/***************************************************************************
* 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 *
***************************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_SPEC_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#define DECLARE_OBJ_FUN( fun ) void fun( )
#define DECLARE_ROOM_FUN( fun ) void fun( )
#define DECLARE_SKILL_FUN( fun ) void fun( )
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun
#define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun
#define DECLARE_SKILL_FUN( fun ) SKILL_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 top_list_data TOP_LIST_DATA;
typedef struct TopListNodeStruct TopListNode;
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 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 prog_list PROG_LIST;
typedef struct prog_code PROG_CODE;
typedef struct colour_data COLOUR_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 ) );
typedef void OBJ_FUN args( ( OBJ_DATA *obj, char *argument ) );
typedef void ROOM_FUN args( ( ROOM_INDEX_DATA *room, char *argument ) );
typedef void SKILL_FUN args( ( CHAR_DATA *ch, void *vo, int target ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 8192
#define MAX_STRING_LENGTH 8192
#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 256
#define MAX_SKILL 128
#define MAX_IN_GROUP 15
#define MAX_ALIAS 5
#define MAX_PC_RACE 9
#define MAX_CLAN 3
#define MAX_DAMAGE_MESSAGE 41
#define MAX_LEVEL 6
#define MAX_PL 50000000000000
#define MAX_HP 1000000000
#define MAX_KI 1000000000
#define LEVEL_HERO 2
#define LEVEL_IMMORTAL 3
#define L_IMM LEVEL_IMMORTAL
/* Added this for "orphaned help" code. Check do_help() -- JR */
#define MAX_CMD_LEN 50
#define PULSE_PER_SECOND 4
#define PULSE_SECOND PULSE_PER_SECOND
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK (40 * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define PULSE_UNDERWATER (20 * 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 HERO LEVEL_HERO
*/
#define IMPLEMENTOR 6
#define CODER 5
#define HEADBUILDER 4
#define BUILDER 3
#define IMMORTAL 3
#define HERO 2
#define PLAYER 1
/*
* 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 \
{ \
sendch_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; \
}
/*
* Thanks Dingo for making life a bit easier ;)
*/
#define CH(d) ((d)->original ? (d)->original : (d)->character)
/*
* 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
/*
* For the list of top players
*/
struct TopListNodeStruct {
TopListNode *pNext;
bool bValid;
bool bChecked;
char *szName;
long long int llPl;
};
/*
class CTopListNode {
public:
CTopListNode () {pNext = NULL; bChecked = FALSE; szName = NULL; llPl = 0;}
~CTopListNode ();
char *GetName () {return szName;}
long long int GetPl () {return llPl;}
CTopListNode *GetNext () {return pNext;}
void SetName (char *szName_) {szName = szName_;}
void SetPl (long long int llPl_) {llPl = llPl_;}
void SetNext (CTopListNode *pNext_) {pNext = pNext_;}
void Unchecked () {bChecked = FALSE;}
void Checked () {bChecked = TRUE;}
bool IsChecked () {bChecked;}
private:
CTopListNode *pNext;
bool bChecked;
char *szName;
long long int llPl;
};
class CTopList {
public:
CTopList () {pTop = NULL;}
~CTopList () {Purge();}
void Load ();
void Save ();
void Purge ();
void Display (CHAR_DATA *pCh);
void RemoveName (char *szName);
void Add (CHAR_DATA *pCh);
private:
CTopListNode *pTop;
};
*/
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_GET_NAME -14
#define CON_GET_OLD_PASSWORD -13
#define CON_CONFIRM_NEW_NAME -12
#define CON_GET_NEW_PASSWORD -11
#define CON_CONFIRM_NEW_PASSWORD -10
#define CON_ANSI -9
#define CON_GET_TELNETGA -8
#define CON_GET_NEW_RACE -7
#define CON_GET_NEW_SEX -6
#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_NOTE_TO 5
#define CON_NOTE_SUBJECT 6
#define CON_NOTE_EXPIRE 7
#define CON_NOTE_TEXT 8
#define CON_NOTE_FINISH 9
#define CON_FUSE_SLAVE 10
/*
* Defensive skills
*/
#define DEF_NONE 0
#define DEF_DODGE 1
#define DEF_PARRY 2
#define DEF_SHIELD 4
/*
* 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 */
};
/*
* 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 */
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 */
};
/*
* Pre-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 item_type
{
int type;
char * name;
};
struct weapon_type
{
char * name;
sh_int vnum;
sh_int type;
sh_int *gsn;
};
struct wiznet_type
{
char * name;
long flag;
int level;
};
struct attack_type
{
char * name; /* name */
char * noun; /* message */
int damage; /* damage class */
};
struct race_type
{
char * name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
long act; /* act bits for the race */
long aff; /* aff bits for the race */
long off; /* off bits for the race */
long imm; /* imm bits for the race */
long res; /* res bits for the race */
long vuln; /* vuln bits for the race */
long form; /* default form flag for the race */
long parts; /* default parts for the race */
bool can_select; /* true if race is selectable at creation */
};
struct pc_race_type /* additional data for pc races */
{
char *name; /* MUST be in race_type */
char who_name[6];
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 train_cost[MAX_STATS]; /* how many trains to raise each stat */
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.
*/
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;
time_t expire;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA *next;
bool valid;
sh_int where;
sh_int type;
long long int pl;
sh_int skill_lvl;
sh_int duration;
sh_int location;
long long 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
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_FIDO 401
#define MOB_VNUM_CITYGUARD 401
#define MOB_VNUM_VAMPIRE 401
#define MOB_VNUM_PATROLMAN 401
#define GROUP_VNUM_TROLLS 401
#define GROUP_VNUM_OGRES 401
/* 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
/*
* 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_TRAIN (J) /* Can train PC's */
#define ACT_PRACTICE (K) /* Can practice PC's */
#define ACT_UPGRADE (L) /* Can upgrade PC's (androids) */
#define ACT_UNDEAD (O)
#define ACT_ANIMAL (P)
#define ACT_CIVILIAN (Q)
#define ACT_WARRIOR (R)
#define ACT_KIWARRIOR (S)
#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
/* OFF bits for mobiles */
#define OFF_AREA_ATTACK (A)
#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_PARRY (K)
#define OFF_RESCUE (L)
#define OFF_TAIL (M)
#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)
#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_DROIDRAGE (L)
#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_KAIOKEN (ee)
/*
* 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
/* size */
#define SIZE_TINY 1
#define SIZE_SMALL 2
#define SIZE_MEDIUM 3
#define SIZE_LARGE 4
#define SIZE_HUGE 5
#define SIZE_GIANT 6
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_ZENNI_ONE 1
#define OBJ_VNUM_ZENNI_SOME 2
#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_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_DISC 23
#define OBJ_VNUM_PORTAL 25
#define OBJ_VNUM_ROSE 401
#define OBJ_VNUM_PIT 1
#define OBJ_VNUM_SCHOOL_MACE 20
#define OBJ_VNUM_SCHOOL_DAGGER 20
#define OBJ_VNUM_SCHOOL_SWORD 20
#define OBJ_VNUM_SCHOOL_SPEAR 20
#define OBJ_VNUM_SCHOOL_STAFF 20
#define OBJ_VNUM_SCHOOL_AXE 20
#define OBJ_VNUM_SCHOOL_FLAIL 20
#define OBJ_VNUM_SCHOOL_WHIP 20
#define OBJ_VNUM_SCHOOL_POLEARM 20
#define OBJ_VNUM_SCHOOL_VEST 20
#define OBJ_VNUM_SCHOOL_SHIELD 20
#define OBJ_VNUM_SCHOOL_BANNER 20
#define OBJ_VNUM_MAP 20
#define OBJ_VNUM_WHISTLE 20
/*
* 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
/*
* 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_NEED_PL (R)
#define ITEM_NONMETAL (S)
#define ITEM_NOLOCATE (T)
#define ITEM_MELT_DROP (U)
#define ITEM_HAD_TIMER (V)
#define ITEM_SELL_EXTRACT (W)
#define ITEM_INDESTRUCTIBLE (X)
#define ITEM_BURN_PROOF (Y)
#define ITEM_NOUNCURSE (Z)
#define ITEM_SCOUTER (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_TAIL (R)
#define ITEM_WEAR_EYE (S)
#define ITEM_WEAR_EAR (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 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_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_KI 12
#define APPLY_HIT 13
#define APPLY_STAMINA 14 // no longer used
#define APPLY_ZENNI 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVES 20
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_SPELL_AFFECT 25
#define APPLY_PL 26
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PUT_ON 16
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 2600
#define ROOM_VNUM_TEMPLE 2600
#define ROOM_VNUM_ALTAR 2600
#define ROOM_VNUM_SCHOOL 2600
#define ROOM_VNUM_BALANCE 2600
#define ROOM_VNUM_CIRCLE 2600
#define ROOM_VNUM_DEMISE 2600
#define ROOM_VNUM_HONOR 2600
#define ROOM_VNUM_SNAKEWAY 1800
/*
* 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)
#define ROOM_HIGHGRAVITY (U)
#define ROOM_CHAOS (V)
/*
* 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_UNDERWATER 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_FLOAT 18
#define WEAR_TAIL 19
#define WEAR_EYE 20
#define WEAR_EAR_L 21
#define WEAR_EAR_R 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
#define COND_HUNGER 3
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_UNCONSCIOUS 4
#define POS_SLEEPING 5
#define POS_RESTING 6
#define POS_SITTING 7
#define POS_FIGHTING 8
#define POS_STANDING 9
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (A) /* Don't EVER set. */
/* RT auto flags */
#define PLR_FINISHMOVE (B)
#define PLR_AUTOASSIST (C)
#define PLR_AUTOEXIT (D)
#define PLR_AUTOLOOT (E)
#define PLR_AUTOSAC (F)
#define PLR_AUTOZENNI (G)
#define PLR_AUTOSPLIT (H)
#define PLR_AUTOATTACK (I)
/* RT personal flags */
#define PLR_QUEST (J)
#define PLR_HOLYLIGHT (N)
#define PLR_COMBATINFO (O)
#define PLR_CANLOOT (P)
#define PLR_NOSUMMON (Q)
#define PLR_NOFOLLOW (R)
#define PLR_LEADER (S)
#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_HOSTILE (aa)
/* 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)
#define COMM_NOGOD (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_SHOW_AFFECTS (Q)
#define COMM_NOGRATS (R)
#define COMM_NOOOC (S)
/* 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 (U)
/* Transformation flags */
#define TRANS_NONE 0
#define TRANS_SSJ1 1
#define TRANS_SSJ2 2
#define TRANS_SSJ3 3
#define TRANS_SSJ4 4
#define TRANS_SSJ5 5
#define TRANS_MYSTIC 6
#define TRANS_SUPERH 7 // Super Human
#define TRANS_HYPERN 8 // Hyper Namek
#define TRANS_SUPERN 9 // Super Namek
#define TRANS_UPGRADE1 10 // Android upgrade 1
#define TRANS_UPGRADE2 11 // Android upgrade 2
#define TRANS_UPGRADE3 12 // Android upgrade 3
#define TRANS_SELFFUSE 13
#define TRANS_ICER2 14 // Icer, Form 2. First form is equivalent to TRANS_NONE
#define TRANS_ICER3 15
#define TRANS_ICER4 16
#define TRANS_ICER5 17
#define TRANS_BIO2 18 // Bio, 2nd evolution. First is equivalent to TRANS_NONE
#define TRANS_BIO3 19
#define TRANS_BIO4 20
#define TRANS_BIO5 21
#define MAX_TRANS 22
/* Fighting Stances */
#define STANCE_NORMAL 0
#define STANCE_OFFEN 1
#define STANCE_DEFEN 2
#define STANCE_KAMIK 3
/*
* 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;
PROG_LIST * mprogs;
AREA_DATA * area; /* OLC */
sh_int vnum;
sh_int group;
sh_int count;
sh_int killed;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
long act;
long affected_by;
long long int pl;
sh_int alignment;
sh_int stat[MAX_STATS];
sh_int hit_bonus;
sh_int ki_bonus;
sh_int level;
int hitroll;
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;
};
/* For Erwin's Noteboard
* -- JR 09/25/00
*/
#include "board.h"
/*
* 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 * powerstruggle; // Character that is engaged in a powerstruggle
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;
OBJ_DATA * carrying;
OBJ_DATA * on;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
AREA_DATA * zone;
PC_DATA * pcdata;
char cmd_buf[MAX_STRING_LENGTH]; // Save a previous command typed in
bool valid;
char * name;
CHAR_DATA *slave;
char *fuse_control; // Pre-fuse names of controlling character
char *fuse_slave; // and observer
int fuse_count; // Number of ticks until unfused
long id;
sh_int version;
char * short_descr;
char * long_descr;
char * description;
char * prompt;
char * prefix;
char * immtitle;
sh_int group;
sh_int clan;
sh_int sex;
sh_int race;
sh_int level;
int played;
int lines; /* for the pager */
time_t logon;
sh_int timer;
sh_int daze;
sh_int wait;
bool short_wait; /* Don't display "You are no longer waiting" for a minor (<1s) delay */
sh_int wait_skill; /* counter for the wait */
sh_int wait_skill_sn; /* skill the char is waiting to use */
void *wait_skill_vo; /* who/what the skill is pointing at */
int wait_skill_target;
int charge; // how many pulses the character has been charging
sh_int balance; // 5 = normal balance, 10 = max, really good, 0 = min, really bad
int cur_pl;
long long int pl;
sh_int trans_heal_count[MAX_TRANS]; // Incremented every tick that a character sleeps -- only get healed at transformation when the counter is 5. Works once for each trans -- disgusting method used (array)
int hit;
int max_hit;
int ki;
int max_ki;
long zenni;
int trans_count; // Counter for transformations; rage for saiyans, number androids killed for bio-androids
sh_int perm_trans; // What transformation permanently at
sh_int trans; // What transformation the player is in
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;
sh_int position;
int train;
int stance;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
int hitroll;
int damroll;
int wimpy;
int armor[4];
sh_int petition;
/* 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 dam_type;
sh_int start_pos;
sh_int default_pos;
sh_int mprog_delay;
};
// Flags for custom skills
#define CS_SIMPLE 1 // Skill is simple/easy to learn
#define CS_QUICK 2 // Fast to launch
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
BUFFER * buffer;
COLOUR_DATA * code; /* Data for color configuration */
bool valid;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
int perm_hit;
int perm_ki;
sh_int true_sex;
int last_level;
sh_int condition[4];
sh_int learned[MAX_SKILL];
int skill_progress[MAX_SKILL];
bool confirm_delete;
// Custom skill data
int nCsPoints;
bool bCsConfirm;
char *szCsName;
long lCsFlags;
CHAR_DATA *fusion_request;
char * alias[MAX_ALIAS];
char * alias_sub[MAX_ALIAS];
BOARD_DATA * board; /* The current board */
time_t last_note[MAX_BOARD]; /* last note for the boards */
NOTE_DATA * in_progress;
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 clan[3]; /* {t */
int clan_text[3]; /* {T */
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 */
int osay[3]; /* {m */
int osay_text[3]; /* {M */
int whisper[3]; /* {c */
int whisper_text[3]; /* {C */
};
/*
* Liquids.
*/
#define LIQ_WATER 0
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[6];
};
/*
* 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 */
PROG_LIST * oprogs;
long oprog_flags;
char * name;
char * short_descr;
char * description;
sh_int vnum;
sh_int reset_num;
char * material;
sh_int item_type;
int extra_flags;
int wear_flags;
long long int pl;
sh_int condition;
sh_int count;
sh_int weight;
int cost;
int value[5];
int durability;
};
/*
* 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;
CHAR_DATA * oprog_target;
sh_int oprog_delay;
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;
long long int pl;
sh_int condition;
char * material;
sh_int timer;
int value [5];
int durability;
int cur_durability;
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA * to_room;
sh_int vnum;
} u1;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
EXIT_DATA * next; /* OLC */
int rs_flags; /* OLC */
int orig_door; /* OLC */
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
sh_int arg4;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA *next;
HELP_AREA *helps;
char *file_name;
char *name;
char *credits;
sh_int age;
sh_int nplayer;
sh_int low_range;
sh_int high_range;
sh_int min_vnum;
sh_int max_vnum;
bool empty;
char *builders; /* OLC */ /* Listing of */
int vnum; /* OLC */ /* Area vnum */
int area_flags; /* OLC */
int security; /* OLC */ /* Value 1-9 */
};
/*
* 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 */
PROG_LIST *rprogs;
CHAR_DATA *rprog_target;
long rprog_flags;
sh_int rprog_delay;
char *name;
char *description;
char *owner;
sh_int vnum;
int room_flags;
sh_int light;
sh_int sector_type;
sh_int heal_rate;
sh_int ki_rate;
sh_int clan;
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TAR_HYBRID6 7 // TAR_CHAR_OFFENSIVE up to skill level 5, TAR_IGNORE (ie area affect) after 5 (ie starting at 6)
#define TAR_AREA_OFF 8 // Offensive attack to all things in the room
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
#define SKILL_NONE 0
#define SKILL_IMM 1
#define SKILL_DELAY 2
#define SKILL_CHARGE 3
/* If the skill is old, it doesnt need a skill_fun, command or charge/release_msg values.
* 'charging' skills, such as ki attacks, need a skill_fun pointer, and immediate/delay messages.
* These commands dont need entries in the command table, they are called from the skill_table (based on
* the command property). charge_msg is shown when the command is first used ("$n places his palms together
* and begins to create ball of energy"), and release when it is done ("$n shoots a ball of energy!").
* skill_fun is the function called after being charged up.
*/
struct skill_type {
char *name; /* Name of skill */
char *syntax; /* Alternate name that can be used to call this skill */
sh_int *pgsn; /* Pointer to associated gsn */
SKILL_FUN *skill_fun; /* Pointer to the skill's do_ function */
bool command; /* True if the skill can be used as a command, ie typing 'bash' would work with no need for do_bash in command table */
// Learning stuff:
sh_int points; /* How many points to learn */
char *skill_prereq[5]; /* What skills are needed before this one can be learned */
sh_int skill_value[5]; /* What each of those skills need to be */
sh_int stat_prereq[MAX_STATS]; /* What stats need to be to learn */
long long int pl_prereq; /* What the minimum powerlevel needs to be */
char *race_prereq[MAX_PC_RACE]; /* What races can learn the skill */
// Actual use:
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int ki_mod; /* Minimum ki used. (Its the mod in ki_loss) */
sh_int type; /* SKILL_NONE, SKILL_IMM, SKILL_DELAY, SKILL_CHARGE? ie how it is used */
sh_int wait; /* Wait time for use */
// Messages:
char *noun_damage; /* Damage message */
char *msg_off; /* Wear off message */
char *msg_obj; /* Wear off message for obects */
char *msg_immediate1; /* Message given immeadiately when the skilled is first used. To the character */
char *msg_immediate2; /* Message given immeadiately when the skilled is first used. To everyone else in the room */
char *msg_delay1; /* Message given after delay. To the character */
char *msg_delay2; /* Message given after delay. To everyone else in the room */
};
/*
* MOBprog definitions
*/
#define TRIG_ACT (A)
#define TRIG_BRIBE (B)
#define TRIG_DEATH (C)
#define TRIG_ENTRY (D)
#define TRIG_FIGHT (E)
#define TRIG_GIVE (F)
#define TRIG_GREET (G)
#define TRIG_GRALL (H)
#define TRIG_KILL (I)
#define TRIG_HPCNT (J)
#define TRIG_RANDOM (K)
#define TRIG_SPEECH (L)
#define TRIG_EXIT (M)
#define TRIG_EXALL (N)
#define TRIG_DELAY (O)
#define TRIG_SURR (P)
#define TRIG_GET (Q)
#define TRIG_DROP (R)
#define TRIG_SIT (S)
/*
* Prog types
*/
#define PRG_MPROG 0
#define PRG_OPROG 1
#define PRG_RPROG 2
struct prog_list
{
int trig_type;
char * trig_phrase;
sh_int vnum;
char * code;
PROG_LIST * next;
bool valid;
};
struct prog_code
{
sh_int vnum;
char * code;
PROG_CODE * next;
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_dodge;
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_kick;
extern sh_int gsn_sweep;
extern sh_int gsn_throat_shot;
extern sh_int gsn_knee;
extern sh_int gsn_elbow;
extern sh_int gsn_eye_gouge;
extern sh_int gsn_heart_shot;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
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_exotic;
extern sh_int gsn_bash;
extern sh_int gsn_berserk;
extern sh_int gsn_hand_to_hand;
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;
// New ones:
extern sh_int gsn_perception;
extern sh_int gsn_defend;
extern sh_int gsn_kamikaze;
extern sh_int gsn_fusion;
extern sh_int gsn_kaioken;
extern sh_int gsn_droidrage;
extern sh_int gsn_fly;
/* DBZ gsns */
extern sh_int gsn_kamehameha;
extern sh_int gsn_scattershot;
extern sh_int gsn_timestop;
extern sh_int gsn_energy_ball;
extern sh_int gsn_energy_beam;
extern sh_int gsn_finalflash;
extern sh_int gsn_solarflare;
extern sh_int gsn_specialbeam;
extern sh_int gsn_destructo_disk;
extern sh_int gsn_masenko;
extern sh_int gsn_eyebeam;
extern sh_int gsn_mouthbeam;
extern sh_int gsn_fingerbeam;
extern sh_int gsn_spirit_bomb;
extern sh_int gsn_power_bomb;
extern sh_int gsn_death_ball;
extern sh_int gsn_galic_gun;
extern sh_int gsn_makumsame;
extern sh_int gsn_bbkame;
extern sh_int gsn_bigbang;
extern sh_int gsn_heal;
extern sh_int gsn_revive;
extern sh_int gsn_regen;
extern sh_int gsn_cure_vision;
/*
* 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 ); \
} \
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) ((ch)->level >= LEVEL_IMMORTAL)
#define IS_HERO(ch) ((ch)->level >= LEVEL_HERO)
#define IS_TRUSTED(ch,level_) ((ch)->level >= (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])
#define GET_HITROLL(ch) ((ch)->hitroll)
#define GET_DAMROLL(ch) ((ch)->damroll)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch) ((ch)->carry_weight + (ch)->zenni / 100)
#define act(format,ch,arg1,arg2,type)\
act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING)
#define HAS_TRIGGER_MOB(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define HAS_TRIGGER_OBJ(obj,trig) (IS_SET((obj)->pIndexData->oprog_flags,(trig)))
#define HAS_TRIGGER_ROOM(room,trig) (IS_SET((room)->rprog_flags,(trig)))
#define IS_FUSED(ch) (ch->slave)
#define IS_TRANSFORMED(ch) (ch->trans != TRANS_NONE)
#define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \
( ch->pcdata->security >= Area->security \
|| strstr( Area->builders, ch->name ) \
|| strstr( Area->builders, "All" ) ) )
#define IS_LEADER(ch) (IS_SET((ch)->act, PLR_LEADER))
// Powerlevel macros
// rough conversions of pl to whatever
#define PL_TO_SKILL(pl) (URANGE(0,sqrt(sqrt(pl))/20,10))
#define PL_TO_STAT(pl) (URANGE(5,sqrt(sqrt(pl))/2,1000))
/*
* 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 ) : "someone" )
#define NAME(ch) ( IS_NPC(ch) ? (ch)->short_descr : (ch)->name )
/*
* Structure for a social in the socials table.
*/
struct social_type
{
char name[20];
char * char_no_arg;
char * others_no_arg;
char * char_found;
char * others_found;
char * vict_found;
char * char_not_found;
char * char_auto;
char * others_auto;
};
extern 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 [];
extern const struct spec_type spec_table [];
extern const struct liq_type liq_table [];
extern struct skill_type skill_table [MAX_SKILL];
extern struct social_type social_table [MAX_SOCIALS];
extern char * const title_table [MAX_LEVEL+1] [2];
extern char * const trans_table [MAX_TRANS];
extern char * const stance_table [];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern AREA_DATA * area_first;
extern TopListNode *pTopList;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern OBJ_DATA * object_list;
extern PROG_CODE * mprog_list;
extern PROG_CODE * rprog_list;
extern PROG_CODE * oprog_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 ROOM_INDEX_DATA * room_index_hash[MAX_KEY_HASH];
extern char last_command[MAX_STRING_LENGTH];
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern bool MOBtrigger;
/*
* 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) );
#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 * 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 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 "../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 SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define BAN_FILE "ban.txt"
#define MUSIC_FILE "music.txt"
#define OHELPS_FILE "lost_help.txt" /* Unmet 'help' requests */
// Log types
#define LOG_CRIT 1
#define LOG_ERR 2
#define LOG_BUG 4
#define LOG_SECURITY 8
#define LOG_CONNECT 16
#define LOG_GAME 32
#define LOG_COMMAND 64
#define LOG_ALL 127 // All the others added up
/*
* 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 PROG_CODE
#define PC PROG_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 logfile args( ( char * fmt, ... ) );
/* act_enter.c */
RID *get_random_room args( ( CHAR_DATA *ch ) );
/* act_info.c */
char *format_pl args( ( long long int powerlevel ) );
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 */
int colorstrlen args( ( char *argument ) );
void wiznet args( ( char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level ) );
void copyover_recover args( ( void ) );
void qmconfig_read 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 */
bool logstr args( ( int type, const char *fmt, ... ) );
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 sendch args( ( const char *str, 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 printf_to_desc args( ( DESCRIPTOR_DATA *, char *, ... ) );
void bugf args( ( char *, ... ) );
bool write_to_descriptor args( ( int desc, char *txt, int length ) );
bool check_parse_name args( ( char *name ) );
/* 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, long long int pl ) );
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( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
PC * get_prog_index args( ( int vnum, int type ) );
char fread_letter args( ( FILE *fp ) );
long long 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 ) );
long number_fuzzy args( ( long number ) );
long long int number_range args( ( long long int from, long long 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 ) );
void smash_dollar 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 ) );
TopListNode *NewTopListNode args( ( void ) );
void DeleteTopListNode args( ( TopListNode *pN ) );
void LoadTopList args( ( void ) );
void SaveTopList args( ( void ) );
void PurgeTopList args( ( void ) );
void DisplayTopList args( ( CHAR_DATA *pCh ) );
void RemoveNameTopList args( ( char *szName ) );
void AddTopList args( ( CHAR_DATA *pCh ) );
/*
* 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 sendch_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, long long int pl, int dam, int target ) );
void cold_effect args( ( void *vo, long long int pl, int dam, int target ) );
void fire_effect args( ( void *vo, long long int pl, int dam, int target ) );
void poison_effect args( ( void *vo, long long int pl, int dam, int target ) );
void shock_effect args( ( void *vo, long long int pl, int dam, int target ) );
/* fight.c */
void raw_kill args( ( CHAR_DATA * victim ) );
void ki_loss args( ( CHAR_DATA *ch, sh_int mod) );
void pl_gain args( ( CHAR_DATA *ch, long long int vi_pl ) );
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 begin_combat args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
long long int GetPhysDam args( ( CHAR_DATA *pCh, int nChSn, CHAR_DATA *pVict, int nViSn, int nDamType, int nVariance ) );
long long int GetKiDam args( ( CHAR_DATA *pCh, int nChSn, CHAR_DATA *pVict, int nViSn, int nDamType, int nVariance ) );
bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, long long int dam, int dt, int dam_type, bool show ) );
void damage_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, int dam ) );
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 ) );
int get_defend_skill args( ( CHAR_DATA *ch, int nOptions ) );
bool check_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int ch_gsn, int vi_gsn, float multiplier ) );
bool check_kihit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int ch_gsn, int vi_gsn, float multiplier ) );
void disrupt args( ( CHAR_DATA *ch) );
/* fusion.c */
void unfuse args( ( CHAR_DATA *ch ) );
/* handler.c */
AD * affect_find args( ( AFFECT_DATA *paf, int sn ) );
AD *affect_find_bit args( ( AFFECT_DATA * paf, int bit ) );
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 ) );
bool is_clan args( ( CHAR_DATA *ch ) );
bool is_same_clan args( ( CHAR_DATA *ch, CHAR_DATA *victim ));
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_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_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, ROOM_INDEX_DATA *room, 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, bool character ) );
OD * get_obj_here args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int zenni ) );
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 * 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) );
OBJ_DATA *get_scouter args( ( CHAR_DATA *ch) );
char *get_pl_from_scouter args( ( CHAR_DATA *ch, CHAR_DATA* victim ) );
void wait args( ( CHAR_DATA *ch, int pulse ) );
void rage args( ( CHAR_DATA *ch, int rage ) );
void inc_bio_evolve args( ( CHAR_DATA *ch ) );
long long int get_perm_pl args( ( CHAR_DATA *ch ) );
void reset_after_trans args( ( CHAR_DATA *ch, bool increased ) );
void set_balance args( ( CHAR_DATA *ch, int bal, bool show ) );
/*
* 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 ) );
/* mob_prog.c */
void program_flow args( ( sh_int vnum, char *source, CHAR_DATA *mob,
OBJ_DATA *obj, ROOM_INDEX_DATA *room,
CHAR_DATA *ch, const void *arg1,
const void *arg2 ) );
void p_act_trigger args( ( char *argument, CHAR_DATA *mob,
OBJ_DATA *obj, ROOM_INDEX_DATA *room,
CHAR_DATA *ch, const void *arg1,
const void *arg2, int type ) );
bool p_percent_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj,
ROOM_INDEX_DATA *room, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void p_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) );
bool p_exit_trigger args( ( CHAR_DATA *ch, int dir, int type ) );
void p_give_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj,
ROOM_INDEX_DATA *room, CHAR_DATA *ch,
OBJ_DATA *dropped, int type ) );
void p_greet_trigger args( ( CHAR_DATA *ch, int type ) );
void p_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );
/* mob_cmds.c */
void mob_interpret args( ( CHAR_DATA *ch, char *argument ) );
void obj_interpret args( ( OBJ_DATA *obj, char *argument ) );
void room_interpret args( ( ROOM_INDEX_DATA *room, char *argument ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* skills.c */
int skill_lookup args( ( const char *name ) );
bool skill_driver args( ( CHAR_DATA * ch, char *argument, int sn ) );
void check_improve args( ( CHAR_DATA *ch, int sn, bool success, int multiplier, long long int llVictimPl ) );
long long int get_attackhit args( ( CHAR_DATA *ch, int sn ) );
long long int get_attackdam args( ( CHAR_DATA *ch, int sn ) );
long long int get_attackabsorb args( ( CHAR_DATA *ch, int sn, int dam_type ) );
long long int get_attackdodge args( ( CHAR_DATA *ch, int sn ) );
long long int get_kihit args( ( CHAR_DATA *ch, int sn ) );
long long int get_kidam args( ( CHAR_DATA *ch, int sn ) );
long long int get_kiabsorb args( ( CHAR_DATA *ch, int sn, int dam_type ) );
/* 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 change_pl args( ( CHAR_DATA *ch, long long int pl, bool perm, bool show ) );
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 * newstr ) );
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) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef AD
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* Object defined in limbo.are
* Used in save.c to load objects that don't exist.
*/
#define OBJ_VNUM_DUMMY 30
/*
* Area flags.
*/
#define AREA_NONE 0
#define AREA_CHANGED 1 /* Area has been modified. */
#define AREA_ADDED 2 /* Area has been added to. */
#define AREA_LOADING 4 /* Used for counting in db.c */
#define MAX_DIR 6
#define NO_FLAG -99 /* Must not be used in flags or stats. */
/*
* Global Constants
*/
extern char * const dir_name [];
extern const sh_int rev_dir []; /* sh_int - ROM OLC */
extern const struct spec_type spec_table [];
/*
* Global variables
*/
extern AREA_DATA * area_first;
extern AREA_DATA * area_last;
extern SHOP_DATA * shop_last;
extern int top_affect;
extern int top_area;
extern int top_ed;
extern int top_exit;
extern int top_help;
extern int top_mob_index;
extern int top_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];