/***************************************************************************
* 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. *
***************************************************************************/
#include "warlock.h"
#include "clans.h"
#include "arena.h"
#include "monk.h"
#include "garou.h"
#include "dragon.h"
#include "angel.h"
#include "priest.h"
#include "class.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( )
#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
#define COMMAND(cmd) DECLARE_DO_FUN(cmd);
/*
* 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
#include "player.h"
#include "old.h"
/*
* Structure types.
*/
typedef struct clans_data CLANS_DATA;
typedef struct clan_data CLAN_DATA;
typedef struct leader_data LEADER_DATA;
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct char_data CHAR_DATA;
typedef struct config_data CONFIG_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct kingdom_data KINGDOM_DATA;
typedef struct help_area_data HELP_AREA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct editing_data EDITING_DATA; /* OLC */
typedef struct disabled_data DISABLED_DATA;
typedef struct project_data PROJECT_DATA;
typedef struct extended_bitvector XBV;
typedef struct room_affect_data ROOM_AFFECT_DATA;
typedef struct hour_min_sec HOUR_MIN_SEC;
typedef struct quest_data QUEST_DATA;
/* one disabled command */
struct disabled_data
{
DISABLED_DATA *next; /* pointer to next node */
struct cmd_type const *command; /* pointer to the command struct*/
char *disabled_by; /* name of disabler */
sh_int level; /* level of disabler */
};
extern DISABLED_DATA *disabled_first;
extern BAN_DATA *ban_first;
/*
* 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
));
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4096 /* 7096 */
#define MAX_INPUT_LENGTH 512
#define MSL (MAX_STRING_LENGTH)
#define MIL (MAX_INPUT_LENGTH)
#define SCREEN_WIDTH 79
#define LINE_SEPERATOR "{b-------------------------------------------------------------------------------{n\n\r"
/*
* Colour stuff by Lope of Loping Through The MUD
*/
//#define CLEAR "[0m" /* Resets Colour */
#define CLEAR "[0;37m"
#define C_RED "[0;31m" /* Normal Colours */
#define C_GREEN "[0;32m"
#define C_YELLOW "[0;33m"
#define C_BLUE "[0;34m"
#define C_MAGENTA "[0;35m"
#define C_CYAN "[0;36m"
#define C_WHITE "[0;37m"
#define C_D_GREY "[1;30m" /* Light Colors */
#define C_B_RED "[1;31m"
#define C_B_GREEN "[1;32m"
#define C_B_YELLOW "[1;33m"
#define C_B_BLUE "[1;34m"
#define C_B_MAGENTA "[1;35m"
#define C_B_CYAN "[1;36m"
#define C_B_WHITE "[1;37m"
/*
* Rotains Gobal Procedures
*/
void clear_stats args( (CHAR_DATA *ch) );
void room_is_total_darkness args( (ROOM_INDEX_DATA *pRoomIndex) );
void improve_wpn args( (CHAR_DATA *ch,int dtype, bool right_hand) );
void improve_stance args( (CHAR_DATA *ch) );
void skillstance args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void show_spell args( (CHAR_DATA *ch, int dtype) );
void fightaction args( (CHAR_DATA *ch, CHAR_DATA *victim, int actype , \
int dtype, int wpntype) );
void crack_head args( (CHAR_DATA *ch, OBJ_DATA *obj, char *argument) );
void critical_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam) );
void take_item args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void raw_kill args( (CHAR_DATA *victim, CHAR_DATA *ch) );
void trip args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void disarm args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, \
int handtype) );
void make_part args( (CHAR_DATA *ch, char *argument) );
#include "board.h"
#include "changes.h"
/*void clan_table_read args( ( ) );
void artifact_table_read args( ( ) );
void clan_table_write args( ( ) );
void artifact_table_write args( ( ) );
void home_write args( ( ) );
void clan_table_powerselect args( (CHAR_DATA *ch, char *power_name) );
void clan_table_namefill args( (CHAR_DATA *ch) );
void clan_table_bite args( (CHAR_DATA *ch) );
void clan_table_dec args( (CHAR_DATA *ch, CHAR_DATA *victim) );
*/
void behead args( (CHAR_DATA *victim,CHAR_DATA *ch) );
void paradox args( (CHAR_DATA *ch) );
void load_bans args( (void) );
void save_bans args( (void) );
void load_kingdoms args( (void) );
void save_kingdoms args( (void) );
/*void load_war args( (void) );
void save_war args( (void) );*/
/*
* Godwars Game Parameters
* By Rotain
*/
#define SKILL_ADEPT 100
#define SKILL_THAC0_32 18
#define SKILL_THAC0_00 6
#define VERSION_NUMBER 2
#define DONATION_ROOM_WEAPON 6641
#define DONATION_ROOM_ARMOR 6643
#define DONATION_ROOM_REST 6644
#define MAX_VAMPIRE_POWER 3
#define MAX_BASE_DAMCAP 40
#define MAX_CLAN 12
#define MAX_ART 12
#define MAX_KINGDOM 11
#define MAX_WAR 45 /* MAX_KINGDOM-1 * MAX_KINGDOM /2 total combos*/
#define MAX_FORGET 10
#define MAX_OVALUE 5
/*CLAN LIST STUFF FROM KaVIr! Once again he comes through :)*/
#define CLAN_NONE 0
#define CLAN_CAITIFF 0
#define CLAN_LASOMBRA 1
#define CLAN_TZIMISCE 2
#define CLAN_GANGREL 3
#define CLAN_VENTRUE 4
#define CLAN_TREMERE 5
#define CLAN_ASSAMITE 6
#define CLAN_MALKAVIAN 7
#define CLAN_CAPPADOCIAN 8
#define CLAN_TOREADOR 9
#define CLAN_NOSFERATU 10
#define CLAN_UNBOUND 11
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_MEM_LIST 11 // DO NOT TOUCH
#define DAM_MOD .8
#define PARADOX_TICK 30
#define MAX_SKILL 202
#define MAX_ROOM_AFF 5
#define MAX_SPELL 60
#define MAX_LEVEL 12
#define L_ANG MAX_LEVEL - 3
#define NO_WATCH 10
#define NO_GODLESS (MAX_LEVEL - 2)
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 5)
#define LEVEL_MORTAL (MAX_LEVEL - 10)
#define LEVEL_AVATAR (MAX_LEVEL - 9)
#define LEVEL_APPRENTICE (MAX_LEVEL - 8)
#define LEVEL_MAGE (MAX_LEVEL - 7)
#define LEVEL_ARCHMAGE (MAX_LEVEL - 6)
#define LEVEL_NINJA (MAX_LEVEL - 6)
#define LEVEL_MONK (MAX_LEVEL - 6)
#define LEVEL_BUILDER (MAX_LEVEL - 5)
#define LEVEL_QUESTMAKER (MAX_LEVEL - 4)
#define LEVEL_ENFORCER (MAX_LEVEL - 3)
#define LEVEL_JUDGE (MAX_LEVEL - 2)
#define LEVEL_HIGHJUDGE (MAX_LEVEL - 1)
#define LEVEL_IMPLEMENTOR (MAX_LEVEL)
#define L_UNK 0
#define L_CIT 1
#define L_LEG 2
#define L_MYT 3
#define L_TIT 4
#define L_ORA 5
#define L_IMM 6
#define L_DEM 7
#define L_DEI 8
#define L_DUK 9
#define L_KNG 10
#define L_LRD 11
#define L_SEN 12
#define L_KGT 13
#define L_WRL 14
#define L_ALM 15
#define L_RM 16
#define L_RL 17
#define L_CL 18
#define L_LM 19
#define L_GL 20
#define PULSE_PER_SECOND 4
#define PULSE_GAIN_EXP PULSE_PER_SECOND
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK (30 * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define PULSE_WW ( 4 * PULSE_PER_SECOND)
#define PULSE_HINT (240 * PULSE_PER_SECOND)
#define PULSE_SAVE (15 * PULSE_PER_SECOND)
#define PULSE_ROOMS (2 * PULSE_PER_SECOND )
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824
/*
* Defines for extended bitvectors
*/
#ifndef INTBITS
#define INTBITS 32
#endif
#define XBM 31 /* extended bitmask ( INTBITS - 1 ) */
#define RSV 5 /* right-shift value ( sqrt(XBM+1) ) */
#define XBI 4 /* integers in an extended bitvector */
#define MAX_BITS XBI * INTBITS
/*
* Structure for extended bitvectors -- Thoric
*/
struct extended_bitvector
{
int bits[XBI];
};
/*
* The functions for these prototypes can be found in handler.c
* They are up here because they are used by the macros below
*/
bool ext_is_empty args( ( XBV *bits ) );
void ext_clear_bits args( ( XBV *bits ) );
int ext_has_bits args( ( XBV *var, XBV *bits) );
bool ext_same_bits args( ( XBV *var, XBV *bits) );
void ext_set_bits args( ( XBV *var, XBV *bits) );
void ext_remove_bits args( ( XBV *var, XBV *bits) );
void ext_toggle_bits args( ( XBV *var, XBV *bits) );
/*
* Here are the extended bitvector macros:
*/
#define xIS_SET(var, bit) ((var).bits[(bit) >> RSV] & 1 << ((bit) &XBM))
#define xSET_BIT(var, bit) ((var).bits[(bit) >> RSV] |= 1 << ((bit) &XBM))
#define xSET_BITS(var, bit) (ext_set_bits(&(var), &(bit)))
#define xREMOVE_BIT(var, bit) ((var).bits[(bit) >> RSV] &= ~(1 << ((bit)& XBM)))
#define xREMOVE_BITS(var, bit) (ext_remove_bits(&(var), &(bit)))
#define xTOGGLE_BIT(var, bit) ((var).bits[(bit) >> RSV] ^= 1 << ((bit) &XBM))
#define xTOGGLE_BITS(var, bit) (ext_toggle_bits(&(var), &(bit)))
#define xCLEAR_BITS(var) (ext_clear_bits(&(var)))
#define xIS_EMPTY(var) (ext_is_empty(&(var)))
#define xHAS_BITS(var, bit) (ext_has_bits(&(var), &(bit)))
#define xSAME_BITS(var, bit) (ext_same_bits(&(var), &(bit)))
#define PLR_FLAGS(ch, bit ) ( !IS_NPC(ch) && xIS_SET( PC(ch,plr_flags), bit ) )
/*
* Clan structure.
*/
struct clans_data
{
int members; /* Number of members */
char * clan_head; /* Name of clan head */
char * primogen; /* Name of primogen */
};
/*
* Rotains Clan Table Structure
*
struct clan_table_type
{
char * clan_name;
char * clan_leader;
char * clan_powers_1;
char * clan_powers_2;
char * clan_powers_3;
int clan_kills [MAX_CLAN];
int lvnum;
int uvnum;
int clan_recall;
};
*/
/*
* Ban Types --- Shaddai
*/
#define BAN_SITE 1
#define BAN_CLASS 2
#define BAN_RACE 3
#define BAN_WARN -1
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA *next;
BAN_DATA *prev;
char *name; /* Name of site/class/race banned */
char *note; /* Why it was banned */
char *ban_by; /* Who banned this site */
char *ban_time; /* Time it was banned */
int flag; /* Class or Race number */
int unban_date;/* When ban expires */
sh_int duration; /* How long it is banned for */
sh_int level; /* Level that is banned */
bool warn; /* Echo on warn channel */
bool prefix; /* Use of *site */
bool suffix; /* Use of site* */
};
/*
* Store types of char logged in.
*/
#define LOGIN_NONE 0
#define LOGIN_NEWBIE 1
#define LOGIN_MORTAL 2
#define LOGIN_GOD 4
#define LOGIN_VAMPIRE 8
#define LOGIN_WEREWOLF 16
#define LOGIN_MAGE 32
#define LOGIN_DEMON 64
#define LOGIN_HIGHLANDER 128
#define LOGIN_DROW 256
#define LOGIN_NINJA 512
#define LOGIN_MONK 1024
#define LOGIN_ABOMINATION 2048
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define MOON_RISE 0
#define MOON_UP 1
#define MOON_SET 2
#define MOON_DOWN 3
#define MORNING 0
#define DAY 1
#define EVENING 2
#define NIGHT 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
#define MOON_NEW 0
#define MOON_CRESCENT 1
#define MOON_HALF 2
#define MOON_GIBBOUS 3
#define MOON_FULL 4
#define MOON_WANING 5
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct hour_min_sec
{
int hour;
int min;
int sec;
int manual;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
int moonlight;
int moonphase;
int time_of_day;
};
/* Auction System, Added by Tracker */
typedef struct auction_data AUCTION_DATA;
struct auction_data
{
OBJ_DATA * item;
CHAR_DATA * owner;
CHAR_DATA * high_bidder;
sh_int status;
long current_bid;
long minbid;
long silver_held;
long gold_held;
};
extern AUCTION_DATA auction_info;
#define PULSE_AUCTION (20 * PULSE_PER_SECOND)
#define MINIMUM_BID 100
#define AUCTION_LENGTH 5
/*
* 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_SEX 6
#define CON_GET_NEW_CLASS 7
#define CON_READ_MOTD 8
#define CON_NOT_PLAYING 9
#define CON_GET_NEW_ANSI 10
#define CON_COPYOVER_RECOVER 11
#define CON_EDITING 12
/*
* Connected states for OLC.
*
#define CON_AEDITOR -1
#define CON_REDITOR -2
#define CON_MEDITOR -3
#define CON_OEDITOR -4
*/
/*
* Timers
*/
#define MAX_TIMER 10
#define TIMER(ch, tmr) ((ch)->pcdata->tick_timer[(tmr)])
#define SET_TIMER(ch, tmr, tm) ((ch)->pcdata->tick_timer[(tmr)] = (tm))
#define ADD_TIMER(ch, tmr, tm) ((ch)->pcdata->tick_timer[(tmr)] += (tm))
#define SUB_TIMER(ch, tmr, tm) ((ch)->pcdata->tick_timer[(tmr)] -= (tm))
#define TIME_UP(ch, tmr) ((ch)->pcdata->tick_timer[(tmr)] == 0 ? TRUE : FALSE )
// add timers here.. #define TIMER_WHATEVER 0...
#define TIMER_THIRD_ARM_GOING 0
#define TIMER_FOURTH_ARM_GOING 1
/*
Extra global's done by KaVir
*/
extern int world_affects;
/*
* Online editing structure.
*/
struct editing_data /* OLC */
{
void * pIndex;
int vnum;
int type;
int command;
char * text;
char ** destination;
};
/*
* Area flags. OLC
*/
#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_UNLINKED 8 // Sage- unlinked zone
#define AREA_SANCTUARY 16
#define AREA_QUEST 32
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
sh_int descriptor;
sh_int connected;
bool fcommand;
bool ansi;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * outbuf;
int outsize;
int outtop;
void * pEdit; /* OLC */
char ** pString; /* OLC */
sh_int editor; /* OLC */
char * showstr_head;
char * showstr_point;
};
/*
* 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
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
HELP_DATA * next_area;
sh_int level;
char * keyword;
char * text;
};
struct help_area_data
{
HELP_AREA * next;
HELP_DATA * first;
HELP_DATA * last;
AREA_DATA * area;
char * filename;
bool changed;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
sh_int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
time_t expire;
};
struct project_data
{
PROJECT_DATA * next; /* Next project in list*/
PROJECT_DATA * prev; /* Previous project in list*/
NOTE_DATA * first_log; /* First log on project*/
NOTE_DATA * last_log; /* Last log on project*/
char *name;
char *owner;
char *coder;
char *status;
char *date;
char *description;
bool taken; /* Has someone taken project?*/
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
sh_int type;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
struct room_affect_data
{
ROOM_AFFECT_DATA * next;
sh_int duration;
sh_int level;
int type;
int bitvector;
int applies_spell;
sh_int modifier;
sh_int location;
CHAR_DATA * caster;
};
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
struct base_dam_cap
{
int exp;
int cps;
int qps;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_CANNIBAL 30069
#define MOB_VNUM_GYPSY 2
/*
* Immunities, for players. KaVir.
*/
#define IMM_SLASH 1 /* Resistance to slash, slice. */
#define IMM_STAB 2 /* Resistance to stab, pierce. */
#define IMM_SMASH 4 /* Resistance to blast, pound, crush. */
#define IMM_ANIMAL 8 /* Resistance to bite, claw. */
#define IMM_MISC 16 /* Resistance to grep, suck, whip. */
#define IMM_CHARM 32 /* Immune to charm spell. */
#define IMM_HEAT 64 /* Immune to fire/heat spells. */
#define IMM_COLD 128 /* Immune to frost/cold spells. */
#define IMM_LIGHTNING 256 /* Immune to lightning spells. */
#define IMM_ACID 512 /* Immune to acid spells. */
#define IMM_SUMMON 1024 /* Immune to being summoned. */
#define IMM_VOODOO 2048 /* Immune to voodoo magic. */
#define IMM_VAMPIRE 4096 /* Allow yourself to become a vampire. */
#define IMM_STAKE 8192 /* Immune to being staked (vamps only). */
#define IMM_SUNLIGHT 16384 /* Immune to sunlight (vamps only). */
#define IMM_SHIELDED 32768 /* For Obfuscate. Block scry, etc. */
#define IMM_HURL 65536 /* Cannot be hurled. */
#define IMM_BACKSTAB 131072 /* Cannot be backstabbed. */
#define IMM_KICK 262144 /* Cannot be kicked. */
#define IMM_DISARM 524288 /* Cannot be disarmed. */
#define IMM_STEAL 1048576 /* Cannot have stuff stolen. */
#define IMM_SLEEP 2097152 /* Immune to sleep spell. */
#define IMM_DRAIN 4194304 /* Immune to energy drain. */
#define IMM_DEMON 8388608 /* Allow yourself to become a demon. */
#define IMM_TRANSPORT 16777216 /* Objects can't be transported to you. */
#define IMM_TRAVEL 33554432 /*so demons can turn travel off*/
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC 1 /* Auto set for mobs */
#define ACT_SENTINEL 2 /* Stays in one room */
#define ACT_SCAVENGER 4 /* Picks up objects */
#define ACT_AGGRESSIVE 32 /* Attacks PC's */
#define ACT_STAY_AREA 64 /* Won't leave area */
#define ACT_WIMPY 128 /* Flees when hurt */
#define ACT_PET 256 /* Auto set for pets */
#define ACT_TRAIN 512 /* Can train PC's */
#define ACT_PRACTICE 1024 /* Can practice PC's */
#define ACT_MOUNT 2048 /* Can be mounted */
#define ACT_NOPARTS 4096 /* Dead = no body parts */
#define ACT_NOEXP 8192 /* No exp for killing */
#define ACT_NOAUTOKILL 16384
#define ACT_SKILLED 32768
#define ACT_COMMANDED 65536 /* Can't attack newbies */
#define ACT_NOASTRAL 131072
#define ACT_SHOPQUEST 262144
#define ACT_QUESTMASTER 524288
/*
* Thingers for Demon Warps
*/
#define WARP_CBODY 1
#define WARP_SBODY 2
#define WARP_STRONGARMS 4
#define WARP_STRONGLEGS 8
#define WARP_VENOMTONG 16
#define WARP_SPIKETAIL 32
#define WARP_BADBREATH 64
#define WARP_QUICKNESS 128
#define WARP_STAMINA 256
#define WARP_HUNT 512
#define WARP_DAMCAP 1024
#define WARP_TERROR 2048
#define WARP_REGEN 4096
#define WARP_STEED 8192
#define WARP_WEAPON 16384
#define WARP_INFIRMITY 32768
#define WARP_GBODY 65536
#define WARP_SCARED 131072
#define WARP_MAGMA 262144
#define WARP_WEAK 524288
#define WARP_SLOW 1048576
#define WARP_VULNER 2097152
#define WARP_SHARDS 4194304
#define WARP_WINGS 8388608
#define WARP_CLUMSY 16777216
#define WARP_STUPID 33554432
#define WARP_SPOON 67108864
#define WARP_FORK 134217728
#define WARP_KNIFE 268435456
#define WARP_SALADBOWL 536870912
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND 1
#define AFF_INVISIBLE 2
#define AFF_DETECT_EVIL 4
#define AFF_DETECT_INVIS 8
#define AFF_DETECT_MAGIC 16
#define AFF_DETECT_HIDDEN 32
#define AFF_SHADOWPLANE 64 /* Creatures in shadow plane - KaVir */
#define AFF_SANCTUARY 128
#define AFF_FAERIE_FIRE 256
#define AFF_INFRARED 512
#define AFF_CURSE 1024
#define AFF_FLAMING 2048 /* For burning creatures - KaVir */
#define AFF_POISON 4096
#define AFF_PROTECT 8192
#define AFF_ETHEREAL 16384 /* For ethereal creatures - KaVir */
#define AFF_SNEAK 32768
#define AFF_HIDE 65536
#define AFF_SLEEP 131072
#define AFF_CHARM 262144
#define AFF_FLYING 524288
#define AFF_PASS_DOOR 1048576
#define AFF_POLYMORPH 2097152 /* For polymorphed creatures - KaVir */
#define AFF_SHADOWSIGHT 4194304 /* Can see between planes - KaVir */
#define AFF_WEBBED 8388608 /* Cannot move - KaVir */
#define AFF_TOTALBLIND 16777216 /* Cannot get pregnant - KaVir */
#define AFF_DARKNESS 33554432 /* Drow Darkness - Rotain */
#define AFF_DROWFIRE 67108864
#define AFF_SAFE 134217728
#define AFF_SHIFT 268435456
#define AFF_HOLYAURA 536870912 /* Monk and Paladin Bless */
#define AFF_STEELSHIELD 1073741824
/*
* The Affs Strike Back
* 'flag2'
*/
#define AFF2_BLINK_1ST_RD (A)
#define AFF2_BLINK_2ND_RD (B)
#define AFF2_SPIRITGUARD (C)
#define VAMP_ASHES (D)
#define VAMP_CLONE (E)
#define VAMP_OBJMASK (F)
#define AFF2_ROT (G)
#define AFF2_CONTRACEPTION (H)
#define AFF2_TENDRILS (I)
#define EXTRA_AFK (J)
#define AFF2_AFK (K)
#define AFF2_REIMB (L)
#define AFF2_CHALLENGED (M)
#define AFF2_CHALLENGER (N)
#define AFF2_INARENA (O)
#define AFF2_BALOR (P)
#define AFF2_IMP (Q)
#define AFF2_HELPER (R)
#define AFF2_ANONYMOUS (T)
#define AFF2_BARKSKIN (U)
#define AFF2_SPECIES_RANGER (V)
#define AFF2_SPECIES_ANGEL (W)
#define AFF2_SPECIES_VAMPIRE (X)
#define AFF2_SPECIES_WEREWOLF (Y)
#define AFF2_SPECIES_HIGHLANDER (Z)
#define AFF2_SPECIES_DEMON (aa)
#define AFF2_SPECIES_DROW (bb)
#define AFF2_SPECIES_PRIEST (cc)
#define AFF2_SPECIES_NINJA (dd)
#define AFF2_SARENA (ee)
/*
* Bits for 'itemaffect'.
* Used in #MOBILES.
*/
#define ITEMA_SHOCKSHIELD 1
#define ITEMA_FIRESHIELD 2
#define ITEMA_ICESHIELD 4
#define ITEMA_ACIDSHIELD 8
#define ITEMA_DBPASS 16
#define ITEMA_CHAOSSHIELD 32
#define ITEMA_ARTIFACT 64
#define ITEMA_REGENERATE 128
#define ITEMA_SPEED 256
#define ITEMA_VORPAL 512
#define ITEMA_PEACE 1024
#define ITEMA_RIGHT_SILVER 2048
#define ITEMA_LEFT_SILVER 4096
#define ITEMA_REFLECT 8192
#define ITEMA_RESISTANCE 16384
#define ITEMA_VISION 32768
#define ITEMA_STALKER 65536
#define ITEMA_VANISH 131072
#define ITEMA_RAGER 262144
#define ITEMA_HIGHLANDER 524288
#define ITEMA_PALADIN 1048576
#define ITEMA_SUNSHIELD 2097152
#define ITEMA_MAGE 4194304
#define ITEMA_ANGHALO 8388608
#define ITEMA_CHAOSHANDS 16777216
#define ITEMA_MASTERY 33554432
#define ITEMA_CRITICALS 67108864
/*
* Rune, Glyph and Sigil bits.
*/
#define RUNE_FIRE 1
#define RUNE_AIR 2
#define RUNE_EARTH 4
#define RUNE_WATER 8
#define RUNE_DARK 16
#define RUNE_LIGHT 32
#define RUNE_LIFE 64
#define RUNE_DEATH 128
#define RUNE_MIND 256
#define RUNE_SPIRIT 512
#define RUNE_MASTER 1024
#define GLYPH_CREATION 1
#define GLYPH_DESTRUCTION 2
#define GLYPH_SUMMONING 4
#define GLYPH_TRANSFORMATION 8
#define GLYPH_TRANSPORTATION 16
#define GLYPH_ENHANCEMENT 32
#define GLYPH_REDUCTION 64
#define GLYPH_CONTROL 128
#define GLYPH_PROTECTION 256
#define GLYPH_INFORMATION 512
#define SIGIL_SELF 1
#define SIGIL_TARGETING 2
#define SIGIL_AREA 4
#define SIGIL_OBJECT 8
/*
* Advanced spells.
*/
#define ADV_DAMAGE 1
#define ADV_AFFECT 2
#define ADV_ACTION 4
#define ADV_AREA_AFFECT 8
#define ADV_VICTIM_TARGET 16
#define ADV_OBJECT_TARGET 32
#define ADV_GLOBAL_TARGET 64
#define ADV_NEXT_PAGE 128
#define ADV_PARAMETER 256
#define ADV_SPELL_FIRST 512
#define ADV_NOT_CASTER 1024
#define ADV_NO_PLAYERS 2048
#define ADV_SECOND_VICTIM 4096
#define ADV_SECOND_OBJECT 8192
#define ADV_REVERSED 16384
#define ADV_STARTED 32768
#define ADV_FINISHED 65536
#define ADV_FAILED 131072
#define ADV_MESSAGE_1 262144
#define ADV_MESSAGE_2 524288
#define ADV_MESSAGE_3 1048576
#define ADV_COLORED (V)
/*
* Advanced spell actions.
*/
#define ACTION_NONE 0
#define ACTION_MOVE 1
#define ACTION_MOB 2
#define ACTION_OBJECT 3
/*
* Advanced spell affects.
*/
#define ADV_STR 1
#define ADV_DEX 2
#define ADV_INT 4
#define ADV_WIS 8
#define ADV_CON 16
#define ADV_SEX 32
#define ADV_MANA 64
#define ADV_HIT 128
#define ADV_MOVE 256
#define ADV_AC 512
#define ADV_HITROLL 1024
#define ADV_DAMROLL 2048
#define ADV_SAVING_SPELL 4096
/* Colour scale macros - added 12th Aug 1995 by Calamar */
#define NO_COLOUR "" /* Blank */
#define GREY "[0;1;30m" /* Dark Grey */
#define D_RED "[0;0;31m" /* Dark Red */
#define L_RED "[0;1;31m" /* Light Red */
#define D_GREEN "[0;0;32m" /* Dark Green */
#define L_GREEN "[0;1;32m" /* Light Green */
#define BROWN "[0;0;33m" /* Brown */
#define YELLOW "[0;1;33m" /* Yellow */
#define D_BLUE "[0;0;34m" /* Dark Blue */
#define L_BLUE "[0;1;34m" /* Light Blue */
#define MAGENTA "[0;0;35m" /* Magenta */
#define PINK "[0;1;35m" /* Pink */
#define D_CYAN "[0;0;36m" /* Dark Cyan */
#define L_CYAN "[0;1;36m" /* Light Cyan */
#define NORMAL "[0;0;37m" /* Light Grey */
#define WHITE "[0;0;38m" /* White */
#define ADD_COLOUR(_player,_str,_col) {char swh_temp[255]; \
if (!IS_NPC(_player) && IS_SET(_player->act, PLR_ANSI)) {swh_temp[0] = '\0'; \
strcpy(swh_temp, _col); strcat(swh_temp, _str); strcat(swh_temp, NORMAL); \
strcpy(_str, swh_temp);}}
#define SCALE_COLS 4
#define COL_SCALE(_swh_str,_swh_ch,_swh_curr,_swh_max) \
ADD_COLOUR(_swh_ch, _swh_str, \
(_swh_curr < 1) ? L_RED : \
(_swh_curr < _swh_max) ? \
scale[(SCALE_COLS * _swh_curr) / ((_swh_max > 0) \
? _swh_max : 1)] : L_CYAN)
extern char *scale[SCALE_COLS];
/*
* Bits for 'vampire'.
* Used for player vampires.
*/
#define VAM_FANGS 1
#define VAM_CLAWS 2
#define VAM_NIGHTSIGHT 4
#define VAM_FLYING 8 /* For flying creatures */
#define VAM_SONIC 16 /* For creatures with full detect */
#define VAM_CHANGED 32 /* Changed using a vampire power */
#define VAM_PROTEAN 64 /* Claws, nightsight, and change */
#define VAM_CELERITY 128 /* 66%/33% chance 1/2 extra attacks */
#define VAM_FORTITUDE 256 /* 5 hp less per hit taken */
#define VAM_POTENCE 512 /* Deal out 1.5 times normal damage */
#define VAM_OBFUSCATE 1024 /* Disguise and invis */
#define VAM_AUSPEX 2048 /* Truesight, etc */
#define VAM_OBTENEBRATION 4096 /* Shadowplane/sight and shadowbody */
#define VAM_SERPENTIS 8192 /* Eyes/serpent, heart/darkness, etc */
#define VAM_DISGUISED 16384 /* For the Obfuscate disguise ability */
#define VAM_MORTAL 32768 /* For Obfuscate mortal ability. */
#define VAM_DOMINATE 65536 /* Evileye, command */
#define VAM_EVILEYE 131072 /* Evileye, command */
#define VAM_PRESENCE 262144 /* Presence discipline */
#define VAM_VICISSITUDE 524288
/* New vamp defines*/
#define VAM_ANIM 0
#define VAM_AUSP 1
#define VAM_DAIM 2
#define VAM_DOMI 3
#define VAM_FORT 4
#define VAM_OBFU 5
#define VAM_OBTE 6
#define VAM_PRES 7
#define VAM_PROT 8
#define VAM_QUIE 9
#define VAM_SERP 10
#define VAM_THAU 11
#define VAM_VICI 12
#define VAM_CELE 13
#define VAM_CHIM 14
#define VAM_POTE 15
#define VAM_OBEA 16
#define VAM_MELP 17
#define VAM_THAN 18
#define VAM_NECR 19
#define DISC_MAX 19
/*end new vamp section*/
#define RES_ANIMALISM 1
#define RES_AUSPEX 2
#define RES_DOMINATE 4
#define RES_PRESENCE 8
#define RES_TOGGLE 16
#define RES_CELERITY 32
#define WILL_ANIMALISM 1
#define WILL_AUSPEX 2
#define WILL_DOMINATE 3
#define WILL_PRESENCE 4
/*Define new vamp powers*/
/*
* Bits for 'polymorph'.
* Used for players.
*/
#define POLY_BAT 1
#define POLY_WOLF 2
#define POLY_MIST 4
#define POLY_SERPENT 8
#define POLY_RAVEN 16
#define POLY_FISH 32
#define POLY_FROG 64
#define POLY_ZULO 128
#define POLY_SPIDERFORM 256
#define POLY_HAGS 512
#define POLY_FLESHCRAFT 1024
#define POLY_ANGELFORM 2048
#define POLY_PFORM 4096
/*
* Languages.
*/
#define LANG_COMMON 0
#define DIA_OLDE 1
#define DIA_BAD 2
#define LANG_DARK 4
/*
* Score.
*/
#define SCORE_TOTAL_XP 0
#define SCORE_HIGH_XP 1
#define SCORE_TOTAL_LEVEL 2
#define SCORE_HIGH_LEVEL 3
#define SCORE_QUEST 4
#define SCORE_NUM_QUEST 5
/*
* Zombie Lord.
*/
#define ZOMBIE_NOTHING 0
#define ZOMBIE_TRACKING 1
#define ZOMBIE_ANIMATE 2
#define ZOMBIE_CAST 3
#define ZOMBIE_REST 4
/*
* Damcap values.
*/
#define DAM_CAP 0
#define DAM_CHANGE 1
/*
* Bits for Demonic Champions.
*
* new demon fields in player.h and old ones in old.h
*/
/*
* Mounts
*/
#define IS_ON_FOOT 0
#define IS_MOUNT 1
#define IS_RIDING 2
#define IS_CARRIED 4
#define IS_CARRYING 8
//Embrace shit to fix a bug! WHEEEEEEEE!
#define ARE_NONE 0
#define ARE_EMBRACING 1
#define ARE_EMBRACED 2
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
#define IS_FEMALE( ch ) ( ch->sex == SEX_FEMALE )
#define IS_MALE( ch ) ( ch->sex == SEX_MALE )
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_MONEY_ONE 2
#define OBJ_VNUM_MONEY_SOME 3
#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_FINAL_TURD 16
#define OBJ_VNUM_STAKE 18
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_BLOOD_SPRING 23
#define OBJ_VNUM_MIN_QUEST 30
#define OBJ_VNUM_MAX_QUEST 33
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_KHRONE 30055
/* For KaVir's stuff */
#define OBJ_VNUM_SOULBLADE 30000
#define OBJ_VNUM_PORTAL 30001
#define OBJ_VNUM_EGG 30002
#define OBJ_VNUM_EMPTY_EGG 30003
#define OBJ_VNUM_SPILLED_ENTRAILS 30004
#define OBJ_VNUM_QUIVERING_BRAIN 30005
#define OBJ_VNUM_SQUIDGY_EYEBALL 30006
#define OBJ_VNUM_SPILT_BLOOD 30007
#define OBJ_VNUM_VOODOO_DOLL 30010
#define OBJ_VNUM_RIPPED_FACE 30012
#define OBJ_VNUM_TORN_WINDPIPE 30013
#define OBJ_VNUM_CRACKED_HEAD 30014
#define OBJ_VNUM_SLICED_EAR 30025
#define OBJ_VNUM_SLICED_NOSE 30026
#define OBJ_VNUM_KNOCKED_TOOTH 30027
#define OBJ_VNUM_TORN_TONGUE 30028
#define OBJ_VNUM_SEVERED_HAND 30029
#define OBJ_VNUM_SEVERED_FOOT 30030
#define OBJ_VNUM_SEVERED_THUMB 30031
#define OBJ_VNUM_SEVERED_INDEX 30032
#define OBJ_VNUM_SEVERED_MIDDLE 30033
#define OBJ_VNUM_SEVERED_RING 30034
#define OBJ_VNUM_SEVERED_LITTLE 30035
#define OBJ_VNUM_SEVERED_TOE 30036
#define OBJ_VNUM_PROTOPLASM 30037
#define OBJ_VNUM_QUESTCARD 30039
#define OBJ_VNUM_QUESTMACHINE 30040
#define OBJ_VNUM_GATE 30053
#define OBJ_VNUM_MOONGATE 30052
#define MOB_VNUM_GUARDIAN 30001
#define MOB_VNUM_MOUNT 30006
#define MOB_VNUM_FROG 30007
#define MOB_VNUM_RAVEN 30008
#define MOB_VNUM_CAT 30009
#define MOB_VNUM_DOG 30010
#define MOB_VNUM_EYE 30012
#define MOB_VNUM_STEED 30075
/*
* 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_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_PORTAL 27
#define ITEM_EGG 28
#define ITEM_VOODOO 29
#define ITEM_STAKE 30
#define ITEM_MISSILE 31 /* Ammo vnum, cur, max, type */
#define ITEM_AMMO 32 /* ???, dam min, dam max, type */
#define ITEM_QUEST 33
#define ITEM_QUESTCARD 34
#define ITEM_QUESTMACHINE 35
#define ITEM_SYMBOL 36
#define ITEM_BOOK 37
#define ITEM_PAGE 38
#define ITEM_TOOL 39
#define ITEM_DTOKEN 40
#define ITEM_WALL 41
#define ITEM_WGATE 42
#define ITEM_WARD 43
#define ITEM_RESOURCE 44
#define ITEM_CREATURE 45
#define ITEM_GRENADE 46
/*
* Weapon flags
* field = 'weapflags'
* For Flaming\Icing\Shitty weapons
*/
#define WEAPON_FLAMING 1
#define WEAPON_POISON 2
#define WEAPON_FROST 4
#define WEAPON_HOLY 8
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW (A)
#define ITEM_HUM (B)
#define ITEM_THROWN (C)
#define ITEM_KEEP (D)
#define ITEM_VANISH (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_LOYAL (O)
#define ITEM_SHADOWPLANE (P)
#define ITEM_DARK (Q)
#define ITEM_MENCHANT (R)
#define ITEM_NOCLAIM (S)
#define ITEM_NOCOPY (T)
#define ITEM_SATANIC (U)
#define ITEM_CLOAKED (V)
#define ITEM_PRICELESS (X)
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_WEAR_NONE 0
#define ITEM_TAKE 1
#define ITEM_WEAR_FINGER 2
#define ITEM_WEAR_NECK 4
#define ITEM_WEAR_BODY 8
#define ITEM_WEAR_HEAD 16
#define ITEM_WEAR_LEGS 32
#define ITEM_WEAR_FEET 64
#define ITEM_WEAR_HANDS 128
#define ITEM_WEAR_ARMS 256
#define ITEM_WEAR_SHIELD 512
#define ITEM_WEAR_ABOUT 1024
#define ITEM_WEAR_WAIST 2048
#define ITEM_WEAR_WRIST 4096
#define ITEM_WIELD 8192
#define ITEM_HOLD 16384
#define ITEM_WEAR_FACE 32768
#define ITEM_WEAR_ANKLE 65536
#define ITEM_WEAR_EAR 131072
#define ITEM_WEAR_NOSE 262144
#define ITEM_WEAR_MASTERY 524288
/*
* Special types.
* Used in #OBJECTS for special items - KaVir.
*/
#define SITEM_ACTIVATE 1
#define SITEM_TWIST 2
#define SITEM_PRESS 4
#define SITEM_PULL 8
#define SITEM_TARGET 16
#define SITEM_SPELL 32
#define SITEM_TRANSPORTER 64
#define SITEM_TELEPORTER 128
#define SITEM_DELAY1 256
#define SITEM_DELAY2 512
#define SITEM_OBJECT 1024
#define SITEM_MOBILE 2048
#define SITEM_ACTION 4096
#define SITEM_MORPH 8192
#define SITEM_SILVER 16384
#define SITEM_WOLFWEAPON 32768
#define SITEM_DROWWEAPON 65536
#define SITEM_CHAMPWEAPON 131072
#define SITEM_DEMONIC 262144
#define SITEM_HIGHLANDER 524288
#define SITEM_NINJA 1048576
#define SITEM_MAGE 2097152
#define SITEM_DROW 4194304
#define C_TWITCHING 8388608
#define SITEM_VAMP 33554432
#define SITEM_WEREWOLF 67108864
#define SITEM_MONK 134217728
/*
* Apply types (for quest affects).
* Used in #OBJECTS.
*/
#define QUEST_STR 1
#define QUEST_DEX 2
#define QUEST_INT 4
#define QUEST_WIS 8
#define QUEST_CON 16
#define QUEST_HITROLL 32
#define QUEST_DAMROLL 64
#define QUEST_HIT 128
#define QUEST_MANA 256
#define QUEST_MOVE 512
#define QUEST_AC 1024
#define QUEST_NAME 2048
#define QUEST_SHORT 4096
#define QUEST_LONG 8192
#define QUEST_FREENAME 16384
#define QUEST_ENCHANTED 32768
#define QUEST_SPELLPROOF 65536
#define QUEST_ARTIFACT 131072
#define QUEST_IMPROVED 262144
#define QUEST_MASTER_RUNE 524288
#define QUEST_RELIC 1048576
#define QUEST_ZOMBIE 2097152
#define QUEST_CLONED 4194304
#define QUEST_BLOODA 8388608
#define ITEM_EQUEST 16777216
#define QUEST_MAGEENCHANT (Z)
#define QUEST_MALLEABLE (aa)
#define QUEST_MAGE (bb)
#define QUEST_MASTERY (cc)
/*
* Tool types.
*/
#define TOOL_PEN 1
#define TOOL_PLIERS 2
#define TOOL_SCALPEL 4
/*
* 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_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_POLY 25
#define APPLY_BLOOD_MAX 26
#define APPLY_BLOOD_POT 27
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
#define ROOM_VNUM_HELL 30000
#define ROOM_VNUM_HEAVEN 30010
#define ROOM_VNUM_CRYPT 30001
#define ROOM_VNUM_DISCONNECTION 30002
#define ROOM_VNUM_IN_OBJECT 30008
#define ROOM_VNUM_MORGUE 3060
#define ROOM_VNUM_ESCAPE 3005
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK 1
#define ROOM_NO_MOB 4
#define ROOM_TOTAL_DARKNESS 8
#define ROOM_PRIVATE 512
#define ROOM_SAFE 1024
#define ROOM_SOLITARY 2048
#define ROOM_PET_SHOP 4096
#define ROOM_NO_RECALL 8192
#define ROOM_NO_TELEPORT 16384
#define ROOM_INDOORS 32768
#define ROOM_BLADE_BARRIER 65536
#define ROOM_SILENCE 131072
#define ROOM_FLAMING 262144
#define ROOM_CASTLE1 524288
#define ROOM_CASTLE2 1048576
#define ROOM_CASTLE3 2097152
#define ROOM_CASTLE4 4194304
#define ROOM_CASTLE5 8388608
#define ROOM_CASTLE6 16777216
#define ROOM_CASTLE7 33554432
#define ROOM_CASTLE8 67108864
#define ROOM_CASTLE9 134217728
#define ROOM_CASTLE10 268435456
#define ROOM2_SILENCE 1
#define ROOM2_CASTLE 4
/*
* Room text flags (KaVir).
* Used in #ROOMS.
*/
#define RT_LIGHTS 1 /* Toggles lights on/off */
#define RT_SAY 2 /* Use this if no others powers */
#define RT_ENTER 4
#define RT_CAST 8
#define RT_THROWOUT 16 /* Erm...can't remember ;) */
#define RT_OBJECT 32 /* Creates an object */
#define RT_MOBILE 64 /* Creates a mobile */
#define RT_LIGHT 128 /* Lights on ONLY */
#define RT_DARK 256 /* Lights off ONLY */
#define RT_OPEN_LIFT 512 /* Open lift */
#define RT_CLOSE_LIFT 1024 /* Close lift */
#define RT_MOVE_LIFT 2048 /* Move lift */
#define RT_SPELL 4096 /* Cast a spell */
#define RT_PORTAL 8192 /* Creates a one-way portal */
#define RT_TELEPORT 16384 /* Teleport player to room */
#define RT_ACTION 32768
#define RT_BLANK_1 65536
#define RT_BLANK_2 131072
#define RT_RETURN 1048576 /* Perform once */
#define RT_PERSONAL 2097152 /* Only shows message to char */
#define RT_TIMER 4194304 /* Sets object timer to 1 tick */
/*
* 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 MAX_DIR 6 /* OLC */
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR 1
#define EX_CLOSED 2
#define EX_LOCKED 4
#define EX_PICKPROOF 8
#define EX_BASHPROOF 16 /* KaVir*/
#define EX_BASHED 32 /* KaVir */
#define EX_PASSPROOF 64 /* KaVir */
/*
* 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_UNDERWATER 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* Equipment 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_THIRD 18
#define WEAR_FOURTH 19
#define WEAR_FACE 20
#define WEAR_SCABBARD_L 21
#define WEAR_SCABBARD_R 22
#define WEAR_ANKLE_L 23
#define WEAR_ANKLE_R 24
#define WEAR_EAR_R 25
#define WEAR_EAR_L 26
#define WEAR_NOSE 27
#define WEAR_MASTERY 28
#define MAX_WEAR 29
/*
* Locations for damage.
*/
#define LOC_HEAD 0
#define LOC_BODY 1
#define LOC_ARM_L 2
#define LOC_ARM_R 3
#define LOC_LEG_L 4
#define LOC_LEG_R 5
/*
* For Head
*/
#define LOST_EYE_L 1
#define LOST_EYE_R 2
#define LOST_EAR_L 4
#define LOST_EAR_R 8
#define LOST_NOSE 16
#define BROKEN_NOSE 32
#define BROKEN_JAW 64
#define BROKEN_SKULL 128
#define LOST_HEAD 256
#define LOST_TOOTH_1 512 /* These should be added..... */
#define LOST_TOOTH_2 1024 /* ...together to caculate... */
#define LOST_TOOTH_4 2048 /* ...the total number of.... */
#define LOST_TOOTH_8 4096 /* ...teeth lost. Total..... */
#define LOST_TOOTH_16 8192 /* ...possible is 31 teeth. */
#define LOST_TONGUE 16384
/*
* For Body
*/
#define BROKEN_RIBS_1 1 /* Remember there are a total */
#define BROKEN_RIBS_2 2 /* of 12 pairs of ribs in the */
#define BROKEN_RIBS_4 4 /* human body, so not all of */
#define BROKEN_RIBS_8 8 /* these bits should be set */
#define BROKEN_RIBS_16 16 /* at the same time. */
#define BROKEN_SPINE 32
#define BROKEN_NECK 64
#define CUT_THROAT 128
#define CUT_STOMACH 256
#define CUT_CHEST 512
/*
* For Arms
*/
#define BROKEN_ARM 1
#define LOST_ARM 2
#define LOST_HAND 4
#define LOST_FINGER_I 8 /* Index finger */
#define LOST_FINGER_M 16 /* Middle finger */
#define LOST_FINGER_R 32 /* Ring finger */
#define LOST_FINGER_L 64 /* Little finger */
#define LOST_THUMB 128
#define BROKEN_FINGER_I 256 /* Index finger */
#define BROKEN_FINGER_M 512 /* Middle finger */
#define BROKEN_FINGER_R 1024 /* Ring finger */
#define BROKEN_FINGER_L 2048 /* Little finger */
#define BROKEN_THUMB 4096
/*
* For Legs
*/
#define BROKEN_LEG 1
#define LOST_LEG 2
#define LOST_FOOT 4
#define LOST_TOE_A 8
#define LOST_TOE_B 16
#define LOST_TOE_C 32
#define LOST_TOE_D 64 /* Smallest toe */
#define LOST_TOE_BIG 128
#define BROKEN_TOE_A 256
#define BROKEN_TOE_B 512
#define BROKEN_TOE_C 1024
#define BROKEN_TOE_D 2048 /* Smallest toe */
#define BROKEN_TOE_BIG 4096
/*
* For Bleeding
*/
#define BLEEDING_HEAD 1
#define BLEEDING_THROAT 2
#define BLEEDING_ARM_L 4
#define BLEEDING_ARM_R 8
#define BLEEDING_HAND_L 16
#define BLEEDING_HAND_R 32
#define BLEEDING_LEG_L 64
#define BLEEDING_LEG_R 128
#define BLEEDING_FOOT_L 256
#define BLEEDING_FOOT_R 512
/*
* For Spec powers on players
*/
#define EYE_SPELL 1 /* Spell when they look at you */
#define EYE_SELFACTION 2 /* You do action when they look */
#define EYE_ACTION 4 /* Others do action when they look */
/***************************************************************************
* *
* 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
/*
* Stats - KaVir.
*/
#define STAT_STR 0
#define STAT_END 1
#define STAT_REF 2
#define STAT_FLE 2
/*
* Interpretor commands show..
*/
#define CSHOW_NEVER 1
#define CSHOW_VAMPIRE 2
#define CSHOW_WEREWOLF 4
#define CSHOW_MONK 8
#define CSHOW_DEMON 16
#define CSHOW_PRIEST 32
#define CSHOW_DROW 64
#define CSHOW_MAGE 128
#define CSHOW_ANGEL 256
#define CSHOW_NINJA 512
#define CSHOW_MUDCOP 1024
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_MEDITATING 5
#define POS_SITTING 6
#define POS_RESTING 7
#define POS_FIGHTING 8
#define POS_STANDING 9
// Bits for Areas ((area)->bits)
#define WASTE (A)
#define UPDATEWASTE (B)
// World bits (config_info->world)
/*
* ACT bits for players.
*/
#define PLR_IS_NPC 1 /* Don't EVER set. */
#define PLR_DEMON 2
#define PLR_CHAMPION 4
#define PLR_AUTOEXIT 8
#define PLR_AUTOLOOT 16
#define PLR_AUTOSAC 32
#define PLR_BLANK 64
#define PLR_BRIEF 128
#define PLR_COMBINE 512
#define PLR_PROMPT 1024
#define PLR_TELNET_GA 2048
#define PLR_HOLYLIGHT 4096
#define PLR_WIZINVIS 8192
#define PLR_ANSI 16384
#define PLR_COLOUR 16384
#define PLR_SILENCE 32768
#define PLR_NO_EMOTE 65536
#define PLR_INCOG 131072
#define PLR_NO_TELL 262144
#define PLR_LOG 524288
#define PLR_DENY 1048576
#define PLR_FREEZE 2097152
#define PLR_GODLESS 16777216
#define PLR_WATCHER 33554432
#define PLR_DROWSIGHT 67108864
#define PLR_EMBRACING 134217728
#define PLR_EMBRACED 268435456
#define PLR_ACID 536870912
#define PLR_LAST_AGG 1073741824
#define PLR_AUTOCRACK (dd)
#define PLR_BATTLEOTHER 1
#define PLR_CHIDE 2
#define PLR_AUTOHEAD 30
#define PLR_AUTOLEVEL 31
#define PLR_COUNTED 32
#define PLR_SPEAKSLOW 33
#define PLR_BATTLESELF 34
#define PLR_AUTOMAPPER 35
/* grenades */
#define GRENADE_NOTPULLED 0
#define GRENADE_PULLED 1
/*NEWBITS FOR PLAYERS..(added by sage)10/17/98*/
#define NEWBIE_PACK 1
#define THIRD_HAND 2
#define FOURTH_HAND 4
#define NEW_DROWHATE 8
#define NEW_DARKNESS 16
#define NEW_TIDE 32
#define NEW_COIL 64
#define NEW_MONKFLAME 128
#define NEW_MONKCLOAK 256
#define NEW_MONKADAM 512
#define NEW_MONKSKIN 1024
#define NEW_MONKFAVOR 2048
#define NEW_POWER 4096
#define NEW_CLANNABLE 8192
#define NEW_NATURAL 16384
#define NEW_QUILLS 32768
#define NEW_OBEAH 65536
#define NEW_PAIN 131072
#define NEW_REINA 262144
#define NEW_NEUTRAL 524288
#define NEW_CALM 1048576
#define NEW_NOPAIN 2097152
#define NEW_SILENCE 4194304
#define NEW_COURAGE 8388608
#define NEW_VIOLATION 16777216
#define NEW_FTALK 33554432
#define NEW_VISCERAL 67108864
#define NEW_HOLYANGER 134217728
#define NEW_BLASTRAGE 268435456
#define NEW_FULLBORE 536870912
#define NEW_HOLY 1073741824
#define NEW_ARCHMAGE (aa)
#define NEW_MUDCOP (bb)
#define NEW_MCR (cc)
#define NEW_MASTERY (dd)
// exactly like newbits wheeeeee!
#define MORE_ANIMAL_MASTER 1
#define MORE_SPIRIT 2
#define MORE_GUARDIAN 4
/*
* World affect bits.
*/
#define WORLD_FOG 1
#define WORLD_RAIN 2
#define WORLD_ECLIPSE 4
#define WORLD_NICE 8 // No swearing while frenzied
#define WORLD_DOUBLEXP 16
#define WORLD_VOTING 32
#define WIZLOCKED 64
#define WORLD_COPYOVER 128
#define WORLD_REBOOT 256
#define WORLD_SHUTDOWN 512
#define WORLD_RANDOMIZEDAM 1024
#define WORLD_STATUSARENA 2048
#define WORLD_DEATHMATCH 4096
/*
* EXTRA bits for players. (KaVir)
*/
/* 1 */
/* 2 */
#define EXTRA_TRUSTED 4
#define EXTRA_NEWPASS 8
#define EXTRA_OSWITCH 16
#define EXTRA_SWITCH 32
#define EXTRA_FAKE_CON 64
#define TIED_UP 128
#define GAGGED 256
#define BLINDFOLDED 512
#define EXTRA_MAPPER 1024
#define EXTRA_DONE 2048
#define EXTRA_EXP 4096
#define EXTRA_PREGNANT 8192
#define EXTRA_LABOUR 16384
#define EXTRA_BORN 32768
#define EXTRA_PROMPT 65536
#define EXTRA_MARRIED 131072
/* 262144 */
#define FROUND 524288
#define EXTRA_CALL_ALL 1048576
#define EXTRA_ASH 2097152
#define EXTRA_NOTE_TRUST 4194304
#define EXTRA_STANCE 8388608
#define EXTRA_ANTI_GODLESS 16777216
#define EXTRA_ZOMBIE 33554432
#define EXTRA_POTENCY 67108864
#define EXTRA_AWE 134217728
#define EXTRA_DRAGON 268435456
#define EXTRA_PLASMA 536870912
#define EXTRA_EARTHMELD 1073741824
#define EXTRA_ROT 2147483648
#define EXTRA_AXE 4294967296
#define EXTRA_CAN_SEE 8589934592 /* You can't see, but familiar can*/
/*
* AGE Bits.
*/
#define AGE_CHILDE 0
#define AGE_NEONATE 1
#define AGE_ANCILLA 2
#define AGE_ELDER 3
#define AGE_METHUSELAH 4
/*
* Ninja Ranks
*/
#define BELT_ONE 2
#define BELT_TWO 3
#define BELT_THREE 4
#define BELT_FOUR 5
#define BELT_FIVE 6
#define BELT_SIX 7
#define BELT_SEVEN 8
#define BELT_EIGHT 9
#define BELT_NINE 10
#define BELT_TEN 11
/*
* Stances for combat
*/
#define STANCE_NONE -1
#define STANCE_NORMAL 0
#define STANCE_VIPER 1
#define STANCE_CRANE 2
#define STANCE_CRAB 3
#define STANCE_MONGOOSE 4
#define STANCE_BULL 5
#define STANCE_MANTIS 6
#define STANCE_DRAGON 7
#define STANCE_TIGER 8
#define STANCE_MONKEY 9
#define STANCE_SWALLOW 10
#define STANCE_RABBIT 11
#define STANCE_COBRA 12
#define STANCE_BEAR 13
#define STANCE_COUGAR 14
#define STANCE_EAGLE 15
/*
* Obsolete bits.
*/
#if 0
#define PLR_AUCTION 4 /* Obsolete */
#define PLR_CHAT 256 /* Obsolete */
#define PLR_NO_SHOUT 131072 /* Obsolete */
#endif
/*
* Channel bits.
*/
#define CHANNEL_AUCHN 1
#define CHANNEL_CHAT 2
#define CHANNEL_HACKER 4
#define CHANNEL_IMMTALK 8
#define CHANNEL_OOC 9
#define CHANNEL_NEWBIE 10
#define CHANNEL_NHT 11
#define CHANNEL_HINT 12
#define CHANNEL_MUSIC 16
#define CHANNEL_GSOCIAL 24
#define CHANNEL_QUESTION 32
#define CHANNEL_SHOUT 64
#define CHANNEL_YELL 128
#define CHANNEL_VAMPTALK 256
#define CHANNEL_HOWL 512
#define CHANNEL_LOG 1024
#define CHANNEL_PRAY 2048
#define CHANNEL_INFO 4096
#define CHANNEL_SPARE 8192
#define CHANNEL_TELL 16384
#define CHANNEL_MAGETALK 32768
#define CHANNEL_HIGHTALK 65536
#define CHANNEL_CLANTALK 131072
#define CHANNEL_SIGN 262144
#define CHANNEL_MIKTALK 524288
#define CHANNEL_MIKT (CHANNEL_MIKTALK)
#define CHANNEL_PALADIN 1048576
#define CHANNEL_KTALK 4194304
#define CHANNEL_BUILD 8388608
#define CHANNEL_FTALK 16777216
#define CHANNEL_ANGTALK 33554432
#define CHANNEL_QTALK 67108864
#define CHANNEL_MONK 134217728
#define CHANNEL_PTALK 268435456
#define CHANNEL_BITCH 536870912
struct clan_type
{
int members; /* Number of members */
char * clan_head; /* Name of clan head */
char * primogen; /* Name of primogen */
};
#define RANK_EXILED 1 /* Exiled from a clan */
#define RANK_CLANSMAN 2 /* Foot soldier */
#define RANK_CLANHERO 3 /* Knight */
#define RANK_SUBCHIEF 4 /* Knight Lord */
#define RANK_CHIEFTAIN 5 /* Second in command */
#define RANK_OVERLORD 6 /* Head clan leader */
struct clan_data
{
CLAN_DATA * next; /* next clan in list */
char * filename; /* Clan filename */
char * who_name; /* Clan who name */
char * name; /* Clan name */
char * motto; /* Clan motto */
char * description; /* A brief description of the clan */
char * overlord; /* Head clan leader */
char * chieftain; /* Second in command */
int pkills; /* Number of pkills on behalf of clan */
int pdeaths; /* Number of pkills against clan */
int subchiefs; /* Number of subchiefs */
int clanheros; /* Number of clanheros */
int members; /* Number of clan members */
int clanobj1; /* Vnum of first clan obj (ring) */
int clanobj2; /* Vnum of second clan obj (shield) */
int clanobj3; /* Vnum of third clan obj (weapon) */
int recall; /* Vnum of clan's recall room */
};
struct kingdom_data
{
int num;
char *name;
char *who_name;
char *leader_name;
int pk;
int pd;
int recall;
int altar;
};
/*
struct war_data
{
int one;
int two;
};*/
/*
* 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;
AREA_DATA * area; /* OLC */
CHAR_DATA * mount;
CHAR_DATA * wizard;
char * hunting;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * clan;
char * morph;
char * createtime;
char * pload;
char * lasttime;
char * lasthost;
char * powertype;
char * poweraction;
char * prompt;
char * cprompt;
sh_int spectype;
sh_int specpower;
int loc_hp [7];
sh_int vnum;
sh_int count;
sh_int killed;
sh_int sex;
sh_int mounted;
sh_int home;
int level;
int immune;
int polyaff;
int vampaff;
int itemaffect;
int vamppass;
int form;
int fatal;
int act;
unsigned long int extra;
//int more;
int affected_by;
sh_int alignment;
sh_int hitroll; /* Unused */
sh_int ac; /* Unused */
sh_int hitnodice; /* Unused */
sh_int hitsizedice; /* Unused */
sh_int hitplus; /* Unused */
sh_int damnodice; /* Unused */
sh_int damsizedice; /* Unused */
sh_int damplus; /* Unused */
int gold; /* Unused */
};
/*
struct clan_data
{
int kills[6];
int deaths[6];
};
*/
struct leader_data
{
char name[40];
int kills;
int deaths;
};
struct config_data
{
int world;
sh_int drows;
sh_int monks;
sh_int demons;
sh_int mages;
sh_int werewolfs;
sh_int vampires;
sh_int ninjas;
sh_int angels;
sh_int priests;
sh_int ban_site_level; /* Level to ban sites */
sh_int ban_class_level; /* Level to ban classes */
sh_int save_frequency; /* How old to autosave someone */
sh_int dodge_mod; /* Divide dodge chance by */
sh_int parry_mod; /* Divide parry chance by */
sh_int level_getobjnotake; /* Get objects without take flag */
sh_int level_forcepc; /* The level at which you can use force */
sh_int level_mset_player; /* Level to mset a player */
sh_int level_override_private; /* override private flag */
sh_int log_level; /* Level of log channel LEVEL LOG*/
int maxplayers; /* Maximum players this boot */
int alltimemax; /* Maximum players ever */
char * time_of_max; /* Time of max ever */
bool NO_NAME_RESOLVING; /* Hostnames are not resolved */
sh_int dam_plr_vs_plr; /* Damage mod player vs. player */
sh_int dam_plr_vs_mob; /* Damage mod player vs. mobile */
sh_int dam_mob_vs_plr; /* Damage mod mobile vs. player */
sh_int dam_mob_vs_mob; /* Damage mod mobile vs. mobile */
time_t down_time;
bool CLEANPFILES;
sh_int newbie_purge;
sh_int regular_purge;
};
struct form_type
{
char * desc;
char * name;
bool claws;
bool fangs;
bool tail;
bool wings;
int hitplus;
int damplus;
};
/*
* 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 * mount;
CHAR_DATA * wizard;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
NOTE_DATA * pnote;
OBJ_DATA * carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
char * hunting;
char * name;
char * pload;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * clan;
char * kingdom;
CHAR_DATA * unveil;
char * objdesc;
char * morph;
char * createtime;
char * lasttime;
char * lasthost;
char * poweraction;
char * powertype;
char * prompt;
char * cprompt;
char * prefix;
sh_int sex;
sh_int race;
sh_int class;
int immune;
int polyaff;
int vampaff_a;
int warp;
sh_int warpcount;
int fight_timer;
int obeah_timer;
int reina_timer;
int silence_timer;
int darkness_timer;
int arena_timer;
int majesty_timer;
int cobra_timer;
int wyld_timer;
CHAR_DATA * embraced;
CHAR_DATA * embracing;
int itemaffect;
int vamppass_a;
/* int vampgen;*/
int form;
int fatal;
sh_int vampgen_a;
sh_int spectype;
sh_int specpower;
sh_int loc_hp [7];
sh_int wpn [13];
sh_int spl [5];
sh_int cmbt [8];
sh_int stance [17];
sh_int beast;
sh_int mounted;
sh_int home;
sh_int level;
sh_int trust;
int played;
time_t logon;
time_t save_time;
sh_int timer;
sh_int wait;
int pkill;
int pdeath;
int mkill;
int mdeath;
sh_int agg;
long hit;
long max_hit;
long mana;
long max_mana;
long move;
long max_move;
int gold;
int exp;
int act;
int extra;
int newbits;
int special;
int more;
int affected_by;
sh_int position;
sh_int practice;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int hitroll;
sh_int damroll;
int num_hits, tot_dam;
sh_int armor;
sh_int wimpy;
sh_int deaf;
sh_int x;
sh_int y;
sh_int room;
sh_int paradox [3];
sh_int damcap [2];
int monkstuff;
int monkcrap;
int monkab [4];
sh_int chi [2];
CHAR_DATA * blinkykill;
CHAR_DATA * bridgekill;
int flag2;
sh_int spheres[10];
int mflags;
sh_int quint[3];
sh_int mageshields[mMAX][2];
sh_int imms[3];
CHAR_DATA * challenged;
int awins;
int alosses;
sh_int monkblock;
sh_int focus[2];
int gifts[21];
int garou1;
int garou2;
sh_int gnosis[2];
sh_int lstatus;
int version;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
QUEST_DATA * aquest;
CHAR_DATA * familiar;
CHAR_DATA * partner;
CHAR_DATA * propose;
OBJ_DATA * chobj;
OBJ_DATA * memorised;
BOARD_DATA * board; /* The current board */
time_t last_note[MAX_BOARD]; /* last note for the boards */
NOTE_DATA * in_progress;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
int wizinvis;
char * conception;
char * parents;
char * cparents;
char * marriage;
char * email;
char * forget[MAX_FORGET];
char * love;
sh_int voted;
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int perm_luk;
sh_int mod_str;
sh_int mod_int;
sh_int mod_wis;
sh_int mod_dex;
sh_int mod_con;
sh_int base_str;
sh_int base_int;
sh_int base_wis;
sh_int base_dex;
sh_int base_con;
sh_int willpower[2];
sh_int resist[5];
int quest;
int kingdom;
int bounty;
int powers[20];
int stats[12];
sh_int wolf;
sh_int rank;
sh_int demonic_a;
int language[2];
sh_int stage[3];
sh_int wolfform[2];
int score[6];
sh_int runes[4];
sh_int disc_a[11];
int genes[10];
sh_int fake_skill;
sh_int fake_stance;
sh_int fake_hit;
sh_int fake_dam;
sh_int fake_hp;
sh_int fake_mana;
sh_int fake_move;
int fake_ac;
sh_int obj_vnum;
sh_int condition [3];
sh_int learned [MAX_SKILL];
sh_int stat_ability [4];
sh_int stat_amount [4];
sh_int stat_duration [4];
sh_int exhaustion;
sh_int followers;
sh_int tick_timer[MAX_TIMER];
int security; /* OLC */
sh_int autostance;
sh_int pagelen;
char * entermsg; /* Custom Entrance */
char * exitmsg; /* Custom Exit */
XBV plr_flags;
CLAN_DATA * clan;
sh_int clan_rank;
int wiznet;
sh_int basedamcap;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 16
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[3];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
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 */
char * name;
char * short_descr;
char * description;
char * real_name;
char * chpoweron;
char * chpoweroff;
char * chpoweruse;
char * victpoweron;
char * victpoweroff;
char * victpoweruse;
char * questmaker;
char * questowner;
sh_int vnum;
int item_type;
int extra_flags;
unsigned int wear_flags;
sh_int count;
sh_int weight;
int spectype;
int specpower;
sh_int condition;
sh_int toughness;
sh_int resistance;
int quest;
sh_int points;
int cost; /* Unused */
int value [MAX_OVALUE];
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
CHAR_DATA * carried_by;
CHAR_DATA * chobj;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
char * name;
char * short_descr;
char * real_name;
char * description;
char * chpoweron;
char * chpoweroff;
char * chpoweruse;
char * victpoweron;
char * victpoweroff;
char * victpoweruse;
char * questmaker;
char * questowner;
sh_int item_type;
int extra_flags;
unsigned int wear_flags;
sh_int wear_loc;
sh_int weight;
int spectype;
int specpower;
sh_int condition;
sh_int toughness;
sh_int resistance;
int quest;
sh_int points;
int cost;
sh_int level;
sh_int timer;
int weapflags;
int value [MAX_OVALUE];
};
/*
* Exit data.
*/
struct exit_data
{
ROOM_INDEX_DATA * to_room;
EXIT_DATA * next; /* OLC */
sh_int vnum;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
int rs_flags; /* OLC */
};
/*
* Room text checking data.
*/
typedef struct roomtext_data
{
int type;
int power;
int mob;
char * input;
char * output;
char * choutput;
char * name;
struct roomtext_data *next;
} ROOMTEXT_DATA;
/*
* 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;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
HELP_AREA * helps;
char * name;
sh_int age;
sh_int start;
sh_int nplayer;
char * filename; /* OLC */
char * builders; /* OLC */ /* Listing of */
int security; /* OLC */ /* Value 1-9 */
int lvnum; /* OLC */ /* Lower vnum */
int uvnum; /* OLC */ /* Upper vnum */
int vnum; /* OLC */ /* Area vnum */
int area_flags; /* OLC */
int bits;
int mod;
int mkills;
int mdeaths;
int pkills;
int pdeaths;
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
CHAR_DATA * people;
OBJ_DATA * contents;
OBJ_DATA * to_obj;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [6];
ROOMTEXT_DATA * roomtext;
RESET_DATA * reset_first; /* OLC */
RESET_DATA * reset_last; /* OLC */
ROOM_AFFECT_DATA * affected;
char * track [5];
char * name;
char * description;
sh_int vnum;
sh_int room_flags;
int affected_by;
sh_int light;
sh_int blood;
sh_int passed;
sh_int track_dir [5];
sh_int sector_type;
sh_int wood;
sh_int build;
sh_int ground;
sh_int x;
sh_int y;
sh_int room;
};
/*
* 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
#define TYPE_ADD_AGG 3000
#define TYPE_AGG 3000
/*
* 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 TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
#define PURPLE_MAGIC 0
#define RED_MAGIC 1
#define BLUE_MAGIC 2
#define GREEN_MAGIC 3
#define YELLOW_MAGIC 4
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level; /* Level needed by class */
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 */
};
struct room_aff_type
{
char * name;
char * msg_off;
char * msg_look;
char * msg_caster;
char * msg_damage;
int damage;
};
#define WIZ_TICKS (A)
#define WIZ_LOGINS (B)
#define WIZ_DEBUG (C)
#define WIZ_LOGS (D)
#define WIZ_CREATE (E)
#define WIZ_COMMANDS (F)
#define WIZ_MISC (G)
struct wiznet_type
{
char *name;
int channel;
int min_level;
char *col;
char *id;
char *on_name;
char *off_name;
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_totalblind;
extern sh_int gsn_backstab;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_holystrike;
extern sh_int gsn_pick_lock;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_inferno;
extern sh_int gsn_blinky;
extern sh_int gsn_fastdraw;
extern sh_int gsn_berserk;
extern sh_int gsn_punch;
extern sh_int gsn_gham;
extern sh_int gsn_elbow;
extern sh_int gsn_fangs;
extern sh_int gsn_rfangs;
extern sh_int gsn_spiket;
extern sh_int gsn_venomt;
extern sh_int gsn_magma;
extern sh_int gsn_waspt;
extern sh_int gsn_claws;
extern sh_int gsn_shards;
extern sh_int gsn_headbutt;
extern sh_int gsn_quills;
extern sh_int gsn_buffet;
extern sh_int gsn_tail;
extern sh_int gsn_shiroken;
extern sh_int gsn_joust;
extern sh_int gsn_sweep;
extern sh_int gsn_knee;
extern sh_int gsn_spinkick;
extern sh_int gsn_backfist;
extern sh_int gsn_jumpkick;
extern sh_int gsn_monksweep;
extern sh_int gsn_thrustkick;
extern sh_int gsn_spinkick;
extern sh_int gsn_elbow;
extern sh_int gsn_palmstrike;
extern sh_int gsn_shinkick;
extern sh_int gsn_lightningkick;
extern sh_int gsn_tornadokick;
extern sh_int gsn_spiderform;
extern sh_int gsn_garotte;
extern sh_int gsn_disarm;
extern sh_int gsn_hurl;
extern sh_int gsn_kick;
extern sh_int gsn_circle;
extern sh_int gsn_talon;
extern sh_int gsn_rescue;
extern sh_int gsn_track;
extern sh_int gsn_polymorph;
extern sh_int gsn_web;
extern sh_int gsn_drowfire;
extern sh_int gsn_godbless; /* Vic - Monks */
extern sh_int gsn_llothbless;
extern sh_int gsn_totalblind; /* Vic - Monks */
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_poison;
extern sh_int gsn_sleep;
extern sh_int gsn_paradox;
extern sh_int gsn_darkness;
extern sh_int gsn_critical;
extern sh_int gsn_godbless;
extern sh_int gsn_manashield;
/*
* Limits for CPU time used.
* Note: ALARM_BOOT_DB should be less than ALARM_FREQUENCY.
* If the MUD takes longer to boot and you have to increase this
* value, then the other values should be increased correspondingly.
* ALARM_BOOT_DB and ALARM_RUNNING are in 1/10ths of seconds.
*/
#define ALARM_FREQUENCY 20 /* checked every 20 seconds */
#define ALARM_BOOT_DB 30 /* allow for 15 seconds to boot */
#define ALARM_RUNNING 50 /* 5 sec of CPU time every 20 sec */
/*
* Utility macros.
*/
#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)) /* OLC */
#define GET_GEN(ch) (PC(ch,stats[UNI_GEN]))
#define STR(dat, field) (( (dat)->field != NULL \
? (dat)->field \
: (dat)->pIndexData->field ))
#define NST(pointer) (pointer == NULL ? "" : pointer)
#define MTD(str) ((str == NULL || str[0] == '\0' ))
#define MTP(str) ((str == NULL || *str == '\0' ))
#define IS_VOWEL(c) (c == 'A' || c == 'a' || \
c == 'E' || c == 'e' || \
c == 'I' || c == 'i' || \
c == 'O' || c == 'o' || \
c == 'U' || c == 'u' )
#define PERCENTAGE(amount,max) ( (max>0) ? ((amount*100)/max) : (amount *100) )
#define IS_LEADER(ch) (!str_cmp((ch)->name, leader[0]->name) || !str_cmp((ch)->name, leader[1]->name) || !str_cmp((ch)->name, leader[2]->name) )
#define IS_FODDER(ch) (!str_cmp((ch)->name, leader[3]->name) || !str_cmp((ch)->name, leader[4]->name) || !str_cmp((ch)->name, leader[5]->name) )
#define IS_WEAP(obj,stat) (IS_SET((obj)->weapflags, (stat)))
/*
* Character macros.
*/
#define IS_BLACK_SPIRAL_DANCER(ch) ((ch)->class == CLASS_BLACK_SPIRAL_DANCER)
#define IS_ABOMINATION(ch) ((ch)->class == CLASS_ABOMINATION)
#define IS_NINJA(ch) (IS_SET((ch)->class, CLASS_NINJA))
#define IS_MAGE(ch) (IS_SET((ch)->class, CLASS_MAGE))
#define IS_MONK(ch) (IS_SET((ch)->class, CLASS_MONK))
#define IS_PRIEST(ch) (IS_SET((ch)->class, CLASS_PRIEST))
#define IS_SPIRIT(ch) (IS_SET((ch)->more, MORE_SPIRIT))
#define IS_HIGHLANDER(ch) (IS_SET((ch)->class, CLASS_HIGHLANDER))
#define IS_DROW(ch) (IS_SET((ch)->class, CLASS_DROW))
#define IS_DEMON(ch) (IS_SET((ch)->class, CLASS_DEMON))
#define IS_ANGEL(ch) (IS_SET((ch)->class, CLASS_ANGEL))
#define IS_WEREWOLF(ch) (IS_SET((ch)->class, CLASS_WEREWOLF))
#define IS_VAMPIRE(ch) (IS_SET((ch)->class, CLASS_VAMPIRE))
#define IS_CREATOR(ch) (!str_cmp((ch)->name, "Cuthbert" ))
#define IS_COMB(ch, sn) (IS_SET((ch)->monkcrap, (sn)))
#define IS_FS(ch, sn) (IS_SET((ch)->monkstuff, (sn)))
#define IS_NEWFLAG(ch, sn) (IS_SET((ch)->flag2, (sn)))
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_QUESTSHOP(ch) (IS_NPC(ch) && IS_SET((ch)->act, ACT_SHOPQUEST))
#define IS_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE)
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_IMP(ch) (get_trust(ch) >= LEVEL_IMPLEMENTOR)
#define IMP_EMAIL "xxcuthbertxx@home.com"
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IN_TROOM(ch) (ch->in_room->vnum == 3100 && ch->mkill == 1)
#define CAN_PK(ch) (get_trust(ch) >= 3 && get_trust(ch) <= 6)
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define IS_SPEAKING(ch, sn) (IS_SET((ch)->pcdata->language[0], (sn)))
#define CAN_SPEAK(ch, sn) (IS_SET((ch)->pcdata->language[1], (sn)))
#define CAN_DANCE(ch, sn) (IS_SET((ch)->pcdata->powers[1], (sn)))
#define IS_ITEMAFF(ch, sn) (IS_SET((ch)->itemaffect, (sn)))
#define IS_WILLPOWER(ch, sn) (IS_SET((ch)->pcdata->resist[0], (sn)))
#define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn)))
#define IS_VAMPAFF(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_AFF], (sn)))
#define IS_VAMPPASS(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_CURRENT], (sn)))
#define IS_FORM(ch, sn) (IS_SET((ch)->form, (sn)))
#define IS_POLYAFF(ch, sn) (IS_SET((ch)->polyaff, (sn)))
#define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn)))
#define IS_MORE(ch, sn) (IS_SET((ch)->more, (sn)))
#define IS_STANCE(ch, sn) (ch->stance[0] == sn)
#define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_FLAGS], (sn)))
#define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_CURRENT], (sn)))
#define IS_MPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[MPOWER_POWER], (sn)))
#define IS_PPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[PPOWER_FLAGS], (sn))) /* Paladin - Loki */
#define IS_PAFF(ch, sn) (IS_SET((ch)->pcdata->powers[PPOWER_CURRENT], (sn))) /* Paladin - Loki */
#define IS_CLASS(ch, CLASS) (IS_SET((ch)->class, CLASS))
#define IS_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn)))
#define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn)))
#define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn)))
#define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn)))
#define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn)))
#define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn)))
#define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn)))
#define IN_CLAN( ch ) (IS_NPC(ch)?0:ch->clan)
#define IS_PLAYING( d ) (d->connected==CON_PLAYING)
#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 PC(ch,field) ((ch)->pcdata->field) /* OLC */
#define GET_PC(ch,field,nopc) ((ch->pcdata != NULL ? ch->pcdata->field \
: (nopc)) ) /* OLC */
#define GET_AC(ch) ((ch)->armor \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_dex(ch)].defensive \
: 0 ))
#define GET_HITROLL(ch) ((ch)->hitroll+ \
(get_curr_str(ch) > 25) ? get_curr_str(ch)/2 : \
str_app[get_curr_str(ch)].tohit)
#define GET_DAMROLL(ch) ((ch)->damroll+ \
(get_curr_str(ch) > 25) ? get_curr_str(ch)/2 : \
str_app[get_curr_str(ch)].todam)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS) \
|| ch->in_room->sector_type !=SECT_INSIDE )
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define CH(descriptor) ((descriptor)->original ? \
(descriptor)->original : (descriptor)->character)
/*
* 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_ARTIFACT( obj ) (IS_SET((obj)->quest, QUEST_ARTIFACT) )
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( (looker), (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? \
(ch)->morph : (ch)->name ) ) \
: ( IS_IMMORTAL(ch) ? "An Immortal" : \
"Someone" ) )
#define CPERS( ch, vch ) ( can_see( (vch), (ch) ) ? \
( IS_NPC(ch) ? STR(ch,short_descr) \
: capitalize( (ch)->name ) ) \
: ( IS_IMMORTAL(ch) ? "An Immortal" \
: "Someone" )
#define PERSO(obj, looker) ( can_see_obj(looker, obj) ? STR(obj,short_descr) : "something" )
#define NAME( ch ) ( IS_NPC(ch) ? STR(ch, short_descr) : ch->name )
#define HE_SHE(ch) (((ch)->sex == SEX_MALE ) ? "he" : \
( ((ch)->sex == SEX_FEMALE) ? "she" : "it" ))
#define HIS_HER(ch) (((ch)->sex == SEX_MALE ) ? "his" : \
( ((ch)->sex == SEX_FEMALE) ? "her" : "its" ))
#define HIM_HER(ch) (((ch)->sex == SEX_MALE ) ? "him" : \
( ((ch)->sex == SEX_FEMALE) ? "her" : "it" ))
#define MAL_FEM(ch) (((ch)->sex == SEX_MALE ) ? "male" : \
( ((ch)->sex == SEX_FEMALE) ? "female" : "something" ) )
#define STRING_HITS(ch) (percent_hit[ URANGE(0, \
PERCENTAGE((ch)->hit, ch->max_hit) \
,101)/10 ] ) \
#define STRING_MOVES(ch) (percent_tired[ URANGE(0, \
PERCENTAGE((ch)->move, ch->max_move) \
,101)/10 ] )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * name;
DO_FUN * do_fun;
sh_int position;
sh_int level;
sh_int log;
int show;
char * disabled_by;
sh_int disable_level;
char * reason;
};
/*
* 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_auto;
char * others_auto;
};
/*
* Structure for an X-social in the socials table.
*/
struct xsocial_type
{
char * const name;
char * const char_no_arg;
char * const others_no_arg;
char * const char_found;
char * const others_found;
char * const vict_found;
char * const char_auto;
char * const others_auto;
sh_int gender;
sh_int stage;
sh_int position;
sh_int self;
sh_int other;
sh_int extra;
bool chance;
};
/*
* 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];
#ifdef FIRST_BOOT
extern const struct cmd_type cmd_table [];
#else
extern struct cmd_type * cmd_table;
#endif
extern const struct wiznet_type wiznet_table [];
extern const struct liq_type liq_table [LIQ_MAX];
extern const struct skill_type skill_table [MAX_SKILL];
extern const struct room_aff_type room_aff_table [MAX_ROOM_AFF];
extern char * const percent_hit [];
extern struct artifact_type artifact_table [MAX_ART];
extern struct social_type * social_table;
extern const struct xsocial_type xsocial_table [];
extern const char * sphere_name [10];
extern const char * dcolor [10];
extern const char * dcolor2 [10];
extern const struct form_type form_data [MAX_FORMS];
extern const char * transformation_message [7];
extern const struct spec_type spec_table [];
extern char * const clan_table []; /* List of clans*/
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern HELP_DATA * help_last;
extern SHOP_DATA * shop_first;
extern CLAN_DATA * clan_first;
extern BAN_DATA * ban_list;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern NOTE_DATA * note_list;
extern OBJ_DATA * object_list;
extern LEADER_DATA * leader[6];
extern AFFECT_DATA * affect_free;
extern BAN_DATA * ban_free;
extern CHAR_DATA * char_free;
extern DESCRIPTOR_DATA * descriptor_free;
extern EXTRA_DESCR_DATA * extra_descr_free;
extern ROOMTEXT_DATA * roomtext_free;
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern PC_DATA * pcdata_free;
extern CONFIG_DATA sysdata;
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 int arena;
extern CLAN_DATA * clans_data [MAX_CLAN];
/*
* online creation externals OLC
*/
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];
//config.c
void save_config args(( void ));
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_totalblind );
DECLARE_SPELL_FUN( spell_spiritkiss );
DECLARE_SPELL_FUN( spell_lunasblessing );
DECLARE_SPELL_FUN( spell_greaterbless );
DECLARE_SPELL_FUN( spell_courage );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_armor );
DECLARE_SPELL_FUN( spell_bless );
DECLARE_SPELL_FUN( spell_blindness );
DECLARE_SPELL_FUN( spell_burning_hands );
DECLARE_SPELL_FUN( spell_call_lightning );
DECLARE_SPELL_FUN( spell_cause_critical );
DECLARE_SPELL_FUN( spell_cause_light );
DECLARE_SPELL_FUN( spell_cause_serious );
DECLARE_SPELL_FUN( spell_change_sex );
DECLARE_SPELL_FUN( spell_charm_person );
DECLARE_SPELL_FUN( spell_chill_touch );
DECLARE_SPELL_FUN( spell_colour_spray );
DECLARE_SPELL_FUN( spell_continual_light );
DECLARE_SPELL_FUN( spell_control_weather );
DECLARE_SPELL_FUN( spell_create_food );
DECLARE_SPELL_FUN( spell_create_spring );
DECLARE_SPELL_FUN( spell_create_water );
DECLARE_SPELL_FUN( spell_cure_blindness );
DECLARE_SPELL_FUN( spell_cure_critical );
DECLARE_SPELL_FUN( spell_cure_light );
DECLARE_SPELL_FUN( spell_cure_poison );
DECLARE_SPELL_FUN( spell_cure_serious );
DECLARE_SPELL_FUN( spell_curse );
DECLARE_SPELL_FUN( spell_darkness );
DECLARE_SPELL_FUN( spell_detect_evil );
DECLARE_SPELL_FUN( spell_detect_hidden );
DECLARE_SPELL_FUN( spell_detect_invis );
DECLARE_SPELL_FUN( spell_detect_magic );
DECLARE_SPELL_FUN( spell_detect_poison );
DECLARE_SPELL_FUN( spell_dispel_evil );
DECLARE_SPELL_FUN( spell_dispel_magic );
DECLARE_SPELL_FUN( spell_drowfire );
DECLARE_SPELL_FUN( spell_earthquake );
DECLARE_SPELL_FUN( spell_enchant_weapon );
DECLARE_SPELL_FUN( spell_energy_drain );
DECLARE_SPELL_FUN( spell_faerie_fire );
DECLARE_SPELL_FUN( spell_faerie_fog );
DECLARE_SPELL_FUN( spell_fireball );
DECLARE_SPELL_FUN( spell_flamestrike );
DECLARE_SPELL_FUN( spell_fly );
DECLARE_SPELL_FUN( spell_gate );
DECLARE_SPELL_FUN( spell_general_purpose );
DECLARE_SPELL_FUN( spell_giant_strength );
DECLARE_SPELL_FUN( spell_godbless );
DECLARE_SPELL_FUN( spell_harm );
DECLARE_SPELL_FUN( spell_heal );
DECLARE_SPELL_FUN( spell_high_explosive );
DECLARE_SPELL_FUN( spell_identify );
DECLARE_SPELL_FUN( spell_infravision );
DECLARE_SPELL_FUN( spell_invis );
DECLARE_SPELL_FUN( spell_know_alignment );
DECLARE_SPELL_FUN( spell_llothbless );
DECLARE_SPELL_FUN( spell_lightning_bolt );
DECLARE_SPELL_FUN( spell_locate_object );
DECLARE_SPELL_FUN( spell_magic_missile );
DECLARE_SPELL_FUN( spell_mass_invis );
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_protection );
DECLARE_SPELL_FUN( spell_refresh );
DECLARE_SPELL_FUN( spell_remove_curse );
DECLARE_SPELL_FUN( spell_sanctuary );
DECLARE_SPELL_FUN( spell_holyaura );
DECLARE_SPELL_FUN( spell_shocking_grasp );
DECLARE_SPELL_FUN( spell_shield );
DECLARE_SPELL_FUN( spell_legend1 ); /* Poseidon's -Dul */
DECLARE_SPELL_FUN( spell_sleep );
DECLARE_SPELL_FUN( spell_stone_skin );
DECLARE_SPELL_FUN( spell_summon );
DECLARE_SPELL_FUN( spell_teleport );
DECLARE_SPELL_FUN( spell_ventriloquate );
DECLARE_SPELL_FUN( spell_weaken );
DECLARE_SPELL_FUN( spell_word_of_recall );
DECLARE_SPELL_FUN( spell_acid_breath );
DECLARE_SPELL_FUN( spell_fire_breath );
DECLARE_SPELL_FUN( spell_frost_breath );
DECLARE_SPELL_FUN( spell_gas_breath );
DECLARE_SPELL_FUN( spell_lightning_breath );
DECLARE_SPELL_FUN( spell_guardian );
DECLARE_SPELL_FUN( spell_soulblade );
DECLARE_SPELL_FUN( spell_mana );
DECLARE_SPELL_FUN( spell_frenzy );
DECLARE_SPELL_FUN( spell_darkblessing );
DECLARE_SPELL_FUN( spell_portal );
DECLARE_SPELL_FUN( spell_energyflux );
DECLARE_SPELL_FUN( spell_voodoo );
DECLARE_SPELL_FUN( spell_transport );
DECLARE_SPELL_FUN( spell_regenerate );
DECLARE_SPELL_FUN( spell_clot );
DECLARE_SPELL_FUN( spell_mend );
DECLARE_SPELL_FUN( spell_quest );
DECLARE_SPELL_FUN( spell_minor_creation );
DECLARE_SPELL_FUN( spell_brew );
DECLARE_SPELL_FUN( spell_scribe );
DECLARE_SPELL_FUN( spell_carve );
DECLARE_SPELL_FUN( spell_engrave );
DECLARE_SPELL_FUN( spell_bake );
DECLARE_SPELL_FUN( spell_mount );
DECLARE_SPELL_FUN( spell_scan );
DECLARE_SPELL_FUN( spell_repair );
DECLARE_SPELL_FUN( spell_spellproof );
DECLARE_SPELL_FUN( spell_preserve );
DECLARE_SPELL_FUN( spell_major_creation );
DECLARE_SPELL_FUN( spell_copy );
DECLARE_SPELL_FUN( spell_insert_page );
DECLARE_SPELL_FUN( spell_chaos_blast );
DECLARE_SPELL_FUN( spell_resistance );
DECLARE_SPELL_FUN( spell_web );
DECLARE_SPELL_FUN( spell_polymorph );
DECLARE_SPELL_FUN( spell_contraception );
DECLARE_SPELL_FUN( spell_remove_page );
DECLARE_SPELL_FUN( spell_find_familiar );
DECLARE_SPELL_FUN( spell_improve );
DECLARE_SPELL_FUN( spell_infirmity );
DECLARE_SPELL_FUN( spell_meteor_swarm );
DECLARE_SPELL_FUN( spell_warmth );
/*
* 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(interactive)
#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)
size_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 BACKUP_DIR "../player/backupinfo/"
#define NULL_FILE "proto.are" /* To reserve one stream */
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define BACKUP_DIR "../player/backupinfo/"
#define NULL_FILE "null" /* To reserve one stream */
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define SITE_DIR "../site/" /* stuff pertaining only locally */
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define AREA_LIST "area.lst" /* List of areas */
#define BUILD_LIST "build.lst"
#define SOCIAL_FILE "social.dat" /* List of Socials */
#define ART_LIST "../data/art1.txt" /* List of artifacts*/
#define BUILD_DIR "../build/"
#define DATA_DIR "../data/"
#define HOME_AREA "../area/homes.are" /* Mages towers, etc */
#define CLAN_DIR "../clans/"
#define BACKUP_DIR "../player/backupinfo/"
#define LOG_OLC "../data/olclogs.txt"
#define BUG_FILE "bugs.txt" /* For 'bug' and bug( ) */
#define IDEA_FILE "ideas.txt" /* For 'idea' */
#define TYPO_FILE "typos.txt" /* For 'typo' */
#define NOTE_FILE "notes.txt" /* For 'notes' */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define COPYOVER_FILE "copyover.txt" /* For copyover */
#define ARTI_FILE "artifacts.txt" /* for artis tracking */
#define EXE_FILE "../src/merc"
#define MAIN_PORT 1234
#define BAN_FILE "../area/ban.txt" /* For perm banned sites */
#define QUEST_FILE "quest.dat" /* For quest items */
#define PROJECTS_FILE "projects.lst"
#define BAN_LIST "bans.lst"
#define DISABLED_FILE "disabled.txt" /* disabled commands */
#define CLAN_LIST "clans.lst"
#define CLAN_FILE "clans.txt"
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
#define CLD CLAN_DATA
void mage_damage args( (CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) );
/* act_comm.c */
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
void room_text args( ( CHAR_DATA *ch, char *argument ) );
char *strlower args( ( char * ip ) );
void excessive_cpu args( ( int blx ) );
bool check_parse_name args( ( char *name ) );
void wiznetf args( ( CHAR_DATA *ch, int chan, int level,
const char *fmt, ... ) );
void wiznet args( ( CHAR_DATA *ch, int chan, int level,
const char *string ) );
void fire_effect args(( void *vo, int level, int dam, int target));
/* tracker.c */
int get_hours_played args ( (CHAR_DATA *ch) );
void ltf(char *txt, char *file, bool send);
/* arena.c */
void undo_arena args( ( CHAR_DATA *ch ) );
void clean_arena args( ( CHAR_DATA *loser, CHAR_DATA *winner ) );
bool is_inarena args( ( CHAR_DATA *ch, CHAR_DATA *vch ) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
void stc args( ( const char *txt, CHAR_DATA *ch ) );
void sta args((const char *txt,AREA_DATA *area));
void cent_to_char args( ( char *txt, CHAR_DATA *ch ) );
void banner_to_char args( ( char *txt, CHAR_DATA *ch ) );
void banner2_to_char args( ( char *txt, CHAR_DATA *ch ) );
void tracker_to_char args( ( char *txt, CHAR_DATA *ch ) );
void divide_to_char args( ( CHAR_DATA *ch ) );
void divide2_to_char args( ( CHAR_DATA *ch ) );
void divide3_to_char args( ( CHAR_DATA *ch ) );
void divide4_to_char args( ( CHAR_DATA *ch ) );
void divide5_to_char args( ( CHAR_DATA *ch ) );
void divide6_to_char args( ( CHAR_DATA *ch ) );
void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch,
bool fShort, bool fShowNothing ) );
int char_hitroll args( ( CHAR_DATA *ch ) );
int char_damroll args( ( CHAR_DATA *ch ) );
int char_ac args( ( CHAR_DATA *ch ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door ) );
void open_lift args( ( CHAR_DATA *ch ) );
void close_lift args( ( CHAR_DATA *ch ) );
void move_lift args( ( CHAR_DATA *ch, int to_room ) );
void move_door args( ( CHAR_DATA *ch ) );
void thru_door args( ( CHAR_DATA *ch, int doorexit ) );
void open_door args( ( CHAR_DATA *ch, bool be_open ) );
bool is_open args( ( CHAR_DATA *ch ) );
bool same_floor args( ( CHAR_DATA *ch, int cmp_room ) );
void check_hunt args( ( CHAR_DATA *ch ) );
/* act_obj.c */
bool is_ok_to_wear args( ( CHAR_DATA *ch, bool wolf_ok, char *argument ) );
void quest_object args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
/* act_wiz.c */
void bind_char args( ( CHAR_DATA *ch ) );
void logchan args( ( char *argument ) );
void sysmes args( ( char *argument ) );
ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); /* OLC */
void call_all args((CHAR_DATA *ch));
/* config.c */
void initialise_config args( ( void ) );
/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
//void close_socket2 args( ( DESCRIPTOR_DATA *dclose, bool kickoff ) );
void close_socket2 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 ch_printf args( ( CHAR_DATA *ch, char *fmt, ... ) );
void pager_printf args( ( CHAR_DATA *ch, char *fmt, ... ) );
void send_to_all_char args( ( const char *text ) );
void send_to_room args( ( const char *msg, RID * room ) );
void send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d ) );
#define ptc page_to_char
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act2 args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act3 args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type, int min_pos ) );
void kavitem args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
/* dragon.c */
char * dragon_colour args( ( sh_int dragtype ) );
void add_dragon_bonuses args( ( CHAR_DATA *ch ) );
void remove_dragon_bonuses args( ( CHAR_DATA *ch ) );
void set_dragon_form args( ( CHAR_DATA *ch ) );
void remove_dragon_form args( ( CHAR_DATA *ch ) );
// Color stuff
int colour args( ( char type, CHAR_DATA *ch, char *string ) );
void colourconv args( ( char *buffer, const char *txt , CHAR_DATA *ch ) );
bool write_to_descriptor args( ( int desc, char *txt, int length ) );
void init_descriptor args( ( DESCRIPTOR_DATA *dnew, int desc ) );
/* db.c */
void boot_db args( ( bool fCopyOver ) );
void reset_area args( ( AREA_DATA * pArea ) ); /* OLC */
bool reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); /* OLC */
void area_update args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void clear_char args( ( CHAR_DATA *ch ) );
void free_char args( ( CHAR_DATA *ch, bool quiet ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) );
MID * get_mob_index args( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
char fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
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 ) );
int 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_clan args( ( const char *str ) );
void tail_chain args( ( void ) );
void reset_area args( ( AREA_DATA * pArea ) ); /* OLC */
void logf args( ( CHAR_DATA *ch, char *fmt, ... ) );
void bugf args( ( char *fmt, ... ) );
void logfl args( ( const char *fname, char * fmt, ... ) );
void show_file args( ( CHAR_DATA *ch, char *filename ) );
void load_disabled args( ( void ) );
void save_disabled args( ( void ) );
void save_socials args( ( void ) );
void load_socials args( ( void ) );
void save_sysdata args( ( CONFIG_DATA sys ) );
int add_ban args( ( CHAR_DATA *ch, char *arg1, char *arg2,
int time,int type ) );
void show_bans args ( ( CHAR_DATA *ch, int type ) );
void save_banlist args ( ( void ) );
void load_banlist args ( ( void ) );
bool check_total_bans args ( ( DESCRIPTOR_DATA *d ) );
bool check_bans args ( ( CHAR_DATA *ch, int type ) );
CLD * new_clan_data args ( ( void ) );
void free_clan_data args ( ( CLAN_DATA *clan ) );
KINGDOM_DATA king_table[MAX_KINGDOM];
/* fight.c */
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt ) );
void adv_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void stop_embrace args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool no_attack args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe_quiet args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
bool agg_dam ) );
int count_artifacts args( ( CHAR_DATA *ch ) );
bool has_timer args( ( CHAR_DATA *ch ) );
void killperson args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void death_message args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/* handler.c */
int get_trust args( ( CHAR_DATA *ch ) );
int get_age args( ( CHAR_DATA *ch ) );
int get_curr_str args( ( CHAR_DATA *ch ) );
int get_curr_int args( ( CHAR_DATA *ch ) );
int get_curr_wis args( ( CHAR_DATA *ch ) );
int get_curr_dex args( ( CHAR_DATA *ch ) );
int get_curr_con args( ( CHAR_DATA *ch ) );
int get_curr_luk args( ( CHAR_DATA *ch ) );
int can_carry_n args( ( CHAR_DATA *ch ) );
int can_carry_w args( ( CHAR_DATA *ch ) );
bool is_name args( ( const char *str, char *namelist ) );
#define is_full_name is_name
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_to_room args( ( RID *room, ROOM_AFFECT_DATA * raf ) );
void r_affect_remove args( ( RID *room, ROOM_AFFECT_DATA * raf ) );
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 ) );
bool obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear ) );
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 ) );
void unequip_char2 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_obj_quiet args( ( OBJ_DATA *obj ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull, bool quiet ) );
CD * get_char args( ( CHAR_DATA *ch ) );
CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_world2 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_in_obj args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_room args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world2 args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int amount ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
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_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
XBV fread_bitvector args( ( FILE *fp ) );
void fwrite_bitvector args( ( XBV *bits, FILE *fp ) );
char * print_bitvector args( ( XBV *bits ) );
char * strip_colour args( ( char * txt ) );
bool is_safe_room args( ( ROOM_INDEX_DATA *pRoom ) );
#define is_room_safe(room) is_safe_room( room )
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
char * one_argument args( ( char *argument, char *arg_first ) );
void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage ) );
bool check_social args( ( CHAR_DATA *ch, char *command,
char *argument ) );
/* magic.c */
int raffect_lookup args( ( const char *name ) );
int skill_lookup args( ( const char *name ) );
int slot_lookup args( ( int slot ) );
int sn_lookup args( ( int sn ) );
bool saves_spell args( ( int level, CHAR_DATA *victim ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
void enhance_stat args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, int apply_bit,
int bonuses, int affect_bit ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
void save_char_obj_backup args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
bool load_char_short args( ( DESCRIPTOR_DATA *d, char *name ) );
unsigned long do_addplayer args (( void ) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
bool guardian_greet args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool guardian_answer args( ( CHAR_DATA *ch, char * arg) );
/* update.c */
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 ) );
void update_class args( ( CHAR_DATA *ch ) );
/* auction.c */
void auction_update args( ( void ) );
void auction_channel args( ( char *msg ) );
/* kav_fight.c */
void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void beast_rage args( ( CHAR_DATA *ch ) );
/* kav_info.c */
void birth_date args( ( CHAR_DATA *ch, bool is_self ) );
void other_age args( ( CHAR_DATA *ch, int extra, bool is_preg,
char *argument ) );
int years_old args( ( CHAR_DATA *ch ) );
void centre_text args( ( char *text, CHAR_DATA *ch ) );
void page_centre_text args( ( char *text, CHAR_DATA *ch ) );
void tracker_text args( ( char *text, CHAR_DATA *ch ) );
void line2 args( ( CHAR_DATA *ch ) );
void line args( ( CHAR_DATA *ch ) );
/* kav_wiz.c */
void oset_affect args( ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest) );
/* clan.c */
void make_preg args( ( CHAR_DATA *mother, CHAR_DATA *father ) );
void werewolf_regen args( ( CHAR_DATA *ch ) );
void reg_mend args( ( CHAR_DATA *ch ) );
void vamp_rage args( ( CHAR_DATA *ch ) );
bool char_exists args( ( bool backup, char *argument ) );
OD * get_page args( ( OBJ_DATA *book, int page_num ) );
/* garou.c */
bool is_garou args( ( CHAR_DATA *ch ) );
//vamp.c? some file somewhere?
void guardian_message args( ( CHAR_DATA *ch ) );
/* string.c */
char * format_string args( ( char *oldstring /*, bool fSpace */ ) ); /* OLC */
void string_edit args( ( CHAR_DATA *ch, char **pString ) ); /* OLC */
void string_add args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */
void string_append args( ( CHAR_DATA *ch, char **pString ) ); /* OLC */
char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); /* OLC */
char * string_replace args( ( char * orig, char * old, char * new ) ); /* OLC */
char * string_proper args( ( char * argument ) ); /* OLC */
char * string_unpad args( ( char * argument ) ); /* OLC */
int arg_count args( ( char *argument ) ); /* OLC */
char * smash_article args( ( char *text ) );
char * is_are args( ( char *buf ) );
char * pluralize args( ( char *argument ) );
char * trunc_fit args( ( char *argument, int length ) );
char * numberize args( ( int n ) );
char * colour_strpad args( ( char *outstr, const char *str, const int length ) );
char * kill_colour args( ( char *outstr, const char *str ) );
void put_area_vnum args( ( int vnum ) );
/* bit.c */
char * room_bit_name args( ( int room_flags ) ); /* OLC */
int room_name_bit args( ( char *buf ) ); /* OLC */
int sector_number args( ( char *argument ) ); /* OLC */
char * sector_name args( ( int sect ) ); /* OLC */
int item_name_type args( ( char *name ) ); /* OLC */
char * item_type_name args( ( int item_type ) ); /* OLC */
int extra_name_bit args( ( char* buf ) ); /* OLC */
char * extra_bit_name args( ( int extra_flags ) ); /* OLC */
int wear_name_bit args( ( char* buf ) ); /* OLC */
char * wear_bit_name args( ( int wear ) ); /* OLC */
int act_name_bit args( ( char* buf ) ); /* OLC */
int affect_name_bit args( ( char* buf ) ); /* OLC */
int affect_name_loc args( ( char* name ) ); /* OLC */
int wear_name_loc args( ( char *buf ) ); /* OLC */
char * wear_loc_name args( ( int wearloc ) ); /* OLC */
char * act_bit_name args( ( int act ) ); /* OLC */
int get_weapon_type args( ( char *arg ) ); /* OLC */
char * get_type_weapon args( ( int arg ) ); /* OLC */
int get_container_flags args( ( char *arg ) ); /* OLC */
char * get_flags_container args( ( int arg ) ); /* OLC */
int get_liquid_type args( ( char *arg ) ); /* OLC */
char * get_type_liquid args( ( int arg ) ); /* OLC */
/* warlock.c */
bool is_mage args( ( CHAR_DATA *ch ) );
bool is_memb args( ( CHAR_DATA *ch ) );
/* vic.c */
void reset_weapon args( (CHAR_DATA *ch, int dtype) );
void reset_spell args( (CHAR_DATA *ch, int dtype) );
/* act_clan.c */
void save_clan args( ( CLAN_DATA *clan ) );
void save_clan_list args( ( void ) );
void clan_update args( ( void ) );
void load_clans args( ( void ) );
void show_clan args( ( CHAR_DATA *ch, CLAN_DATA *clan ) );
void remove_from_clan args( ( CHAR_DATA *ch ) );
void add_to_clan args( ( CHAR_DATA *ch, CLAN_DATA *clan,
int rank ) );
CLD * get_clan args( ( const char *name ) );
CLD * clan_lookup args( ( const char *name ) );
/* wizutil.c */
void checkexits args( (ROOM_INDEX_DATA *room, AREA_DATA *pArea, char* buffer) );
void do_rename_obj args( ( CHAR_DATA *ch, char *argument, char *cmd ) );
#undef CD
#undef CLD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#define BOLD "#w"
#define NO_COLOR "#n"
#define GREEN "#g"
#define RED "#r"
#define BLUE "#b"
void alter_corpse(OBJ_DATA *obj);
void mageupkeep(CHAR_DATA *ch);
void monkupkeep(CHAR_DATA *ch);
void drowupkeep(CHAR_DATA *ch);
void wwupkeep(CHAR_DATA *ch);
/*****************************************************************************
* 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 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];
/*
* OLC Constants
*/
#define MAX_MOB 1 /* Default maximum number for resetting mobs */
/*
* Utils.
*/
AREA_DATA * get_vnum_area args ( ( int vnum ) );
AREA_DATA * get_area_data args ( ( int vnum ) );
void add_reset args ( ( ROOM_INDEX_DATA *,
RESET_DATA *, int ) );
bool show_commands args ( ( CHAR_DATA *ch, char *argument ) );
bool show_help args ( ( CHAR_DATA *ch, char *argument ) );
void set_editor args ( ( DESCRIPTOR_DATA *, int, void * ) );
bool edit_done args ( ( CHAR_DATA *ch ) );
RESET_DATA *new_reset_data args ( ( void ) );
void free_reset_data args ( ( RESET_DATA *pReset ) );
struct spec_type
{
char * name;
SPEC_FUN * spec;
};
#include "commands.h"
struct item_spells
{
char * name;
int num;
char * msg;
};
/*
* Questing.
*/
#define QUEST_KILL_COMPLETE -1
#define QUEST_NONE 0
#define QUEST_ITEM 1
#define QUEST_KILL 2
struct quest_data
{
QUEST_DATA *next;
int time;
int reward;
int type;
void * target;
};
/*
* Gem list
*/
struct gem_list_type
{
char * name;
char * plural;
};
struct flag_type
{
char * name;
int bit;
bool settable;
};
extern const struct flag_type area_flags[];
extern const struct flag_type sex_flags[];
extern const struct flag_type exit_flags[];
extern const struct flag_type door_resets[];
extern const struct flag_type room_flags[];
extern const struct flag_type sector_flags[];
extern const struct flag_type type_flags[];
extern const struct flag_type extra_flags[];
extern const struct flag_type wear_flags[];
extern const struct flag_type act_flags[];
extern const struct flag_type affect_flags[];
extern const struct flag_type apply_flags[];
extern const struct flag_type wear_loc_strings[];
extern const struct flag_type wear_loc_flags[];
extern const struct flag_type weapon_flags[];
extern const struct flag_type container_flags[];
extern const struct flag_type liquid_flags[];
extern const struct flag_type quest_flags[];
extern const struct flag_type level_flags[];
extern const struct flag_type log_flags[];
extern const struct flag_type newbit_flags[];
extern const struct flag_type plr_flags[];
extern const struct flag_type position_flags[];
extern const struct flag_type world_flags[];
extern const struct flag_type rt_flags[];
extern const struct flag_type show_flags[];
extern const struct flag_type weap_flags[];
extern const struct flag_type itema_flags[];
extern const struct flag_type imm_flags[];
/*
* Command logging types.
*/
#define LOG_NORMAL 0
#define LOG_ALWAYS 1
#define LOG_NEVER 2
struct where_type
{
char * const name;
int place;
char * const r_name;
};
/*
* Damage messages
*/
struct damage_message
{
int max_dam;
const char *mesg;
};
#include "buffer.h"