d ) );
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) );
void printf_to_char args( ( CHAR_DATA *, char *, ... ) );
void bugf args( ( char *, ... ) );
bool write_to_descriptor args ( ( int desc, char *txt, int length ) );
/* db.c */
void reset_area args( ( AREA_DATA * pArea ) ); /* OLC */
void reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); /* OLC */
char * print_flags args( ( int flag ));
void boot_db args( ( void ) );
void area_update args( ( void ) );
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 ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID * get_mob_index args( ( long vnum ) );
OID * get_obj_index args( ( long vnum ) );
RID * get_room_index args( ( long vnum ) );
MPC * get_mprog_index args( ( long vnum ) );
char fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp ) );
long fread_long_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 ) );
long 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 load_disabled args( ( void ) );
void save_disabled args( ( void ) );
/*
* Colour stuff by Lope
*/
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 ) );
/* effect.c */
void acid_effect args( (void *vo, int level, int dam, int target) );
void cold_effect args( (void *vo, int level, int dam, int target) );
void fire_effect args( (void *vo, int level, int dam, int target) );
void poison_effect args( (void *vo, int level, int dam, int target) );
void shock_effect args( (void *vo, int level, int dam, int target) );
/* 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, bool show ) );
bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int class, bool show ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
/* handler.c */
AD *affect_find args( (AFFECT_DATA *paf, int sn));
void affect_check args( (CHAR_DATA *ch, int where, int vector) );
int count_users args( (OBJ_DATA *obj) );
void deduct_cost args( (CHAR_DATA *ch, int cost) );
void affect_enchant args( (OBJ_DATA *obj) );
int check_immune args( (CHAR_DATA *ch, int dam_type) );
int material_lookup args( ( const char *name) );
int weapon_lookup args( ( const char *name) );
int weapon_type args( ( const char *name) );
char *weapon_name args( ( int weapon_Type) );
char *item_name args( ( int item_type) );
int attack_lookup args( ( const char *name) );
long wiznet_lookup args( ( const char *name) );
int class_lookup args( ( const char *name) );
bool is_clan args( (CHAR_DATA *ch) );
bool is_same_clan args( (CHAR_DATA *ch, CHAR_DATA *victim));
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 ) );
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_exact_name 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,
CHAR_DATA *viewer ) );
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 gold, int silver ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
int get_true_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
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 * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * affect2_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 ) );
char * cont_bit_name args( ( int cont_flags) );
char * affect_bit_name2 args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
/*
* Colour Config
*/
void default_colour args( ( CHAR_DATA *ch ) );
void all_colour args( ( CHAR_DATA *ch, char *argument ) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
int mult_argument args( ( char *argument, char *arg) );
char * one_argument args( ( char *argument, char *arg_first ) );
/* magic.c */
int find_spell args( ( CHAR_DATA *ch, const char *name) );
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, int dam_type ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
/* mob_prog.c */
void program_flow args( ( long vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch,
const void *arg1, const void *arg2 ) );
void mp_act_trigger args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
bool mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void mp_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) );
bool mp_exit_trigger args( ( CHAR_DATA *ch, int dir ) );
void mp_give_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ) );
void mp_greet_trigger args( ( CHAR_DATA *ch ) );
void mp_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );
/* mob_cmds.c */
void mob_interpret args( ( CHAR_DATA *ch, char *argument ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* skills.c */
bool parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) );
void list_group_costs args( ( CHAR_DATA *ch ) );
void list_group_known args( ( CHAR_DATA *ch ) );
int exp_per_level args( ( CHAR_DATA *ch, int points ) );
void check_improve args( ( CHAR_DATA *ch, int sn, bool success,
int multiplier ) );
int group_lookup args( (const char *name) );
void gn_add args( ( CHAR_DATA *ch, int gn) );
void gn_remove args( ( CHAR_DATA *ch, int gn) );
void group_add args( ( CHAR_DATA *ch, const char *name, bool deduct) );
void group_remove args( ( CHAR_DATA *ch, const char *name) );
void do_second (CHAR_DATA *ch, char *argument);
/* special.c */
SF * spec_lookup args( ( const char *name ) );
char * spec_name args( ( SPEC_FUN *function ) );
/* teleport.c */
RID * room_by_name args( ( char *target, int level, bool error) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch, bool hide ) );
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 ) );
/* 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 */
bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) );
char *olc_ed_name args( ( CHAR_DATA *ch ) );
char *olc_ed_vnum args( ( CHAR_DATA *ch ) );
/* lookup.c */
int race_lookup args( ( const char *name) );
int item_lookup args( ( const char *name) );
int liq_lookup args( ( const char *name) );
/* act_newc.c */
void bank_update args( ( void ) );
void bank_update2 args( ( void ) );
char * crypt (char *, char *);
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef AD
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* Area flags.
*/
#define AREA_NONE 0
#define AREA_CHANGED 1 /* Area has been modified. */
#define AREA_ADDED 2 /* Area has been added to. */
#define AREA_LOADING 4 /* Used for counting in db.c */
#define MAX_DIR 6
#define NO_FLAG -99 /* Must not be used in flags or stats. */
/*
* Global Constants
*/
extern char * const dir_name [];
extern const sh_int rev_dir []; /* sh_int - ROM OLC */
extern const struct spec_type spec_table [];
/*
* Global variables
*/
extern AREA_DATA * area_first;
extern AREA_DATA * area_last;
extern SHOP_DATA * shop_last;
extern long top_affect;
extern long top_area;
extern long top_ed;
extern long top_exit;
extern long top_help;
extern long top_mob_index;
extern long top_obj_index;
extern long top_reset;
extern long top_room;
extern long top_shop;
extern long top_vnum_mob;
extern long top_vnum_obj;
extern long 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];
/*
* FastRom Additions
*
* I reserve this spot for stuff I might add specifically for
* FastRom. -- Jim Robinson
*/
#define DEFAULT_ANSI TRUE