/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * 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 * ***************************************************************************/ #define CLASS_DIR "../data/classes/" /* * 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; /* * 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_QUOTES 3 #define MAX_GOD 38 #define MAX_SOCIALS 260 #define MAX_SKILL 200 #define MAX_GROUP 36 #define MAX_IN_GROUP 15 #define MAX_ALIAS 8 #define MAX_CLASS 16 #define MAX_PC_RACE 23 #define MAX_CLAN 16 #define MAX_SUBC 15 #define MAX_DAMAGE_MESSAGE 45 #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 (60 * PULSE_PER_SECOND) #define PULSE_AREA (120 * PULSE_PER_SECOND) #define PULSE_ROUND ( 5 * PULSE_PER_SECOND) #define IMPLEMENTOR MAX_LEVEL #define CODER (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEMIGOD (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define BUILDER (MAX_LEVEL - 5) #define SOCIAL (MAX_LEVEL - 6) #define AVATAR (MAX_LEVEL - 7) #define IMMORTAL (MAX_LEVEL - 8) #define HERO 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 /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F struct ban_data { BAN_DATA * next; bool valid; sh_int ban_flags; sh_int level; char * name; char * reason; char * banner; }; 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_PLAYING 0 #define CON_GET_NAME 1 #define CON_GET_OLD_PASSWORD 2 #define CON_CONFIRM_NEW_NAME 3 #define CON_GET_NEW_PASSWORD 4 #define CON_CONFIRM_NEW_PASSWORD 5 #define CON_GET_NEW_RACE 6 #define CON_GET_NEW_SEX 7 #define CON_GET_NEW_CLASS 8 #define CON_GET_ALIGNMENT 9 #define CON_GET_GOD 10 #define CON_DEFAULT_CHOICE 11 #define CON_GEN_GROUPS 12 #define CON_PICK_WEAPON 13 #define CON_READ_IMOTD 14 #define CON_READ_MOTD 15 #define CON_BREAK_CONNECT 16 #define CON_ANSI 17 #define CON_COPYOVER_RECOVER 18 #define CON_GET_HAND 19 #define CON_SHOW_GODS 20 #define CON_GET_HAND2 21 #define CON_GET_PK 22 #define CON_GET_HAIR 23 #define CON_GET_WEIGHT 24 #define CON_GET_HEIGHT 25 #define CON_GET_EYE 26 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; bool valid; 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; bool ansi; 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 */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define 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 /* * Immortal table god fields. */ struct god_type { char * name; /* call name of the god */ bool pc_good; /* can be chosen by good pcs */ bool pc_neutral; /* can be chosen by neutral pcs */ bool pc_evil; /* can be chosen by evil pcs */ bool pc_human; /* can be chosen by Human pcs */ bool pc_silv; /* can be chosen by Silvanesti pcs */ bool pc_qual; /* can be chosen by Qualinesti pcs */ bool pc_kag; /* can be chosen by Kagonesti pcs */ bool pc_dim; /* can be chosen by Dimernesti pcs */ bool pc_darg; /* can be chosen by Dargonesti pcs */ bool pc_helf; /* can be chosen by Half-Elf pcs */ bool pc_hylar; /* can be chosen by Hylar pcs */ bool pc_neidar; /* neidar */ bool pc_aghar; /* aghar */ bool pc_gnome; /* gnome */ bool pc_kender; /* kender */ bool pc_mino; /* minotaur */ sh_int recall; /* recall vnum */ }; /* Defined for restricting class selection by certain races * JN 06/11/02 */ #define NO_HUMAN (A) #define NO_SILV (B) #define NO_QUAL (C) #define NO_KAGO (D) #define NO_DIMER (E) #define NO_DARGO (F) #define NO_HALFELF (G) #define NO_HYLAR (H) #define NO_NEIDAR (I) #define NO_AGHAR (J) #define NO_GNOME (K) #define NO_KENDER (L) #define NO_MINO (M) #define NO_OGRE (U) #define NO_HOBGOBLIN (T) #define NO_GOBLIN (S) #define NO_DAERGAR (Q) #define NO_THANOI (V) #define NO_BOZAK (P) #define NO_KAPAK (N) #define NO_AURAK (R) #define NO_BAAZ (O) #define NO_SIVAK (Q) struct class_type { char * name; /* the full name of the class */ char who_name [4]; /* Three-letter name for 'who' */ sh_int attr_prime; /* Prime attribute */ sh_int weapon; /* First weapon */ sh_int guild[MAX_GUILD]; /* 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 * desc; /* Description of Class */ char * base_group; /* base skills gained */ char * default_group; /* default skills gained */ long race_restrict; /* bit for unusable class */ long previous_class; /* old class allowed to use? */ long bit; /* restricts class choices */ int remort; /* # of remorts req'd to choose */ }; /* Restricts classes - JN */ #define NO_MAGE (A) #define NO_CLERIC (B) #define NO_THIEF (C) #define NO_WARRIOR (D) #define NO_PALADIN (E) #define NO_RANGER (F) #define NO_TEMPLAR (G) #define NO_BMAGE (H) 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 weight_type { char * name; long flag; int level; }; struct hair_type { char * name; long flag; int level; }; struct eye_type { char * name; long flag; int level; }; struct height_type { char * name; long flag; int level; }; 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 act2; /* more act bits */ long aff; /* aff bits for the race */ long off; /* off bits for the race */ long imm; /* imm bits for the race */ long res; /* res bits for the race */ long vuln; /* vuln bits for the race */ long form; /* default form flag for the race */ long parts; /* default parts for the race */ }; struct pc_race_type /* additional data for pc races */ { char * name; /* MUST be in race_type */ sh_int points; /* cost in points of the race */ sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */ char * desc; /* Short description used in creation*/ char * skills[5]; /* bonus skills for the race */ sh_int stats_min[MAX_STATS]; /* Minimum starting stats */ sh_int stats_max[MAX_STATS]; /* Maximum starting stats */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int size; /* aff bits for the race */ sh_int age; /* starting age */ long bit; /* used for setting restrictions */ }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; /* * Defines for Channels */ #define CHAN_OOC 0 #define CHAN_IC 1 #define CHAN_IC2 3 #define CHAN_GRATS 4 #define CHAN_MUSIC 5 #define CHAN_IMM 6 #define CHAN_AUCTION 7 /* * Data structure for notes. */ #define NOTE_NOTE 0 #define NOTE_IDEA 1 #define NOTE_PENALTY 2 #define NOTE_NEWS 3 #define NOTE_CHANGES 4 #define NOTE_STORY 5 #define NOTE_WAR 6 #define NOTE_STAFF 7 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) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_FIDO 15999 #define MOB_VNUM_ZOMBIE 3 #define MOB_VNUM_GOLEM 1 #define MOB_VNUM_FAMILIAR 2 /* RT ASCII conversions -- used so we can have letters in this file */ #define A 1 #define B 2 #define C 4 #define D 8 #define E 16 #define F 32 #define G 64 #define H 128 #define I 256 #define J 512 #define K 1024 #define L 2048 #define M 4096 #define N 8192 #define O 16384 #define P 32768 #define Q 65536 #define R 131072 #define S 262144 #define T 524288 #define U 1048576 #define V 2097152 #define W 4194304 #define X 8388608 #define Y 16777216 #define Z 33554432 #define aa 67108864 /* doubled due to conflicts */ #define bb 134217728 #define cc 268435456 #define dd 536870912 #define ee 1073741824 /* * 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_UNDEAD (O) #define ACT_CLERIC (Q) #define ACT_MAGE (R) #define ACT_THIEF (S) #define ACT_WARRIOR (T) #define ACT_NOALIGN (U) #define ACT_NOPURGE (V) #define ACT_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) #define ACT_MOUNTABLE (ee) /* * Bits for act2 * Used in #MOBILES */ #define ACT_BANKER (A) #define ACT_GAMBLER (B) #define ACT_NO_ATTACK (C) #define ACT_NO_COUNTER (D) /* 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_IRON 20 #define DAM_SILVER 21 /* 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_BLACKJACK (V) /* 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_TRUE_SIGHT (ee) #define AFF_BLACKJACK (G) /* Aff2 */ #define AFF_ENHANCED_MIND (A) #define AFF_ADVANCED_MIND (B) #define AFF_FLAMESHIELD (C) #define AFF_SILENCE (D) #define AFF_HALLUCINATING (E) #define AFF_BLUR (F) #define AFF_LIGHTNING (G) #define AFF_LAYHANDS (H) #define AFF_FLAME_EYE (I) /* Immortal-only flags */ #define IMMF_ROOMWIZ (A) /* * 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 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_GOLD_ONE 1 #define OBJ_VNUM_STEEL_ONE 2 #define OBJ_VNUM_STEEL_SOME 3 #define OBJ_VNUM_GOLD_SOME 4 #define OBJ_VNUM_COINS 5 #define OBJ_VNUM_SBLOOD 7 #define OBJ_VNUM_LBLOOD 8 #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_SAFE_TOKEN 19 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_SAFE_CONT 24 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_EBLADE 301 #define OBJ_VNUM_HOLYBLADE 303 #define OBJ_VNUM_ROSE 6 #define OBJ_VNUM_SKIN 46 #define OBJ_VNUM_PIT 14724 #define OBJ_VNUM_SCHOOL_MACE 16018 #define OBJ_VNUM_SCHOOL_DAGGER 16019 #define OBJ_VNUM_SCHOOL_SWORD 16020 #define OBJ_VNUM_SCHOOL_SPEAR 16033 #define OBJ_VNUM_SCHOOL_STAFF 16034 #define OBJ_VNUM_SCHOOL_AXE 16035 #define OBJ_VNUM_SCHOOL_FLAIL 16036 #define OBJ_VNUM_SCHOOL_WHIP 16037 #define OBJ_VNUM_SCHOOL_POLEARM 16038 #define OBJ_VNUM_SCHOOL_LANCE 16039 #define OBJ_VNUM_SCHOOL_VEST 16021 #define OBJ_VNUM_SCHOOL_SHIELD 16022 #define OBJ_VNUM_SCHOOL_BANNER 16032 /* * 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_PARCHMENT 35 #define ITEM_PEN 36 #define ITEM_SHOP_ALL 37 #define ITEM_SPELL 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_NOIDEN (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_ANKLE (R) #define ITEM_WEAR_EAR (S) #define ITEM_WEAR_BACK (T) #define ITEM_WEAR_TATTOO (U) #define ITEM_WEAR_FACE (V) /* * Class flags. * Used in #OBJECTS. */ #define ITEM_MAGE_ONLY (A) #define ITEM_CLERIC_ONLY (B) #define ITEM_THIEF_ONLY (C) #define ITEM_WARRIOR_ONLY (D) #define ITEM_PALADIN_ONLY (E) #define ITEM_RANGER_ONLY (F) #define ITEM_TEMPLAR_ONLY (G) #define ITEM_BMAGE_ONLY (H) /*#define ITEM_ALL (ITEM_MAGE_ONLY | ITEM_CLERIC_ONLY | ITEM_THIEF_ONLY | ITEM_WARRIOR_ONLY | ITEM_PALADIN_ONLY | ITEM_RANGER_ONLY | ITEM_TEMPLAR_ONLY | ITEM_BMAGE_ONLY) */ /* 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 #define WEAPON_LANCE 9 /* 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) #define WEAPON_ACIDIC (I) /* 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_STEEL 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 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 11500 /*#define ROOM_VNUM_ALTAR 3054*/ #define ROOM_VNUM_SCHOOL 16000 #define ROOM_VNUM_BALANCE 4500 #define ROOM_VNUM_CIRCLE 4400 #define ROOM_VNUM_DEMISE 4201 #define ROOM_VNUM_HONOR 4300 #define ROOM_VNUM_NEUTRAL_TEMPLE 17001 #define ROOM_VNUM_GOOD_TEMPLE 11500 #define ROOM_VNUM_EVIL_TEMPLE 11400 #define ROOM_HAL_1 28650 #define ROOM_HAL_2 28670 #define ROOM_HAL_3 28690 #define ROOM_HAL_4 28710 #define ROOM_HAL_5 28730 /* * 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_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_NO_RECALL (N) /* Changed to prevent conflicts with existing rooms */ #define ROOM_NO_TRANS (U) #define ROOM_NO_SUMMON (V) #define ROOM_NO_GATE (W) #define ROOM_NO_SCRYE (X) #define ROOM_NOMAGIC (Y) /* * 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) #define EX_HIDDEN (M) /* * 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_UNDERGROUND 11 #define SECT_PKARENA 12 #define SECT_MAX 13 /* * 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_RIGHT 16 /* Previously wear_wield */ #define WEAR_LEFT 17 /* Previously wear_hold */ #define WEAR_FLOAT 18 #define WEAR_ANKLE 19 #define WEAR_EAR 20 #define WEAR_BACK 21 #define WEAR_TATTOO_L 22 #define WEAR_TATTOO_R 23 #define WEAR_FACE 24 #define MAX_WEAR 25 /*************************************************************************** * * * 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 #define POS_RIDING 9 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ /* 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_QUESTOR (J) #define PLR_CLANWHO (L) /* JN Mounted flag*/ #define PLR_MOUNTED (K) /* RT personal flags */ #define PLR_HOLYLIGHT (N) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_COLOUR (T) #define PLR_PROKILLER (B) /* 1 bit reserved, S */ /* penalty flags */ #define PLR_PERMIT (U) #define PLR_LOG (V) #define PLR_DENY (W) #define PLR_FREEZE (X) #define PLR_VIOLENT (Y) #define PLR_THIEF (Z) #define PLR_KILLER (aa) #define PLR_NOTITLE (bb) #define PLR_NOEXP (cc) #define PLR_SLAIN (dd) #define PLR_ROLEPL (ee) #define PLR_CONSENT (K) #define PLR_ROLEP2 (B) #define PLR_NOQP (S) /* 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_NOMUSIC (G) #define COMM_NOCLAN (H) #define COMM_NOOSAY (J) #define COMM_NOBEEP (K) #define COMM_NOIC (aa) #define COMM_NOOOC (bb) #define COMM_IAW (cc) #define COMM_NOPRAY (dd) #define WEIGHT_SLENDER (A) #define WEIGHT_SLIM (B) #define WEIGHT_AVERAGE (C) #define WEIGHT_STOCKY (D) #define WEIGHT_HEAVY (E) #define EYE_BLUE (A) #define EYE_GREEN (B) #define EYE_BROWN (C) #define HEIGHT_SHORT (A) #define HEIGHT_MIDGET (B) #define HEIGHT_AVERAGE (C) #define HEIGHT_TALL (D) #define HEIGHT_GIANT (E) #define HAIR_BLOND (A) #define HAIR_RED (B) #define HAIR_BLACK (C) /* 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_NONOTE (E) #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_POSTS (U) #define WIZ_MULTI (V) #define WIZ_BTRANS (W) /* * 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 */ sh_int vnum; sh_int group; bool new_format; sh_int count; sh_int killed; char * player_name; char * short_descr; char * long_descr; char * description; long act; long act2; long affected_by; long affected2_by; sh_int alignment; sh_int level; sh_int hitroll; sh_int hit[3]; sh_int mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; long off_flags; long imm_flags; long res_flags; long vuln_flags; sh_int start_pos; sh_int default_pos; sh_int sex; sh_int race; long 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; CHAR_DATA * questgiver; 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; ROOM_INDEX_DATA * trip_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 * pretitle; char * whotext; char * prompt; char * prefix; char * grant; char * clanrank; sh_int violent; sh_int slain; sh_int god; sh_int group; sh_int clan; sh_int subclan; sh_int clanlevel; sh_int petition; sh_int sex; sh_int class; sh_int race; sh_int level; sh_int trust; sh_int recall; int played; int lines; /* for the pager */ time_t logon; int questpoints; sh_int nextquest; sh_int countdown; sh_int questobj; sh_int questmob; sh_int timer; sh_int wait; sh_int daze; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; long steel; long gold; int exp; long act; long act2; 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; sh_int mprog_delay; }; /* * Data which only PC's have. */ struct pc_data { char *wiziname; char *storedwiziname; int wizinametoggle; PC_DATA * next; BUFFER * buffer; COLOUR_DATA * code; /* Data for coloUr configuration */ bool valid; char * pwd; char * bamfin; char * bamfout; char * transin; char * transout; char * title; char * smite; time_t last_note; time_t last_idea; time_t last_penalty; time_t last_news; time_t last_changes; time_t last_story; time_t last_war; time_t last_staff; sh_int perm_hit; sh_int perm_mana; sh_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; bool confirm_pk; char * alias[MAX_ALIAS]; char * alias_sub[MAX_ALIAS]; int security; /* OLC */ /* Builder security */ long banksteel; long bankgold; int safeboxes; time_t lastlogon; char * orig_host; char * fngr_name; char * fngr_email; char * fngr_icq; char * fngr_aim; char * fngr_other; char * fngr_lasthost; char * fngr_msn; int pkill; int pdeath; int mkill; int mdeath; char * spouse; int remorts; int bounty; long immflag; char * smoke; int weight; int height; int hair; int eye; }; /* 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; sh_int vnum; sh_int reset_num; char * material; sh_int item_type; int extra_flags; int wear_flags; int class_flags; sh_int level; sh_int condition; sh_int count; sh_int weight; int cost; int value[5]; }; /* * 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; int class_flags; sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int condition; char * material; sh_int timer; int value [5]; int safe; }; /* * 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 */ char * name; char * description1; char * description2; char * owner; sh_int vnum; int room_flags; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int mana_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 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) */ const sh_int target; /* Legal targets */ const sh_int minimum_position; /* Position for caster / user */ sh_int * pgsn; /* Pointer to associated gsn */ const sh_int slot; /* Slot for #OBJECT loading */ const sh_int min_mana; /* Minimum mana used */ const sh_int beats; /* Waiting time after use */ const char * noun_damage; /* Damage message */ const char * msg_off; /* Wear off message */ const 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; sh_int vnum; char * code; MPROG_LIST * next; bool valid; }; struct mprog_code { sh_int vnum; char * code; MPROG_CODE * next; }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_engage; extern sh_int gsn_human; extern sh_int gsn_silvanesti; extern sh_int gsn_qualinesti; extern sh_int gsn_dimernesti; extern sh_int gsn_dargonesti; extern sh_int gsn_kagonesti; extern sh_int gsn_hylar; extern sh_int gsn_neidar; extern sh_int gsn_aghar; extern sh_int gsn_gnome; extern sh_int gsn_kender; extern sh_int gsn_minotaur; extern sh_int gsn_draconian; 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_counter; extern sh_int gsn_critical_strike; extern sh_int gsn_disarm; extern sh_int gsn_ambidexterity; extern sh_int gsn_right_hand; extern sh_int gsn_left_hand; 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_fourth_attack; extern sh_int gsn_fifth_attack; extern sh_int gsn_sixth_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_lance; 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_blackjack; extern sh_int gsn_blur; extern sh_int gsn_dirt; extern sh_int gsn_hand_to_hand; extern sh_int gsn_trip; extern sh_int gsn_hunt; 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_familiar; extern sh_int gsn_phase; extern sh_int gsn_circle; extern sh_int gsn_brew; extern sh_int gsn_sap; extern sh_int gsn_scribe; extern sh_int gsn_skin; extern sh_int gsn_thrust; extern sh_int gsn_lunge; extern sh_int gsn_finesse; extern sh_int gsn_surge; extern sh_int gsn_layhands; /* * 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) (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 IS_QUESTOR(ch) (IS_SET((ch->act, PLR_QUESTOR)) #define DEFAULT_WIZINAME "{RThe Gods{x" #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)->gold/10 + \ (ch)->steel * 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) ? \ ( (ch)->pcdata->wiziname[0]=='\0' ? \ DEFAULT_WIZINAME : \ (ch)->pcdata->wiziname ) : "Someone") ) /* * Structure for a social in the socials table. */ struct social_type { char * name; 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 []; extern const struct spec_type spec_table []; extern const struct liq_type liq_table []; extern struct skill_type skill_table [MAX_SKILL]; extern const struct group_type group_table [MAX_GROUP]; extern const struct eye_type eye_table []; extern const struct hair_type hair_table []; extern const struct height_type height_table []; extern const struct weight_type weight_table []; extern struct social_type *social_table; extern char * const title_table [MAX_CLASS] [MAX_LEVEL+1] [2]; extern const struct god_type god_table [MAX_GOD]; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern AREA_DATA * area_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 ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH]; extern bool MOBtrigger; extern char last_cmd[]; /* * 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 ) ); char * file_exists args( ( FILE *stream ) ); 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_CMD_FILE "../lastcmd.txt" /* The last command before crash*/ #define PLAYER_DIR "../player/" /* Player files */ #define PLAYER_BAK "../player/bak/" /* Saved deleters */ #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 STORY_FILE "story.not" #define WAR_FILE "war.not" #define STAFF_FILE "staff.not" #define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/ #define BAN_FILE "ban.txt" #define MUSIC_FILE "music.txt" #define DISABLE_FILE "disabled.txt" #define OBJ_BUG_FILE "checkobj.txt" /* * 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 ) ); bool write_to_descriptor args(( int desc, char *txt, int length )); bool check_parse_name args(( char *name )); 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 ) ); bool make_blood args( ( CHAR_DATA *ch, int chance, bool show ) ); /* 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 ) ); int count_box args( (CHAR_DATA *ch) ); /* 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) ); int colorstrlen args( (char *argument ) ); /* 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_char args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d ) ); 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 *, ... ) ); /* classes.c */ void save_classes args( ( ) ); void load_classes args( ( ) ); /* 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( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); MPC * get_mprog_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); long fread_flag args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); char * fread_string_eol args(( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); long flag_convert args( ( char letter) ); void * alloc_mem args( ( int sMem ) ); void * alloc_perm args( ( int sMem ) ); void free_mem args( ( void *pMem, int sMem ) ); char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); 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_social_table(); void save_social_table(); char * center args( ( char *str, int len ) ); /* * Colour stuff by Lope */ int colour args( ( char type, CHAR_DATA *ch, char *string ) ); int d_colour args( ( char type, 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) ); void check_violent args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); /* handler.c */ void pet_follow args( (CHAR_DATA *ch, CHAR_DATA *pet) ); void pk_extract_char args( ( CHAR_DATA *ch, bool fPull ) ); 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) ); CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) ); int class_lookup args( ( const char *name) ); int god_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 hand ) ); 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 steel, int gold ) ); 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 * class_bit_name args( ( int class_flags ) ); char * act_bit_name args( ( int act_flags ) ); char * act2_bit_name args( ( int act_flags ) ); char * immf_bit_name args( ( int immf_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 * clanrank_name args( ( CHAR_DATA *ch ) ); /* * Colour Config */ /* 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( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2 ) ); void mp_act_trigger args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); 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 ) ); void load_copyover_obj args( ( void ) ); /* 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) ); /* 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) ); /* whoweb.c */ void web_update args( ( void ) ); #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];