/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #endif /* system calls */ int unlink(); int system(); /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; typedef unsigned char bool; #endif /* ea */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH #define D_MOBILE CHAR_DATA #define D_M CHAR_DATA #define MAX_BUFFER 2048 /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct help_area_data HELP_AREA; typedef struct kill_data KILL_DATA; typedef struct mem_data MEM_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct gen_data GEN_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct mprog_list MPROG_LIST; typedef struct mprog_code MPROG_CODE; typedef struct colour_data COLOUR_DATA; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo, int target ) ); /* * String and memory management parameters. */ #define MAX_KEY_HASH 4096 #define MAX_STRING_LENGTH 32768 #define MAX_INPUT_LENGTH 1024 #define PAGELEN 120 /* I am lazy :) */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_SOCIALS 256 #define MAX_SKILL 399 #define MAX_GROUP MAX_SKILL #define MAX_IN_GROUP MAX_SKILL #define MAX_ALIAS 5 #define MAX_CLASS 4 #define MAX_PC_RACE 9 #define MAX_CLAN 3 #define MAX_DAMAGE_MESSAGE 41 #define MAX_LEVEL 125 #define LEVEL_HERO 105 #define LEVEL_IMMORTAL 106 #define L_IMM LEVEL_IMMORTAL #define MAX_X 25 #define MAX_Y 15 /* Added this for "orphaned help" code. Check do_help() -- JR */ #define MAX_CMD_LEN 50 #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_MUSIC ( 6 * PULSE_PER_SECOND) #define PULSE_TICK (60 * PULSE_PER_SECOND) #define PULSE_AREA (120 * PULSE_PER_SECOND) #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define ANGEL (MAX_LEVEL - 7) #define AVATAR (MAX_LEVEL - 8) #define HERO 105 /* * ColoUr stuff v2.0, by Lope. */ #define CLEAR "\e[0m" /* Resets Colour */ #define C_RED "\e[0;31m" /* Normal Colours */ #define C_GREEN "\e[0;32m" #define C_YELLOW "\e[0;33m" #define C_BLUE "\e[0;34m" #define C_MAGENTA "\e[0;35m" #define C_CYAN "\e[0;36m" #define C_WHITE "\e[0;37m" #define C_D_GREY "\e[1;30m" /* Light Colors */ #define C_B_RED "\e[1;31m" #define C_B_GREEN "\e[1;32m" #define C_B_YELLOW "\e[1;33m" #define C_B_BLUE "\e[1;34m" #define C_B_MAGENTA "\e[1;35m" #define C_B_CYAN "\e[1;36m" #define C_B_WHITE "\e[1;37m" #define CB_RED "\e[0;41m" /* Normal Colours (Background) */ #define CB_GREEN "\e[0;42m" #define CB_YELLOW "\e[0;43m" #define CB_BLUE "\e[0;44m" #define CB_MAGENTA "\e[0;45m" #define CB_CYAN "\e[0;46m" #define CB_WHITE "\e[0;47m" #define CB_D_GREY "\e[1;40m" /* Light Colors (Background) */ #define CB_B_RED "\e[1;41m" #define CB_B_GREEN "\e[1;42m" #define CB_B_YELLOW "\e[1;43m" #define CB_B_BLUE "\e[1;44m" #define CB_B_MAGENTA "\e[1;45m" #define CB_B_CYAN "\e[1;46m" #define CB_B_WHITE "\e[1;47m" #define C_BLINKING "\e[5m" #define C_UNDERSCORE "\e[4m" #define C_REVERSE "\e[7m" #define CLEAR_SCR "\e[2J" /* Clear Screen */ #define CLEAR_HOME "\e[1;1H" /* cursor home */ #define WORD_WRAP_ON "\e[7H" /* Word Wrap on */ #define WORD_WRAP_OFF "\e[71" /* Word Wrap off*/ #define COLOUR_NONE 7 /* White, hmm... */ #define RED 1 /* Normal Colours */ #define GREEN 2 #define YELLOW 3 #define BLUE 4 #define MAGENTA 5 #define CYAN 6 #define WHITE 7 #define BLACK 0 #define NORMAL 0 /* Bright/Normal colours */ #define BRIGHT 1 #define ALTER_COLOUR( type ) if( !str_prefix( argument, "red" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = RED; \ } \ else if( !str_prefix( argument, "hi-red" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = RED; \ } \ else if( !str_prefix( argument, "green" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = GREEN; \ } \ else if( !str_prefix( argument, "hi-green" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = GREEN; \ } \ else if( !str_prefix( argument, "yellow" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = YELLOW; \ } \ else if( !str_prefix( argument, "hi-yellow" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = YELLOW; \ } \ else if( !str_prefix( argument, "blue" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = BLUE; \ } \ else if( !str_prefix( argument, "hi-blue" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = BLUE; \ } \ else if( !str_prefix( argument, "magenta" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = MAGENTA; \ } \ else if( !str_prefix( argument, "hi-magenta" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = MAGENTA; \ } \ else if( !str_prefix( argument, "cyan" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = CYAN; \ } \ else if( !str_prefix( argument, "hi-cyan" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = CYAN; \ } \ else if( !str_prefix( argument, "white" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = WHITE; \ } \ else if( !str_prefix( argument, "hi-white" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = WHITE; \ } \ else if( !str_prefix( argument, "grey" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = BLACK; \ } \ else if( !str_prefix( argument, "beep" ) ) \ { \ ch->pcdata->type[2] = 1; \ } \ else if( !str_prefix( argument, "nobeep" ) ) \ { \ ch->pcdata->type[2] = 0; \ } \ else \ { \ send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch ); \ return; \ } #define LOAD_COLOUR( field ) ch->pcdata->field[1] = fread_number( fp ); \ if( ch->pcdata->field[1] > 100 ) \ { \ ch->pcdata->field[1] -= 100; \ ch->pcdata->field[2] = 1; \ } \ else \ { \ ch->pcdata->field[2] = 0; \ } \ if( ch->pcdata->field[1] > 10 ) \ { \ ch->pcdata->field[1] -= 10; \ ch->pcdata->field[0] = 1; \ } \ else \ { \ ch->pcdata->field[0] = 0; \ } /* * Thanks Dingo for making life a bit easier ;) */ #define CH(d) ((d)->original ? (d)->original : (d)->character) #include "merc2.h" #include "mxp.h" /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F struct ban_data { BAN_DATA * next; bool valid; sh_int ban_flags; sh_int level; char * name; }; struct buf_type { BUFFER * next; bool valid; sh_int state; /* error state of the buffer */ sh_int size; /* size in k */ char * string; /* buffer's string */ }; /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; int xalaiaix_phase; }; /* * Connected state for a channel. */ #define CON_NEW_GET_RACE -50 #define CON_NEW_CONFIRM_RACE -49 #define CON_STATS_ROLL -48 #define CON_STATS_CONFIRM -47 #define CON_DISPLAY_CLASS -46 #define CON_CONFIRM_CLASS -45 #define CON_GET_SEX -44 #define CON_GET_HEIGHT -43 #define CON_GET_WEIGH -42 #define CON_GET_EYE -41 #define CON_GET_HAIR -40 #define CON_GET_SKIN -39 #define CON_GET_VOICE -38 #define CON_GET_ARCHTYPE -37 #define CON_GET_CONCEPT -36 #define CON_GET_ESSENCE -35 #define CON_GET_HERRITAGE -34 #define CON_CONFIRM_CHAR -33 #define STATE_NEW_BASE -100 #define STATE_NEW_RACE -50 #define STATE_NEW_GENDER -49 #define STATE_NEW_CLASS -48 #define STATE_NEW_HEIGHT -47 #define STATE_NEW_WEIGHT -46 #define STATE_NEW_HAIR -45 #define STATE_NEW_EYE -44 #define STATE_NEW_VOICE -43 #define STATE_NEW_BIRTHSIGN -42 #define STATE_NEW_LASTNAME -41 #define STATE_NEW_ALIGN -40 /* Enter game here */ #define CON_GET_NAME -14 #define CON_GET_OLD_PASSWORD -13 #define CON_CONFIRM_NEW_NAME -12 #define CON_GET_NEW_PASSWORD -11 #define CON_CONFIRM_NEW_PASSWORD -10 #define CON_ANSI -9 #define CON_GET_TELNETGA -8 #define CON_GET_NEW_RACE -7 #define CON_GET_NEW_SEX -6 #define CON_GET_NEW_CLASS -5 #define CON_GET_ALIGNMENT -4 #define CON_DEFAULT_CHOICE -3 #define CON_GEN_GROUPS -2 #define CON_PICK_WEAPON -1 #define CON_PLAYING 0 #define CON_READ_IMOTD 1 #define CON_READ_MOTD 2 #define CON_BREAK_CONNECT 3 #define CON_COPYOVER_RECOVER 4 #define CON_NOTE_TO 5 #define CON_NOTE_SUBJECT 6 #define CON_NOTE_EXPIRE 7 #define CON_NOTE_TEXT 8 #define CON_NOTE_FINISH 9 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; bool valid; bool ansi; bool mxp; char * host; sh_int descriptor; sh_int connected; bool fcommand; char inbuf [4 * MAX_INPUT_LENGTH]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; char * outbuf; int outsize; int outtop; char * showstr_head; char * showstr_point; void * pEdit; /* OLC */ char ** pString; /* OLC */ int editor; /* OLC */ }; /* * Attribute bonus structures. */ struct str_app_type { sh_int tohit; sh_int todam; sh_int carry; sh_int wield; }; struct int_app_type { sh_int learn; }; struct wis_app_type { sh_int practice; }; struct dex_app_type { sh_int defensive; }; struct con_app_type { sh_int hitp; sh_int shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * next_area; sh_int level; char * keyword; char * text; }; void print_all_helps(); void print_help(HELP_DATA *p); struct help_area_data { HELP_AREA * next; HELP_DATA * first; HELP_DATA * last; AREA_DATA * area; char * filename; bool changed; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 2 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 #define STAT_CHA 5 #define MAX_STATS 6 struct class_type { char * name; /* the full name of the class */ char who_name [4]; /* Three-letter name for 'who' */ sh_int attr_prime; /* Prime attribute */ sh_int weapon; /* First weapon */ sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */ sh_int skill_adept; /* Maximum skill level */ sh_int thac0_00; /* Thac0 for level 0 */ sh_int thac0_32; /* Thac0 for level 32 */ sh_int hp_min; /* Min hp gained on leveling */ sh_int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ char * base_group; /* base skills gained */ char * default_group; /* default skills gained */ }; struct item_type { int type; char * name; }; struct weapon_type { char * name; sh_int vnum; sh_int type; sh_int *gsn; }; struct wiznet_type { char * name; long flag; int level; }; struct attack_type { char * name; /* name */ char * noun; /* message */ int damage; /* damage class */ }; struct race_type { char * name; /* call name of the race */ bool pc_race; /* can be chosen by pcs */ long act; /* act bits for the race */ long aff; /* aff bits for the race */ long off; /* off bits for the race */ long imm; /* imm bits for the race */ long res; /* res bits for the race */ long vuln; /* vuln bits for the race */ long form; /* default form flag for the race */ long parts; /* default parts for the race */ }; struct pc_race_type /* additional data for pc races */ { char * name; /* MUST be in race_type */ char who_name[12]; sh_int points; /* cost in points of the race */ sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */ char * skills[5]; /* bonus skills for the race */ sh_int stats[MAX_STATS]; /* starting stats */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int size; /* aff bits for the race */ }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; bool valid; sh_int type; char * sender; char * date; char * to_list; char * subject; char * text; time_t date_stamp; time_t expire; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; bool valid; sh_int where; sh_int type; sh_int level; sh_int duration; sh_int location; sh_int modifier; int bitvector; }; /* Resistance locations: bitvector = Type Modifyer = How much where definitions */ #define TO_AFFECTS 0 #define TO_OBJECT 1 #define TO_IMMUNE 2 #define TO_RESIST 3 #define TO_VULN 4 #define TO_WEAPON 5 #define TO_AFFECTS2 6 #define TO_AFFECTS3 7 #define TO_RESI_NEW 8 /* * A kill structure (indexed by level). */ struct kill_data { sh_int number; sh_int killed; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_FIDO 3090 #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 #define MOB_VNUM_PATROLMAN 2106 #define GROUP_VNUM_TROLLS 2100 #define GROUP_VNUM_OGRES 2101 /* RT ASCII conversions -- used so we can have letters in this file */ #define A 1 #define B 2 #define C 4 #define D 8 #define E 16 #define F 32 #define G 64 #define H 128 #define I 256 #define J 512 #define K 1024 #define L 2048 #define M 4096 #define N 8192 #define O 16384 #define P 32768 #define Q 65536 #define R 131072 #define S 262144 #define T 524288 #define U 1048576 #define V 2097152 #define W 4194304 #define X 8388608 #define Y 16777216 #define Z 33554432 #define aa 67108864 /* doubled due to conflicts */ #define bb 134217728 #define cc 268435456 #define dd 536870912 #define ee 1073741824 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC (A) /* Auto set for mobs */ #define ACT_SENTINEL (B) /* Stays in one room */ #define ACT_SCAVENGER (C) /* Picks up objects */ #define ACT_BOUNTY (D) /* Allows placement/view of bounties */ #define ACT_AGGRESSIVE (F) /* Attacks PC's */ #define ACT_STAY_AREA (G) /* Won't leave area */ #define ACT_WIMPY (H) #define ACT_PET (I) /* Auto set for pets */ #define ACT_TRAIN (J) /* Can train PC's */ #define ACT_PRACTICE (K) /* Can practice PC's */ #define ACT_UNDEAD (O) #define ACT_CLERIC (Q) #define ACT_MAGE (R) #define ACT_THIEF (S) #define ACT_WARRIOR (T) #define ACT_NOALIGN (U) #define ACT_NOPURGE (V) #define ACT_OUTDOORS (W) #define ACT_INDOORS (Y) #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_CHANGER (dd) /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 #define MAX_DAM 20 /* Used for resistances */ /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #define OFF_BACKSTAB (B) #define OFF_BASH (C) #define OFF_BERSERK (D) #define OFF_DISARM (E) #define OFF_DODGE (F) #define OFF_FADE (G) #define OFF_FAST (H) #define OFF_KICK (I) #define OFF_KICK_DIRT (J) #define OFF_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #define OFF_TRIP (N) #define OFF_CRUSH (O) #define ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) /* return values for check_imm */ #define IS_NORMAL 0 #define IS_IMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* IMM bits for mobs */ #define IMM_SUMMON (A) #define IMM_CHARM (B) #define IMM_MAGIC (C) #define IMM_WEAPON (D) #define IMM_BASH (E) #define IMM_PIERCE (F) #define IMM_SLASH (G) #define IMM_FIRE (H) #define IMM_COLD (I) #define IMM_LIGHTNING (J) #define IMM_ACID (K) #define IMM_POISON (L) #define IMM_NEGATIVE (M) #define IMM_HOLY (N) #define IMM_ENERGY (O) #define IMM_MENTAL (P) #define IMM_DISEASE (Q) #define IMM_DROWNING (R) #define IMM_LIGHT (S) #define IMM_SOUND (T) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) /* RES bits for mobs */ #define RES_SUMMON (A) #define RES_CHARM (B) #define RES_MAGIC (C) #define RES_WEAPON (D) #define RES_BASH (E) #define RES_PIERCE (F) #define RES_SLASH (G) #define RES_FIRE (H) #define RES_COLD (I) #define RES_LIGHTNING (J) #define RES_ACID (K) #define RES_POISON (L) #define RES_NEGATIVE (M) #define RES_HOLY (N) #define RES_ENERGY (O) #define RES_MENTAL (P) #define RES_DISEASE (Q) #define RES_DROWNING (R) #define RES_LIGHT (S) #define RES_SOUND (T) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) /* VULN bits for mobs */ #define VULN_SUMMON (A) #define VULN_CHARM (B) #define VULN_MAGIC (C) #define VULN_WEAPON (D) #define VULN_BASH (E) #define VULN_PIERCE (F) #define VULN_SLASH (G) #define VULN_FIRE (H) #define VULN_COLD (I) #define VULN_LIGHTNING (J) #define VULN_ACID (K) #define VULN_POISON (L) #define VULN_NEGATIVE (M) #define VULN_HOLY (N) #define VULN_ENERGY (O) #define VULN_MENTAL (P) #define VULN_DISEASE (Q) #define VULN_DROWNING (R) #define VULN_LIGHT (S) #define VULN_SOUND (T) #define VULN_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (A) #define AFF_INVISIBLE (B) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_HIDDEN (F) #define AFF_DETECT_GOOD (G) #define AFF_SANCTUARY (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_SANCTIFY (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) /* * affect2's */ #define AFF2_ADEPT (A) #define AFF2_HOLY_SIGHT (B) #define AFF2_REJUVINATION (C) #define AFF2_SUPPRESSION (D) #define AFF2_WALL_OF_ICE (E) #define AFF2_REPLENISH (F) #define AFF2_BARK_SKIN (G) #define AFF2_SUN_RITUAL (H) #define AFF2_MALADY (I) #define AFF2_SHADOWFORM (J) #define AFF2_SHADOWSIGHT (K) /* Bad stuff */ #define AFF2_DIEASE (L) #define AFF2_LEPROSY (M) #define AFF2_KNOCKOUT (O) #define AFF2_PLAYER_INVIS (aa) /* * affect3's */ #define AFF3_MALADY (A) /* * New Configuration Defines */ #define CONFIG_PARRY (A) #define CONFIG_DODGE (B) #define CONFIG_SHIELDBLOCK (C) #define CONFIG_ROLL (D) #define CONFIG_LEAP (E) /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* AC types */ #define AC_PIERCE 0 #define AC_BASH 1 #define AC_SLASH 2 #define AC_EXOTIC 3 /* dice */ #define DICE_NUMBER 0 #define DICE_TYPE 1 #define DICE_BONUS 2 /* size */ #define SIZE_TINY 0 #define SIZE_SMALL 1 #define SIZE_MEDIUM 2 #define SIZE_LARGE 3 #define SIZE_HUGE 4 #define SIZE_GIANT 5 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_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_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_GUTS 16 #define OBJ_VNUM_BRAINS 17 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_ROSE 1001 #define OBJ_VNUM_PIT 3010 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_SPEAR 3717 #define OBJ_VNUM_SCHOOL_STAFF 3718 #define OBJ_VNUM_SCHOOL_AXE 3719 #define OBJ_VNUM_SCHOOL_FLAIL 3720 #define OBJ_VNUM_SCHOOL_WHIP 3721 #define OBJ_VNUM_SCHOOL_POLEARM 3722 #define OBJ_VNUM_SCHOOL_VEST 132 #define OBJ_VNUM_SCHOOL_SHIELD 131 #define OBJ_VNUM_SCHOOL_BANNER 130 #define OBJ_VNUM_MAP 3162 #define OBJ_VNUM_WHISTLE 2116 /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_SCROLL 2 #define ITEM_WAND 3 #define ITEM_STAFF 4 #define ITEM_WEAPON 5 #define ITEM_TREASURE 8 #define ITEM_ARMOR 9 #define ITEM_POTION 10 #define ITEM_CLOTHING 11 #define ITEM_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PROTECT 27 #define ITEM_MAP 28 #define ITEM_PORTAL 29 #define ITEM_WARP_STONE 30 #define ITEM_ROOM_KEY 31 #define ITEM_GEM 32 #define ITEM_JEWELRY 33 #define ITEM_JUKEBOX 34 #define ITEM_HERB 35 #define ITEM_RING 36 #define ITEM_AMULET 37 #define ITEM_SKULL 38 #define ITEM_BOUNTY 39 #define ITEM_BOW 40 #define ITEM_ARROW 41 #define ITEM_WINDGATE 42 #define ITEM_PULLY 43 #define ITEM_WIZ_SCROLL 44 #define ITEM_PRI_SCROLL 45 #define ITEM_FGT_SCROLL 46 #define ITEM_THI_SCROLL 47 #define MAX_ITEM 47 /* Pully: V0 = Statistic to use V1 = Minimum requirement V2 = Action (open, close, create) V3 = Vnum of room to do this in V4 = Direction/Item vnum/Mob vnum */ /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW (A) #define ITEM_HUM (B) #define ITEM_DARK (C) #define ITEM_LOCK (D) #define ITEM_EVIL (E) #define ITEM_INVIS (F) #define ITEM_MAGIC (G) #define ITEM_NODROP (H) #define ITEM_BLESS (I) #define ITEM_ANTI_GOOD (J) #define ITEM_ANTI_EVIL (K) #define ITEM_ANTI_NEUTRAL (L) #define ITEM_NOREMOVE (M) #define ITEM_INVENTORY (N) #define ITEM_NOPURGE (O) #define ITEM_ROT_DEATH (P) #define ITEM_RARE (Q) #define ITEM_QUEST (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_CONCEALED (X) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_LOYAL (aa) #define ITEM_NOAUCTION (bb) #define ITEM_NODONATE (cc) /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE (A) #define ITEM_WEAR_FINGER (B) #define ITEM_WEAR_NECK (C) #define ITEM_WEAR_BODY (D) #define ITEM_WEAR_HEAD (E) #define ITEM_WEAR_LEGS (F) #define ITEM_WEAR_FEET (G) #define ITEM_WEAR_HANDS (H) #define ITEM_WEAR_ARMS (I) #define ITEM_WEAR_SHIELD (J) #define ITEM_WEAR_ABOUT (K) #define ITEM_WEAR_WAIST (L) #define ITEM_WEAR_WRIST (M) #define ITEM_WIELD (N) #define ITEM_HOLD (O) #define ITEM_NO_SAC (P) #define ITEM_WEAR_FLOAT (Q) #define ITEM_WEAR_SHEATH (R) /* To sheath your weapons */ #define ITEM_WEAR_TATTOO (S) /* Tattoo */ /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_SPEAR 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_WHIP 7 #define WEAPON_POLEARM 8 /* weapon types */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) #define WEAPON_BANE (I) #define WEAPON_BLESSED (J) /* Armor flags */ #define ARMOR_FLAMING (A) #define ARMOR_FROST (B) /* Bow flags */ #define BOW_FLAMING (A) #define BOW_FROST (B) #define BOW_VAMPIRIC (C) #define BOW_SHARP (D) #define BOW_HOLY (E) #define BOW_EVIL (F) #define BOW_AIM (G) #define BOW_SLOW (H) void check_thief_disarm(CHAR_DATA * ch, CHAR_DATA * victim); /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) /* furniture flags */ #define STAND_AT (A) #define STAND_ON (B) #define STAND_IN (C) #define SIT_AT (D) #define SIT_ON (E) #define SIT_IN (F) #define REST_AT (G) #define REST_ON (H) #define REST_IN (I) #define SLEEP_AT (J) #define SLEEP_ON (K) #define SLEEP_IN (L) #define PUT_AT (M) #define PUT_ON (N) #define PUT_IN (O) #define PUT_INSIDE (P) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVES 20 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_SPELL_AFFECT 25 #define APPLY_HEALTH 26 #define APPLY_FOCUS 27 #define APPLY_ENDURANCE 28 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 #define CONT_PUT_ON 16 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 1 #define ROOM_VNUM_TEMPLE 117 #define ROOM_VNUM_ALTAR 117 #define ROOM_VNUM_SCHOOL 1000 #define ROOM_VNUM_BALANCE 117 #define ROOM_VNUM_CIRCLE 117 #define ROOM_VNUM_DEMISE 117 #define ROOM_VNUM_HONOR 117 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_WILDERNESS (B) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_DUNGEON (E) #define ROOM_SPELL_SHOP (F) #define ROOM_PRIVATE (J) #define ROOM_SAFE (K) #define ROOM_SOLITARY (L) #define ROOM_PET_SHOP (M) #define ROOM_NO_RECALL (N) #define ROOM_IMP_ONLY (O) #define ROOM_GODS_ONLY (P) #define ROOM_HEROES_ONLY (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) #define ROOM_BANK (U) /* * Directions. * Used in #ROOMS. */ #define DIR_NONE -1 #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* Wild directions */ #define DIR_NORTHWEST 10 #define DIR_NORTHEAST 11 #define DIR_SOUTHWEST 12 #define DIR_SOUTHEAST 13 /* * 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_MAGICAL (M) #define EX_SECRET (O) /* * 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_VOID 11 #define SECT_ROCK_MOUNTAIN 12 #define SECT_SNOW_MOUNTAIN 13 #define SECT_ENTER 14 #define SECT_ROAD 15 #define SECT_SWAMP 16 #define SECT_JUNGLE 17 #define SECT_RUINS 18 #define SECT_OCEAN_DEEP 19 #define SECT_OCEAN_SHALLOW 20 #define SECT_OCEAN_BEACH 21 #define SECT_RIVER 22 #define SECT_CANYON 23 #define SECT_FIELD_DRY 24 #define SECT_TROPICAL_JUNGLE 25 #define SECT_WASTELAND 26 #define SECT_NON_EXISTANT 27 #define SECT_LIMBO 28 #define SE_ENCHANTED_FOREST 30 #define SE_ENCHANTED_FIELD 31 #define SE_ENCHANTED_DESERT 32 #define SE_ENCHANATED_MOUNT 33 #define SE_DESCRATED_FOREST 34 #define SE_DESCRATED_FIELD 35 #define SE_DESCRATED_DESERT 36 #define SE_DESCRATED_MOUNT 37 #define SECTOR_FOREST_ENTER 38 #define SECTOR_DESERT_ENTER 39 #define SECTOR_MOUNT_ENTER 40 #define SECTOR_FIELD_ENTER 41 #define SECTOR_CITY_ENTER 42 #define SECT_GATE 43 #define SECT_CITY_ENTER 44 #define SECT_RUIN_ENTER 45 #define SECT_SWIM_ENTER 46 #define SECT_NSWIM_ENTER 47 #define SECT_VOLCANO 48 #define SECT_DEEP_FOREST 49 #define SECT_DARK_FOREST 50 #define SECT_DRY_DESERT 51 #define SECT_CAVE 52 #define SECT_MAX 53 /* * 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_L 8 #define WEAR_FEET_R 9 #define WEAR_HANDS_L 10 #define WEAR_HANDS_R 11 #define WEAR_ARMS_L 12 #define WEAR_ARMS_R 13 #define WEAR_SHIELD 14 #define WEAR_ABOUT 15 #define WEAR_WAIST 16 #define WEAR_WRIST_L 17 #define WEAR_WRIST_R 18 #define WEAR_WIELD 19 #define WEAR_SECONDARY 20 #define WEAR_SHEATH1 21 #define WEAR_SHEATH2 22 #define WEAR_HOLD 22 #define WEAR_FLOAT 23 #define WEAR_TATTOO 24 #define MAX_WEAR 25 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 #define COND_HUNGER 3 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ /* RT auto flags */ #define PLR_AUTOASSIST (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_AUTOGOLD (G) #define PLR_AUTOSPLIT (H) #define PLR_AUTOCOMBINE (I) #define PLR_ROOM_MAP (J) /* RT personal flags */ #define PLR_QUESTING (M) #define PLR_HOLYLIGHT (N) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_COLOUR (T) /* 1 bit reserved, S */ /* penalty flags */ #define PLR_PERMIT (U) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_THIEF (Z) #define PLR_KILLER (aa) #define PLR_MXP (bb) /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (A) #define COMM_DEAF (B) #define COMM_NOWIZ (C) #define COMM_NOAUCTION (D) #define COMM_NOGOSSIP (E) #define COMM_NOQUESTION (F) #define COMM_NOMUSIC (G) #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_SHOUTSOFF (J) #define COMM_FULLSCORE (K) /* display flags */ #define COMM_COMPACT (L) #define COMM_BRIEF (M) #define COMM_PROMPT (N) #define COMM_COMBINE (O) #define COMM_TELNET_GA (P) #define COMM_SHOW_AFFECTS (Q) #define COMM_NOGRATS (R) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) #define COMM_NOOOC (aa) /* 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_MEM (U) /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; SHOP_DATA * pShop; MPROG_LIST * mprogs; AREA_DATA * area; /* OLC */ sh_int vnum; sh_int group; bool new_format; sh_int count; sh_int killed; char * player_name; char * short_descr; char * long_descr; char * description; char * start_equip; /* By Thri! */ long act; long affected_by; long affected2_by; long affected3_by; sh_int alignment; sh_int level; sh_int hitroll; sh_int hit[3]; sh_int mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; long off_flags; long imm_flags; long res_flags; long vuln_flags; sh_int start_pos; sh_int default_pos; sh_int sex; sh_int race; long wealth; long form; long parts; sh_int size; char * material; long mprog_flags; sh_int default_map_x; sh_int default_map_y; char * symbol; char * color; }; /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D /* memory for mobs */ struct mem_data { MEM_DATA *next; bool valid; int id; int reaction; time_t when; }; /* For Erwin's Noteboard * -- JR 09/25/00 */ #include "board.h" /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; CHAR_DATA * next_in_room; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * fighting; CHAR_DATA * reply; CHAR_DATA * pet; CHAR_DATA * mprog_target; MEM_DATA * memory; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; OBJ_DATA * carrying; OBJ_DATA * on; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; AREA_DATA * zone; PC_DATA * pcdata; GEN_DATA * gen_data; bool valid; char * name; char * last_name; long id; sh_int version; char * short_descr; char * long_descr; char * description; char * prompt; char * prefix; char * quest_number_mp; /* Hack */ sh_int group; sh_int clan; sh_int sex; sh_int class; sh_int race; sh_int level; sh_int trust; int played; int lines; /* for the pager */ time_t logon; sh_int timer; sh_int wait; sh_int daze; sh_int round; sh_int round2; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; long gold; long silver; int exp; long act; long comm; /* RT added to pad the vector */ long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int incog_level; long affected_by; long affected2_by; long affected3_by; long new_config; sh_int position; sh_int action[2]; sh_int spell_vars[5]; void * vo; sh_int cast_count; /* stats */ sh_int perm_stat[MAX_STATS]; sh_int mod_stat[MAX_STATS]; /* parts stuff */ long form; long parts; sh_int size; char* material; /* mobile stuff */ long off_flags; sh_int damage[3]; sh_int dam_type; sh_int start_pos; sh_int default_pos; sh_int mprog_delay; int gquest[100]; /* wilderness stuff */ sh_int x; sh_int y; bool on_wild; sh_int traits[12]; sh_int religion; sh_int rank; sh_int faction[50]; sh_int voice; /* Voice style */ sh_int eye; /* Eye color */ sh_int hair; /* Hair color */ sh_int height; /* Height in inches */ sh_int weight; /* Weight in british pounds */ sh_int birthsign; /* What's your sign baby? */ sh_int align_ge; /* Good/evil */ sh_int align_lc; /* Law/Chaos */ sh_int concept; sh_int essence; /* Combat */ CHAR_DATA * ch_grapple; /* Who are we grappling */ CHAR_DATA * vc_grapple; /* Whos grappling me? */ /* Need to be removed, or re-worked */ sh_int practice; sh_int train; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int base_attack; sh_int armor_class; sh_int wimpy; int questmob; CHAR_DATA * questgiver; int questobj; int nextquest; int countdown; int quest_curr; int quest_accum; int bountypnts; int bountypnts_accum; int multis[6]; int regen[3]; long bank; sh_int warcombo[10]; int resistance[MAX_DAM]; long quest_1; long quest_temp; long quest_current; long quest_temp_flags; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; BUFFER * buffer; COLOUR_DATA * code; /* Data for color configuration */ bool valid; char * pwd; char * bamfin; char * bamfout; char * title; sh_int perm_hit; sh_int perm_mana; sh_int perm_move; sh_int true_sex; int last_level; sh_int condition[4]; sh_int learned[MAX_SKILL]; bool group_known[MAX_GROUP]; sh_int points; bool confirm_delete; char * alias[MAX_ALIAS]; char * alias_sub[MAX_ALIAS]; BOARD_DATA * board; /* The current board */ time_t last_note[MAX_BOARD]; /* last note for the boards */ NOTE_DATA * in_progress; int security; /* OLC */ /* Builder security */ int text[3]; /* {t */ int auction[3]; /* {a */ int auction_text[3]; /* {A */ int gossip[3]; /* {d */ int gossip_text[3]; /* {9 */ int music[3]; /* {e */ int music_text[3]; /* {E */ int question[3]; /* {q */ int question_text[3]; /* {Q */ int answer[3]; /* {f */ int answer_text[3]; /* {F */ int quote[3]; /* {h */ int quote_text[3]; /* {H */ int immtalk_text[3]; /* {i */ int immtalk_type[3]; /* {I */ int info[3]; /* {j */ int say[3]; /* {6 */ int say_text[3]; /* {7 */ int tell[3]; /* {k */ int tell_text[3]; /* {K */ int reply[3]; /* {l */ int reply_text[3]; /* {L */ int gtell_text[3]; /* {n */ int gtell_type[3]; /* {N */ int wiznet[3]; /* {B */ int room_title[3]; /* {s */ int room_text[3]; /* {S */ int room_exits[3]; /* {o */ int room_things[3]; /* {O */ int prompt[3]; /* {p */ int fight_death[3]; /* {1 */ int fight_yhit[3]; /* {2 */ int fight_ohit[3]; /* {3 */ int fight_thit[3]; /* {4 */ int fight_skill[3]; /* {5 */ char * msg_buffer_0; char * msg_buffer_1; char * msg_buffer_2; char * msg_buffer_3; char * msg_buffer_4; char * msg_buffer_5; char * msg_buffer_6; char * msg_buffer_7; char * msg_buffer_8; char * msg_buffer_9; }; /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA * next; bool valid; bool skill_chosen[MAX_SKILL]; bool group_chosen[MAX_GROUP]; int points_chosen; }; /* * Liquids. */ #define LIQ_WATER 0 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[5]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA * next; /* Next in list */ bool valid; char * keyword; /* Keyword in look/examine */ char * description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA * next; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; AREA_DATA * area; /* OLC */ bool new_format; char * name; char * short_descr; char * description; sh_int vnum; sh_int reset_num; char * material; sh_int item_type; int extra_flags; int wear_flags; sh_int level; sh_int condition; sh_int count; sh_int weight; int cost; int value[5]; int armor_type; sh_int default_map_x; sh_int default_map_y; char * symbol; char * color; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; OBJ_DATA * on; CHAR_DATA * carried_by; CHAR_DATA * quest_for; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; bool valid; bool enchanted; char * owner; char * name; char * short_descr; char * description; sh_int item_type; int extra_flags; int wear_flags; sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int condition; char * material; sh_int timer; int value [5]; sh_int x; sh_int y; int armor_type; bool on_wild; char * symbol; char * color; }; /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA * to_room; sh_int vnum; } u1; sh_int exit_info; sh_int key; char * keyword; char * description; EXIT_DATA * next; /* OLC */ int rs_flags; /* OLC */ int orig_door; /* OLC */ bool wilderness; /* Wilderness, true is goes to wild */ int x; /* Required X cords of exit */ int y; /* Required Y cords of exit */ }; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; char command; sh_int arg1; sh_int arg2; sh_int arg3; sh_int arg4; sh_int x; /* new reset data, x/y location */ sh_int y; }; /* * Area definition. */ struct area_data { AREA_DATA * next; AREA_DATA * next_sort; HELP_AREA * helps; char * file_name; /* File name */ char * name; /* Name of the Area */ char * credits; /* Who made the area */ sh_int age; sh_int nplayer; sh_int level_min; /* Low level of area */ sh_int level_max; /* High level of area */ sh_int min_vnum; sh_int max_vnum; bool empty; char * builders; /* OLC */ /* Listing of */ int vnum; /* OLC */ /* Area vnum */ int area_flags; /* OLC */ int security; /* OLC */ /* Value 1-9 */ }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; CHAR_DATA * people; OBJ_DATA * contents; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit [6]; RESET_DATA * reset_first; /* OLC */ RESET_DATA * reset_last; /* OLC */ char * name; char * description; char * owner; sh_int vnum; int room_flags; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int mana_rate; sh_int clan; int ecosystem; /* Type of herbs this room has */ int herb_life[3]; /* Life of the herbs in location */ sh_int ore_type; }; void display_map args ((CHAR_DATA * ch)); void cmd_look (CHAR_DATA * ch, char *arg); /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level[MAX_CLASS]; /* Level needed by class */ sh_int rating[MAX_CLASS]; /* How hard it is to learn */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int * pgsn; /* Pointer to associated gsn */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ char * msg_obj; /* Wear off message for obects */ }; #define CIRCLE_NONE 0 #define CIRCLE_1 1 #define CIRCLE_2 2 #define CIRCLE_3 3 #define CIRCLE_4 4 #define CIRCLE_5 5 #define CIRCLE_6 6 #define CIRCLE_7 7 #define CIRCLE_8 8 #define CIRCLE_9 9 struct group_type { char * name; sh_int cost; char * spells[MAX_IN_GROUP]; }; /* * MOBprog definitions */ #define TRIG_ACT (A) #define TRIG_BRIBE (B) #define TRIG_DEATH (C) #define TRIG_ENTRY (D) #define TRIG_FIGHT (E) #define TRIG_GIVE (F) #define TRIG_GREET (G) #define TRIG_GRALL (H) #define TRIG_KILL (I) #define TRIG_HPCNT (J) #define TRIG_RANDOM (K) #define TRIG_SPEECH (L) #define TRIG_EXIT (M) #define TRIG_EXALL (N) #define TRIG_DELAY (O) #define TRIG_SURR (P) #define TRIG_CREATE (Q) /* On Creation */ struct mprog_list { int trig_type; char * trig_phrase; sh_int vnum; char * code; MPROG_LIST * next; bool valid; }; struct mprog_code { sh_int vnum; char * code; MPROG_CODE * next; }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_backstab; extern sh_int gsn_jugular_slice; extern sh_int gsn_dodge; extern sh_int gsn_envenom; extern sh_int gsn_hide; extern sh_int gsn_peek; extern sh_int gsn_pick_lock; extern sh_int gsn_sneak; extern sh_int gsn_steal; extern sh_int gsn_disarm; extern sh_int gsn_enhanced_damage; extern sh_int gsn_kick; extern sh_int gsn_parry; extern sh_int gsn_rescue; extern sh_int gsn_second_attack; extern sh_int gsn_third_attack; extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_curse; extern sh_int gsn_invis; extern sh_int gsn_mass_invis; extern sh_int gsn_plague; extern sh_int gsn_poison; extern sh_int gsn_sleep; extern sh_int gsn_fly; extern sh_int gsn_sanctuary; extern sh_int gsn_incressed_speed; extern sh_int gsn_somersault; extern sh_int gsn_reverse_spin; extern sh_int gsn_kneel; extern sh_int gsn_stab; extern sh_int gsn_high_strike; extern sh_int gsn_upper_cut; extern sh_int gsn_butterfly_cut; extern sh_int gsn_cross_cut; extern sh_int gsn_slash_cut; extern sh_int gsn_sword_circle; extern sh_int gsn_decapitation; extern sh_int gsn_knight_revenge; extern sh_int gsn_reversal; extern sh_int gsn_counter_reversal; extern sh_int gsn_call_of_furies; extern sh_int gsn_rush; extern sh_int gsn_flurry; /* new gsns */ extern sh_int gsn_axe; extern sh_int gsn_dagger; extern sh_int gsn_flail; extern sh_int gsn_mace; extern sh_int gsn_polearm; extern sh_int gsn_shield_block; extern sh_int gsn_shield_bash; extern sh_int gsn_spear; extern sh_int gsn_sword; extern sh_int gsn_whip; extern sh_int gsn_circle; extern sh_int gsn_counterattack; extern sh_int gsn_bash; extern sh_int gsn_berserk; extern sh_int gsn_blindfighting; extern sh_int gsn_dirt; extern sh_int gsn_dual; extern sh_int gsn_hand_to_hand; extern sh_int gsn_trip; extern sh_int gsn_snare; extern sh_int gsn_untangle; extern sh_int gsn_hunt; extern sh_int gsn_fast_healing; extern sh_int gsn_haggle; extern sh_int gsn_lore; extern sh_int gsn_meditation; extern sh_int gsn_foraging; extern sh_int gsn_prospect; extern sh_int gsn_scrolls; extern sh_int gsn_staves; extern sh_int gsn_wands; extern sh_int gsn_recall; extern sh_int gsn_long_blades; extern sh_int gsn_short_blades; extern sh_int gsn_blunt_weapons; extern sh_int gsn_two_handed_blade; extern sh_int gsn_skill_tree_spears; extern sh_int gsn_light_armor; extern sh_int gsn_medium_armor; extern sh_int gsn_heavy_armor; extern sh_int gsn_alteration; extern sh_int gsn_conjuration; extern sh_int gsn_black_magic; extern sh_int gsn_white_magic; extern sh_int gsn_grey_magic; extern sh_int gsn_enchantment; extern sh_int gsn_ele_fire; extern sh_int gsn_ele_wind; extern sh_int gsn_ele_earth; extern sh_int gsn_ele_water; extern sh_int gsn_illusion; extern sh_int gsn_destruction; extern sh_int gsn_restoration; extern sh_int gsn_necromancy; extern sh_int gsn_demonology; extern sh_int gsn_herbology; extern sh_int gsn_security; extern sh_int gsn_merchantile; extern sh_int gsn_disguise; extern sh_int gsn_dirty_fight; extern sh_int gsn_human_body; extern sh_int gsn_forging; extern sh_int gsn_nature; extern sh_int gsn_small_shields; extern sh_int gsn_large_shields; extern sh_int gsn_st_hand2hand; extern sh_int gsn_blocking; extern sh_int gsn_stealth_movement; extern sh_int gsn_brewing; extern sh_int gsn_writing; extern sh_int gsn_carving; extern sh_int gsn_spellcraft; extern sh_int gsn_religion; extern sh_int gsn_astrology; extern sh_int gsn_armorer; extern sh_int gsn_fletcher; extern sh_int gsn_navigation; extern sh_int gsn_survival; extern sh_int gsn_forgery; extern sh_int gsn_jewelry; extern sh_int gsn_acrobatics; extern sh_int gsn_swimming; extern sh_int gsn_masonry; extern sh_int gsn_pottery; extern sh_int gsn_leatherworking; extern sh_int gsn_fishing; extern sh_int gsn_carpentry; extern sh_int gsn_animal_training; extern sh_int gsn_agriculture; extern sh_int gsn_seamanship; extern sh_int gsn_roll; extern sh_int gsn_leap; extern sh_int gsn_weaponsmith; extern sh_int gsn_sow_seeds; extern sh_int gsn_split_seeds; extern sh_int gsn_find_seed; extern sh_int gsn_ride; extern sh_int gsn_track_animal; extern sh_int gsn_forge; extern sh_int gsn_sharpen; extern sh_int gsn_grind; extern sh_int gsn_mining; extern sh_int gsn_forge_coin; extern sh_int gsn_forge_gem; extern sh_int gsn_forge_documents; extern sh_int gsn_fourth_attack; extern sh_int gsn_fifth_attack; extern sh_int gsn_craft_disguise; extern sh_int gsn_bow; extern sh_int gsn_critical_hit; extern sh_int gsn_vital_points; extern sh_int gsn_point_blank_shot; extern sh_int gsn_far_shot; extern sh_int gsn_called_shot; extern sh_int gsn_rapid_shot; extern sh_int gsn_moving_shot; extern sh_int gsn_snatch_arrow; extern sh_int gsn_stunning_fist; extern sh_int gsn_dodge2; extern sh_int gsn_agility; extern sh_int gsn_grab; extern sh_int gsn_thief_knee; extern sh_int gsn_thief_kick; extern sh_int gsn_thief_punch; extern sh_int gsn_thief_elbow; extern sh_int gsn_thief_pummel; extern sh_int gsn_eye_gouge; extern sh_int gsn_strangle; extern sh_int gsn_vein_slice; extern sh_int gsn_drill; extern sh_int gsn_duck; /* * Utility macros. */ #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0') #define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) ) #define CHECK_POS(a, b, c) { \ (a) = (b); \ if ( (a) < 0 ) \ bug( "CHECK_POS : " c " == %d < 0 ", a ); \ } \ /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level)) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_AFFECTED2(ch, sn) (IS_SET((ch)->affected2_by, (sn))) #define IS_AFFECTED3(ch, sn) (IS_SET((ch)->affected3_by, (sn))) #define GET_AGE(ch) ((int) (17 + ((ch)->played \ + current_time - (ch)->logon )/72000)) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch,type) (ch)->armor[type] int GET_HITROLL (CHAR_DATA * ch); int GET_DAMROLL (CHAR_DATA * ch); #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (IS_IMMORTAL(ch) ? 0 :(npulse)))) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define ROUND_STATE(ch, npulse) ((ch)->round = UMAX((ch)->round, (npulse))) #define ROUND_STATE2(ch, npulse) ((ch)->round2 = UMAX((ch)->round2, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \ (ch)->gold * 2 / 5) #define act(format,ch,arg1,arg2,type)\ act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING) #define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original ) #define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \ ( ch->pcdata->security >= Area->security \ || strstr( Area->builders, ch->name ) \ || strstr( Area->builders, "All" ) ) ) /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) #define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat))) #define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \ (obj)->value[4] : 100) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : "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; }; struct socialx_type { char *name; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_not_found; char * char_auto; char * others_auto; }; /* * Global constants. */ extern const struct str_app_type str_app [26]; extern const struct int_app_type int_app [26]; extern const struct wis_app_type wis_app [26]; extern const struct dex_app_type dex_app [26]; extern const struct con_app_type con_app [26]; extern struct class_type class_table [MAX_CLASS]; extern const struct weapon_type weapon_table []; extern const struct item_type item_table []; extern const struct wiznet_type wiznet_table []; extern const struct attack_type attack_table []; extern const struct race_type race_table []; extern const struct pc_race_type pc_race_table []; extern const struct spec_type spec_table []; extern const struct liq_type liq_table []; extern struct skill_type skill_table [MAX_SKILL]; extern const struct group_type group_table [MAX_GROUP]; extern struct social_type social_table [MAX_SOCIALS]; extern char * const title_table [MAX_CLASS] [MAX_LEVEL+1] [2]; extern struct ssocial_type *ssocial_table; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern OBJ_DATA * object_list; extern MPROG_CODE * mprog_list; extern char bug_buf[]; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table[]; extern char log_buf[]; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern NOTE_DATA * note_free; extern OBJ_DATA * obj_free; extern bool MOBtrigger; /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(linux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(NeXT) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(sequent) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fread args( ( void *ptr, int size, int n, FILE *stream ) ); int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(sun) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); #if defined(SYSV) siz_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream) ); #elif !defined(__SVR4) int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define GOD_DIR "../gods/" /* list of gods */ #define TEMP_FILE "../player/romtmp" #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define AREA_LIST "area.lst" /* List of areas */ #define BUG_FILE "../data/bugs.txt" /* For 'bug' and bug() */ #define TYPO_FILE "../data/typos.txt" /* For 'typo' */ #define SHUTDOWN_FILE "../data/shutdown.txt" /* For 'shutdown' */ #define BAN_FILE "../data/ban.txt" #define MUSIC_FILE "../data/music.txt" #define OHELPS_FILE "../data/orphaned_helps.txt" /* Unmet 'help' requests */ #define WEB_AREA "../data/html/area.html" #define WEB_WHO "../data/html/who.html" #define WEB_SPELLS "../data/html/spells.html" /* * Our function prototypes. * One big lump ... this is every function in Merc. */ #define CD CHAR_DATA #define MID MOB_INDEX_DATA #define OD OBJ_DATA #define OID OBJ_INDEX_DATA #define RID ROOM_INDEX_DATA #define SF SPEC_FUN #define AD AFFECT_DATA #define MPC MPROG_CODE /* act_comm.c */ void check_sex args( ( CHAR_DATA *ch) ); void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); void nuke_pets args( ( CHAR_DATA *ch ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void logf args( ( char * fmt, ... ) ); void generate_crypt_loot(OBJ_DATA * chest); /* act_enter.c */ RID *get_random_room args( ( CHAR_DATA *ch ) ); /* act_info.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); int return_distance (CHAR_DATA * ch, CHAR_DATA * victim); char *format_obj_to_char args ((OBJ_DATA * obj, CHAR_DATA * ch, bool fShort)); void show_list_to_char args ((OBJ_DATA * list, CHAR_DATA * ch, bool fShort, bool fShowNothing, bool wild)); void show_char_to_char_0 args ((CHAR_DATA * victim, CHAR_DATA * ch)); void show_char_to_char_1 args ((CHAR_DATA * victim, CHAR_DATA * ch)); void show_char_to_char args ((CHAR_DATA * list, CHAR_DATA * ch)); bool check_blind args ((CHAR_DATA * ch)); /* * webstuff.c */ void under_line(char *under_lined, char *spaced_out ); void who_html_update (void); /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door, bool follow ) ); /* * skull.c */ void skull_heal(CHAR_DATA * ch, CHAR_DATA * mob); OBJ_DATA * create_skull(char * name); /* act_obj.c */ bool can_loot args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace)); void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)); CD *find_keeper args ((CHAR_DATA * ch)); int get_cost args ((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy)); void obj_to_keeper args ((OBJ_DATA * obj, CHAR_DATA * ch)); OD *get_obj_keeper args ((CHAR_DATA * ch, CHAR_DATA * keeper, char *argument)); /* act_wiz.c */ void wiznet args( ( char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level ) ); void copyover_recover args( ( void ) ); void qmconfig_read args( ( void ) ); /* alias.c */ void substitute_alias args( ( DESCRIPTOR_DATA *d, char *input ) ); /* ban.c */ bool check_ban args( ( char *site, int type) ); /* comm.c */ void show_string args( ( struct descriptor_data *d, char *input) ); void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void page_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act_new args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos) ); void printf_to_char args( ( CHAR_DATA *, char *, ... ) ); void printf_to_desc args( ( DESCRIPTOR_DATA *, char *, ... ) ); void bugf args( ( char *, ... ) ); bool write_to_descriptor args( ( int desc, char *txt, int length ) ); char *rom_crypt ( const char *pwd ); /* db.c */ void reset_area args( ( AREA_DATA * pArea ) ); /* OLC */ void reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); /* OLC */ char * print_flags args( ( int flag )); void boot_db args( ( void ) ); void area_update args( ( void ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) ); void clear_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); MPC * get_mprog_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); long fread_flag args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); char * fread_string_eol args( ( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); long flag_convert args( ( char letter) ); void * alloc_mem args( ( int sMem ) ); void * alloc_perm args( ( int sMem ) ); void free_mem args( ( void *pMem, int sMem ) ); char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int return_percent args( (int current,int total) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); long number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); void smash_dollar args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void log_string args( ( const char *str ) ); void tail_chain args( ( void ) ); bool check_pet_affected args( ( int vnum, AFFECT_DATA *paf) ); bool compares(const char *aStr, const char *bStr); void init_mm args ((void)); void load_area args ((FILE * fp)); void new_load_area args ((FILE * fp)); /* OLC */ void load_helps args ((FILE * fp, char *fname)); void load_old_mob args ((FILE * fp)); void load_mobiles args ((FILE * fp)); void load_old_obj args ((FILE * fp)); void load_objects args ((FILE * fp)); void load_resets args ((FILE * fp)); void load_rooms args ((FILE * fp)); void load_shops args ((FILE * fp)); void load_socials args ((FILE * fp)); void load_specials args ((FILE * fp)); void load_bans args ((void)); void load_mobprogs args ((FILE * fp)); void load_stock_obj args ((FILE * fp)); void load_stock_mob args ((FILE * fp)); void load_stock_room args ((FILE * fp)); void fix_exits args ((void)); void fix_mobprogs args ((void)); void reset_area args ((AREA_DATA * pArea)); /* * Colour stuff by Lope */ int colour args( ( char type, CHAR_DATA *ch, char *string ) ); void colourconv args( ( char *buffer, const char *txt, CHAR_DATA*ch)); void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) ); void page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) ); /* effect.c */ void acid_effect args( (void *vo, int level, int dam, int target) ); void cold_effect args( (void *vo, int level, int dam, int target) ); void fire_effect args( (void *vo, int level, int dam, int target) ); void poison_effect args( (void *vo, int level, int dam, int target) ); void shock_effect args( (void *vo, int level, int dam, int target) ); /* fight.c */ bool is_safe args( (CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe_spell args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) ); void violence_update args( ( void ) ); void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void melee_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary); bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show, bool is_magic ) ); bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ) ); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); void check_assist args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool check_dodge args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool check_roll args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool check_leap args ((CHAR_DATA * ch, CHAR_DATA * victim)); void check_killer args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool check_parry args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool check_shield_block args ((CHAR_DATA * ch, CHAR_DATA * victim)); void dam_message args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune)); void death_cry args ((CHAR_DATA * ch)); void group_gain args ((CHAR_DATA * ch, CHAR_DATA * victim)); int xp_compute args ((CHAR_DATA * gch, CHAR_DATA * victim, int total_levels)); bool is_safe args ((CHAR_DATA * ch, CHAR_DATA * victim)); void make_corpse args ((CHAR_DATA * ch)); void one_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary)); void mob_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt)); void raw_kill args ((CHAR_DATA * victim)); void set_fighting args ((CHAR_DATA * ch, CHAR_DATA * victim)); void disarm args ((CHAR_DATA * ch, CHAR_DATA * victim)); /* * fight2.c */ void thri_one_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary); void primary_attack (CHAR_DATA * ch, CHAR_DATA * victim, int dt); void secondary_attack (CHAR_DATA * ch, CHAR_DATA * victim, int dt); /* * warrior.c */ void war_check_combo (CHAR_DATA * ch, CHAR_DATA * victim, int current_move); char *war_get_move_name (int move); void war_place_moves_in_list (CHAR_DATA * ch, int move); void war_reset_combo (CHAR_DATA * ch); int cal_damage (CHAR_DATA * ch, OBJ_DATA * wield, int move); void do_stab (CHAR_DATA * ch, char *argument); /* * quest.c */ void generate_quest args(( CHAR_DATA *ch, CHAR_DATA *questman )); void quest_update args(( void )); bool quest_level_diff args(( int clevel, int mlevel)); void load_socialx_table (); /* handler.c */ AD *affect_find args( (AFFECT_DATA *paf, int sn)); void affect_check args( (CHAR_DATA *ch, int where, int vector) ); int count_users args( (OBJ_DATA *obj) ); void deduct_cost args( (CHAR_DATA *ch, int cost) ); void affect_enchant args( (OBJ_DATA *obj) ); int check_immune args( (CHAR_DATA *ch, int dam_type) ); int material_lookup args( ( const char *name) ); int weapon_lookup args( ( const char *name) ); int weapon_type args( ( const char *name) ); char *weapon_name args( ( int weapon_Type) ); char *item_name args( ( int item_type) ); int attack_lookup args( ( const char *name) ); long wiznet_lookup args( ( const char *name) ); int class_lookup args( ( const char *name) ); bool is_clan args( (CHAR_DATA *ch) ); bool is_same_clan args( (CHAR_DATA *ch, CHAR_DATA *victim)); bool is_old_mob args ( (CHAR_DATA *ch) ); int get_skill args( ( CHAR_DATA *ch, int sn ) ); int get_weapon_sn args( ( CHAR_DATA *ch ) ); int get_weapon_skill args(( CHAR_DATA *ch, int sn ) ); int get_age args( ( CHAR_DATA *ch ) ); void reset_char args( ( CHAR_DATA *ch ) ); int get_trust args( ( CHAR_DATA *ch ) ); int get_curr_stat args( ( CHAR_DATA *ch, int stat ) ); int get_max_train args( ( CHAR_DATA *ch, int stat ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( char *str, char *namelist ) ); bool is_full_name args( ( const char *str, char *namelist ) ); bool is_exact_name args( ( char *str, char *namelist ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_strip args( ( CHAR_DATA *ch, int sn ) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void char_from_room args( ( CHAR_DATA *ch ) ); void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_char args( ( OBJ_DATA *obj ) ); int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) ); OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) ); void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) ); void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) ); void obj_from_room args( ( OBJ_DATA *obj ) ); void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) ); void obj_from_obj args( ( OBJ_DATA *obj ) ); void extract_obj args( ( OBJ_DATA *obj ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument,OBJ_DATA *list ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument, CHAR_DATA *viewer ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int gold, int silver ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); int get_true_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); char * affect_loc_name args( ( int location ) ); char * affect2_bit_name args( ( int vector ) ); char * affect3_bit_name args( ( int vector ) ); char * affect_bit_name args( ( int vector ) ); char * extra_bit_name args( ( int extra_flags ) ); char * wear_bit_name args( ( int wear_flags ) ); char * act_bit_name args( ( int act_flags ) ); char * off_bit_name args( ( int off_flags ) ); char * imm_bit_name args( ( int imm_flags ) ); char * form_bit_name args( ( int form_flags ) ); char * part_bit_name args( ( int part_flags ) ); char * weapon_bit_name args( ( int weapon_flags ) ); char * armor_bit_name (int weapon_flags); char * comm_bit_name args( ( int comm_flags ) ); char * cont_bit_name args( ( int cont_flags) ); char *return_true_false (int thing); int return_damtype (char *name); void tagline_to_char args( ( const char *text, CHAR_DATA *ch ) ); /* * Colour Config */ void default_colour args( ( CHAR_DATA *ch ) ); void all_colour args( ( CHAR_DATA *ch, char *argument ) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); int mult_argument args( ( char *argument, char *arg) ); char * one_argument args( ( char *argument, char *arg_first ) ); /* magic.c */ int find_spell args( ( CHAR_DATA *ch, const char *name) ); int mana_cost (CHAR_DATA *ch, int min_mana, int level); int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); bool saves_spell args( ( int level, CHAR_DATA *victim, int dam_type ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); #define ACTION_NONE 0 #define ACTION_CASTING 1 void stop_spell args ((CHAR_DATA *ch)); int find_door args ((CHAR_DATA * ch, char *arg)); void update_casting args (( CHAR_DATA *ch )); void release_spell args (( int sn, int level, CHAR_DATA *ch, void *vo, int target)); void magic_update args ((void)); void char_heal_update args ((void)); bool saves_dispel args ((int dis_level, int spell_level, int duration)); /* mob_prog.c */ void mp_act_trigger args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); bool mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void mp_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) ); bool mp_exit_trigger args( ( CHAR_DATA *ch, int dir ) ); void mp_give_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ) ); void mp_greet_trigger args( ( CHAR_DATA *ch ) ); void mp_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) ); /* mob_cmds.c */ void mob_interpret args( ( CHAR_DATA *ch, char *argument ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); /* skills.c */ bool parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) ); void list_group_costs args( ( CHAR_DATA *ch ) ); void list_group_known args( ( CHAR_DATA *ch ) ); int exp_per_level args( ( CHAR_DATA *ch, int points ) ); void check_improve args( ( CHAR_DATA *ch, int sn, bool success, int multiplier ) ); int group_lookup args( (const char *name) ); void gn_add args( ( CHAR_DATA *ch, int gn) ); void gn_remove args( ( CHAR_DATA *ch, int gn) ); void group_add args( ( CHAR_DATA *ch, const char *name, bool deduct) ); void group_remove args( ( CHAR_DATA *ch, const char *name) ); /* * load.c */ void load_all (); #define STARTUPBUG_FILE "../data/startup_bugs_fix_me.txt" void startup_bug (const char *str, int param); void startup_bugf (char *fmt, ...); void load_time(); /* special.c */ SF * spec_lookup args( ( const char *name ) ); char * spec_name args( ( SPEC_FUN *function ) ); /* teleport.c */ RID * room_by_name args( ( char *target, int level, bool error) ); /* update.c */ void advance_level args( ( CHAR_DATA *ch, bool hide ) ); void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); /* string.c */ void string_edit args( ( CHAR_DATA *ch, char **pString ) ); void string_append args( ( CHAR_DATA *ch, char **pString ) ); char * string_replace args( ( char * orig, char * old, char * new ) ); void string_add args( ( CHAR_DATA *ch, char *argument ) ); char * format_string args( ( char *oldstring /*, bool fSpace */ ) ); char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); char * string_unpad args( ( char * argument ) ); char * string_proper args( ( char * argument ) ); /* olc.c */ bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) ); char *olc_ed_name args( ( CHAR_DATA *ch ) ); char *olc_ed_vnum args( ( CHAR_DATA *ch ) ); /* lookup.c */ int race_lookup args( ( const char *name) ); int item_lookup args( ( const char *name) ); int liq_lookup args( ( const char *name) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef AD /***************************************************************************** * OLC * *****************************************************************************/ /* * Object defined in limbo.are * Used in save.c to load objects that don't exist. */ #define OBJ_VNUM_DUMMY 30 /* * Area flags. */ #define AREA_NONE 0 #define AREA_CHANGED 1 /* Area has been modified. */ #define AREA_ADDED 2 /* Area has been added to. */ #define AREA_LOADING 4 /* Used for counting in db.c */ #define MAX_DIR 6 #define NO_FLAG -99 /* Must not be used in flags or stats. */ /* * Global Constants */ extern char * const dir_name []; extern const sh_int rev_dir []; /* sh_int - ROM OLC */ extern const struct spec_type spec_table []; /* * Global variables */ extern AREA_DATA * area_first; extern AREA_DATA * area_last; extern SHOP_DATA * shop_last; extern int top_affect; extern int top_area; extern int top_ed; extern int top_exit; extern int top_help; extern int top_mob_index; extern int top_obj_index; extern int top_reset; extern int top_room; extern int top_shop; extern int top_vnum_mob; extern int top_vnum_obj; extern int top_vnum_room; extern char str_empty [1]; extern MOB_INDEX_DATA * mob_index_hash [MAX_KEY_HASH]; extern OBJ_INDEX_DATA * obj_index_hash [MAX_KEY_HASH]; extern ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH]; extern AREA_DATA * area_first_sorted; void sort_areas_by_level args (( void )); long get_area_level args ((AREA_DATA *pArea)); int html_colour( char type, char *string ); void html_colourconv( char *buffer, const char *txt, CHAR_DATA *ch ); long convert_level ( char * arg ); void load_soul_room (FILE * fp); void load_soul_obj (FILE * fp); void load_soul_mob (FILE * fp); void load_social (FILE *fp, struct social_type *social); extern struct socialx_type *socialx_table; void mxp_to_char ( CHAR_DATA *ch, char *txt, int mxp_style ); void shutdown_mxp ( DESCRIPTOR_DATA *d ); void init_mxp ( DESCRIPTOR_DATA *d ); /* mxp macro */ #define USE_MXP(ch) (IS_SET(ch->act, PLR_MXP) && ch->desc->mxp) /* command to turn on mxp */ DECLARE_DO_FUN( do_mxp ); void heal_char (CHAR_DATA * ch, int ammount, bool magic); void cmd_hunt (CHAR_DATA * ch, char *argument); void load_gquest_text(); /* Mobprogs */ typedef struct sleep_data SLEEP_DATA; extern SLEEP_DATA *first_sleep; /* * Sleeping prog data */ struct sleep_data { SLEEP_DATA *next; SLEEP_DATA *prev; CHAR_DATA *ch; CHAR_DATA *mob; MPROG_CODE *prog; int valid; int vnum; int line; int timer; }; void program_flow args( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int numlines ) ); MPROG_CODE *get_mprog_by_vnum args( (int vnum) );