/* merc.h */ #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_SONG_FUN( fun ) SONG_FUN fun #define DECLARE_PRAY_FUN( fun ) PRAY_FUN fun #ifdef SGI #define inline /* */ #endif #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif // if this is defined then the boot of the mud spews lots of // detail as it loads all the objects. // #define VERBOSE_BOOT 1 // if this is defined then each area save is loged with lots // of detail spew // #define VERBOSE_SAVE 1 // if this is defined then every clan command is logged with // player and such // #define VERBOSE_CLANS 1 // if this is defined the the new bard features will be added // and bard commands will be logged #define NEW_BARDS 1 //Iblis 9/19/04 #define LEVEL_BEGIN_STARVING 15 //Iblis 4/21/04 - This is used to define the size of the extra //flags array for objects. This was done so that HOPEFULLY //the size can be expandable in the future simply by changing this value //**NOTE** Be careful when increasing this value, since many of the flag_string //etc functions that return flag values have max lengths //**NOTE** Affects to objects can only be done if the affect goes to [0] #define MAX_EXTRA_FLAGS 2 #define PLAYER_KILL 0 #define MOB_KILL 1 #define BR_KILL 2 #define SD_KILL 3 #define ARENA_KILL 4 #define BR_WON 0 #define SD_WON 1 #define BR_IN 2 #define SD_IN 3 #define TEAM_SD_IN 4 #define TEAM_SD_WON 5 #define AASSIST_MOBS 0 #define AASSIST_PLAYERS 1 #define AASSIST_NONE 1 #define AASSIST_ALL 2 #define SD_NO_TEAM 0 #define SD_TEAM_RED 1 #define SD_TEAM_BLUE 2 #define SD_TEAM_GREEN 3 #define SD_TEAM_YELLOW 4 //Iblis 11/09/03 - LAMELAMELAME hardcoding of clans //will fix better later, but it was partially in hardcoded //so just making it work #define CLAN_NONE (A) #define CLAN_ALL (B) #define CLAN_TWI (C) #define CLAN_QUI (D) #define CLAN_CLU (E) #define CLAN_GRE (F) #define CLAN_BRO (G) #define CLAN_PIR (H) #define CLAN_JHE (I) #define CLAN_FOR (J) #define CLAN_VAR (K) #define CLAN_VLA (L) #define CLAN_FOO (M) #define CLAN_ESC (N) #define CLAN_LONER (O) #define CLAN_PAR (P) #define CLAN_GUT (Q) #define CLAN_MIN (R) typedef int sh_int; typedef unsigned char bool; typedef unsigned char byte; typedef struct epl_prog EPL_PROG; typedef struct epl_func EPL_FUNC; typedef struct room_var ROOM_VAR; typedef struct char_var CHAR_VAR; typedef struct obj_var OBJ_VAR; typedef struct scent_data SCENT_DATA; typedef struct auction_data AUCTION_DATA; typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct bounty_data BOUNTY_DATA; typedef struct invention_data INVENTION_DATA; typedef struct rune_card_data RUNE_CARD_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct fake_data FAKE_DATA; typedef struct memory_data MEMORY_DATA; typedef struct comp_data COMP_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct kill_data KILL_DATA; typedef struct mem_data MEM_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct trap_data TRAP_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 elevator_dest_list ELEVATOR_DEST_LIST; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct script_data SCRIPT_DATA; typedef struct trigger_data TRIGGER_DATA; typedef struct variable_data VARIABLE_DATA; typedef struct aggressor_list AGGRESSOR_LIST; typedef struct obj_trig_data OBJ_TRIG_DATA; typedef struct obj_trig OBJ_TRIG; typedef struct trap_info_type trap_info_type; typedef void DO_FUN (CHAR_DATA *, char *); typedef bool SPEC_FUN (CHAR_DATA *); typedef void SPELL_FUN (int, int, CHAR_DATA *, void *, int); typedef void SONG_FUN (int, int, CHAR_DATA *, void *, int); typedef void PRAY_FUN (int, int, CHAR_DATA *, void *, int); #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4608 #define MAX_INPUT_LENGTH 256 #define PAGELEN 22 #define NO_FLAG -99 #define AREA_NONE 0 #define AREA_CHANGED 1 #define AREA_ADDED 2 #define AREA_LOADING 4 #define AREA_IMP_ONLY D #define AREA_NO_QUIT E #define AREA_NO_REPOP_WIA F #define AREA_NO_TREE G #define AREA_SOLO H #define AREA_NO_REPOP I #define AREA_VER_DEFAULT 0 // the lowest version #define AREA_VER_CLASSRACE 1 // version adds class/race flags to objects #define AREA_VER_OBJTRIG 2 // version adds obj_triggers to objects #define AREA_VER_OBJTRIG2 3 // version adds up to 16 obj_triggers per object #define AREA_VER_EXTRA_FLAGS 4 // version adds more extraflags #define AREA_VER_MD_AF 5 // version adds more door flags saved and fixed area_flags hack #define AREA_VER_CARDS 6 #define AREA_VER_CURRENT AREA_VER_CARDS //Iblis 04/04/04 - Temporary hacks to add/save area flags. Next time the area files are moved to a new version, //make it so area_flags is saved and then remove these #define POINTS_IMP_ONLY K #define POINTS_NO_QUIT L #define POINTS_NO_REPOP_WIA M #define POINTS_NO_TREE N #define PFILE_VER_DEFAULT 5 // the version when I started this #define PFILE_VER_NOTES 6 // adds save/restore for poetry & oocnote #define PFILE_VER_IMMCOLORS 7 // adds configurable colors for imm/adm channels #define PFILE_VER_PROJECTS 8 // Adeon 7/18/03 -- projects added to pfiles #define PFILE_VER_CURRENT PFILE_VER_PROJECTS #define PFILE_BACKUP_EXT ".opf" #define HERO_BACKUP_EXT ".hbk" #define PFILE_BACKUP_DEATH ".death" #define PFILE_BACKUP_DUEL ".duel" #define MAX_DIR 6 #define MAX_SOCIALS 512 #define MAX_SKILL 512 #define MAX_GROUP 64 #define MAX_IN_GROUP 16 #define MAX_ALIAS 48 #define MAX_CLASS 15 #define MAX_PC_RACE 15 #define MAX_HISTORY 20 #define MAX_IGNORE 10 #define MAX_LEVEL 100 #define MAX_EXPLORE 8192 #define REAVER_WEAPON_MAX 8 #define MAX_SOUL_GAIN 100 #define OVERLORD (MAX_LEVEL) // 100 #define WIZARD (MAX_LEVEL - 2) // 98 #define GOD (MAX_LEVEL - 5) // 95 #define DEMIGOD (MAX_LEVEL - 8) // 92 #define LEVEL_HERO (MAX_LEVEL - 9) // 90 #define HERO (LEVEL_HERO) // 90 #define LEVEL_EXPLORER (MAX_LEVEL - 9) // 91 #define LEVEL_IMMORTAL (MAX_LEVEL - 8) // 92 #define PULSE_PER_SECOND 4 #define PULSE_SPEED ( 1 * 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_REBOOT ( 60 * PULSE_PER_SECOND) #define PULSE_SHUTDOWN ( 60 * PULSE_PER_SECOND) #define PULSE_AREA (120 * PULSE_PER_SECOND) #define PULSE_CLANWAR (180 * PULSE_PER_SECOND) // orginal //#define PULSE_CLANWAR (120 * PULSE_PER_SECOND) // testing #define PULSE_AUCTION ( 18 * PULSE_PER_SECOND) #define PULSE_SCENT ( 10 * PULSE_PER_SECOND) #define PULSE_BET ( 18 * PULSE_PER_SECOND) #define MULTIKILL_WAIT_TIME 8 //In terms of minutes #define STOCK_PERM 0 #define STOCK_TEMP 1 #define RACE_HUMAN (A) #define RACE_DWARF (B) #define RACE_VROATH (C) #define RACE_ELF (D) #define RACE_CANTHI (E) #define RACE_SYVIN (F) #define ROOM_NOTRANSPORT (G) // HACK to let notransport work #define RACE_SIDHE (H) #define ROOM_PLAYERSTORE (I) #define ROOM_NOTELEPORT (J) // Another hack, to let no-teleport work #define RACE_AVATAR (K) #define RACE_THYRENT (L) #define RACE_LITAN (L) #define RACE_KALIAN (M) #define RACE_LICH (N) #define RACE_NERIX (O) #define RACE_SWARM (P) // // Flags support character creation and class specific objects // #define CLASS_MAGE (A) #define CLASS_CLERIC (B) #define CLASS_THIEF (C) #define CLASS_WARRIOR (E) #define CLASS_RANGER (F) #define CLASS_BARD (G) #define CLASS_PALADIN (H) #define CLASS_ASSASSIN (I) #define CLASS_REAVER (J) #define CLASS_MONK (K) #define CLASS_NECROMANCER (L) #define CLASS_SWARM (M) #define CLASS_GOLEM (N) #define CLASS_CHAOS_JESTER (O) #define CLASS_ADVENTURER (P) #define CLASS_HERO (ee) /* * 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 statlist command*/ #define STAT_PK_KILLS 0 #define STAT_MOB_KILLS 1 #define STAT_PK_DEATHS 2 #define STAT_MOB_DEATHS 3 #define STAT_ROOMS_EXPLORED 4 #define STAT_HOURS_PLAYED 5 #define STAT_TOTAL_EXP 6 #define STAT_EXODUS_SCORE 7 //Iblis added 1/19/04 #define STAT_SD_KILLS 8 #define STAT_SD_DEATHS 9 #define STAT_SD_IN 10 #define STAT_SD_WON 11 #define STAT_BR_KILLS 12 #define STAT_BR_DEATHS 13 #define STAT_BR_IN 14 #define STAT_BR_WON 15 #define STAT_ARENA_KILLS 16 #define STAT_ARENA_DEATHS 17 #define STAT_TOTAL_SOULS 18 #define STAT_FASTEST_TN 19 #define STAT_TG_LOSS 20 #define STAT_TG_WON 21 #define STAT_AVATAR 22 #define STAT_TQFindsC 23 #define STAT_TQFindsA 24 #define STAT_TQHuntsC 25 #define STAT_TQHuntsA 26 #define STAT_EXTRA_DEATHS 27 #define STAT_TREES_CHOPPED 28 #define STAT_TREES_MILLED 29 #define STAT_OBJS_SOLD 30 #define STAT_MONEY_MADE 31 #define STAT_CG_WON 32 #define STAT_CG_LOST 33 #define MAX_GAMESTAT 34 #define STAT_FILE "statlst.dat" #define MAX_PEOPLE_STAT 50 /*reaver upgrade constants*/ #define BLADE_POWER 1 #define BLADE_HATRED 2 #define BLADE_STRENGTH 3 #define BLADE_FURY 4 /* Blade Spells */ #define BLADE_SPELL_SHOCKING 0 #define BLADE_SPELL_FROST 1 #define BLADE_SPELL_FLAMING 2 #define BLADE_SPELL_VENEMOUS 3 #define BLADE_SPELL_VAMPIRIC 4 #define BLADE_SPELL_CHAOTIC 5 #define BLADE_SPELL_APATHY 6 #define MAX_BLADE_SPELLS 7 /* Reaver Burst Spells */ #define BURST_LIGHTNING 0 #define BURST_ICE 1 #define BURST_FIRE 2 #define BURST_UNHOLY 3 #define BURST_HELLSCAPE 4 #define MAX_BURST 5 //add change more here #define MAX_OBJ_TRIGS 16 //#define MAX_OBJ_TRIG_PARENTS 20 // maximum number of objects an // object trigger can be appied to^ // Adeon 7/18/03 -- Object triggers! struct obj_trig_data { OBJ_TRIG_DATA *next; bool valid; int vnum; //vnum of the obj trigger char *name; //name it to identify it // int parent[MAX_OBJ_TRIG_PARENTS]; //applied to these obj vnums CHAR_DATA *fakie; // simulated char char *trigger; // this is the string that is translated by the parser long trig_flags; // what will trigger the action? (designated by parser) long extra_flags; char *action[16]; short chance[16]; short delay[16]; short overall_chance; }; struct obj_trig { OBJ_TRIG *next; OBJ_TRIG *next_ot; OBJ_TRIG *next_on_tick; bool valid; short statement_on; short seconds_left; OBJ_TRIG_DATA * pIndexData; OBJ_DATA* obj_on; CHAR_DATA* ch; CHAR_DATA* victim; }; struct ban_data { BAN_DATA *next; bool valid; short ban_flags; short level; char *name; }; /* * Bounty Stuff -- by Gomi no sensei */ struct bounty_data { BOUNTY_DATA *next; bool valid; char *name; int amount; }; struct invention_data { INVENTION_DATA *next; bool valid; int vnum1; int vnum2; int vnum3; }; struct rune_card_data { RUNE_CARD_DATA *next; bool valid; int vnum; }; struct comp_type { char *name; int type; int mana; int apply; long modify_by; bool area; bool hostile; int duration; int level; long base_damage; int level_bonus; char *char_string; char *vict_string; char *wear_off_string; char *play_str_ch; char *play_str_other; }; extern const struct comp_type comp_table[]; struct creating_type { char *name; struct creating_type *next; }; extern struct creating_type *char_creating; struct buf_type { BUFFER *next; bool valid; short state; /* error state of the buffer */ short 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 build_info { char name[32]; int room_vnum; }; struct duel_info { char name[32]; int wins; int losses; float per; }; struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; /* * Trigger types for repetitive loops, command etc. */ #define TRIG_COMMAND 0 /* When a player types x command */ #define TRIG_EACH_PULSE 1 /* Increments every pulse */ #define TRIG_COMBAT 2 /* Every combat pulse */ #define TRIG_TICK_PULSE 3 /* Every tick (one mud-hour) */ #define TRIG_BORN 4 /* Happens upon creation */ #define TRIG_GETS 5 /* Happens when a mob gets/is given */ #define TRIG_EXIT 6 /* Happens on exit (for each person) */ #define TRIG_SOCIAL 7 /* Happens when mob is socialed */ #define TRIG_SIGNAL 8 /* Trigger Signal Handler */ #define TRIG_DIES 9 /* Happens when the mob is killed */ #define TRIG_ENTER 10 /* Happens on arrival (for each person) */ #define TRIG_MOVES 11 /* Happens whenever a mobile moves */ /* * Internally used bits for triggers. */ #define SCRIPT_ADVANCE 0x00000001 /* Its OK to go to next command set */ #define SCRIPT_HALT 0x00000002 /* current=NULL & disallow trig */ struct script_data { SCRIPT_DATA *next; char *command; }; struct trigger_data { TRIGGER_DATA *next; SCRIPT_DATA *script; SCRIPT_DATA *current; short tracer; short waiting; short trigger_type; int bits; char *keywords; char *name; }; struct variable_data { VARIABLE_DATA *next; char *name; char *value; }; /* * 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_DEFAULT_CHOICE 10 #define CON_GEN_GROUPS 11 #define CON_PICK_WEAPON 12 #define CON_READ_IMOTD 13 #define CON_READ_MOTD 14 #define CON_BREAK_CONNECT 15 #define CON_GET_EMAIL 16 #define CON_GET_ANSI 17 #define CON_PICK_HAND 18 #define CON_CONFIRM_STATS 19 #define CON_SWORD_GENERATION 20 /* Reaver Dynamic SwordGen */ #define CON_SWORD_CONFIRM 21 /* Confirm Sword Name And Continue */ #define CON_START_MULTICLASS 22 /* First Multiclass State */ #define CON_FINISH_MULTICLASS 23 /* Second Multiclass State */ #define CON_GET_AVATAR_TYPE 24 #define CON_GET_REFERRAL 25 struct room_var { char *name; ROOM_INDEX_DATA *value; ROOM_VAR *next; }; struct char_var { char *name; CHAR_DATA *value; CHAR_VAR *next; }; struct obj_var { char *name; OBJ_DATA *value; OBJ_VAR *next; }; struct epl_func { char *name; char *text; char *where; char *pass_args; char *arg_types; void *return_val; bool return_wait; ROOM_VAR *room_vars; CHAR_VAR *char_vars; OBJ_VAR *obj_vars; EPL_FUNC *caller; EPL_FUNC *next; }; struct epl_prog { bool running; int wait; EPL_FUNC *funcs; EPL_FUNC *where; EPL_PROG *next; }; struct fake_data { char *name; char *title; short race; short level; short class; short descriptor; bool shown; FAKE_DATA *next; }; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA *next; DESCRIPTOR_DATA *snoop_by; CHAR_DATA *character; CHAR_DATA *original; bool valid; char *host; int port; /* Shinowlan 3/29/2000 -- stores user's remote port */ char *realhost; short descriptor; short 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; char **pString; int editor; int old_editor; int door_dir; char *submit_info; char *door_name; char *help_info; char *help_name; bool ansi; }; /* * Attribute bonus structures. */ struct str_app_type { short tohit; short todam; short carry; short wield; }; struct int_app_type { short learn; }; struct wis_app_type { short practice; }; struct dex_app_type { short defensive; }; struct con_app_type { short hitp; short shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 #define TO_IIR 5 /*Iblis 11-05 to_imms in room*/ #define TO_CJIR 6 //Iblis 10/05/04 - To all CJ's in the room (and imms) /* * Help table types. */ struct help_data { HELP_DATA *next; short level; char *keyword; char *text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA *next; /* Next shop in list */ short keeper; /* Vnum of shop keeper mob */ short buy_type[MAX_TRADE]; /* Item types shop will buy */ short profit_buy; /* Cost multiplier for buying */ short profit_sell; /* Cost multiplier for selling */ short open_hour; /* First opening hour */ short close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 2 #define MAX_STATS 6 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 #define STAT_CHA 5 struct class_type { char *name; /* the full name of the class */ char who_name[4]; /* Three-letter name for 'who' */ short attr_prime; /* Prime attribute */ short weapon; /* First weapon */ short guild[MAX_GUILD]; /* Vnum of guild rooms */ short skill_adept; /* Maximum skill level */ short thac0_00; /* Thac0 for level 0 */ short thac0_32; /* Thac0 for level 32 */ short hp_min; /* Min hp gained on leveling */ short hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ char *base_group; /* base skills gained */ char *default_group; /* default skills gained */ }; struct item_type { int type; char *name; }; struct tree_type { short type; char *name; int weight; short rarity; //Hardcoding area is a horrible idea here, but I can't think of an easier way to do it without //a TON of work. char* area; short hp_heal_bonus; short mana_heal_bonus; }; struct wooden_obj_type { short type; short updates_to_complete; short amount_of_wood; short vnum; }; struct weapon_type { char *name; int vnum; short type; short *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 */ }; struct pc_race_type { /* additional data for pc races */ char *name; /* MUST be in race_type */ char who_name[7]; short points; /* cost in points of the race */ short class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */ char *skills[5]; /* bonus skills for the race */ short stats[MAX_STATS]; /* starting stats */ short max_stats[MAX_STATS]; /* maximum stats */ short size; /* aff bits for the race */ }; struct spec_type { char *name; /* special function name */ SPEC_FUN *function; /* the function */ }; /* * Data structure for notes. */ #define NOTE_NOTE 0 #define NOTE_IDEA 1 #define NOTE_PENALTY 2 #define NOTE_NEWS 3 #define NOTE_CHANGES 4 // Akamai 5/6/99 - Adding note bases for poetry/music and OOC notes #define NOTE_POETRY 5 #define NOTE_OOCNOTE 6 // Adeon 7/18/03 -- Adding an imm project board to seperate it from // player idea spam #define NOTE_PROJECTS 7 struct note_data { NOTE_DATA *next; bool valid; short 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; short where; short type; short level; short duration; short location; short modifier; int bitvector; bool permaff; bool composition; char *comp_name; }; /* 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_SKILL 6 #define TO_OBJECT2 7 #define TO_ACT2 8 #define TO_IGNORE 9 /* * A kill structure (indexed by level). */ struct kill_data { short number; short killed; }; #define GROUP_VNUM_TROLLS 2100 #define GROUP_VNUM_OGRES 2101 #define MOB_VNUM_FIDO 4039 #define MOB_VNUM_PATROLMAN 2106 #define MOB_VNUM_SUMMON_1 10 #define MOB_VNUM_SUMMON_2 15 #define MOB_VNUM_SUMMON_3 11 #define MOB_VNUM_SUMMON_4 16 #define MOB_VNUM_SUMMON_5 12 #define MOB_VNUM_SUMMON_6 13 #define MOB_VNUM_SUMMON_7 14 #define MOB_VNUM_BEAST 17 #define MOB_VNUM_ILLUSION 18 #define MOB_VNUM_BONE_PUPPET 19 #define MOB_VNUM_FAM_ZOMBIE 20 #define MOB_VNUM_FAM_SKELETON 21 #define MOB_VNUM_FAM_BANSHEE 22 #define MOB_VNUM_BC_MOUNT 23 #define MOB_VNUM_DARKHOUNDS 24 #define MOB_VNUM_FROG 25 #define MOB_VNUM_WARPED_CAT 26 #define MOB_VNUM_WARPED_OWL 27 #define MOB_VNUM_IMAGINARY_FRIEND 28 #define MOB_VNUM_FAKIE 30 // the obj trigger fakie #define MOB_VNUM_DEFAULT_SHOPKEEPER 31 #define MOB_VNUM_VIVIFY 32 #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 #define bb 134217728 #define cc 268435456 #define dd 536870912 #define ee 1073741824 //#define ff 2147483648 #define ff -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_RANGER (D) #define ACT_NO_SCENT (E) #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_HALT (L) #define ACT_HUNT (M) #define ACT_REMEMBER (N) #define ACT_UNDEAD (O) #define ACT_BARD (P) #define ACT_CLERIC (Q) #define ACT_MAGE (R) #define ACT_THIEF (S) #define ACT_WARRIOR (T) #define ACT_BOUNTY (U) #define ACT_NOPURGE (V) #define ACT_OUTDOORS (W) #define ACT_SMART_HUNT (X) #define ACT_INDOORS (Y) #define ACT_MOUNT (Z) #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_LOOTER (cc) #define ACT_IS_CHANGER (dd) #define ACT_TAME (ee) //#define ACT_CROUPIER (ff) //Croupier for roullette game //#define ACT_AGGRESSIVE_ALL (gg) //Attacks all PC's, no matter what level they or the mob are //Adeon 7/1/03 -- act_flags2! #define ACT_BLOCK_EXIT (A) //Mobs block passage in a certain direction #define ACT_NOSINK (B) //can't sink in sinking rooms #define ACT_ILLUSION (C) //Mob is created for/by the Illusion skill #define ACT_NOMOVE (D) //Mob can't be pushed/dragged/teleported/fear/maelstrom #define ACT_FAMILIAR (E) //Use in Necromancer's familiar #define ACT_PUPPET (F) //Use in Bone Puppet chant (and any future stuff) #define ACT_PUPPETEER (G) //Set on the player when switched into puppet #define ACT_MONK (H) #define ACT_NECROMANCER (I) #define ACT_QUESTMASTER (J) #define ACT_QUESTMOB (K) #define ACT_AGGIE_EVIL (L) #define ACT_AGGIE_NEUTRAL (M) #define ACT_AGGIE_GOOD (N) #define ACT_TRANSFORMER (O) #define ACT_CROUPIER (P) //Croupier for roullette game #define ACT_MAGE_SKILLS (Q) #define ACT_NO_KILL (R) //Cannot attack #define ACT_NO_ALIGN (S) //Align doesn't change but you get no souls #define ACT_TRAPMOB (T) // Used for trap justice #define ACT_NO_BLOCK (U) // Iblis 9/12/04 - Used for mobs that shouldn't be affected by blocking mobs #define ACT_STAY_SECTOR (V) // Iblis 9/12/04 - Forces a mob to not change sectors #define ACT_WARPED (W) // Iblis 9/13/04 - Random damage and random 2 resistances #define ACT_IMAGINARY (X) // Iblis 9/28/04 - Imaginary mobs (only seen by CJ's) #define ACT_SWITCHED (Y) // Iblis 10/02/04 - For Mobs you create and "become". This signals // that if they die, you die too #define ACT_ALL_SKILLS (Z) #define ACT_ALWAYS_MIRRORED (aa) //Iblis 10/30/04 - Mobs that ALWAYS have mirror on /* 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 //IBLIS 6/1/03 - Added for Monk Class #define DAM_CLAWING 20 #define DAM_WRATH 21 //Iblis 10/17/03 - Added for Kalians #define DAM_VAMPIRIC 22 //Iblis 11/15/03 - Added for the do_damage imm function #define DAM_UNIQUE 23 //Iblis 9/27/04 - Added for the hell of it #define DAM_WIND 24 /* 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_CHARGE (V) #define OFF_SWEEP (W) #define OFF_THROWING (X) #define OFF_TRAMPLE (Y) #define OFF_UPPERCUT (Z) #define OFF_COUNTER (aa) #define ASSIST_EXACT_ALIGN (bb) #define OFF_KAI (cc) #define OFF_HELLBREATH (dd) #define OFF_STUN (ee) /* 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_ENTANGLE (U) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) #define IMM_LEVELS (aa) //IBLIS 5/20/03 - This flag toggles if an aggressive mob is immune to a players levels // (IE they are aggressive to all levels). It was put here because ACT flags are maxed #define IMM_BLIND (bb) #define IMM_SLEEP (cc) #define IMM_ARROWS (dd) #define IMM_WIND (ee) /* 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_ENTANGLE (U) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) #define RES_WIND (ee) /* 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) #define VULN_WIND (ee) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) #define PART_FEATHERS (Z) // #define PART_EYE (aa) #define HAND_LEFT (A) #define HAND_RIGHT (B) #define HAND_AMBIDEXTROUS (C) /* Action flags for pseudo-portals */ #define PACT_ENTER (A) #define PACT_EXIT (B) #define PACT_CLIMB (C) #define PACT_PLAY (D) #define PACT_DESCEND (E) #define PACT_CRAWL (F) #define PACT_SCALE (G) #define PACT_JUMP (H) #define PACT_TUG (I) #define PACT_RING (J) #define PACT_SHOVE (K) #define PACT_SMASH (L) #define PACT_DIG (M) #define BUTTON_PRESS (A) #define BUTTON_PULL (B) #define TACT_DRIVE (A) #define TACT_SAIL (B) #define TACT_PADDLE (C) #define TACT_ROW (D) #define SKILL_NORMAL (A) #define SKILL_CAST (B) #define SKILL_SING (C) #define SKILL_PRAY (D) #define SKILL_CHANT (E) #define COMP_ARIA 1 #define COMP_BALLAD 2 #define COMP_BATTLESONG 3 #define COMP_DIRGE 4 #define COMP_SONNET 5 #define COMP_HYMN 6 #define COMP_SERENADE 7 #define COMP_MELODY 8 #define COMP_SATIRE 9 #define COMP_SYMPHONY 10 #define COMP_JIG 11 #define COMP_WARSONG 12 #define COMP_OPERA 13 #define COMP_LULLABY 14 #define COMP_SOLO 15 #define COMP_WALTZ 16 #define COMP_CHORAL 17 #define COMP_MEDLEY 18 #define COMP_CONCERTO 19 #define COMP_BLUES 20 #define COMP_CHANT 21 #define COMP_REQUIEM 22 #define COMP_HARMONY 23 /* * 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_CAMOUFLAGE (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_AQUA_BREATHE (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 /* 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 /* Necromancer familiar types */ #define FAMILIAR_BANSHEE 0 #define FAMILIAR_ZOMBIE 1 #define FAMILIAR_SKELETON 2 #define FAMILIAR_IMAGINARY_FRIEND 3 /* Voting Definitions */ #define VOTED_NOT 0 #define VOTED_YES 1 #define VOTED_NO 2 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_SILVER_ONE 1 #define OBJ_VNUM_GOLD_ONE 2 #define OBJ_VNUM_GOLD_SOME 3 #define OBJ_VNUM_SILVER_SOME 4 #define OBJ_VNUM_COINS 5 #define OBJ_VNUM_RUNE_CONV 6 #define OBJ_VNUM_CLAN_SYMBOL 7 #define OBJ_VNUM_BUTCHER_MEAT 8 #define OBJ_VNUM_COIN_ONE 9 #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_FEATHER 18 #define OBJ_VNUM_SHAFT 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_TREE 24 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_FISHIE_SMALL 26 #define OBJ_VNUM_FISHIE_MEDIUM 27 #define OBJ_VNUM_FISHIE_LARGE 28 #define OBJ_VNUM_FISHIE_POISON 29 #define OBJ_VNUM_BEGIN_GFORAGE 30 #define OBJ_VNUM_END_GFORAGE 35 #define OBJ_VNUM_BLUEGREEN_HERBS 36 #define OBJ_VNUM_SPROUTS 37 #define OBJ_VNUM_RED_BERRY 38 #define OBJ_VNUM_LITAN_FOOTSTEPS 38 #define OBJ_VNUM_SHELF 39 #define OBJ_VNUM_GENERIC_MAP 40 #define OBJ_VNUM_WALL_THORNS 41 #define OBJ_VNUM_ROSE 42 #define OBJ_VNUM_CAMPFIRE1 43 #define OBJ_VNUM_CAMPFIRE2 44 #define OBJ_VNUM_CAMPFIRE3 45 #define OBJ_VNUM_TRIPWIRE 46 #define OBJ_VNUM_ORE 47 #define OBJ_VNUM_ARROW 47 #define OBJ_VNUM_ROULETTE 48 #define OBJ_VNUM_STICKS 49 #define OBJ_VNUM_GRINDER 50 #define OBJ_VNUM_PENTAGRAM 54 #define OBJ_VNUM_WOODEN_ARROWHEAD 55 #define OBJ_VNUM_WOOD 56 #define OBJ_VNUM_HEXAGRAM 57 #define OBJ_VNUM_SEPTAGRAM 58 #define OBJ_VNUM_EYE 61 #define OBJ_VNUM_WOOD_OBJ 64 #define OBJ_VNUM_SPIDER_VINE_ARMS 65 #define OBJ_VNUM_ANTE_BAG 66 #define OBJ_VNUM_CJ_SHARED_BOX 67 #define OBJ_VNUM_REAVER_SWORD 69 /*Reaver Sword Prototype */ #define OBJ_VNUM_BINDER 78 #define OBJ_VNUM_DECK 79 #define OBJ_VNUM_SPIDER_VINE_WRISTS 82 #define OBJ_VNUM_WHISTLE 2116 #define OBJ_VNUM_START_FOOD 4059 #define OBJ_VNUM_SCHOOL_MACE 4194 #define OBJ_VNUM_SCHOOL_DAGGER 4195 #define OBJ_VNUM_SCHOOL_SWORD 4196 #define OBJ_VNUM_SCHOOL_STAFF 4197 #define OBJ_VNUM_SCHOOL_AXE 4198 #define OBJ_VNUM_SCHOOL_POLEARM 4199 #define OBJ_VNUM_SCHOOL_VEST 4200 #define OBJ_VNUM_SCHOOL_SHIELD 4201 #define OBJ_VNUM_SCHOOL_BANNER 4202 #define OBJ_VNUM_SCHOOL_BOOTS 4262 #define OBJ_VNUM_SCHOOL_LEGS 4263 #define OBJ_VNUM_MANIFESTO 4264 #define OBJ_VNUM_SCHOOL_FLAIL 4405 #define OBJ_VNUM_MAP 4406 #define OBJ_VNUM_START_DRINK 4407 #define OBJ_VNUM_ZTICKET 4415 #define OBJ_VNUM_PIT 4500 #define OBJ_VNUM_BANDAGE 4579 #define OBJ_VNUM_SAP 20382 #define OBJ_VNUM_ROPE 20413 #define OBJ_VNUM_ASHIELD 23000 #define OBJ_VNUM_ASWORD 23001 #define OBJ_VNUM_ADAGGER 23002 #define OBJ_VNUM_AMACE 23003 #define OBJ_VNUM_ASTAFF 23012 #define OBJ_VNUM_ABOOTS 23004 #define OBJ_VNUM_AGLOVES 23005 #define OBJ_VNUM_ALIGHT 23006 #define OBJ_VNUM_ASLEEVES 23007 #define OBJ_VNUM_ABELT 23008 #define OBJ_VNUM_ALEGGINGS 23009 #define OBJ_VNUM_ATICKET 23010 #define OBJ_VNUM_APOLEARM 23014 #define OBJ_VNUM_AINST 23015 #define OBJ_VNUM_TROPHY_FISH 28268 #define OBJ_VNUM_TROPHY_BAIT 28269 #define OBJ_VNUM_BC_SCYTHE 30005 #define OBJ_VNUM_BC_SADDLEBAGS 30006 #define OBJ_VNUM_BC_DAGGER 30007 #define OBJ_VNUM_BC_NECKLACE 30008 #define OBJ_VNUM_RIB_BONE 30009 #define OBJ_VNUM_THIGH_BONE 30010 #define OBJ_VNUM_SINEW 30011 #define OBJ_VNUM_SKIN 30012 #define OBJ_VNUM_BEACON 30013 #define OBJ_VNUM_DARK_SPHERE 30014 #define OBJ_VNUM_DEFILE 30015 #define OBJ_VNUM_ICE_STATUE 30027 #define OBJ_VNUM_FLOATING_LETTERS 30028 //Default wooden objects for woodworking #define OBJ_VNUM_WOOD_DEFAULT 30029 //The object used to signal something is being constructed #define OBJ_VNUM_WOOD_CHAIR 30030 #define OBJ_VNUM_WOOD_CUP 30031 #define OBJ_VNUM_PLAQUE 30038 #define OBJ_VNUM_COMMON_CARD 30403 #define OBJ_VNUM_WARPED_SPACE 32517 #define OBJ_VNUM_IMAGINARY_GARB 32518 #define OBJ_VNUM_IMAGINARY_LIGHT 32519 #define OBJ_VNUM_NECRO1 7202 #define OBJ_VNUM_NECRO2 7203 #define OBJ_VNUM_NECRO3 22028 #define OBJ_VNUM_NERIX1 16344 #define OBJ_VNUM_NERIX2 10382 #define OBJ_VNUM_NERIX3 11505 #define RARITY_COMMON 1 #define RARITY_SOMEWHAT_COMMON 2 #define RARITY_UNCOMMON 3 #define RARITY_RARE 4 #define RARITY_VERY_RARE 5 #define RARITY_ALWAYS 6 #define RECRUIT_KEEPER (A) /* * 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_SADDLE 6 #define ITEM_VIAL 7 #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_PARCHMENT 14 #define ITEM_CONTAINER 15 #define ITEM_ELEVATOR 16 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_EBUTTON 21 #define ITEM_RAFT 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_GILLS 35 #define ITEM_PACK 36 #define ITEM_STRANSPORT 37 #define ITEM_CTRANSPORT 38 #define ITEM_INSTRUMENT 39 #define ITEM_WRITING_INSTRUMENT 40 #define ITEM_WRITING_PAPER 41 #define ITEM_CTRANSPORT_KEY 42 #define ITEM_PORTAL_BOOK 45 #define ITEM_CLAN_DONATION 46 #define ITEM_PLAYER_DONATION 47 #define ITEM_NEWCLANS_DBOX 48 // Akamai 5/1/99 - All traps share the same item type #define ITEM_TRAP 49 // Iblis 7/19/03 - Added for Archery #define ITEM_QUIVER 50 #define ITEM_FEATHER 51 #define ITEM_POLE 52 #define ITEM_BAIT 53 #define ITEM_TREE 54 #define ITEM_WOOD 55 #define ITEM_SEED 56 #define ITEM_WOODEN_INCONSTRUCTION 57 #define ITEM_CARD 58 #define ITEM_BINDER 59 #define ITEM_OBJ_TRAP 60 #define ITEM_PORTAL_TRAP 61 #define ITEM_ROOM_TRAP 62 #define ITEM_RANDOM 63 //Paarshad 06/21/04 // Trap flags #define TFLAG_NODISARM (A) #define TFLAG_REARM (B) #define TFLAG_UNAVOID (C) #define TFLAG_AREA (D) #define TFLAG_EXCELLENT (E) #define TFLAG_POISON (F) #define TFLAG_KNOCK (G) #define TFLAG_SNARE (H) #define TFLAG_BEE (I) #define TFLAG_DISORIENT (J) #define TFLAG_NODETECT (J) //Trap types //I left room to grow //Object traps #define MIN_OBJ_TRAP 1 #define TRAP_O_BLADE 1 #define TRAP_O_NEEDLE 2 #define TRAP_O_BEE 3 #define TRAP_O_EXPLODING 4 #define TRAP_O_SPELL 5 #define TRAP_O_PLAIN 6 #define MAX_OBJ_TRAP 6 //Portal traps #define MIN_PORTAL_TRAP 20 #define TRAP_P_ROCK 20 #define TRAP_P_DART 21 #define TRAP_P_EXPLODING 22 #define TRAP_P_SPIKES 23 #define TRAP_P_SPELL 24 #define TRAP_P_ALARM 25 #define TRAP_P_PLAIN 26 #define MAX_PORTAL_TRAP 26 //Room traps #define MIN_ROOM_TRAP 40 #define TRAP_R_SPIKEPIT 40 #define TRAP_R_LOG 41 #define TRAP_R_LANDMINE 42 #define TRAP_R_SPIKESNARE 43 #define TRAP_R_SPELL 44 #define TRAP_R_ALARM 45 #define TRAP_R_PLAIN 46 #define MAX_ROOM_TRAP 46 //Iblis 04/04/04 - Added to different tree types #define TREE_TYPE_OAK 1 #define TREE_TYPE_MAPLE 2 #define TREE_TYPE_BIRCH 3 #define TREE_TYPE_PINE 4 #define TREE_TYPE_WILLOW 5 #define TREE_TYPE_ELM 6 #define TREE_TYPE_KARRI 7 #define TREE_TYPE_MARRI 8 #define TREE_TYPE_JARRAH 9 #define TREE_TYPE_POPLAR 10 #define TREE_TYPE_MOONBLOSSOM 11 #define TREE_TYPE_SLIMEWOOD 12 #define TREE_TYPE_RISIRIEL 13 #define TREE_TYPE_JEWELWOOD 14 #define TREE_TYPE_ROTSTENCH 15 #define TREE_TYPE_IRONWOOD 16 #define TREE_TYPE_HELLROOT 17 #define TREE_TYPE_BARBVINE 18 #define TREE_TYPE_GREEN_LEECHLEAF 19 #define MAX_TREES 19 #define TREE_SAPLING 1 #define TREE_SMALL 2 #define TREE_MEDIUM 3 #define TREE_LARGE 4 #define TREE_HUGE 5 //#define TREE_DEAD 6 #define TREE_VALUE_FALLEN A #define TREE_VALUE_ROTTEN B #define WOODEN_OBJ_CHAIR 0 #define WOODEN_OBJ_CUP 1 #define WOODEN_OBJ_PLAQUE 2 #define WOODEN_OBJ_CLUB 3 #define WOODEN_OBJ_DAGGER 4 #define WOODEN_OBJ_POLEARM 5 #define WOODEN_OBJ_STAFF 6 #define WOODEN_OBJ_SWORD 7 #define WOODEN_OBJ_SHIELD 8 //Iblis - 06/07/04 - Added for card types #define CARD_MOB 1 #define CARD_TERRAIN 2 #define CARD_SPELL_HEAL 3 #define CARD_SPELL_DAMAGE 4 #define CARD_SPELL_BOOST 5 #define CARD_SPELL_COUNTER 6 //Iblis - 06/07/04 - Added for card terrain types #define CARD_TERRAIN_CITY 1 #define CARD_TERRAIN_SWAMP 2 #define CARD_TERRAIN_FOREST 3 #define CARD_TERRAIN_MOUNTAIN 4 #define CARD_TERRAIN_SEA 5 #define CARD_TERRAIN_DESERT 6 #define CARD_TERRAIN_AIR 7 #define CARD_TERRAIN_PLAINS 8 #define CARD_RACE_DRAGON 1 #define CARD_RACE_HUMANOID 2 #define CARD_RACE_MONSTER 3 #define CARD_RACE_BIRD 4 #define CARD_RACE_INSECT 5 #define CARD_RACE_ANIMAL 6 #define CARD_RACE_FISH 7 #define CARD_RACE_UNDEAD 8 #define CARD_RACE_MAGIC 9 #define CARD_ELEMENT_NONE 0 #define CARD_ELEMENT_LIGHTNING 1 #define CARD_ELEMENT_WATER 2 #define CARD_ELEMENT_FIRE 3 #define CARD_ELEMENT_STONE 4 #define CARD_TT_NODAMAGE A #define CARD_TT_NOHEAL B #define CARD_TT_ELEMENTALPLUS C #define CARD_TT_ELEMENTALMINUS D #define CARD_TT_ALLPLUS E #define CARD_TT_ALLMINUS F #define CARD_TT_NOCOUNTER G #define CARD_TT_NOBOOST H #define VALUE_MOB_RACE 10 #define VALUE_MOB_DEFENCE 9 #define VALUE_MOB_OFFENCE 8 #define VALUE_MOB_HP 7 #define CARDGAME_PLAYED_TERRAIN 64 #define CARDGAME_BEEN_ATTACKED 128 //#define CARDGAME_ST_ATTACKER 256 // #define CARDGAME_MAX_MOBS_PLAYABLE 4 #define CARDGAME_MOB_HP 0 #define CARDGAME_MOB_OFF 1 #define CARDGAME_MOB_DEF 2 //Iblis 8/31/04 - Added for quest bits variable #define MAX_QUEST_BITS 1000 #define SCENT_STRONG 3 #define SCENT_NOTICEABLE 2 #define SCENT_WEAK 1 #define PORTAL_FUCKED -42 /* * Extra flags[0] * 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_NOSAC (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_DONATE (X) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_NOIDENTIFY (aa) #define ITEM_PERMSTOCK (bb) /* For player-store inventory */ #define ITEM_NOSAVE (cc) //Adeon 6/29/03 -- object drops to floor on quit #define ITEM_NOMOB (dd) //Iblis 1/24/04 -- objects can't be given/pick up by a mob #define ITEM_NOENCHANT (ee) //Iblis 4/01/04 -- objects can't be enchanted //Iblis - new extra flags /* * Extra Flags[1] * Used in #OBJECTS. */ #define ITEM_NOSTOCK (A) #define ITEM_NODONATE (B) #define ITEM_NOAUCTION (C) #define ITEM_TATTOO (D) //Iblis 6/10/04 - An item that persists upon death #define ITEM_WIZI (E) #define ITEM_IMAGINARY (F) //Iblis 9/28/04 - Imaginary (only seen by CJ) item #define ITEM_WINGED (G) //IBlis 9/29/04 - CJ spell #define ITEM_NOAVATAR (H) //Iblis 10/03/04 - Iverath request #define ITEM_NOKALIAN (I) //Iblis 10/25/04 - Iverath request #define ITEM_LIGHTNING_PROOF (J) //Iblis 10/25/04 - Iverath request #define ITEM_COLD_PROOF (K) //Iblis 10/25/04 - Iverath request #define ITEM_ACID_PROOF (L) //Iblis 10/25/04 - Iverath request #define ITEM_INVIS_WEAR (M) //Iblis 10/27/04 - makes no wear message appear #define ITEM_PULSATING (N) //Iblis 11/05/04 - can "see" (feel/hear) the item in the dark /* * 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_TWO_HANDS (R) #define ITEM_WEAR_ANOTHER_FINGER (S) #define ITEM_WEAR_ANOTHER_NECK (T) #define ITEM_WEAR_ANOTHER_WRIST (U) #define ITEM_WEAR_LIGHT (V) #define ITEM_WEAR_TATTOO (W) //Iblis 10/26/04 - New Wear Slot #define ITEM_WEAR_FACE (X) //Iblis 10/26/04 - New Wear Slot #define ITEM_WEAR_EARS (Y) //Iblis 10/26/04 - New Wear Slot #define ITEM_WEAR_CREST (Z) //Iblis 10/26/04 - New Wear Slot #define MAX_WEAR_FLAG ITEM_WEAR_CREST /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_STAFF 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_POLEARM 7 //Iblis 07/19/03 - Added for archery #define WEAPON_SHORTBOW 8 #define WEAPON_LONGBOW 9 #define WEAPON_ARROW 10 #define WEAPON_ARROWHEAD 11 #define WEAPON_DICE 12 /* 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_LANCE (I) #define WEAPON_THROWING (J) #define WEAPON_APATHY (K) //Added for Reaver's Apathy blade #define WEAPON_WINDSLASH (L) #define WEAPON_LARVA (M) #define WEAPON_HOLY (N) #define WEAPON_HOLY_ACTIVATED (O) //ABOVE IS ONLY AN INT! DO NOT GO HIGHER THAN P (can it even do P?) /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) #define GATE_TRANSPORT (F) #define GATE_SHOWEXIT (G) /* furniture flags */ #define STAND_AT (A) #define STAND_ON (B) #define STAND_IN (C) #define SIT_AT (D) #define SIT_ON (E) #define SIT_IN (F) #define REST_AT (G) #define REST_ON (H) #define REST_IN (I) #define SLEEP_AT (J) #define SLEEP_ON (K) #define SLEEP_IN (L) #define PUT_AT (M) #define PUT_ON (N) #define PUT_IN (O) #define PUT_INSIDE (P) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVES 20 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_SPELL_AFFECT 25 #define APPLY_CHA 26 #define APPLY_ALIGN 27 // Iblis 1/06/03 - Allows specific skill %'s (or 0 for all skills/spells/etc) // to be affected #define APPLY_SKILL 28 // Akamai 5/1/99 - This flag in songs affects slot will be used to // apply generic aff_* through the use of composed songs #define APPLY_SONG_AFFECTS 4000 /* * 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 #define CONT_NOBASH 32 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_TEMPLATE 1 #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_SLIMBO 3 #define ROOM_VNUM_ELIMBO 4 #define ROOM_VNUM_DV_LIMBO 5 #define ROOM_VNUM_REINC_ROOM 6 #define ROOM_VNUM_SWITCHED_LIMBO 8 #define ROOM_VNUM_PIT 4178 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 4134 #define ROOM_VNUM_ZANNAH 4135 #define ROOM_VNUM_ALTAR 4200 #define ROOM_VNUM_SCHOOL 4134 #define ROOM_VNUM_BALANCE 4500 #define ROOM_VNUM_CIRCLE 4400 #define ROOM_VNUM_DEMISE 4200 #define ROOM_VNUM_HONOR 4300 #define ROOM_VNUM_HALL_LEGENDS 23000 #define ROOM_VNUM_SPECTATOR 23025 #define ROOM_VNUM_ASSASSIN 20475 #define ROOM_VNUM_SD_START 17634 #define ROOM_VNUM_SD_END 17635 #define ROOM_VNUM_PLAYER_START 25000 #define ROOM_VNUM_PLAYER_END 27000 #define ROOM_VNUM_HAVEN_START 12714 #define ROOM_VNUM_HAVEN_END 12913 #define ROOM_VNUM_JAIL_START 4255 #define ROOM_VNUM_JAIL_END 4266 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_NOMOUNT (B) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_BLOODBATH (E) #define ROOM_STABLE (F) #define ROOM_SILENT (G) #define ROOM_ELEVATOR (H) #define ROOM_TRANSPORT (I) #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_NOFLYMOUNT (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) #define ROOM_ARENA (U) #define ROOM_SPECTATOR (V) #define ROOM_ARENA_REGISTRATION (W) #define ROOM_NO_PUSH (X) #define ROOM_BANK (Y) #define ROOM_BUILD (Z) #define BFS_MARK (aa) #define ROOM_NO_CHARMIE (bb) #define ROOM_NO_FLY (cc) #define ROOM_PIER (dd) #define ROOM_NOSWIMMOUNT (ee) #define ROOM_SHRINE (ff) // Adeon 6/30/03 -- Ran out of room flags, had to create new set #define ROOM_SINKING (A) #define ROOM_NOVEHICLE (B) // Adeon 7/14/03 //Below flag makes the room dark even if you have a light #define ROOM_ALWAYS_DARK (C) #define ROOM_NOMAGIC (D) //prevent transports from entering #define ROOM_PKONLY (E) #define ROOM_WARPED (F) //Iblis - 9/29/04 - non-actwarped take double damage #define ROOM_SOLO (G) //Iblis - 10/05/04 - 1 player, many mobs only #define ROOM_MIRROR (H) //Iblis - 10/25/04 - Directions are reversed #define ROOM_ICE (I) //Iblis - 10/25/04 - You slide (if not flying) #define ROOM_SNOW (J) //Iblis - 10/25/04 - Leave footprints (if not flying) /* * 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_NOBASH (M) #define EX_BASHED (N) #define COST_BUILD_CREATE 0 #define COST_BUILD_REMODEL 1 #define COST_BUILD_NAME 2 #define COST_BUILD_DARK_FLAG 3 #define COST_BUILD_NOMOB_FLAG 4 #define COST_BUILD_NORECALL_FLAG 5 #define COST_BUILD_NOMOUNT_FLAG 6 #define COST_BUILD_PRIVATE_FLAG 7 #define COST_BUILD_INDOORS_FLAG 8 #define COST_BUILD_KEYWORD 9 #define COST_BUILD_DOOR 10 #define COST_BUILD_KEY 11 #define COST_BUILD_CLAN_FLAG 12 #define COST_BUILD_STORE_FLAG 13 #define COST_BUILD_NOTELE_FLAG 14 #define COST_BUILD_PICKPROOF 15 #define COST_BUILD_NOBASH 16 #define KEY_SAVE (A) /* * 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_GRASSLAND 12 #define SECT_TUNDRA 13 #define SECT_SWAMP 14 #define SECT_WASTELAND 15 #define SECT_WATER_OCEAN 16 #define SECT_SHORE 17 #define SECT_UNDERGROUND 18 #define SECT_MAX 19 #define TSECT_INSIDE (A) #define TSECT_CITY (B) #define TSECT_FIELD (C) #define TSECT_FOREST (D) #define TSECT_HILLS (E) #define TSECT_MOUNTAIN (F) #define TSECT_WATER_SWIM (G) #define TSECT_WATER_NOSWIM (H) #define TSECT_UNUSED (I) #define TSECT_AIR (J) #define TSECT_DESERT (K) #define TSECT_UNDERWATER (L) #define TSECT_GRASSLAND (M) #define TSECT_TUNDRA (N) #define TSECT_SWAMP (O) #define TSECT_WASTELAND (P) #define TSECT_WATER_OCEAN (Q) #define TSECT_SHORE (R) #define TSECT_UNDERGROUND (S) /* * 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_R 16 #define WEAR_WIELD_L 17 #define WEAR_HOLD 18 #define WEAR_FLOAT 19 #define WEAR_TATTOO 20 //Iblis 10/26/04 - New Wear Slot #define WEAR_FACE 21 //Iblis 10/26/04 - New Wear Slot #define WEAR_EARS 22 //Iblis 10/26/04 - New Wear Slot #define WEAR_CREST 23 //Iblis 10/26/04 - New Wear Slot #define MAX_WEAR 24 /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 #define COND_HUNGER 3 #define COND_PILLS 4 /* * 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_CHOPPING 6 //#define POS_MILLING 7 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 #define POS_TETHERED 9 #define POS_MOUNTED 10 #define POS_FEIGNING_DEATH 11 #define POS_COMA 12 #define POS_CHOPPING 13 #define POS_MILLING 14 #define POS_CARVING 15 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ #define PLR_AUTORETURN (B) #define PLR_AUTOASSIST (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_AUTOGOLD (G) #define PLR_AUTOSPLIT (H) #define PLR_HOLYLIGHT (N) #define PLR_UNDEAD (O) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) /* 2 bits reserved, S-T */ /* penalty flags */ #define PLR_PERMIT (U) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_WANTED (Z) #define PLR_JAILED (aa) //IBLIS 5/21/03 - Added by request #define PLR_AUTOBUTCHER (bb) #define PLR_CARDKILL (cc) //Iblis 10/02/04 - Added SWITCHOK instead of NOSWITCH due to the fact that be default you are not consenting // to switching #define PLR_SWITCHOK (dd) #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_NOOOC (I) #define COMM_SHOUTSOFF (J) #define COMM_TRUE_TRUST (K) #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_NOINFO (S) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) /* later additions */ #define COMM_ANONYMOUS (X) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) #define COMM_NOADMIN (aa) #define COMM_HEARCLAN (bb) #define COMM_NOTITLE (cc) #define COMM_NOSUPERDUEL (dd) #define COMM_NOPK (ee) /* comm2 flags */ #define COMM_NORANT (A) #define COMM_RANTONLY (B) #define COMM_NOPOLL (C) #define COMM_NOGEMOTE (D) #define COMM_IMM_NOGEMOTE (E) //For BAD GEmoters #define COMM_NODELETE (F) #define COMM_SHOWDAMAGE (H) /* comm2 penalities */ #define COMM_SHUTUP (G) /* 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_CLAN (U) #define WIZ_TSTAMP (V) #define WIZ_NOTES (W) #define WIZ_POLL (X) #define WIZ_QUEST (Y) #define WIZ_STOCKBUY (Z) /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA *next; AREA_DATA *area; /* OLC */ SPEC_FUN *spec_fun; SHOP_DATA *pShop; int vnum; short group; long recruit_flags; int recruit_value[3]; TRIGGER_DATA *triggers; VARIABLE_DATA *variables; char *script_fn; short count; short killed; short default_mood; char *player_name; char *short_descr; char *long_descr; char *description; char *vocfile; char *last_killer; char *last_killer2; long act; long act2; long affected_by; short alignment; /* For mounts */ short defbonus; short attackbonus; short max_weight; /* End mounts */ short level; short hitroll; short hit[3]; short mana[3]; short damage[3]; short ac[4]; short dam_type; long off_flags; long imm_flags; long res_flags; long vuln_flags; short start_pos; short default_pos; short sex; short race; long wealth; long form; long parts; short size; short move; char *material; int blocks_exit; int number_of_attacks; short perm_stat[MAX_STATS]; int card_vnum; }; struct talk_list { char *word; struct talk_list *next; }; struct response_list { char wassaid[MAX_INPUT_LENGTH]; char text[MAX_STRING_LENGTH]; short new_mood; struct response_list *next; }; struct comp_data { COMP_DATA *next; char *name; char *title; int type; int subtype; int skill; int comp_levels; }; struct memory_data { MEMORY_DATA *next; MEMORY_DATA *next_memory; CHAR_DATA *player; CHAR_DATA *mob; }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA *next; CHAR_DATA *next_in_room; CHAR_DATA *next_in_board; CHAR_DATA *master; CHAR_DATA *stalking; CHAR_DATA *leader; CHAR_DATA *fighting; CHAR_DATA *aggres; CHAR_DATA *reply; CHAR_DATA *pet; CHAR_DATA *mount; COMP_DATA *compositions; CHAR_DATA *last_fought; MEM_DATA *memory; SPEC_FUN *spec_fun; MOB_INDEX_DATA *pIndexData; DESCRIPTOR_DATA *desc; AFFECT_DATA *affected; NOTE_DATA *pnote; OBJ_DATA *carrying; OBJ_DATA *on; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *was_in_room; AREA_DATA *zone; PC_DATA *pcdata; GEN_DATA *gen_data; MEMORY_DATA *hunt_memory; OBJ_DATA *trap_list; bool valid; bool color; char *name; char *mask; char *afkmsg; int walkto; int huntto; short clan_apply; long id; short version; char *tracking; char *short_descr; char *long_descr; char *description; char *prompt; char *prefix; int spec_tracer; TRIGGER_DATA *triggers; /* for scripts */ VARIABLE_DATA *variables; /* for scripts */ short group; short clan; short sex; short class; short class2; short class3; short race; short level; short trust; short lh_ticks; short ex_ticks; short il_ticks; //Uses for illusion (for Kalians), and Putrify (for Liches) int played; int lines; /* for the pager */ time_t logon; time_t last_swim_update; int want_jail_time; int loot_time; short times_wanted; short drown_damage; short timer; short wait; short daze; short hit; short max_hit; short mana; short max_mana; short move; short max_move; long gold; long silver; unsigned long exp; long act; long act2; //Adeon 7/1/03 long comm; /* RT added to pad the vector */ long comm2; // Iblis 1/08/04 long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; short invis_level; short incog_level; long affected_by; short position; //short practice; short train; short carry_weight; short carry_number; short saving_throw; short alignment; short hitroll; short damroll; short armor[4]; short wimpy; char *duel; short perm_stat[MAX_STATS]; short mod_stat[MAX_STATS]; long form; long parts; short size; char *material; long off_flags; short damage[3]; short dam_type; short start_pos; short default_pos; CHAR_DATA *riders; CHAR_DATA *mounter; short mood; char *exit_msg; bool bashed; // CHAR_DATA *switched; OBJ_DATA *sword; /*saves reaver sword data for recall */ int sink_timer; int blocks_exit; // Adeon 7/17/03 -- the exit that a mob blocks if any bool dueler; short ticks_remaining; CHAR_DATA *contaminator; //Used for Lich Contaminator skill short stunned; int number_of_attacks; long recruit_flags; int recruit_value[3]; }; // Alignment Constants -- These are to help eliminate the several places // where alignment constants are assigned in code. // Akamai 6/4/98 -- Bug: #9 Alignment management #define ALIGN_GROUP_SPHERE 600 // the max allowed difference in a group #define ALIGN_MAX 1000 #define ALIGN_MIN -1000 #define ALIGN_ANGELIC_MAX 1000 #define ALIGN_ANGELIC_MIN 901 #define ALIGN_SAINTLY_MAX 900 #define ALIGN_SAINTLY_MIN 701 #define ALIGN_GOOD_MAX 700 #define ALIGN_GOOD_MIN 351 #define ALIGN_KIND_MAX 350 #define ALIGN_KIND_MIN 101 #define ALIGN_NEUTRAL_MAX 100 #define ALIGN_NEUTRAL_MIN -100 #define ALIGN_MEAN_MAX -101 #define ALIGN_MEAN_MIN -350 #define ALIGN_EVIL_MAX -351 #define ALIGN_EVIL_MIN -700 #define ALIGN_DEMONIC_MAX -799 #define ALIGN_DEMONIC_MIN -900 #define ALIGN_SATANIC_MAX -901 #define ALIGN_SATANIC_MIN -1000 // PC Race Constants -- These are defined relative to the pc_race_table // in file const.c - If the race table is changed these will need to be // updated. The goal of this change is to eliminate many of the race based // magic constants that are scattered through the code. These constants // will also help fix Bug: #10 // Akamai 6/4/98 -- Bug: #10 - Race grouping restrictions #define PC_RACE_HUMAN 1 #define PC_RACE_ELF 2 #define PC_RACE_DWARF 3 #define PC_RACE_CANTHI 4 #define PC_RACE_VROATH 5 #define PC_RACE_SYVIN 6 #define PC_RACE_SIDHE 7 #define PC_RACE_AVATAR 8 #define PC_RACE_THYRENT 9 #define PC_RACE_LITAN 9 #define PC_RACE_KALIAN 10 #define PC_RACE_LICH 11 #define PC_RACE_NERIX 12 #define PC_RACE_SWARM 13 #define PC_RACE_NIDAE 14 // PC Class Constants -- I'm tired of having to remember the number // for each class - Iblis 02/11/04 // NOTE NOTE NOTE : When I added this, I grepped for IS_CLASS and changed // all the numbers I found to PC_CLASS_X. I DO NOT guarantee that if you // grep for PC_CLASS_X you will find all instances in the code in which a // specific class is referenced, so be careful if you change one of these // numbers! #define PC_CLASS_MAGE 0 #define PC_CLASS_CLERIC 1 #define PC_CLASS_THIEF 2 #define PC_CLASS_WARRIOR 3 #define PC_CLASS_RANGER 4 #define PC_CLASS_BARD 5 #define PC_CLASS_PALADIN 6 #define PC_CLASS_ASSASSIN 7 #define PC_CLASS_REAVER 8 #define PC_CLASS_MONK 9 #define PC_CLASS_NECROMANCER 10 #define PC_CLASS_SWARM 11 #define PC_CLASS_GOLEM 12 #define PC_CLASS_CHAOS_JESTER 13 #define PC_CLASS_ADVENTURER 14 #define PERS_NORMAL 0 #define PERS_AGGRESSIVE 1 #define PERS_PASSIVE 2 // PC Group Constant -- When players form a group, there is a maximum number // of players allowed in the group. #define MAX_PC_GROUP 32 // Weapon/Magic Level restrictions -- When a player uses a weapon or // attempts to use a magic item they must be within a number of levels // of the weapon or magic items skill level // Akamai 6/4/98 -- Bug: #5 Parchment/Scroll and Quaff level restrictions // Akamai 6/9/98 -- Bug: #12 Throw level restrictions #define MAGIC_LEVEL_DIFF 100 #define EQUIP_LEVEL_DIFF 10 #define PLAYER_LEVEL_DIFF 100 // Fight lag -- There is a little lag on certain activities after a PC // fights. This should be a constant, but in most cases now it is a magic // number in the code. #define FIGHT_LAG 120 // Grace Wanted -- After a player has received this number of wanted flags // the code no longer removes the flag when he dies. Shinowlan #define GRACE_WANTED 15 //Iblis 6-28-03 Record to store a list of aggressors struct aggressor_list { AGGRESSOR_LIST *next; bool valid; CHAR_DATA *ch; short ticks_left; bool silent; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA *next; BUFFER *buffer; //Iblis 6/28/03 - Added for Agressor List. Not Saved^M AGGRESSOR_LIST *agg_list; bool valid; bool autoassist_level; char *pwd; char *bamfin; char *bamfout; char *whoinfo; char *pretitle; char *battlecry; char *vocab_file; char *plan; char *title; char *restoremsg; time_t lastlogoff; //last_kai is used to keep track of the last time kai was invoked. //We use this information in do_kai to determine the amount of lag // that should be applied to the player invoking kai. time_t last_kai; char *email_addr; bool deputy; bool anonymous; CHAR_DATA *boarded; char *speedwalk; int speedlen; long bank_gold; long bank_silver; short primary_hand; time_t last_fight; // time_t last_loot; time_t last_note; time_t last_idea; time_t last_penalty; time_t last_news; time_t last_changes; time_t last_poetry; time_t last_oocnote; time_t last_projects; short perm_hit; short perm_mana; short perm_move; short true_sex; bool security; //Shinowlan -- 12/13/2001 -- added buildall to allow differentiation // between people who should be able to create areas (security =1) // and people who can ALSO edit any area/room/mob. A buildall value // of 1 supercedes security setting. bool buildall; int last_level; short condition[5]; short learned[MAX_SKILL]; short mod_learned[MAX_SKILL]; bool group_known[MAX_GROUP]; short points; bool confirm_delete; char *ignore[MAX_IGNORE]; char *alias[MAX_ALIAS]; char *alias_sub[MAX_ALIAS]; char *history[MAX_HISTORY]; int been_killed[5]; int has_killed[5]; int events_won[6]; byte color_combat_s; byte color_combat_o; byte color_combat_condition_s; byte color_combat_condition_o; byte color_invis; byte color_hp; byte color_hidden; byte color_charmed; byte color_mana; byte color_move; byte color_say; byte color_tell; byte color_guild_talk; byte color_group_tell; byte color_music; byte color_gossip; byte color_auction; byte color_immtalk; byte color_admtalk; bool lost_prayers; bool loner; bool hero; int last_saved_room; char explored[MAX_EXPLORE]; unsigned long gamestat[MAX_GAMESTAT]; long souls; unsigned long totalsouls; short reaver_chant; int chant_wait; //IBLIS 5/18/03 - Needed to cap hp/mana/move gain at 300hp short hp_gained; short mana_gained; short move_gained; long group_exp; bool new_style; //IBLIS 5/31/03 - Added for monk skill feign (note : Not Saved) bool feigned; //IBLIS 5/31/03 - Added for monk skill prevent escape bool prevent_escape; //IBLIS 6/07/03 - Added for Holy Ceremony Prayer. Neither are saved short last_death_counter; long xp_last_death; //IBLIS 6/20/03 - Added for Battle Royale. Not Saved int br_points; //Iblis 8/03/03 - Added for Battyle Royale. Not Saved int br_death_points; //Iblis 6/28/03 - Added for Agressor List. Not Saved //AGGRESSOR_LIST *agg_list; //Iblis 6/29/03 - Added for Falconry alert; bool falcon_alert; //Iblis 6/29/03 - Added for Falconry deliver NOTE: none of the 3 are saved; short falcon_wait; OBJ_DATA *falcon_object; CHAR_DATA *falcon_recipient; short fishing; short fishing_weight; short fishing_ll; //Iblis 8/5/03 - Added for the everlasting Iverath vs Serenity battle. It saves bool noblinking; //Iblis 10/16/03 - Added for impending rp, newbie helper, and qp system long rppoints; long nhpoints; long qpoints; short avatar_type; short old_race; char *ldhost; time_t last_pkdeath; long nochan_ticks; long shutup_ticks; bool nogate; short knock_time; //Iblis 1/04/04 - int used for ranger aggression skill NOT SAVED int aggression; //Iblis 1/06/04 - next three used for necro's corpse walk chant OBJ_DATA *corpse; ROOM_INDEX_DATA *corpse_to_room; short corpse_timer; //Iblis 1/07/03 - next three used for necromancer's familiar short familiar_type; short familiar_level; int familiar_max_hit; int familiar_max_mana; int familiar_max_move; int familiar_gained_hp; int familiar_gained_mana; int familiar_gained_move; unsigned long familiar_exp; char* familiar_name; CHAR_DATA* familiar; CHAR_DATA* soul_link; short old_class; bool flaming; unsigned long totalxp; unsigned long tg_won; unsigned long tg_lost; short questing; int qtype; //Paarsh 6/12/04 added for various types of autoquests OBJ_DATA *quest_obj; CHAR_DATA *quest_mob; int quest_ticks; long total_quest_finds; long total_qf_attempted; long total_quest_hunts; long total_qh_attempted; int other_deaths; //I did this separate from been killed because there isn't //really a has_killed for this, and I wanted been/has killed to still sync int nplayed; int nage; //Iblis 2/08/05 - Used for Poll channel, NOT saved short voted; bool has_reincarnated; int oow_ticks; //Iblis 2/18/04 - Out of Water Ticks (used for Nidae) short backup_hit; short backup_mana; short backup_move; int pushed_mobs_counter; char* referrer; long total_trees_chopped; long total_trees_milled; OBJ_DATA *trade_skill_obj; //Iblis 4/12/04 - Obj the trade skill is working on (NOT SAVED) long total_objs_sold; long total_money_made; //Iblis 6/16/04 - Card Game Stuff. I could have made a single pointer to a structure here, //in order to deal with all of the cardgame stuff, but I feel it's much safer this way //NOTE none of these are saved CHAR_DATA *cg_next; //Iblis 6/15/04 - The person who plays next (in the card game) short cg_ticks; //Iblis 6/15/04 - The amount of ticks left to start the card game //I also use the above value throughout the code when i need to store various integers //for things. That's probably not good, but it saves on variable space short cg_spell_target; int cg_state; //Iblis - 6/19/04 - The state of the card game they are in..sort //of like d->editor, except that this will not be reset when a //character goes linkdead short cg_player_number; //This is used so that even if people quit in the middle of the //card game, the listening of player_opponents will be the same //regardless, so that spells and such will still point to the //proper player time_t cg_timer; //Used to check for a round time being up //Below are all pointers to cards OBJ_DATA* cg_main_mob; OBJ_DATA* cg_secondary_mob; OBJ_DATA* cg_terrain; OBJ_DATA* cg_lcp; //last card played //Iblis - 6/24/04 - I thought a lot about hacking this using fishing variables etc, or just combining //several of the options into a single value, but then I figured wtf, I'm only adding 6 shorts per PC //(which isn't very much), so even though PCDATA is crowded, this makes things much simpler //I kept thinking about making these more general variables (maybe making a value[X] for all int/short //values for the cardgame, but I decided against that. If you don't like that, blow me. short cg_mm_value[3]; //Cardgame,main mob,values 0-2 short cg_sm_value[3]; //Cardgame,main mob, value 0-2 short cg_mobs_played; //So I'm adding ANOTHER variable for this. So @%!ing sue me short cg_max_mobs; //Iblis 9/26/04 - allows a variable number of mobs to be played //End of Card Game Stuff //Iblis 8/31/04 - Added for quest bits char qbits[MAX_QUEST_BITS/8]; long total_cg_won; long total_cg_lost; short sd_team; //Iblis 9/26/04 - added for superduel team fights - NOT SAVED int pain_points; //Iblis 10/03/04 - used for CJ pain points..NOT SAVED bool all_xp_familiar; //Iblis 10/03/04 - toggle to have imaginary friend take 50% or 100% of xp short personality; // bool qbits[MAX_QUEST_BITS]; }; /* 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; short 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 */ }; /* BEGIN ARENA */ struct duel_data { CHAR_DATA *in_duel_1; OBJ_DATA *old_carry_1; short old_hit_1; short old_mana_1; short old_move_1; CHAR_DATA *in_duel_2; OBJ_DATA *old_carry_2; short old_hit_2; short old_mana_2; short old_move_2; }; /* END ARENA */ // // Prototype for an object. // // Akamai 4/30/99 - modified to support class/race specific objects // struct obj_index_data { OBJ_INDEX_DATA *next; AREA_DATA *area; EXTRA_DESCR_DATA *extra_descr; AFFECT_DATA *affected; char *name; char *short_descr; char *description; int vnum; short reset_num; char *material; short item_type; long extra_flags[MAX_EXTRA_FLAGS]; long wear_flags; long race_flags; // implements race exclusive objects long class_flags; // implements class exclusive objects long clan_flags; // implements clan type exclusive objects short level; short condition; short count; short weight; short rarity; int timer; int cost; int value[13]; char *string1; char *string2; char *string3; char *string4; char *plr_owner; //for player ownership of objects int obj_trig_vnum[MAX_OBJ_TRIGS]; }; struct elevator_dest_list { ELEVATOR_DEST_LIST *next; int vnum; char *arrival_msg_i; char *arrival_msg_o; char *departure_msg_i; char *departure_msg_o; }; // // One object. // // Akamai 4/30/99 - modified to support class/race specific objects // struct obj_data { OBJ_DATA *next; OBJ_DATA *next_content; OBJ_DATA *contains; OBJ_DATA *in_obj; OBJ_DATA *on; CHAR_DATA *carried_by; CHAR_DATA *set_by; EXTRA_DESCR_DATA *extra_descr; AFFECT_DATA *affected; OBJ_INDEX_DATA *pIndexData; OBJ_DATA *next_trap; ROOM_INDEX_DATA *in_room; bool valid; bool enchanted; char *owner; char *name; char *short_descr; char *description; short item_type; long extra_flags[MAX_EXTRA_FLAGS]; long wear_flags; long race_flags; // implements race exclusive objects long class_flags; // implements class exclusive objects long clan_flags; // implements clan_type exclusive objects long wear_loc; long prev_wear_loc; short weight; int cost; short level; short condition; char *material; short timer; int value[13]; int etime; ELEVATOR_DEST_LIST *dest_list; //Iblis - 6/7/04 - The following 4 variables are atrocious. They should be store on in pcdata, NOT //on every single goddamn object. But I know if I fix this, i won't get around to doing cards like //Iverath wants for a while, so wtf I'm using them. So if someone finally fixes this injustice, //you will have to add some values to value[7] to deal with cards, since I currently use the follow //4 variables. I am the shittiest programmer in the world for leaving this. //I take that back. I'm the second shitties. I'm not the one who made it like this. int bs_capacity[MAX_BLADE_SPELLS]; int bs_charges[MAX_BLADE_SPELLS]; int bb_capacity[MAX_BURST]; int bb_charges[MAX_BURST]; char *plr_owner; //player that owns that piece of eq is only one who can use it OBJ_TRIG *objtrig[MAX_OBJ_TRIGS]; }; // One Trap // Paarshad 6/20/04 // struct trap_data { /* victim damage message: ie A huge log comes flying through the trees and impales you predator style. disarm: yes/no re-arm: yes/no //In game traps only re_arm time: TICKS //In game traps only unavoidable: yes/no //In game traps only timer: TICKS //In game traps only, also used with detect traps decay timer: Ticks until it rots // Make stuff cleaner, if a player quits his traps decay also disarm difficulty: 1-10 trap dex: 3-25 (compares to morts walking into the trap) damage type: acid? pierce? etc damage dice: damage modifier: area: yes/no affects: poison, blind , entangle, etc summon: MOB VNUM (for in-game traps) spell: SPELL NAME (for in-game traps) */ TRAP_DATA *next; bool valid; char *owner; char *dammessage; bool disarm; bool rearm; bool rearm_ticks; bool avoidable; bool activate_ticks; bool decay_ticks; bool area_aff; int diff; int trapdex; int damtype; int damdice; int dammod; // int summon_mob_vnum; int sn; }; /* Exit data. */ struct exit_data { union { ROOM_INDEX_DATA *to_room; int vnum; } u1; EXIT_DATA *next; /* OLC */ int rs_flags; /* OLC */ int orig_door; /* OLC */ short exit_info; short key; char *keyword; char *description; }; /* * 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; int arg1; int arg2; int arg3; int arg4; }; /* * Area definition. */ struct area_data { AREA_DATA *next; RESET_DATA *reset_first; RESET_DATA *reset_last; OBJ_TRIG_DATA *ot_first; OBJ_TRIG_DATA *ot_last; char *file_name; char *name; char *credits; short points; int clan; char *help; short age; short nplayer; short low_range; short high_range; int min_vnum; int max_vnum; bool empty; char *filename; char *creator; char *helper; bool noclan; bool construct; int llev; int ulev; int lvnum; int uvnum; int vnum; int area_flags; int recall; int version; }; struct auction_data { /**/ OBJ_DATA * item; // a pointer to the item CHAR_DATA *seller; // a pointer to the seller - which may NOT quit CHAR_DATA *buyer; // a pointer to the buyer - which may NOT quit int bid; // last bet - or 0 if noone has bet anything int minbid; short going; // 1, 2, sold short pulse; // how many pulses until another call-out }; extern SCENT_DATA *scents; extern MEMORY_DATA *memories; extern AUCTION_DATA *auction; void reboot_rom args ((void)); void shutdown_rom args ((void)); /* * Room type. */ struct scent_data { SCENT_DATA *next; SCENT_DATA *next_in_room; CHAR_DATA *player; ROOM_INDEX_DATA *in_room; short scent_level; }; struct room_index_data { ROOM_INDEX_DATA *next; RESET_DATA *reset_first; RESET_DATA *reset_last; SCENT_DATA *scents; CHAR_DATA *people; OBJ_DATA *contents; EXTRA_DESCR_DATA *extra_descr; AREA_DATA *area; EXIT_DATA *exit[6]; EPL_PROG *eplprog; char *epl_filename; char *name; char *description; char *owner; char *enter_msg; char *exit_msg; int vnum; short max_in_room; char *max_message; long room_flags; // Adeon 6/30/03 -- Had to expand room flags. long room_flags2; short light; short sector_type; short heal_rate; short mana_rate; short clan; short max_level; long race_flags; long class_flags; int ctransport_vnum; short tp_level; long tp_exp; char *tp_msg; // Adeon 6/30/03 -- Support for sinking rooms char *sink_msg; char *sink_msg_others; char *sink_warning; int sink_timer; int sink_dest; //destination post sinkage ;) }; struct trap_info_type { int type; long flags; char *smess; char *vmess; int num_dice; int size_dice; int mod_dice; char * damtype; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_AUTOASSIST -2 #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_AREA_OFF 7 //Iblis 1/5/04 - Needed for Necromancers #define TAR_OBJ_PENTAGRAM 8 #define TAR_CHAR_HEXAGRAM 9 #define TAR_ROOM_SEPTAGRAM 10 #define TAR_CHAR_WORLD 11 #define TAR_STRING 12 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 /* * Skills include spells as a particular case. */ struct cmdskill_type { int type; short skill_level[MAX_CLASS]; }; struct skill_type { int type; char *name; /* Name of skill */ short skill_level[MAX_CLASS]; /* Level needed by class */ short rating[MAX_CLASS]; /* How hard it is to learn */ SPELL_FUN *spell_fun; /* Spell pointer (for spells) */ short target; /* Legal targets */ short minimum_position; /* Position for caster / user */ short *pgsn; /* Pointer to associated gsn */ short slot; /* Slot for #OBJECT loading */ short min_mana; /* Minimum mana used */ short beats; /* Waiting time after use */ char *noun_damage; /* Damage message */ char *msg_off; /* Wear off message */ char *msg_obj; /* Wear off message for obects */ }; struct group_type { char *name; short rating[MAX_CLASS]; char *spells[MAX_IN_GROUP]; }; extern char *material_list[]; extern AREA_DATA *area_last; extern int top_vnum_mob; extern int top_vnum_obj; extern int top_shop; /* * These are skill_lookup return values for common skills and spells. */ extern short gsn_throwing, gsn_elusiveness, gsn_retreat, gsn_swim, gsn_mask; extern short gsn_summon_mount, gsn_leadership, gsn_assassinate; extern short gsn_fisticuffery, gsn_doorbash, gsn_foraging, gsn_camping; extern short gsn_heavenly_cloak, gsn_blindfighting, gsn_layhands; extern short gsn_wall_thorns, gsn_track, gsn_stalk, gsn_sweep; extern short gsn_circle, gsn_charge, gsn_compose, gsn_butcher, gsn_entangle; extern short gsn_endurance, gsn_backstab, gsn_sap, gsn_fishing, gsn_riding; extern short gsn_tame, gsn_kai, gsn_uppercut, gsn_dual_wield, gsn_stun; extern short gsn_dodge, gsn_envenom, gsn_hide, gsn_peek, gsn_pick_lock; extern short gsn_sneak, gsn_steal, gsn_brew, gsn_scribe, gsn_palm; extern short gsn_enhanced_damage, gsn_critical_strike, gsn_kick, gsn_parry, gsn_rescue; extern short gsn_second_attack, gsn_third_attack, gsn_sanctuary; extern short gsn_blindness, gsn_conceal, gsn_charm_person, gsn_hone; extern short gsn_curse, gsn_invis, gsn_instruments, gsn_mass_invis; extern short gsn_mirror, gsn_plague, gsn_poison, gsn_sleep, gsn_fly; extern short gsn_axe, gsn_dagger, gsn_flail, gsn_mace, gsn_polearm; extern short gsn_shield_block, gsn_staff, gsn_sword, gsn_eviscerate; extern short gsn_bash, gsn_berserk, gsn_dirt, gsn_hand_to_hand; extern short gsn_trip, gsn_redirect, gsn_trample, gsn_disarm, gsn_fireshield; extern short gsn_fast_healing, gsn_haggle, gsn_influence, gsn_lore; extern short gsn_meditation, gsn_scrolls, gsn_staves, gsn_wands, gsn_bark_skin; extern short gsn_exorcism, gsn_camouflage, gsn_the_piper, gsn_tripwire, gsn_invocation; extern short gsn_unholy_burst, gsn_hellscape, gsn_repulse, gsn_tempt; extern short gsn_split_vision, gsn_sense_life, gsn_dirty_tactics, gsn_block, gsn_counter; extern short gsn_knock, gsn_feign, gsn_prevent_escape, gsn_dive, gsn_toss, gsn_the_arts, gsn_strike; extern short gsn_whirlwind, gsn_fists_of_fury, gsn_bandage, gsn_awareness, gsn_hear_the_wind, gsn_invention; extern short gsn_archery, gsn_falconry, gsn_summon_beast, gsn_pounce, gsn_disorientation; extern short gsn_woodworking, gsn_fletchery, gsn_aquatitus, gsn_jalknation, gsn_jurgnation; extern short gsn_fear, gsn_illusion, gsn_suck, gsn_likobe, gsn_aggression, gsn_clasp; extern short gsn_leeching, gsn_death_ward, gsn_draw, gsn_embalm, gsn_sense_death; extern short gsn_feign_death, gsn_corrupt, gsn_hellbreath, gsn_feast, gsn_feed_death; extern short gsn_corpse_carving, gsn_unsummon, gsn_astral_body, gsn_soul_link, gsn_death_shroud; extern short gsn_defile, gsn_despoil, gsn_contaminate, gsn_flare,gsn_vomit, gsn_atrophy; extern short gsn_pox,gsn_immunity,gsn_skeletal_mutation,gsn_intoxicate,gsn_brain_blisters,gsn_aura_rot; extern short gsn_greymantle,gsn_festering_boils,gsn_lightningbreath,gsn_swoop, gsn_spider_vine; extern short gsn_detect_traps,gsn_avoid_traps,gsn_disarm_traps,gsn_create_traps,gsn_trapdamage; extern short gsn_bubble, gsn_aquatic_sense, gsn_spear, gsn_locate, gsn_call_storm, gsn_transform; extern short gsn_dehydration, gsn_find_land, gsn_forestry, gsn_lumberjacking, gsn_milling; extern short gsn_flicker,gsn_warp_touch,gsn_mad_rush,gsn_coma,gsn_vanish,gsn_persuade; extern short gsn_mad_dance, gsn_fire_dance, gsn_locust_wings, gsn_torture, gsn_gravity; extern short gsn_escape, gsn_meteor_swarm, gsn_scramble, gsn_death_spasms, gsn_larva; extern short gsn_flick, gsn_shuffle, gsn_dice, gsn_lucky_throw, gsn_evil_twin; //extern short gsn_smother, gsn_attack; //extern unsigned long TopGameStat[MAX_GAMESTAT]; // keeps track of the highest stats. extern char *TGS_Names[MAX_GAMESTAT][MAX_PEOPLE_STAT]; extern unsigned long TGS_Stats[MAX_GAMESTAT][MAX_PEOPLE_STAT]; /* * 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 STR(dat, field) (( (dat)->field != NULL \ ? (dat)->field \ : (dat)->pIndexData->field )) #define NAME( ch ) (( !IS_NPC(ch) ? (ch)->name \ : STR(ch, short_descr) )) #define HAS_SCRIPT(ch) ( IS_NPC(ch) && ch->triggers != NULL ) extern VARIABLE_DATA *variable_free; extern TRIGGER_DATA *trigger_free; extern SCRIPT_DATA *script_free; /* * 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 GET_AGE(ch) ((int) (17 + ((ch)->played \ + current_time - (ch)->logon )/72000)) #define IS_GOOD(ch) (ch->alignment >= ALIGN_GOOD_MIN) #define IS_EVIL(ch) (ch->alignment <= ALIGN_EVIL_MAX) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) // Akamai 6/4/98 -- Bug: #9 Alignment grouping fix // These macros just simplify alignment code in places #define ALIGN_IS_ANGELIC(ch) (ch->alignment >= ALIGN_ANGELIC_MIN) #define ALIGN_IS_SAINTLY(ch) ((ch->alignment <= ALIGN_SAINTLY_MAX) && \ (ch->alignment >= ALIGN_SAINTLY_MIN)) #define ALIGN_IS_GOOD(ch) ((ch->alignment <= ALIGN_GOOD_MAX) && \ (ch->alignment >= ALIGN_GOOD_MIN)) #define ALIGN_IS_KIND(ch) ((ch->alignment <= ALIGN_KIND_MAX) && \ (ch->alignment >= ALIGN_KIND_MIN)) #define ALIGN_IS_NEUTRAL(ch) ((ch->alignment <= ALIGN_NEUTRAL_MAX) && \ (ch->alignment >= ALIGN_NEUTRAL_MIN)) #define ALIGN_IS_MEAN(ch) ((ch->alignment <= ALIGN_MEAN_MAX) && \ (ch->alignment >= ALIGN_MEAN_MIN)) #define ALIGN_IS_EVIL(ch) ((ch->alignment <= ALIGN_EVIL_MAX) && \ (ch->alignment >= ALIGN_EVIL_MIN)) #define ALIGN_IS_DEMONIC(ch) ((ch->alignment <= ALIGN_DEMONIC_MAX) && \ (ch->alignment >= ALIGN_DEMONIC_MIN)) #define ALIGN_IS_SATANIC(ch) (ch->alignment <= ALIGN_SATANIC_MAX) #define ALIGN_IN_SPHERE(c,v) (abs( c->alignment - v->alignment ) \ < ALIGN_GROUP_SPHERE ) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch,type) ((ch)->armor[type] \ + ( IS_AWAKE(ch) && !IS_NPC(ch) \ ? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 )) #define GET_HITROLL(ch) \ ((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit) #define GET_DAMROLL(ch) \ ((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \ (ch)->gold * 2 / 5) /* * Command logging macros. A Nasty but cheap inline hack */ #define log_player_command(fun, ch, command) \ { \ char __lcbuf__[MAX_INPUT_LENGTH]; \ if(command) { \ if( ch && ch->name ) { \ sprintf(__lcbuf__,"%s: %s > \"%s\"",fun, ch->name, command); \ } else { \ sprintf(__lcbuf__,"%s: *unknown* > \"%s\"",fun, command); \ } \ } else { \ if( ch && ch->name ) { \ sprintf(__lcbuf__,"%s: %s > \"<null>\"",fun, ch->name); \ } else { \ sprintf(__lcbuf__,"%s: *unknown* > \"<null>\"",fun); \ } \ }\ log_string(__lcbuf__); \ } /* don't need a backslash here because the macro is done */ /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) //Iblis 4/21/04 - I'm leaving this in atm so I don't have to redo all the code that uses IS_OBJ_STAT //NOTe, IS_OBJ_STAT ******WILL NOT WORK******* for extra_flags other than those in extra_flags[0] #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags[0], (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) #define WEIGHT_MULTP(obj) ((obj)->item_type == ITEM_PACK ? (obj)->value[4] : 100) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( (IS_NPC(ch) || IS_SET(ch->act2,ACT_TRANSFORMER)) ? (ch)->short_descr \ : (ch)->name ) : "someone" ) /* * Structure for a social in the socials table. */ struct social_type { char name[20]; char *char_no_arg; char *others_no_arg; char *char_found; char *others_found; char *vict_found; char *char_not_found; char *char_auto; char *others_auto; }; //Iblis 6-28-03 Record to store a list of aggressors //struct aggressor_list // { // CHAR_DATA* ch; // short ticks_left; //AGGRESSOR_LIST *next; //}; /* * 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 wis_app_type prim_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 sh_int rev_dir[]; /* sh_int - ROM OLC */ extern const struct spec_type spec_table[]; extern const struct liq_type liq_table[]; extern const struct cmdskill_type command_table[]; extern const struct skill_type skill_table[MAX_SKILL]; extern const struct group_type group_table[MAX_GROUP]; extern struct social_type social_table[MAX_SOCIALS]; extern const struct tree_type tree_table[]; extern const struct item_type card_table[]; extern const struct wooden_obj_type wooden_obj_table[]; /* * Global variables. */ extern HELP_DATA *help_first; extern SHOP_DATA *shop_first; extern CHAR_DATA *char_list; extern FAKE_DATA *fake_list; extern DESCRIPTOR_DATA *descriptor_list; extern OBJ_DATA *object_list; extern BOUNTY_DATA *bounty_list; extern INVENTION_DATA *invention_list; extern RUNE_CARD_DATA *rune_card_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 char last_command[MAX_STRING_LENGTH]; extern int reboot_counter; extern int shutdown_counter; extern OBJ_DATA *corpse_list; #define LAST_COMMAND "../log/last_command.txt" /* For the signal handler */ #define PLAYER_DIR "../player/" /* Player files */ #define GOD_DIR "../gods/" /* list of gods */ #define BIN_DIR "../bin/" /* binaries and scripts */ #define OTM_FILE "../area/obj_trig.are" /* obj trigger save file */ #define TEMP_FILE "../player/romtmp" #define NULL_FILE "/dev/null" /* To reserve one stream */ #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 BOUNTY_FILE "bounty.txt" #define MUSIC_FILE "music.txt" #define EXODUS_PID "exodus.pid" /* the exodus process id, text */ #define ACTIVITY_LOG "activity.txt" /* For logging some activities */ #define SECURITY_FILE "security.txt" #define INVENTION_FILE "invention.txt" #define TOP_FISHER_FILE "top_fishers.txt" #define CORPSE_FILE "corpse_file.txt" #define RUNE_CARD_FILE "rune_cards.txt" #define CARDCOUNT_FILE "cardcount.txt" /* auction.c */ int parsebid (const int, const char *); /* act_comm.c */ bool check_parse_name (char *); bool is_same_group (CHAR_DATA *, CHAR_DATA *); CHAR_DATA *get_group_leader (CHAR_DATA *); bool is_race_in_group (CHAR_DATA *, int); bool in_group_sphere (CHAR_DATA *, CHAR_DATA *); int number_in_group (CHAR_DATA *); int get_group_max_align (CHAR_DATA *); int get_group_min_align (CHAR_DATA *); int disband_follower (CHAR_DATA *); void group_gr (CHAR_DATA *, CHAR_DATA *); void talk_auction (char *); void adjust_elevator_weight (OBJ_DATA *); void check_sex (CHAR_DATA *); void add_follower (CHAR_DATA *, CHAR_DATA *); void stop_follower (CHAR_DATA *); void nuke_pets (CHAR_DATA *); void die_follower (CHAR_DATA *); void defect_follower (CHAR_DATA *); void do_hard_quit (CHAR_DATA *, char *, bool avatar); /* act_enter.c */ void enter_portal (CHAR_DATA *, char *, bool); ROOM_INDEX_DATA *get_random_room (CHAR_DATA *); /* arena.c */ ROOM_INDEX_DATA *get_random_arena args ((CHAR_DATA * ch)); void duel_record (char *, char *), show_duel_record (CHAR_DATA *); void duel_cancel (CHAR_DATA *), arena_report (char *); int is_dueling (CHAR_DATA *); void duel_ends args ((CHAR_DATA * loser)); void board_boat args ((CHAR_DATA * ch, OBJ_DATA * ctransport)); void do_enter args ((CHAR_DATA * ch, char *argument)); /* act_build.c */ void build_name args ((CHAR_DATA * ch, char *argument)); void flags_menu args ((CHAR_DATA * ch, char *argument)); void build_menu args ((CHAR_DATA * ch, char *argument)); void build_keywords args ((CHAR_DATA * ch, char *argument)); void build_keywords_add args ((CHAR_DATA * ch, char *argument)); void build_doors args ((CHAR_DATA * ch, char *argument)); void build_doors_flags args ((CHAR_DATA * ch, char *argument)); void build_resets args ((CHAR_DATA * ch, char *argument)); void build_door_name args ((CHAR_DATA * ch, char *argument)); bool can_build (CHAR_DATA *, ROOM_INDEX_DATA * location); /* act_info.c */ char *level_name args ((int level)); void set_title args ((CHAR_DATA * ch, char *title)); short get_position args((CHAR_DATA *ch)); /* act_move.c */ bool is_campsite (ROOM_INDEX_DATA *); bool can_use_room (CHAR_DATA *, ROOM_INDEX_DATA *); bool has_key args ((CHAR_DATA * ch, int key)); void push_char args ((CHAR_DATA * ch, char *argument, short always)); void new_master args ((CHAR_DATA * ch, CHAR_DATA * mount)); void move_char args ((CHAR_DATA * ch, int door, bool follow)); void drag_char args ((CHAR_DATA * ch, CHAR_DATA * victim, int door, bool follow)); /* act_obj.c */ bool store_closed (ROOM_INDEX_DATA *); void close_store (ROOM_INDEX_DATA *); void open_store (ROOM_INDEX_DATA *); void obj_to_keeper (OBJ_DATA *, CHAR_DATA *); void wear_obj (CHAR_DATA *, OBJ_DATA *, bool, int); int get_cost (CHAR_DATA *, OBJ_DATA *, bool); OBJ_DATA *get_obj_keeper (CHAR_DATA *, CHAR_DATA *, char *); void bad_affect args ((CHAR_DATA * ch, OBJ_DATA * obj)); void adjust_portal_weight args ((OBJ_DATA * obj)); CHAR_DATA *find_keeper args ((CHAR_DATA * ch)); bool can_loot args ((CHAR_DATA * ch, OBJ_DATA * obj)); void get_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)); bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace)); /* act_wiz.c */ void load_shelf (OBJ_DATA *, int); void save_shelf (OBJ_DATA *, int); void wiznet args ((char *string, CHAR_DATA * ch, OBJ_DATA * obj, long flag, long flag_skip, int min_level)); /* 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 ((char *txt, CHAR_DATA * ch)); void page_to_char args ((char *txt, CHAR_DATA * ch)); void act args ((const char *format, CHAR_DATA * ch, const void *arg1, const void *arg2, int type)); void act_new args ((const char *format, CHAR_DATA * ch, const void *arg1, const void *arg2, int type, int min_pos)); int good_password args ((char *passwd, char *username)); void send_to_desc args ((DESCRIPTOR_DATA * desc, char *txt)); /* db.c */ bool rare_enough args ((OBJ_INDEX_DATA * obj)); void reset_room args ((ROOM_INDEX_DATA * pRoom)); void assign_area_vnum args ((int vnum)); void reset_area args ((AREA_DATA * pArea)); char *fcapitalize args ((const char *str)); char *print_flags args ((int flag)); void boot_db args ((void)); void area_update args ((void)); CHAR_DATA *create_mobile args ((MOB_INDEX_DATA * pMobIndex)); void clone_mobile args ((CHAR_DATA * parent, CHAR_DATA * clone)); OBJ_DATA *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)); char *get_extra_name args ((const char *name, EXTRA_DESCR_DATA * ed)); MOB_INDEX_DATA *get_mob_index args ((int vnum)); OBJ_INDEX_DATA *get_obj_index args ((int vnum)); ROOM_INDEX_DATA *get_room_index args ((int vnum)); char fread_letter args ((FILE * fp)); int fread_number args ((FILE * fp)); long fread_flag args ((FILE * fp)); char *fread_string args ((FILE * fp)); char *fread_string_eol args ((FILE * fp)); void fread_to_eol args ((FILE * fp)); char *fread_word args ((FILE * fp)); long flag_convert args ((char letter)); void *alloc_mem args ((int sMem)); void *alloc_perm args ((int sMem)); void free_mem args ((void *pMem, int sMem)); char *str_dup args ((const char *str)); void free_string args ((char *pstr)); int number_fuzzy args ((int number)); int number_range args ((int from, int to)); int number_percent args ((void)); int number_door args ((void)); int number_bits args ((int width)); 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 log_activity args ((const char *note, CHAR_DATA * ach, CHAR_DATA * bch)); void tail_chain args ((void)); /* 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)); /* maps.c */ OBJ_DATA *create_map args ((CHAR_DATA * ch, int start_vnum, int end_vnum)); /* fight.c */ void raw_kill args ((CHAR_DATA * victim, CHAR_DATA * killer)); void extract_memory args ((MEMORY_DATA * memd)); void set_fighting_auto args ((CHAR_DATA * ch, CHAR_DATA * victim)); void add_hunting args ((CHAR_DATA * hunter, CHAR_DATA * hunted)); void one_dual_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt)); void remove_wanted args ((CHAR_DATA * ch)); bool check_shopkeeper_attack args ((CHAR_DATA * ch, CHAR_DATA * victim)); void arrest args ((CHAR_DATA * ch, CHAR_DATA * victim)); void unjail args ((CHAR_DATA * ch)); void set_wanted args ((CHAR_DATA * ch)); void set_fighting args ((CHAR_DATA * ch, CHAR_DATA * victim)); void port_kill args ((CHAR_DATA * victim)); 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)); bool insta_kill args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show, bool magic)); /* handler.c */ char *one_argument (char *, char *); char *one_argument_nl (char *, char *); bool can_see_hack (CHAR_DATA *, CHAR_DATA *); int orace_lookup (const char *); bool is_name_no_abbrev (char *, char *); int hand_lookup (const char *); int get_char_weight (CHAR_DATA *); void extract_scent (SCENT_DATA *); bool is_hunting (CHAR_DATA *, CHAR_DATA * hunted); AFFECT_DATA *affect_find (AFFECT_DATA *, int); 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)); char *material_name args ((sh_int num)); int liq_lookup args ((const char *name)); 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)); int item_lookup args ((const char *name)); char *item_name args ((int item_type)); int attack_lookup args ((const char *name)); int race_lookup args ((const char *name)); long wiznet_lookup args ((const char *name)); int class_lookup args ((const char *name)); bool is_old_mob args ((CHAR_DATA * ch)); int get_skill args ((CHAR_DATA * ch, int sn)); int get_weapon_sn args ((CHAR_DATA * ch, int wield_type)); 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)); 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)); int apply_ac_new args ((OBJ_DATA * obj, int type)); OBJ_DATA *get_eq_char args ((CHAR_DATA * ch, int iWear)); OBJ_DATA *get_eq_char_new args ((CHAR_DATA * ch, long iWear)); bool char_can_remove_to_wear args((CHAR_DATA *ch, OBJ_DATA *obj, bool show_messages)); bool char_can_remove_to_wear_hand args((CHAR_DATA *ch, OBJ_DATA *obj, bool show_messages, int hand)); void equip_char args ((CHAR_DATA * ch, OBJ_DATA * obj, long iWear)); bool equip_char_new args ((CHAR_DATA * ch, OBJ_DATA * obj)); bool equip_char_new_hand args ((CHAR_DATA * ch, OBJ_DATA * obj, int hand)); 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)); CHAR_DATA *get_char_room args ((CHAR_DATA * ch, char *argument)); CHAR_DATA *get_exact_pc_room args ((CHAR_DATA * ch, char *argument)); CHAR_DATA *get_char_room_nomask args ((CHAR_DATA * ch, char *argument)); CHAR_DATA *get_char_world args ((CHAR_DATA * ch, char *argument)); CHAR_DATA *get_char_world2 args((CHAR_DATA * ch, char *argument)); CHAR_DATA *get_exact_pc_world args ((CHAR_DATA * ch, char *argument)); OBJ_DATA *get_obj_type args ((OBJ_INDEX_DATA * pObjIndexData)); OBJ_DATA *get_obj_list args ((CHAR_DATA * ch, char *argument, OBJ_DATA * list)); OBJ_DATA *get_obj_carry args ((CHAR_DATA * ch, char *argument)); OBJ_DATA *get_obj_wear args ((CHAR_DATA * ch, char *argument)); OBJ_DATA *get_obj_here args ((CHAR_DATA * ch, char *argument)); OBJ_DATA *get_obj_world args ((CHAR_DATA * ch, char *argument)); OBJ_DATA *create_money args ((int gold, int silver)); int get_obj_number args ((OBJ_DATA * obj)); int get_obj_weight args ((OBJ_DATA * obj)); int get_true_weight args ((OBJ_DATA * obj)); bool room_is_dark args ((ROOM_INDEX_DATA * pRoomIndex)); bool is_room_owner args ((CHAR_DATA * ch, ROOM_INDEX_DATA * room)); bool room_is_private args ((ROOM_INDEX_DATA * pRoomIndex)); bool can_see args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool can_see_obj args ((CHAR_DATA * ch, OBJ_DATA * obj)); bool can_see_room args ((CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex)); bool can_drop_obj args ((CHAR_DATA * ch, OBJ_DATA * obj)); char *item_type_name args ((OBJ_DATA * obj)); char *affect_loc_name args ((int location)); char *affect_bit_name args ((int vector)); char *extra_bit_name_old args ((int extra_flags)); char *extra_bit_name args ((long extra_flags[])); char *extra_bit_name_new args((long extra_flags[], bool show_hidden)); char *wear_bit_name args ((long wear_flags)); char *room_bit_name args ((int room_flags)); // Adeon 6/30/03 -- Had to expand upon room flags char *room2_bit_name args ((int room_flags2)); char *act_bit_name args ((int act_flags)); char *act2_bit_name args ((int act_flags2)); 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 *comm2_bit_name args ((int comm2_flags)); char *cont_bit_name args ((int cont_flags)); bool IS_CLASS args ((CHAR_DATA * ch, short class)); short level_for_skill args ((CHAR_DATA * ch, short sn)); short level_for_command args ((CHAR_DATA * ch, short sn)); bool mana_using_class args ((CHAR_DATA * ch)); bool class_flagged_obj args ((OBJ_DATA * obj, CHAR_DATA * ch)); short rating_for_skill args ((CHAR_DATA * ch, short sn)); short current_class args ((CHAR_DATA * ch)); short class_level args ((CHAR_DATA * ch, short class)); void change_alignment args ((CHAR_DATA *ch,int amount)); bool is_class_tiers args ((CHAR_DATA * ch, short class, short tiers)); OBJ_DATA *get_obj_vnum_room args ((ROOM_INDEX_DATA* rid, int vnum)); bool obj_to_obj_pos args((OBJ_DATA * obj, OBJ_DATA * obj_to, int pos)); CHAR_DATA *get_random_player_room args((CHAR_DATA *ch)); CHAR_DATA *get_random_mob_room args((CHAR_DATA *ch)); int get_hitroll args((CHAR_DATA *ch)); int get_damroll args((CHAR_DATA *ch)); /* 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)); DECLARE_DO_FUN (do_olc); DECLARE_DO_FUN (do_stock); DECLARE_DO_FUN (do_permaff); DECLARE_DO_FUN (do_asave); DECLARE_DO_FUN (do_ocopy); DECLARE_DO_FUN (do_rcopy); DECLARE_DO_FUN (do_mcopy); DECLARE_DO_FUN (do_alist); DECLARE_DO_FUN (do_rlist); DECLARE_DO_FUN (do_mlist); DECLARE_DO_FUN (do_blist); DECLARE_DO_FUN (do_resets); DECLARE_DO_FUN (do_aresets); DECLARE_DO_FUN (do_pexit); /* songs.c */ char *comp_string args ((int comp_type)); int comp_type args ((char *comp_str)); int max_compositions args ((CHAR_DATA * ch)); /* magic.c */ int number_of_charmies args ((CHAR_DATA * ch)); int allowable_charmies args ((CHAR_DATA * ch)); bool can_charm args ((CHAR_DATA * ch)); bool saves_dispel args ((int dis_level, int spell_level, int duration)); bool check_dispel args ((int dis_level, CHAR_DATA * victim, int sn)); void spell_poison args ((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_curse args ((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_identify args ((int sn, int level, CHAR_DATA * ch, void *vo, int target)); int check_web args ((CHAR_DATA * ch)); int find_spell args ((CHAR_DATA * ch, const char *name)); int mana_cost args ((CHAR_DATA * ch, int min_mana, int level)); int skill_lookup args ((const char *name)); int exact_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)); /* mem.c */ void free_reset_data (RESET_DATA *); ROOM_INDEX_DATA *copy_room_index (ROOM_INDEX_DATA *); MOB_INDEX_DATA *copy_mob_index (MOB_INDEX_DATA *); OBJ_INDEX_DATA *copy_obj_index (OBJ_INDEX_DATA *); RESET_DATA *new_reset_data (void); /* mob_talk.c */ void mob_talk (CHAR_DATA *, CHAR_DATA *, char *, int); void respond (CHAR_DATA *, CHAR_DATA *, struct response_list *, int); int word_match (char *, struct talk_list *); void variable_substitution (CHAR_DATA *, char *); /* transport.c */ void send_transport_message (int, char *); void set_transport_flags (int, int); int get_transport_weight (int); /* mob_scripts.c */ void script_update (CHAR_DATA *, int); int find_first_step (ROOM_INDEX_DATA *, ROOM_INDEX_DATA *, CHAR_DATA *); void script_interpret (CHAR_DATA *, TRIGGER_DATA *); void act_trigger (CHAR_DATA *, char *, char *, char *, char *); void assign_variable (char *, char *, CHAR_DATA *); char *translate_variables (char *, CHAR_DATA *); char *replace_string (char *, char *, char *); /* olc_act.c */ int get_unused_vnum (AREA_DATA *); /* olc_save.c */ void update_statlist args ((CHAR_DATA * ch, bool delete)); void load_statlist args ((void)); void save_area (AREA_DATA *); void encrypt_write (char *, FILE *); /* recycle.c */ AFFECT_DATA *new_affect (void); void free_fake (FAKE_DATA *); FAKE_DATA *new_fake (void); void free_scent (SCENT_DATA *); MEMORY_DATA *new_memory (void); void free_memory (MEMORY_DATA *); void free_comp (COMP_DATA *); SCENT_DATA *new_scent (void); COMP_DATA *new_comp (void); EXTRA_DESCR_DATA *new_extra_descr (void); void free_extra_descr (EXTRA_DESCR_DATA *); void free_affect (AFFECT_DATA *); /* special.c */ char *spec_string (SPEC_FUN *); /* editor.c */ char *string_replace (CHAR_DATA *, char *, char *, char *); char *first_arg (char *, char *, bool); void string_add (CHAR_DATA *, char *); void edit_string (CHAR_DATA *, char **); char *format_string (char *); bool show_string_sofar (CHAR_DATA *, bool, bool); void edit_line_number (CHAR_DATA *, char *); void insert_line_number (CHAR_DATA *, char *); void dele_line_number (CHAR_DATA *, char *); void edit_new_line (CHAR_DATA *, char *); void search_replace (CHAR_DATA *, char *); void insert_new_line (CHAR_DATA *, char *); void edit_menu_display (CHAR_DATA *); void edit_menu (CHAR_DATA *, char *argument); void edit_string (CHAR_DATA *, char **); /* traps.c */ extern const struct trap_info_type trapinfo[]; /* bit.c */ extern const struct flag_type area_flags[], sex_flags[]; extern const struct flag_type class_flags[], pcrace_flags[]; extern const struct flag_type exit_flags[], pact_flags[]; extern const struct flag_type tact_flags[], button_flags[]; extern const struct flag_type lock_flags[], door_resets[]; extern const struct flag_type room_flags[], sector_flags[]; // Adeon 6/30/03 -- Had to expand upon room flags extern const struct flag_type room_flags2[]; extern const struct flag_type tsector_flags[], type_flags[]; extern const struct flag_type extra_flags[MAX_EXTRA_FLAGS][31], wear_flags[]; extern const struct flag_type clan_flags[]; extern const struct flag_type act_flags[], affect_flags[]; // Adeon 7/1/03 -- Expanding up Mob Act Flags extern const struct flag_type act_flags2[]; extern const struct flag_type recruit_flags[]; extern const struct flag_type apply_flags[], rarity_flags[]; extern const struct flag_type wear_loc_strings[], wear_loc_flags[]; extern const struct flag_type weapon_flags[], container_flags[]; extern const struct flag_type liquid_flags[], material_type[]; extern const struct flag_type form_flags[], part_flags[]; extern const struct flag_type ac_type[], size_flags[]; extern const struct flag_type off_flags[], imm_flags[]; extern const struct flag_type res_flags[], vuln_flags[]; extern const struct flag_type position_flags[], weapon_class[]; extern const struct flag_type instrument_flags[], furniture_type[]; extern const struct flag_type weapons_type[], card_class[], card_terrain_type[]; extern const struct flag_type card_element_type[], card_race_type[], card_terrain_toggles[]; extern const struct flag_type trap_type[]; extern const struct flag_type trap_flag[]; extern const struct flag_type dir_flags[]; extern const struct wear_translation_type wear_conversion_table[]; char *flag_string (const struct flag_type *, int); //char *flag_string2 (const struct flag_type **flag_table, int max_elements, int bits[]); char *crflag_string (const struct flag_type *, int); /* travel.c */ void check_travel_point (CHAR_DATA * ch); /* resets.c */ void display_resets (CHAR_DATA *); /* epl.c */ void load_room_prog (ROOM_INDEX_DATA *, char *); /* olc.c */ void vocab_main (CHAR_DATA *, char *); void vocab_edit (CHAR_DATA *, char *); void vocab_add_words (CHAR_DATA *, char *); void vocab_add_mood (CHAR_DATA *, char *); void vocab_add_mood_offset (CHAR_DATA *, char *); void vocab_add_text (CHAR_DATA *, char *); void vocab_add_include (CHAR_DATA *, char *); void mail_get_subject (CHAR_DATA *, char *); void submit_mob_vnum (CHAR_DATA *, char *); void submit_mob_name (CHAR_DATA *, char *); void submit_room_vnum (CHAR_DATA *, char *); bool is_builder (CHAR_DATA *, AREA_DATA *); bool run_olc_editor (DESCRIPTOR_DATA *); char *read_current_help (char *, char *); char *get_player_email (char *); char *olc_ed_name (CHAR_DATA *); char *olc_ed_vnum (CHAR_DATA *); void add_reset (ROOM_INDEX_DATA *, RESET_DATA *, int); void send_mail (char *); void send_submission (char *, char *); void remove_help (char *, char *); void save_help (char *, char *, char *); /* reaver.c */ int compute_soul_gain (CHAR_DATA *, CHAR_DATA *); void update_sword (CHAR_DATA * ch, OBJ_DATA * sword); /* save.c */ void load_ctransports (void); void fread_mount (CHAR_DATA *, FILE *); void load_one_ctransport (FILE *); void fwrite_ctransport (OBJ_DATA *, FILE *); void fwrite_mount (CHAR_DATA *, FILE *); void save_ctransports (void); void save_char_obj (CHAR_DATA *); bool load_char_obj (DESCRIPTOR_DATA *, char *); void fwrite_objdb (OBJ_DATA * pObj, FILE * fp, int iNest); void fread_objdb (OBJ_DATA * pObj, FILE * fp); /* skills.c */ bool has_skills (CHAR_DATA *, int); bool parse_gen_groups (CHAR_DATA *, char *); void list_group_costs (CHAR_DATA *); void list_group_known (CHAR_DATA *); int exp_per_level (CHAR_DATA *, int); void check_improve (CHAR_DATA *, int, bool, int); int group_lookup (const char *); void gn_add (CHAR_DATA *, int); void gn_remove (CHAR_DATA *, int); void group_add (CHAR_DATA *, const char *, bool); void group_add_all (CHAR_DATA *); void group_remove (CHAR_DATA *, const char *); /* special.c */ SPEC_FUN *spec_lookup (const char *); char *spec_name (SPEC_FUN *); /* teleport.c */ ROOM_INDEX_DATA *room_by_name (char *, int, bool); /* update.c */ bool is_aggro (CHAR_DATA *); void advance_level (CHAR_DATA *); long int gain_exp (CHAR_DATA *, long); void gain_condition (CHAR_DATA *, int, int); void update_handler (void); /* bounty.c */ bool is_bountied args ((CHAR_DATA * ch)); /* gamble.c */ void bet_update args ((void)); /* reaver.c */ void perform_chant (CHAR_DATA *); /* obj_trig.c */ void trip_triggers(CHAR_DATA *ch, long trig_type, OBJ_DATA *obj, CHAR_DATA *vict, int special); void trip_triggers_arg(CHAR_DATA *ch, long trig_type, OBJ_DATA *obj, CHAR_DATA *vict, int special, char *arg); void trip_triggers_special(CHAR_DATA *ch, long trig_type, OBJ_DATA *obj, CHAR_DATA *victim, int special, OBJ_TRIG* ot); OBJ_TRIG_DATA *get_obj_trig(int vnum); /* obj_trig_save.c */ void load_obj_trigs (FILE *fp); /* fight2.c */ bool check_aggression(CHAR_DATA *ch); int adjust_damage(int dam_to_do); /* swarm.c */ void swarm_heal (CHAR_DATA *ch, CHAR_DATA *victim, int sn); /* traps.c */ void trap_check(CHAR_DATA *ch,char *type, ROOM_INDEX_DATA *room, OBJ_DATA *obj); int trap_info_lookup(int traptype); bool detect_room_trap (CHAR_DATA *ch,ROOM_INDEX_DATA * room); bool detect_obj_trap (CHAR_DATA *ch,OBJ_DATA *obj); /* chaosjester.c */ void familiar_poof args((CHAR_DATA *ch)); bool equip_char_slot_new args((CHAR_DATA * ch, OBJ_DATA * obj, long slot));