/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * 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 * ***************************************************************************/ #if !defined(_MERC_H) #define _MERC_H #include "sniptype.h" /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #define DECLARE_LOOKUP_FUN( fun ) int fun ( ) #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #define DECLARE_GAME_FUN( fun ) GAME_FUN fun #define DECLARE_LOOKUP_FUN( fun ) LOOKUP_F fun #define DECLARE_NEW_DO_FUN( fun ) NEW_DO_FUN fun #endif #define SPELL(spell) DECLARE_SPELL_FUN(spell); #define SPELL_FUN_DEC(spell) FRetVal spell (int sn, int level, Entity *caster, Entity * ent, int target) #define COMMAND(cmd) DECLARE_DO_FUN(cmd); #define DO_FUN_DEC(x) void x (CHAR_DATA *ch, char *argument) #define NEW_DO_FUN_DEC(x) FRetVal x (Entity *ent, char *argument) #define DECLARE_SPELL_CB(x) FRetVal x (Entity *ent) /* system calls */ #if defined(WIN32) #define pid_t long #endif /* * 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 #define unix #endif typedef short int sh_int; #if defined(WIN32) typedef char bool; #else typedef unsigned char bool; #endif /* * 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 spelldesc SpellDesc; typedef struct repair_data REPAIR_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 _event EVENT; // * typedef struct bank_data BANK_DATA; // * typedef struct plist_type PLIST; // * typedef struct fight_data FIGHT_DATA; // * typedef struct hunt_data HUNT_DATA; // * typedef struct quest_data QUEST_DATA; // * typedef struct entity Entity; // * typedef struct limit_data LIMIT_DATA; // * typedef struct level_data LEVEL_DATA; // * typedef struct trap_data TRAP_DATA; // * typedef struct script_data SCRIPT_DATA; // * /* * Function types. */ typedef enum { fFAIL, fOK, fERROR, chdead, victdead, bothdead } FRetVal; typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef FRetVal NEW_DO_FUN args( ( Entity *ent, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef FRetVal SPELL_FUN args( ( int sn, int level, Entity *caster, Entity * ent, int target ) ); typedef void GAME_FUN args( ( CHAR_DATA *ch, CHAR_DATA *croupier, char *argument ) ); typedef int LOOKUP_F args( ( const char * ) ); typedef FRetVal SPELL_CB args( ( Entity * ) ); /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4608 #define MAX_INPUT_LENGTH 256 #define PAGELEN 22 /* I am lazy :) */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_LANGUAGE 12 /* Number of languages */ #define MAX_SOCIALS 256 /* #define MAX_GROUP 34 */ #define MAX_IN_GROUP 16 #define MAX_ALIAS 10 #define MAX_CLASS 6 #define MAX_IGNORE 3 extern int MAX_SKILL; extern int MAX_GROUP; extern int maxrace; #define MAX_DIR 8 #define NO_FLAG -99 /* Must not be used in flags or stats. */ #define MAX_DAMAGE_MESSAGE 43 #define MAX_LEVEL 60 #define WAR_LEVEL 30 #define MAX_RACE_SKILL 5 #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 8) #define PULSE_PER_SECOND 6 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 3 * PULSE_PER_SECOND) #define PULSE_MUSIC ( 6 * PULSE_PER_SECOND) #define PULSE_TICK ( 40 * PULSE_PER_SECOND) #define PULSE_AREA (100 * PULSE_PER_SECOND) #define PULSE_TELEPORT ( 20 * PULSE_PER_SECOND) /* Froth */ #define PULSE_AUCTION ( 10 * PULSE_PER_SECOND) /* 10 seconds */ #define PULSE_RANGER ( 3 * PULSE_PER_SECOND) #define PULSE_SAVEPLIST ( MINUTOS(30) * PULSE_PER_SECOND ) #define PULSE_SEGUNDOS ( MINUTOS(4) * PULSE_PER_SECOND ) #define IMPLEMENTOR MAX_LEVEL // 60 #define CREATOR (MAX_LEVEL - 1) // 59 #define SUPREME (MAX_LEVEL - 2) // 58 #define DEITY (MAX_LEVEL - 3) // 57 #define GOD (MAX_LEVEL - 4) // 56 #define IMMORTAL (MAX_LEVEL - 5) // 55 #define DEMI (MAX_LEVEL - 6) // 54 #define ANGEL (MAX_LEVEL - 7) // 53 #define AVATAR (MAX_LEVEL - 8) // 52 #define HERO LEVEL_HERO #define PROMPT_ALL "#B#4<#2%hhp #1%mm #6%vmv#4>#n " #define PROMPT_FULL "#B#4<#2%h/%Hhp #1%m/%Mm #6%v/%Vmv #5%xxp#4>#n " #define PROMPT_FULL2 "#B#4<#2%h/%Hhp #1%m/%Mm #6%v/%Vmv #5%Xxp#4>#n " #define PROMPT_WARRIOR "#B#4<#2%h/%Hhp #6%v/%Vmv #5%xxp#4>#n " #define PROMPT_OLC "#B#4<#2%o #6%O#4>#n " #define CLASS_MAGE 0 #define CLASS_CLERIC 1 #define CLASS_THIEF 2 #define CLASS_WARRIOR 3 #define CLASS_PSICIONIST 4 #define CLASS_PSI 4 #define CLASS_RANGER 5 extern short MAX_CLAN; extern int RACE_VAMPIRE; extern int RACE_HUMAN; extern int RACE_DRAGON; extern int RACE_TROLL; #include "clan.h" #include "mudconf.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 */ int size; /* size in k */ char * string; /* buffer's string */ }; struct skhash { struct skhash * next; int sn; }; struct script_data { SCRIPT_DATA * next; int timer; char ** comandos; int posicion; int vnum; }; struct plist_type { struct plist_type * next; char * name; char * host; long id; int nivel; sh_int clan; sh_int clan_status; sh_int sex; sh_int class; sh_int race; time_t lastlog; #if defined(CRC) WORD crc; #endif }; /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; /* * Connected state for a channel. */ #define CON_PLAYING 0 #define CON_GET_NAME 1 #define CON_GET_OLD_PASSWORD 2 #define CON_CONFIRM_NEW_NAME 3 #define CON_GET_NEW_PASSWORD 4 #define CON_CONFIRM_NEW_PASSWORD 5 #define CON_GET_NEW_RACE 6 #define CON_GET_NEW_SEX 7 #define CON_GET_NEW_CLASS 8 #define CON_GET_ALIGNMENT 9 #define CON_PICK_WEAPON 10 #define CON_READ_IMOTD 11 #define CON_READ_MOTD 12 #define CON_BREAK_CONNECT 13 #define CON_BEGIN_REMORT 14 #define CON_GET_STATS 15 #define CON_COPYOVER_RECOVER 16 #define CON_READ_NMOTD 17 #define CON_GET_NEWANSI 18 #define CON_CONFIRMAR_RAZA 19 #define CON_CONFIRMAR_CLASE 20 #define CON_GET_MULTICLASE 21 #define CON_GET_SEGUNDA_CLASE 22 #define CON_FTP_COMMAND 23 #define CON_FTP_DATA 24 #define CON_FTP_AUTH 25 typedef enum { FTP_NORMAL, FTP_PUSH, FTP_PUSH_WAIT } ftp_mode; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; EVENT * events; bool valid; bool fcommand; sh_int term; char * host; #if defined(WIN32) SOCKET descriptor; #else sh_int descriptor; #endif sh_int connected; 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; int ifd; pid_t ipid; char * ident; int port; int ip; void * pEdit; /* OLC */ char ** pString; /* OLC */ sh_int editor; /* OLC */ sh_int pagina; /* OLC */ char * screenmap; char * oldscreenmap; char * username; struct { char * filename; /* Filename being written to */ char * data; /* Data being written */ short int lines_left; /* Lines left */ short int lines_sent; /* Lines sent so far */ ftp_mode mode; /* FTP_xxx */ } ftp; }; struct trap_data { TRAP_DATA * next; sh_int trap_eff; sh_int trap_dam; sh_int trap_charge; }; struct bank_data { BANK_DATA * next; long valor; sh_int tipo; time_t when; time_t start; float interes; }; #define BANK_DEPOSITO 1 #define BANK_PRESTAMO 2 #define BANK_ACCIONES 3 /* * Attribute bonus structures. */ struct str_app_type { sh_int tohit; sh_int todam; sh_int carry; sh_int wield; }; struct int_app_type { sh_int learn; }; struct wis_app_type { sh_int practice; }; struct dex_app_type { sh_int defensive; }; struct con_app_type { sh_int hitp; sh_int shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * next_area; sh_int level; char * keyword; char * text; }; struct help_area_data { HELP_AREA * next; HELP_DATA * first; HELP_DATA * last; AREA_DATA * area; char * filename; bool changed; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int profit_buy_actual; sh_int profit_sell_actual; sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Repair types; */ struct repair_data { REPAIR_DATA *next; /* Proxima reparadora en lista */ sh_int keeper; /* Vnum del mob reparador */ sh_int repair_type [MAX_TRADE];/* Items que se repararan */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 2 #define MAX_STATS 5 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 struct class_type { char * name; /* the full name of the class */ char who_name [4]; /* Three-letter name for 'who' */ sh_int attr_prime; /* Prime attribute */ sh_int weapon; /* First weapon */ 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 */ bool remort_class; /* is a remort class */ bool multiclase; sh_int max_num_clases; int noalign; /* alineaciones no permitidas */ bool noclase[MAX_CLASS]; }; struct item_type { int type; char * name; long min_wear_flags; }; struct weapon_type { char * name; char * prefix; char * nombre; 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 .. 1 */ bool seleccionable; /* se puede elegir .. 2*/ sh_int dam_type; /* ..4 */ long act; /* act bits for the race */ long aff; /* aff bits for the race */ long aff2; /* aff2 */ 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 */ char * hate; /* razas odiadas */ char * msg_salir; /* mensaje al salir de un cuarto */ char * macho; char * hembra; char * who_name; sh_int points; /* puntos de creacion */ sh_int race_lang; /* race language */ sh_int size; /* tama~no */ sh_int race_id; sh_int class_mult[MAX_CLASS]; char * skills[MAX_RACE_SKILL]; sh_int stats[MAX_STATS]; sh_int max_stats[MAX_STATS]; char * no_clase; bool remort_race; /* is a remort_race */ int noalign; void * odio; bool noclase[MAX_CLASS]; }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; struct game_type { char * name; /* special function name */ GAME_FUN * function; /* the function */ }; /* * Data structure for notes. */ #define NOTE_NOTE 0 #define NOTE_IDEA 1 #define NOTE_PENALTY 2 #define NOTE_NEWS 3 #define NOTE_CHANGES 4 struct note_data { NOTE_DATA * next; bool valid; sh_int type; char * sender; char * date; char * to_list; char * subject; char * text; time_t date_stamp; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; sh_int where; sh_int type; sh_int level; sh_int duration; sh_int location; sh_int modifier; int bitvector; int caster_id; bool valid; }; /* 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_ROOM_AFF 7 #define TO_PARTS 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 MAX_VNUM 32767 #define MOB_VNUM_FIDO 3062 #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 #define MOB_VNUM_ZOMBIE 1 #define MOB_VNUM_STALKER 2 #define MOB_VNUM_RATA 31000 #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_PSI (D) /* Es Psionico */ #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_GROUP (P) #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_PROTOTIPO (X) /* Prototipo OLC */ #define ACT_INDOORS (Y) #define ACT_TEACHER (Z) /* Es Profesor Idiomas */ #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_CHANGER (dd) #define ACT_BANKER (ee) /* Es banquero */ /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #define OFF_BACKSTAB (B) #define OFF_BASH (C) #define OFF_BERSERK (D) #define OFF_DISARM (E) #define OFF_DODGE (F) #define OFF_FADE (G) #define OFF_FAST (H) #define OFF_KICK (I) #define OFF_KICK_DIRT (J) #define OFF_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #define OFF_TRIP (N) #define OFF_CRUSH (O) #define ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) #define OFF_CIRCLE (V) /* 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) /* tipos de comida */ #define FOOD_POISON (A) #define FOOD_PLAGUE (B) #define FOOD_MAGIC (C) /* detectables */ #define DETECTED_CURSE (A) #define DETECTED_EVIL (B) #define DETECTED_SHARP (C) /* 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_AGALLAS (Z) /* materiales */ #define MAT_INDEF 0 #define MAT_METAL 1 #define MAT_MADERA 2 #define MAT_ORO 3 #define MAT_PLATA 4 #define MAT_COBRE 5 #define MAT_HIERRO 6 #define MAT_ACERO 7 #define MAT_CEMENTO 8 #define MAT_MARMOL 9 #define MAT_MITHRIL 10 #define MAT_VIDRIO 11 #define MAT_PAPEL 12 #define MAT_CRISTAL 13 #define MAT_COMIDA 14 #define MAT_MARFIL 15 #define MAT_CARNE 16 #define MAT_CUERO 17 #define MAT_BRONCE 18 #define MAT_HIELO 19 #define MAT_PIEDRA 20 #define MAT_HUESO 21 #define MAT_TELA 22 #define MAT_PLASTICO 23 #define MAT_SEDA 24 #define MAT_LANA 25 #define MAT_TERCIOPELO 26 #define MAT_AGUA 27 #define MAT_LIQUIDO 28 #define MAT_EBANO 29 #define MAT_ADAMANTIO 30 #define MAT_DIAMANTE 31 #define MAT_ALUMINIO 32 #define MAT_GOMA 33 #define MAT_TITANIO 34 #define MAT_GREDA 35 #define MAT_CUARZO 36 #define MAT_GEMA 37 #define MAT_PERLA 38 #define MAT_PLATINO 39 #define MAT_URANIO 40 #define MAT_PLUTONIO 41 #define MAT_TIERRA 42 #define MAT_TABACO 43 #define MAT_PAN 44 /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (A) #define AFF_INVISIBLE (B) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_HIDDEN (F) #define AFF_DETECT_GOOD (G) #define AFF_SANCTUARY (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_UNUSED_FLAG (L) /* unused */ #define AFF_POISON (M) #define AFF_PROTECT_EVIL (N) #define AFF_PROTECT_GOOD (O) #define AFF_SNEAK (P) #define AFF_HIDE (Q) #define AFF_SLEEP (R) #define AFF_CHARM (S) #define AFF_FLYING (T) #define AFF_PASS_DOOR (U) #define AFF_HASTE (V) #define AFF_CALM (W) #define AFF_PLAGUE (X) #define AFF_WEAKEN (Y) #define AFF_DARK_VISION (Z) #define AFF_BERSERK (aa) #define AFF_SWIM (bb) #define AFF_REGENERATION (cc) #define AFF_SLOW (dd) #define AFF_POLYMORPH (ee) /* * Bits for 'affected2_by'. * Used in #MOBILES. */ #define AFF_VAMP_BITE (A) #define AFF_FLAMING_SHIELD (B) #define AFF_GHOUL (C) #define AFF_MUTE (D) #define AFF_AMNESIA (E) #define AFF_HOLD (G) #define AFF_ESTUPIDEZ (I) #define AFF_DOLOR_GUATA (J) #define AFF_RESPIRAR_AGUA (K) /* * Poker. */ #define POKER_NADA (0) #define POKER_INICIO (1) #define POKER_JUGANDO (2) #define POKER_APUESTAS (3) #define CAMBIAR_LISTO (G) /* * Clanes. */ #define CLAN_INDEP (A) #define CLAN_NOGOOD (B) #define CLAN_NOEVIL (C) #define CLAN_NONEUTRAL (D) /* All new trap stuff */ #define TRAP_DAM_SLEEP 0 #define TRAP_DAM_TELEPORT 1 #define TRAP_DAM_FIRE 2 #define TRAP_DAM_COLD 3 #define TRAP_DAM_ACID 4 #define TRAP_DAM_ENERGY 5 #define TRAP_DAM_BLUNT 6 #define TRAP_DAM_PIERCE 7 #define TRAP_DAM_SLASH 8 #define TRAP_EFF_MOVE 1 /* trigger on movement */ #define TRAP_EFF_OBJECT 2 /* trigger on get or put */ #define TRAP_EFF_ROOM 4 /* affect all in room */ #define TRAP_EFF_NORTH 8 /* movement in this direction */ #define TRAP_EFF_EAST 16 #define TRAP_EFF_SOUTH 32 #define TRAP_EFF_WEST 64 #define TRAP_EFF_UP 128 #define TRAP_EFF_DOWN 256 #define TRAP_EFF_OPEN 512 /* trigger on open */ /* * Command logging types. */ #define LOG_NORMAL 0 #define LOG_ALWAYS 1 #define LOG_NEVER 2 /* * Command types. */ #define TYP_NUL 0 #define TYP_CMM 10 #define TYP_CBT 2 #define TYP_ESP 3 #define TYP_GRP 4 #define TYP_OBJ 5 #define TYP_INF 6 #define TYP_OTH 7 #define TYP_MVT 8 #define TYP_CNF 9 #define TYP_LNG 11 #define TYP_PLR 12 #define TYP_OLC 13 /* * Structure for a command in the command lookup table. */ struct cmd_type { char * name; DO_FUN * do_fun; sh_int position; sh_int level; int log; int show; }; /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* * Alineacion */ #define ALIGN_NEUTRAL 0 #define ALIGN_GOOD 1 #define ALIGN_EVIL 2 #define NOALIGN_NEUTRAL A #define NOALIGN_GOOD B #define NOALIGN_EVIL C /* 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_DUMMY 30 #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 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 #define OBJ_VNUM_MAP 3162 #define OBJ_VNUM_WHISTLE 2116 #define OBJ_VNUM_MITHRIL 1312 #define OBJ_VNUM_STAKE 3035 #define OBJ_VNUM_LENTES 3007 #define OBJ_VNUM_ESPADA_PERS 3008 #define OBJ_VNUM_PLASTA 18 #define OBJ_VNUM_CHARCO 19 #define OBJ_VNUM_BISTEC 9 #define OBJ_VNUM_SCROLL_RECALL 3042 /* * 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_PEDERNAL 35 #define ITEM_FUMABLE 36 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW (A) #define ITEM_HUM (B) #define ITEM_DARK (C) #define ITEM_LOCK (D) #define ITEM_EVIL (E) #define ITEM_INVIS (F) #define ITEM_MAGIC (G) #define ITEM_NODROP (H) #define ITEM_BLESS (I) #define ITEM_ANTI_GOOD (J) #define ITEM_ANTI_EVIL (K) #define ITEM_ANTI_NEUTRAL (L) #define ITEM_NOREMOVE (M) #define ITEM_INVENTORY (N) #define ITEM_NOPURGE (O) #define ITEM_ROT_DEATH (P) #define ITEM_VIS_DEATH (Q) #define ITEM_FLAMING (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_ATM (X) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_HIDDEN (aa) #define ITEM_BLADE_THIRST (bb) #define ITEM_VAMPIRE_BANE (cc) #define ITEM_PROTOTIPO (dd) /* * 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_LENTES (R) #define ITEM_WEAR_OREJAS (S) /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_SPEAR 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_WHIP 7 #define WEAPON_POLEARM 8 #define MAX_WEAPON_CLASS 9 /* weapon types */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) /* 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_RACE 26 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 #define CONT_PUT_ON 16 #define CONT_CUERPO_POISON 64 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_MORGUE 3036 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 3001 #define ROOM_VNUM_ALTAR 3054 #define ROOM_VNUM_SCHOOL 3700 #define ROOM_VNUM_BALANCE 4500 #define ROOM_VNUM_CIRCLE 4400 #define ROOM_VNUM_DEMISE 4201 #define ROOM_VNUM_HONOR 4300 #define ROOM_BANK 3054 #define ROOM_VNUM_ARENA_MIN 3360 #define ROOM_VNUM_ARENA_MAX 3368 #define ROOM_VNUM_ALOSER 3038 #define ROOM_VNUM_AWINNER 3039 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_CONE_OF_SILENCE (B) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_FLAMING (E) #define ROOM_GRABADO (F) #define ROOM_NOMAGIC (G) #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_TELEPORT (U) #define ROOM_ARENA (X) #define ROOM_PROTOTIPO (Y) #define ROOM_SANTUARIO (Z) /* * 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 #define DIR_INSIDE 6 #define DIR_OUTSIDE 7 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (A) #define EX_CLOSED (B) #define EX_LOCKED (C) #define EX_PICKPROOF (F) #define EX_NOPASS (G) #define EX_EASY (H) #define EX_HARD (I) #define EX_INFURIATING (J) #define EX_NOCLOSE (K) #define EX_NOLOCK (L) /* * Sector types. * Used in #ROOMS. */ #define SECT_INSIDE 0 #define SECT_CITY 1 #define SECT_FIELD 2 #define SECT_FOREST 3 #define SECT_HILLS 4 #define SECT_MOUNTAIN 5 #define SECT_WATER_SWIM 6 #define SECT_WATER_NOSWIM 7 #define SECT_UNUSED 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_HOYO 11 #define SECT_UNDERWATER 12 #define SECT_MAX 13 /* * Equpiment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_LIGHT 0 #define WEAR_FINGER_L 1 #define WEAR_FINGER_R 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_L 14 #define WEAR_WRIST_R 15 #define WEAR_WIELD 16 #define WEAR_HOLD 17 #define WEAR_FLOAT 18 #define WEAR_SECONDARY 19 #define WEAR_LENTES 20 #define WEAR_OREJAS 21 #define MAX_WEAR 22 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 #define COND_HUNGER 3 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ #define PLR_NOAUCTION (B) /* no puede rematar */ /* 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_NOSAVE (I) #define PLR_MUDFTP (J) /* RT personal flags */ #define PLR_HOLYLIGHT (N) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_MAL_ALIGN (S) /* penalty flags */ #define PLR_PERMIT (U) #define PLR_NOPK (V) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_THIEF (Z) #define PLR_KILLER (aa) #define PLR_REMORT (bb) /* * Color codes */ #define ANSI_attrib(buf,attr) sprintf(buf,"\033[%dm",(int)(attr)) #define ANSI_fgcolor(buf,fc) sprintf(buf,"\033[%dm",(int)(fc)+30) #define ANSI_attrcolor(buf,fc,bc,attr) sprintf(buf,"\033[%d;%d;%dm",(int)(fc)+30,(int)(bc)+40,(int)(attr)) #define VT_SAVECURSOR "\0337" /* Save cursor and attrib */ #define VT_RESTORECURSOR "\0338" /* Restore cursor pos and attribs */ #define VT_SETWIN_CLEAR "\033[r" /* Clear scrollable window size */ #define VT_CLEAR_SCREEN "\033[2J" /* Clear screen */ #define VT_CLEAR_LINE "\033[2K" /* Clear this whole line */ #define VT_RESET_TERMINAL "\033c" #define VT_INITSEQ "\033[1;24r" #define VT_CURSPOS "\033[%d;%dH" #define VT_CURSRIG "\033[%dC" #define VT_CURSLEF "\033[%dD" #define VT_HOMECLR "\033[2J\033[0;0H" #define VT_CTEOTCR "\033[K" #define VT_CLENSEQ "\033[r\033[2J" #define VT_INDUPSC "\033M" #define VT_INDDOSC "\033D" #define VT_SETSCRL "\033[%d;24r" #define VT_INVERTT "\033[0;1;7m" #define VT_BOLDTEX "\033[0;1m" #define VT_NORMALT "\033[0m" #define VT_MARGSET "\033[%d;%dr" #define VT_CURSAVE "\0337" #define VT_CURREST "\0338" enum {ANSI_BLACK=0, ANSI_RED=1, ANSI_GREEN=2, ANSI_YELLOW=3, ANSI_BROWN=3, ANSI_BLUE=4, ANSI_MAGENTA=5, ANSI_CYAN=6, ANSI_WHITE=7}; /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (A) #define COMM_DEAF (B) #define COMM_NOWIZ (C) #define COMM_NOAUCTION (D) #define COMM_NOGOSSIP (E) #define COMM_NOQUESTION (F) #define COMM_NOMUSIC (G) #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_SHOUTSOFF (J) /* display flags */ #define COMM_OLC_PAUSA (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_STAT (S) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_OLCX (X) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) #define COMM_NOINFO (aa) #define COMM_CONDICION (bb) #define COMM_NOSPAM (dd) /* 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_BUGS (U) #define WIZ_XP (V) #define WIZ_TIMESTAMP (W) #define WIZ_PLOG (X) /* Tipos de shutdown */ #define SHUTDOWN_NONE 0 #define SHUTDOWN_REBOOT 1 #define SHUTDOWN_COPYOVER 2 #define SHUTDOWN_NORMAL 3 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; GAME_FUN * game_fun; SHOP_DATA * pShop; REPAIR_DATA * pRepair; MPROG_LIST * mprogs; AREA_DATA * area; /* OLC */ SCRIPT_DATA * script; MEM_DATA * memoria; sh_int vnum; sh_int group; bool new_format; /* 1.. */ bool norecalc; /* 2.. */ sh_int count; /* ..4 */ sh_int killed; sh_int reset_num; char * player_name; char * short_descr; char * long_descr; char * description; long act; long affected_by; long affected2_by; sh_int alignment; sh_int level; sh_int hitroll; sh_int hit[3]; sh_int mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; sh_int size; 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; char * material; long mprog_flags; sh_int clan; sh_int clase; }; struct prob_data { struct prob_data * next; char * comando; }; /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D #define MEM_HUNTING E #define MEM_VAMPIRE F #define MEM_QUEST G #define MEM_ROOM H #define MEM_QUEST_COMPLETO I /* memory for mobs */ struct mem_data { MEM_DATA *next; bool valid; int id; int reaction; time_t when; }; struct fight_data { FIGHT_DATA * next; CHAR_DATA * atacante; long id; int dam; time_t when; }; struct hunt_data { HUNT_DATA * next; CHAR_DATA * victima; long id; ROOM_INDEX_DATA * room; bool especial; }; #define ENT_CH 0 #define ENT_OBJ 1 #define ENT_STRING 2 #define ENT_INT 3 #define ENT_ROOM 4 struct entity { Entity * next; bool valid; sh_int tipo; ROOM_INDEX_DATA * whereis; union { CHAR_DATA * ch; OBJ_DATA * obj; char * string; int entero; ROOM_INDEX_DATA * room; } u; }; struct level_data { LEVEL_DATA * next; sh_int clase; sh_int nivel; }; /* * 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; Entity * mprog_target; Entity * ent; MEM_DATA * memory; SPEC_FUN * spec_fun; GAME_FUN * game_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; /* cuarto de inicio */ ROOM_INDEX_DATA * ultimo_cuarto; /* cuarto en el que estaba */ AREA_DATA * zone; PC_DATA * pcdata; GEN_DATA * gen_data; HUNT_DATA * hunt_data; EVENT * events; FIGHT_DATA * fdata; LEVEL_DATA * level_data; char * name; long id; sh_int version; /* 2.. */ sh_int group; /* ..4 */ char * short_descr; char * long_descr; char * description; sh_int clan; sh_int sex; sh_int race; sh_int random; int played; time_t logon; sh_int timer; sh_int wait; sh_int daze; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; sh_int size; long gold; long silver; int exp; long act; long comm; /* RT added to pad the vector */ long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int incog_level; long affected_by; long affected2_by; sh_int position; sh_int practice; sh_int train; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int wimpy; sh_int armor[4]; /* stats */ sh_int perm_stat[MAX_STATS]; sh_int mod_stat[MAX_STATS]; /* parts stuff */ long form; long parts; 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 fall; sh_int true_race; sh_int luck; sh_int aire; sh_int trust; bool valid; }; struct quest_data { QUEST_DATA * next; int qpoints; sh_int timer; sh_int type; long id; sh_int estado; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; BUFFER * buffer; OBJ_DATA * corpse; BANK_DATA * bank; PLIST * pdata; CHAR_DATA * retando; CHAR_DATA * apostando; QUEST_DATA * quest; struct prob_data * prohibido; bool valid; /* 1.. */ bool confirm_remort; /* 2.. */ sh_int quaff; /* ..4 */ char * pwd; char * bamfin; char * bamfout; char * title; char * prompt; char * prefix; time_t last_note; time_t last_idea; time_t last_penalty; time_t last_news; time_t last_changes; int last_level; sh_int condition [4]; sh_int * learned; bool * group_known; sh_int points; sh_int clan_status; sh_int max_clan_status; sh_int min_clan_status; sh_int color; char * alias[MAX_ALIAS]; char * alias_sub[MAX_ALIAS]; int incarnations; int muertes; int language [ MAX_LANGUAGE ]; int speaking; int learn; int security; /* OLC */ /* Builder security */ char * who_text; char * mensaje; char * ignore[MAX_IGNORE]; int lines; /* for the pager */ int apuesta; int victorias; int derrotas; sh_int perm_hit; sh_int perm_mana; sh_int perm_move; sh_int true_sex; sh_int true_align; bool confirm_delete; }; /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA *next; int points_chosen; bool valid; bool *skill_chosen; bool *group_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 */ }; struct limit_data { LIMIT_DATA * next; long carrier_id; sh_int id; }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA * next; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; AREA_DATA * area; /* OLC */ TRAP_DATA * trap; MPROG_LIST * mprogs; LIMIT_DATA * limit; long mprog_flags; char * name; char * short_descr; char * description; char * material_string; int extra_flags; int wear_flags; int cost; int value[5]; sh_int vnum; sh_int reset_num; sh_int item_type; sh_int level; sh_int condition; sh_int count; sh_int weight; sh_int clan; sh_int max_count; sh_int material; bool new_format; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; OBJ_DATA * on; CHAR_DATA * carried_by; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; EVENT * events; TRAP_DATA * trap; bool valid; /* 1.. */ bool enchanted; /* 2.. */ sh_int item_type; /* ..4 */ char * owner; char * name; char * short_descr; char * description; char * material_string; int extra_flags; int wear_flags; int cost; sh_int wear_loc; sh_int weight; sh_int level; sh_int condition; sh_int timer; sh_int clan; int value [5]; int detected; sh_int carry_timer; sh_int id; sh_int humedad; sh_int material; }; /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA * to_room; sh_int vnum; } u1; char * keyword; char * description; EXIT_DATA * next; /* OLC */ sh_int direccion; sh_int exit_info; sh_int key; sh_int rs_flags; /* OLC */ sh_int orig_door; /* OLC */ }; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; sh_int arg1; sh_int arg2; sh_int arg3; sh_int arg4; char command; }; /* * Area definition. */ struct area_data { AREA_DATA * next; HELP_AREA * helps; char * file_name; char * name; char * credits; char * clan; sh_int age; sh_int nplayer; sh_int low_range; sh_int high_range; sh_int min_vnum; sh_int max_vnum; char * builders; /* OLC */ /* Listing of */ int area_flags; /* OLC */ sh_int vnum; /* OLC */ /* Area vnum */ sh_int security; /* OLC */ /* Value 1-9 */ sh_int version; bool empty; }; /* * 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 * exits; RESET_DATA * reset_first; /* OLC */ RESET_DATA * reset_last; /* OLC */ EVENT * events; AFFECT_DATA * affected; MPROG_LIST * mprogs; long mprog_flags; char * name; char * description; char * owner; int room_flags; sh_int vnum; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int mana_rate; sh_int clan; sh_int tele_dest; sh_int reset_num; }; /* * 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 */ char * nombre; /* Nombre traducido */ 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) */ SPELL_CB * spell_callback; /* callback para el spell */ 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 objects */ char * msg_room; /* Mensaje para los cuartos */ int flags; /* Flags especiales para skills */ #if defined(MUD_SLANG) char * slangscript; /* SLang Script */ #endif }; struct spelldesc { sh_int sn; sh_int nivel; sh_int clase; }; #define SKILL_CLERIC A #define SKILL_MAGE B #define SKILL_WARRIOR C #define SKILL_THIEF D #define SKILL_PSI E #define SKILL_RANGER F #define SKILL_NOSOUND G // caster no necesita producir sonido alguno struct group_type { char * name; char * spells[MAX_IN_GROUP]; sh_int rating[MAX_CLASS]; }; /* * 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_NSPEECH (Q) #define TRIG_ENTRYALL (R) #define TRIG_TIME (S) #define TRIG_ONESHOT (T) /* * Triggers para objetos */ #define TRIG_GET (A) #define TRIG_PUT (B) #define TRIG_SAC (C) #define TRIG_WEAR (D) #define TRIG_REMOVE (E) #define TRIG_HACER (F) #define OTRIG_DELAY (G) /* * Triggers para cuartos */ #define RTRIG_ENTER (A) #define RTRIG_COMM (B) #define RTRIG_EXCOMM (C) #define RTRIG_DELAY (D) #define RTRIG_SPEECH (E) 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; bool changed; char * descripcion; char * code; MPROG_CODE * next; }; /* * These are skill_lookup return values for common skills and spells. */ #define GSN(x) extern sh_int x; #include "gsn.h" #undef GSN /* * Utility macros. */ #define IS_SWITCHED( ch ) ( (ch)->desc && (ch)->desc->original ) #define IS_COLOR(ch) (!IS_NPC(ch) && IS_SET((ch)->comm, COMM_COLOR)) #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 TOGGLE_BIT(var, bit) ((var) ^= (bit)) #define replace_string( pstr, nstr ) \ { free_string( (pstr) ); pstr=str_dup( (nstr) ); } #define IS_NULLSTR(str) ((str)==NULL || (str)[0]=='\0') #define CHECKNULLSTR(str) ( (str) == NULL ? "" : (str) ) #define CH(d) ((d)->original ? (d)->original : (d)->character ) #define CHANCE(temp) (number_percent() <= (temp)) #define MINUTOS(temp) ((temp) * 60) #define HORAS(temp) (MINUTOS(60) * (temp)) #define DIAS(blah) ((blah) * HORAS(24)) #define ENTRE(x,y,z) (((x) < (y)) && ((y) < (z))) #define ENTRE_I(x,y,z) (((x) <= (y)) && ((y) <= (z))) #define IS_CLOSED(exit) (IS_SET(exit->exit_info,EX_ISDOOR) && IS_SET(exit->exit_info,EX_CLOSED)) #define NOMBRE_SKILL(sn) (IS_NULLSTR(skill_table[sn].nombre) ? skill_table[sn].name : skill_table[sn].nombre) /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level)) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_AFFECTED2(ch, sn) (IS_SET((ch)->affected2_by, (sn))) #define GET_AGE(ch) ((int) (17 + ((ch)->played \ + current_time - (ch)->logon )/72000)) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_T_GOOD(ch) (ch->pcdata->true_align == ALIGN_GOOD) #define IS_T_NEUTRAL(ch) (ch->pcdata->true_align == ALIGN_NEUTRAL) #define IS_T_EVIL(ch) (ch->pcdata->true_align == ALIGN_EVIL) #define IS_SAME_ALIGN(ch,gch) ( ( ch == gch ) || (IS_GOOD(ch) && IS_GOOD(gch)) || (IS_NEUTRAL(ch) && IS_NEUTRAL(gch)) || (IS_EVIL(ch) && IS_EVIL(gch)) ) #define IS_CLAN_NOEVIL(clan) (IS_SET(get_clan_table(clan)->flags, CLAN_NOEVIL)) #define IS_CLAN_NOGOOD(clan) (IS_SET(get_clan_table(clan)->flags, CLAN_NOGOOD)) #define IS_CLAN_NONEUTRAL(clan) (IS_SET(get_clan_table(clan)->flags, CLAN_NONEUTRAL)) #define ES_ALIGN_OPUESTA(ch,tch) ( (IS_GOOD(ch) && IS_EVIL(tch)) || (IS_EVIL(ch) && IS_GOOD(tch)) ) #define CLAN_GOD(ch) ( is_clan(ch) ? get_clan_table((ch)->clan)->god : "Mota" ) #define CLAN_STATUS(ch) ( IS_NPC(ch) ? CLAN_GOMA : (ch)->pcdata->clan_status ) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch,type) ((ch)->armor[type] \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 )) #define GET_HITROLL(ch) \ (((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)) #define GET_DAMROLL(ch) \ (((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver / 50 + \ (ch)->gold / 10) #define gold_weight(gold) ((gold) / 10) #define silver_weight(silver) ((silver) / 50) #define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define HAS_ROOM_TRIGGER(room,trig) (IS_SET((room)->mprog_flags,(trig))) #define IS_MUTILATED(ch) (IS_NPC(ch) ? (ch->parts != ch->pIndexData->parts) : \ (ch->parts != race_table[ch->race].parts) ) #define U_LT(msg) (msg[strlen(msg) - 1]) #define TIPO(msg) (U_LT(msg) == 'a' || U_LT(msg) == 'n' ? "la" : "el") #define TIPO2(msg) (U_LT(msg) == 'a' || U_LT(msg) == 'n' ? "a" : "") #define MORGUE(ch) (ch->clan ? get_clan_table(ch->clan)->death : ROOM_VNUM_ALTAR) #define EN_ARENA(ch) (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) #define ES_SPELL(dt) ((dt)>0 && (dt)<MAX_SKILL && skill_table[(dt)].spell_fun != spell_null && skill_table[(dt)].spell_fun != NULL) #define DINERO(ch) ((ch)->silver + 100 * (ch)->gold) #define EN_AREA(ch) ((ch)->in_room->area) #define ES_VULN(ch,tipo) (IS_SET(ch->vuln_flags,tipo)) #define ES_RES(ch,tipo) (IS_SET(ch->res_flags,tipo)) #define ES_IMMUNE(ch,tipo) (IS_SET(ch->imm_flags,tipo)) #define ES_MAT(obj,mat) (!str_cmp(obj->material,mat)) #define NOM_RAZA(raza) (race_table[raza].name) // #define HATES(ch,victim) (!str_cmp(race_table[ch->race].name, "all") || !str_infix(race_table[victim->race].name,race_table[ch->race].hate)) #define HATES(ch,victim) (((bool *) (race_table[(ch)->race].odio))[(victim)->race] == TRUE) #define CAN_SAY(ch) ( (IS_NPC(ch) && IS_SET((ch)->act, ACT_PSI)) || (!IS_AFFECTED2((ch),AFF_MUTE) && !IS_SET((ch)->in_room->room_flags, ROOM_CONE_OF_SILENCE)) ) #define es_caster(ch) (class_table[getClasePr(ch)].fMana) #define ES_WARRIOR(ch) (getClasePr(ch) == CLASS_WARRIOR) #define ES_THIEF(ch) (getClasePr(ch) == CLASS_THIEF) #define ES_PSI(ch) (getClasePr(ch) == CLASS_PSI) #define ES_MAGE(ch) (getClasePr(ch) == CLASS_MAGE) #define ES_CLERIC(ch) (getClasePr(ch) == CLASS_CLERIC) #define IS_MOB_CASTER(mob) es_caster(mob) #define ES_PMOB_CASTER(pmob) (class_table[pmob->clase].fMana) #define IS_MOB_MAGIC(mob) (class_table[getClasePr(mob)].fMana && getClasePr(mob) != CLASS_PSI) #define PROMEDIO_CH(ch) ((1 + ch->damage[DICE_NUMBER]) * ch->damage[DICE_TYPE] / 2 ) #define PROMEDIO_OBJ(obj) ((1 + obj->value[2]) * obj->value[1] / 2 ) #define ES_PKILL(ch) (IS_NPC(ch) || IS_SET(ch->act, PLR_KILLER) || is_clan(ch)) #define IS_FORM(ch,bit) (IS_SET((ch)->form,bit)) #define IS_PART(ch,bit) (IS_SET((ch)->parts,bit)) #define IS_WIZNET(ch,bit) (IS_SET((ch)->wiznet,bit)) #define SPEC_FUN(ch) ((ch)->pIndexData->spec_fun) #define EDITANDO(ch) ((ch)->desc && ((ch)->desc->editor || IS_SET((ch)->in_room->room_flags, ROOM_PROTOTIPO))) #define IS_PET(ch) (IS_SET((ch)->act, ACT_PET)) #define WHEREIS(ch) (ch->in_room ? ch->in_room->vnum : 0) #define CHARVNUM(ch) (IS_NPC(ch) ? ch->pIndexData->vnum : 0) #define CHAR_SEXO(ch) ((ch)->sex == SEX_FEMALE ? 'a' : 'o') #define CHAR_SEXO_UPPER(ch) ((ch)->sex == SEX_FEMALE ? 'A' : 'O') #define STR_SEXO(ch) ((ch)->sex == SEX_FEMALE ? "a" : "o") #define STR_SEXO_UPPER(ch) ((ch)->sex == SEX_FEMALE ? "A" : "O") #define CLEAR_OFF(pmob) { \ REMOVE_BIT(pmob->off_flags, OFF_BACKSTAB); \ REMOVE_BIT(pmob->off_flags, OFF_BASH); \ REMOVE_BIT(pmob->off_flags, OFF_BERSERK); \ REMOVE_BIT(pmob->off_flags, OFF_DISARM); \ REMOVE_BIT(pmob->off_flags, OFF_DODGE); \ REMOVE_BIT(pmob->off_flags, OFF_KICK); \ REMOVE_BIT(pmob->off_flags, OFF_KICK_DIRT); \ REMOVE_BIT(pmob->off_flags, OFF_PARRY); \ REMOVE_BIT(pmob->off_flags, OFF_RESCUE); \ REMOVE_BIT(pmob->off_flags, OFF_TAIL); \ REMOVE_BIT(pmob->off_flags, OFF_TRIP); \ REMOVE_BIT(pmob->off_flags, OFF_CRUSH); \ REMOVE_BIT(pmob->off_flags, OFF_CIRCLE); \ } #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) #define ES_OWNER(ch,obj) ((obj)->owner && !str_cmp((ch)->name,(obj)->owner)) #define IS_TRAP(obj) (obj->trap) #define ES_ARMA(obj) (obj->item_type == ITEM_WEAPON) #define EXP_NIVEL(ch,nivel) ((exp_per_level((ch),IS_NPC(ch) ? 10 : (ch)->pcdata->points))*(nivel)) #define ES_INDEP(clan) (IS_SET(get_clan_table(clan)->flags, CLAN_INDEP)) #define ES_CORPSE(obj) (((obj)->item_type == ITEM_CORPSE_NPC) || ((obj)->item_type == ITEM_CORPSE_PC)) #define DETECTED(obj, bit) (IS_SET((obj)->detected, (bit))) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : chcolor(ch) ) : "alguien" ) #define SELFPERS(ch) ( IS_NPC(ch) ? (ch)->short_descr : chcolor(ch) ) #define USTRSEX(ch) ( (ch)->sex == SEX_FEMALE ? "A" : "O" ) /* * Structure for a social in the socials table. */ struct social_type { char * name; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_not_found; char * char_auto; char * others_auto; }; /* * Global constants. */ extern const struct str_app_type str_app [26]; extern const struct int_app_type int_app [26]; extern const struct wis_app_type wis_app [26]; extern const struct dex_app_type dex_app [26]; extern const struct con_app_type con_app [26]; extern const struct class_type class_table [MAX_CLASS]; extern const struct weapon_type weapon_table []; extern const struct item_type item_table []; extern const struct wiznet_type wiznet_table []; extern const struct attack_type attack_table []; extern struct race_type *race_table; extern struct skill_type *skill_table; extern const struct spec_type spec_table []; extern const struct game_type game_table []; extern const struct liq_type liq_table []; extern struct group_type *group_table; extern struct social_type *social_table; extern char last_command [MAX_STRING_LENGTH]; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern REPAIR_DATA * repair_first; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern OBJ_DATA * object_list; extern MPROG_CODE * mprog_list; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table []; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern bool MOBtrigger; extern int share_value; extern bool war; /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(linux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(macintosh) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(NeXT) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(sequent) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fread args( ( void *ptr, int size, int n, FILE *stream ) ); int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(sun) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); #if defined(SYSV) siz_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream) ); #else int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "../player/" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define GOD_DIR "../gods/" /* list of gods */ #define TEMP_FILE "../player/romtmp" #if defined(WIN32) #define NULL_FILE "nul" #else #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif // WIN32 #endif // unix #define CORPSE_DIR "../corpses/" /* Directorio de los cuerpos */ #define CORPSE_BAK_DIR CORPSE_DIR "bak/" /* Directorio esp de cuerpos */ #define DATA_DIR "../data/" /* Directorio de datos */ #define DUMP_DIR DATA_DIR "dump/" /* Directorio del dump */ #define PROG_DIR DATA_DIR "progs/" #define ROOM_DIR "../rooms/" /* Directorio de cuartos */ #define AREA_DIR "../area/" #define SCRIPT_DIR AREA_DIR "scripts" /* Directorio de scripts */ #define BIN_DIR "../bin/" #define LOG_DIR "../log/" #define CLANLOG_DIR LOG_DIR "clan/" /* Log de los clanes */ #define PLAYER_LOG_DIR LOG_DIR "plog/" /* Directorio de logs personales */ #define AREA_LIST AREA_DIR "area.lst" /* Lista de areas */ #define EXE_FILE BIN_DIR "rom" #define NEW_EXE_FILE BIN_DIR "rom.new" #define CONFIG_FILE DATA_DIR "config" #define BANK_FILE DATA_DIR "banco" /* Banco */ #define BUG_FILE DATA_DIR "bugs" /* For 'bug' and bug()*/ #define TYPO_FILE DATA_DIR "typos" /* For 'typo'*/ #define NOTE_FILE DATA_DIR "notes.not" /* For 'notes'*/ #define IDEA_FILE DATA_DIR "ideas.not" #define PENALTY_FILE DATA_DIR "penal.not" #define NEWS_FILE DATA_DIR "news.not" #define CHANGES_FILE DATA_DIR "chang.not" #define SHUTDOWN_FILE DATA_DIR "shutdown.txt" /* For 'shutdown'*/ #define BAN_FILE DATA_DIR "ban.txt" #define MUSIC_FILE DATA_DIR "musica" #define DISABLED_FILE DATA_DIR "disabled.txt" /* disabled commands */ #define LAST_COMMAND_FILE DATA_DIR "last_command.txt" #define LOG_NIVELES LOG_DIR "niveles" /* Log de los niveles */ /* * 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 GF GAME_FUN #define AD AFFECT_DATA #define MPC MPROG_CODE #define MD MEM_DATA /* act_comm.c */ 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 pets ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void flog args( ( char * fmt, ...) ); void bugf args( ( char * fmt, ...) ); void clanlog args( ( int, char * fmt, ...) ); void talk_auction args( ( char *argument ) ); void mostrar_mensaje args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* act_enter.c */ RID *get_random_room args ( ( Entity * ) ); int find_exit args ( (CHAR_DATA *ch, char *argument) ); /* act_move.c */ FRetVal move_char args( ( CHAR_DATA *ch, int door, bool follow ) ); /* act_obj.c */ bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace) ); void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); void nuke_corpse args( ( char *, bool ) ); /* act_wiz.c */ void wiznet args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level ) ); void copyover_recover args( (void) ); /* alias.c */ void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) ); /* comm.c */ #define act(format,ch,arg1,arg2,type)\ new_act((format),chToEntidad((ch),FALSE),(arg1),(arg2),(type),POS_RESTING) #define act_new(format,ch,arg1,arg2,type,pos)\ new_act((format),chToEnt(ch),(arg1),(arg2),(type),(pos)) #define nact(format,ch,arg1,arg2,type)\ new_act((format),(ch),(arg1),(arg2),(type),POS_RESTING) void new_act args( ( const char *, Entity *, Entity *, Entity *, int, int ) ); void show_string args( ( struct descriptor_data *d, char *input) ); void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void page_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_room args( ( const char *txt, ROOM_INDEX_DATA *room ) ); /* db.c */ 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 * new_create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level, bool giveid ) ); #define create_object(obj,level) new_create_object(obj,level,TRUE) void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) ); void clear_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( char *name, EXTRA_DESCR_DATA *ed ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); MPC * get_mprog_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); long fread_flag args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); char * fread_string_eol args(( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); long flag_convert args( ( char letter) ); void * alloc_mem args( ( int sMem ) ); void * alloc_perm args( ( int sMem ) ); void free_mem args( ( void *pMem, int sMem ) ); char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); long number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void log_string args( ( const char *str ) ); void log_char args( ( CHAR_DATA *, const char * ) ); void tail_chain args( ( void ) ); void * mud_malloc args( ( size_t ) ); void * mud_calloc args( ( size_t, size_t ) ); /* db2.c */ void recalc args( ( MID *pMob ) ); /* 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) ); void water_effect args( (CHAR_DATA *ch) ); /* 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 ) ); FRetVal newdamage args( ( Entity *, CHAR_DATA *, int, int, int, bool ) ); #define damage_old(ch,victim,dam,dt,class,show) damage(ch,victim,dam,dt,class,show) #define damage(ch,victim,dam,dt,class,show) newdamage(chToEntidad(ch, FALSE),victim,dam,dt,class,show) #define obj_damage(obj,victim,dam,dt,class,show) newdamage(objToEntidad(obj, FALSE),victim,dam,dt,class,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) ); /* ftp.c */ bool ftp_push args( ( DESCRIPTOR_DATA * d ) ); /* handler.c */ int get_count args( ( OBJ_INDEX_DATA * ) ); bool emptystring args( ( const char * ) ); bool es_kill_steal args( ( CHAR_DATA *, CHAR_DATA *, bool ) ); void nuke_mem args( ( CHAR_DATA *, long, bool ) ); void nuke_id args( ( long, bool ) ); bool is_friend args( ( CHAR_DATA *, CHAR_DATA * ) ); AD *affect_find args( (AFFECT_DATA *paf, int sn)); char * chcolor args( ( CHAR_DATA *ch ) ); 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 liq_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 *weapon_nombre 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) ); #define is_clan(ch) ( (ch)->clan != 0 ) 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, bool secondary ) ); 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 *, int ) ); int get_max_train args( ( CHAR_DATA *, int ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( char *str, char *namelist ) ); bool is_exact_name args( ( char *str, char *namelist ) ); bool is_name_order args( ( char *, char * ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_to_room args( ( ROOM_INDEX_DATA *room, 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_remove_room args( (ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) ); void affect_strip args( ( CHAR_DATA *ch, int sn ) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); bool is_obj_affected args( ( OBJ_DATA *obj, int sn ) ); bool is_room_affected args( ( ROOM_INDEX_DATA *, int ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_join_alt args( ( CHAR_DATA *, AFFECT_DATA * ) ); 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 new_obj_from_char args( ( OBJ_DATA *obj, bool ) ); #define obj_from_char(obj) new_obj_from_char(obj, TRUE) 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 ) ); FRetVal extract_obj args( ( OBJ_DATA *obj, bool limit ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) ); CD * alt_get_char_room args( ( ROOM_INDEX_DATA *, char * ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); CD * alt_get_char_world args( ( char * ) ); CD * get_char_area 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 * alt_get_obj_carry args( ( CHAR_DATA *, char * ) ); 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 * get_obj_type_list args( ( int, OBJ_DATA * ) ); 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 * color_value_string args( ( int term, int color, bool bold, bool flash , bool reverse, bool underline ) ); int strlen_color args( ( char *argument ) ); int roll_stat args( ( CHAR_DATA *, int ) ); char * capitalizar args( ( const char *str ) ); int parsebet args( ( const int currentbet, const char *argument ) ); void extract_mem args( ( CHAR_DATA *ch, MEM_DATA *mem ) ); CD * get_char_id args( ( long id ) ); CD * get_char_from_id args( ( long id ) ); CD * get_char_id_room args( ( CHAR_DATA *, long ) ); int itemtablepos args( ( int ) ); bool es_vuln_mat args( ( CHAR_DATA *, int ) ); bool es_res_mat args( ( CHAR_DATA *, int ) ); CD * obj_carried_by args( ( OBJ_DATA * ) ); void strip_mem_char args( ( CHAR_DATA *ch, int type ) ); void give_mem_when args( ( CHAR_DATA *, time_t, int, long ) ); #define give_mem(ch,reaction,id) give_mem_when( (ch), current_time, (reaction), (id) ) CD * get_random_char_world args( ( CHAR_DATA *, CHAR_DATA * ) ); #define char_died(ch) ent_died(chToEnt(ch)) int mob_best_door args( ( CHAR_DATA * ) ); bool mob_can_move args( ( CHAR_DATA *, EXIT_DATA * ) ); char * tformat args( ( time_t when ) ); void set_char args( ( CHAR_DATA *, int ) ); int obj_whereis_vnum args( ( OBJ_DATA * ) ); ROOM_INDEX_DATA * obj_whereis args( ( OBJ_DATA * ) ); char * itos args( ( int ) ); #if !defined(USAR_MACROS) bool can_recall args( ( CHAR_DATA * ) ); #else #define can_recall(ch) (!IS_AFFECTED((ch),AFF_CURSE) && !IS_SET((ch)->in_room->room_flags, ROOM_NO_RECALL)) #endif MD * mem_lookup args( ( MEM_DATA *, int ) ); MD * mem_lookup_id args( ( MEM_DATA *, long ) ); void exit_set args( ( ROOM_INDEX_DATA *, EXIT_DATA * ) ); char * parentesis args( ( const char * ) ); void polymorph args( ( CHAR_DATA *, int ) ); FIGHT_DATA * give_fd args( ( CHAR_DATA *, CHAR_DATA * ) ); void extract_fd args( ( CHAR_DATA *, FIGHT_DATA * ) ); bool is_in_room args( ( CHAR_DATA *, ROOM_INDEX_DATA * ) ); sh_int get_obj_id args( ( OBJ_DATA * ) ); void extract_limit args( ( OBJ_DATA * ) ); void give_limit args( ( OBJ_DATA *, CHAR_DATA * ) ); char * affect_list args( ( AFFECT_DATA * ) ); MEM_DATA * mem_lookup_react_id args( ( MEM_DATA *, int, int ) ); bool es_spell_clase args( ( int, int ) ); void listar_razas args( ( DESCRIPTOR_DATA *, CHAR_DATA * ) ); OD * get_obj_vnum_list args( ( OBJ_DATA *list, int vnum ) ); #if defined(USAR_MACROS) #define getClasePr(ch) (((ch) && (ch)->level_data) ? (ch)->level_data->clase : 0) #define getNivelPr(ch) (((ch) && (ch)->level_data) ? (ch)->level_data->nivel : 0) #else sh_int getNivelPr args( ( CHAR_DATA * ) ); sh_int getClasePr args( ( CHAR_DATA * ) ); #endif void setNivelPr args( ( CHAR_DATA *, int ) ); void setClasePr args( ( CHAR_DATA *, int, int ) ); int get_vnum_mob_name_area args( ( char *, AREA_DATA * ) ); int get_vnum_obj_name_area args( ( char *, AREA_DATA * ) ); int num_clases args( ( CHAR_DATA * ) ); bool puede_ser_clase args( ( int, int, int ) ); bool odia_alguien_cuarto args( ( CHAR_DATA * ) ); void addClase args( ( CHAR_DATA *, int, int ) ); bool es_clase args( ( CHAR_DATA *, int ) ); char * colorstrip args( ( char * ) ); int mat_lookup args( ( char * material ) ); void set_mob_raza args( ( MOB_INDEX_DATA *, int ) ); void mob_odio_check args( ( ROOM_INDEX_DATA *, CHAR_DATA * ) ); /* 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 */ SpellDesc * find_spell args( ( SpellDesc * spell, CHAR_DATA *ch, char *name) ); /* int mana_cost (CHAR_DATA *ch, int min_mana, int level); */ int mana_cost args( ( int, int, int ) ); 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, Entity *, CHAR_DATA *, Entity * ) ); /* mob_prog.c */ void program_flow args( ( sh_int vnum, char *source, Entity * ent, Entity * actor, Entity * arg1, Entity * arg2 ) ); bool mp_act_trigger args( ( char *argument, Entity *ent, Entity * actor, Entity *arg1, Entity *arg2, int type ) ); int mp_percent_trigger args( ( Entity *ent, Entity *actor, Entity *arg1, Entity *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_entryall_trigger args( ( CHAR_DATA * ) ); void mp_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) ); bool mp_time_trigger args( (CHAR_DATA *) ); bool has_item args( (CHAR_DATA *, sh_int, sh_int, bool) ); /* mob_cmds.c */ void mob_interpret args( ( Entity *, char * ) ); #if defined(USAR_MACROS) #define mprog_type_to_name(type) flag_string(mprog_flags, (type)) #define oprog_type_to_name(type) flag_string(oprog_flags, (type)) #define rprog_type_to_name(type) flag_string(rprog_flags, (type)) #endif /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); void save_corpse args( ( CHAR_DATA *, bool ) ); /* 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 ) ); int race_exp_per_level args( ( int, int, int ) ); int get_points args( ( int, int ) ); 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) ); bool es_skill_racial args( ( int, int ) ); bool can_prac args( ( CHAR_DATA *, int ) ); int charMinLevelSn args( ( CHAR_DATA *, int ) ); int maxNivel args( ( CHAR_DATA * ) ); SpellDesc * charTieneSn args( ( SpellDesc *, CHAR_DATA *, int ) ); SpellDesc * blanquear_spelldesc args( ( SpellDesc * ) ); /* 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 level_up args( ( CHAR_DATA * ) ); void advance_level args( ( CHAR_DATA *ch, bool hide ) ); void gain_exp args( ( CHAR_DATA *ch, int gain ) ); FRetVal gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); void bank_update args( ( void ) ); void camino_update args( ( void ) ); void auction_update args( ( void ) ); /* string.c */ char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); /* hunt.c */ int hunt_victim args( ( CHAR_DATA *ch ) ); bool can_hunt args( ( CHAR_DATA *, CHAR_DATA *, bool ) ); bool can_hunt_room args( ( CHAR_DATA *, ROOM_INDEX_DATA * ) ); void set_hunt args( ( CHAR_DATA *, CHAR_DATA *, bool ) ); void set_hunt_room args( ( CHAR_DATA *, ROOM_INDEX_DATA * ) ); #define is_hunting(ch) ((ch)->hunt_data != NULL) #define huntvictim(ch) ((ch)->hunt_data->victima) #define huntroom(ch) ((ch)->hunt_data->room) void stop_hunting args( ( CHAR_DATA *, bool, bool, bool ) ); /* trap.c */ bool checkmovetrap args( ( CHAR_DATA *ch, int dir) ); bool checkgetput args( ( CHAR_DATA *ch, OBJ_DATA *obj) ); bool checkopen args( ( CHAR_DATA *ch, OBJ_DATA *obj) ); /* games.c */ GF * game_lookup args( ( const char *name ) ); char * game_name args( ( GF *function) ); /* economy.c */ BANK_DATA * get_bank args( ( CHAR_DATA *, int ) ); /* quest.c */ #include "quest.h" /* entity.h */ #include "entity.h" void printf_to_char (CHAR_DATA *ch, char *fmt, ...); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef AD #undef GF #undef MD /* * 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 AREA_ENVY 8 /* Envy area */ #define AREA_PROTOTIPO 16 /* Area prototipo */ #define AREA_ROM_OLD 32 /* Area estandar Rom 2.4 */ #define AREA_RECALC 64 /* Recalculado de stats */ /* * Global Constants */ extern char * const dir_name []; extern char * const dir_nombre []; extern char * const dir_nom []; extern const sh_int rev_dir []; 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 REPAIR_DATA * repair_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_repair; extern int top_vnum_mob; extern int top_vnum_obj; extern int top_vnum_room; extern int top_mprog_index; 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]; struct bit_type { const struct flag_type * table; char * help; }; /* db.c */ void reset_area args( ( AREA_DATA * pArea ) ); void reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); /* 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 *, char * ) ); char *olc_ed_name args( ( CHAR_DATA *ch ) ); char *olc_ed_vnum args( ( CHAR_DATA *ch ) ); char *flag_string args ( ( const struct flag_type *flag_table, long bits ) ); /* prototypes from db.c */ void load_disabled args( ( void ) ); void save_disabled args( ( void ) ); /* events.c */ void add_event args( ( CHAR_DATA *ch, int timer, int tipo, void *arg1, void *arg2, void *arg3, void *arg4 ) ); void remove_events args( ( CHAR_DATA *ch ) ); /* random.c */ void crear_armadura_random args( ( CHAR_DATA * ) ); bool es_obj_random args( ( OBJ_DATA * ) ); /* * OLC * Use these macros to load any new area formats that you choose to * support on your MUD. See the new_load_area format below for * a short example. */ #if defined(KEY) #undef KEY #endif #define KEY( literal, field, value ) \ if ( !str_cmp( word, literal ) ) \ { \ field = value; \ fMatch = TRUE; \ break; \ } #if defined(KEYS) #undef KEYS #endif #define KEYS( string, field, value ) \ if ( !str_cmp( word, string ) ) \ { \ free_string( field ); \ field = value; \ fMatch = TRUE; \ break; \ } #define KEY_IGNORE( string, value ) \ if ( !str_cmp( word, string ) ) \ { \ value; \ fMatch = TRUE; \ break; \ } #define KEY_DO( string, dothis ) \ if ( !str_cmp( word, string ) ) \ { \ dothis; \ fMatch = TRUE; \ break; \ } #define ARRAY_COPY( array1, array2, largo ) \ { \ int _xxx_; \ for ( _xxx_ = 0; _xxx_ < largo; _xxx_++ ) \ array1[_xxx_] = array2[_xxx_]; \ } #endif // _MERC_H