/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #endif /* * 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 #define WWW_WHO "/home/DRimp/public_html/cgi-bin/output/rot.who" /* * Colour stuff by Lope of Loping Through The MUD */ #define CLEAR "[0m" /* Resets Colour */ #define BLINK "[5m" /* Blink */ #define C_BLACK "[0;30m" /* Normal Colours */ #define C_RED "[0;31m" #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" #define R_BLACK "[0m[0;30m" /* Reset Colours */ #define R_RED "[0m[0;31m" #define R_GREEN "[0m[0;32m" #define R_YELLOW "[0m[0;33m" #define R_BLUE "[0m[0;34m" #define R_MAGENTA "[0m[0;35m" #define R_CYAN "[0m[0;36m" #define R_WHITE "[0m[0;37m" #define R_D_GREY "[0m[1;30m" /* Reset Light */ #define R_B_RED "[0m[1;31m" #define R_B_GREEN "[0m[1;32m" #define R_B_YELLOW "[0m[1;33m" #define R_B_BLUE "[0m[1;34m" #define R_B_MAGENTA "[0m[1;35m" #define R_B_CYAN "[0m[1;36m" #define R_B_WHITE "[0m[1;37m" #define BACKSPACE "[1D" #define BACKSPACEB "[2D" #define BACKSPACEC "[3D" #define BACKSPACED "[4D" #define BACKSPACEE "[5D" #define BACKSPACEF "[6D" #define BACKSPACEG "[7D" #define BACKSPACEH "[8D" #define BACKSPACEI "[9D" #define BACKSPACEJ "[10D" #define FLASHING "\x1B[5m" /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct wiz_data WIZ_DATA; typedef struct cln_data CLN_DATA; typedef struct mbr_data MBR_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct kill_data KILL_DATA; typedef struct mem_data MEM_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct gen_data GEN_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct mprog_list MPROG_LIST; typedef struct mprog_code MPROG_CODE; typedef struct auction_data AUCTION_DATA; typedef struct gquest_data GQUEST; /* * Function types. */ typedef void DO_FUN args ( ( CHAR_DATA * ch, char *argument ) ); typedef bool SPEC_FUN args ( ( CHAR_DATA * ch ) ); typedef void SPELL_FUN args ( ( int sn, int level, CHAR_DATA * ch, void *vo, int target ) ); #define CH_CMD(fun) void fun (CHAR_DATA *ch, char *argument) #define MAGIC(fun) void fun (int sn, int level, CHAR_DATA *ch, void *vo, int target) /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4000 #define MSL MAX_STRING_LENGTH #define MAX_INPUT_LENGTH 600 #define PAGELEN 22 #define MAX_EXPLORE 8192 /* I am lazy :) */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define SHARE_VALUE 200 /* The base share value */ /*#define MAX_SOCIALS 255*/ #define MAX_SKILL 246 #define MAX_GROUP 100 #define MAX_IN_GROUP 40 #define MAX_TRACK 20 #define MAX_LIQUID 36 #define MAX_DAMAGE_MESSAGE 40 #define MAX_ALIAS 5 #define MAX_FORGET 5 #define MAX_DUPES 7 #define MAX_CLASS 28 #define MAX_PC_RACE 50 #define MAX_CLAN 15 #define MAX_LEVEL 211 #define MAX_QUOTES 2 #define MAX_GQUEST_MOB 25 #define LEVEL_HERO (MAX_LEVEL - 10) #define LEVEL_ANCIENT (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 8) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_MUSIC ( 6 * PULSE_PER_SECOND) #define PULSE_TICK (60 * PULSE_PER_SECOND) #define PULSE_QUEST (60 * PULSE_PER_SECOND) #define PULSE_AREA (120 * PULSE_PER_SECOND) #define PULSE_AUCTION ( 10 * PULSE_PER_SECOND) #define PULSE_TELEPORT (20 * PULSE_PER_SECOND) #define MINIMUM_BID 100 #define AUCTION_LENGTH 5 #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define KNIGHT (MAX_LEVEL - 7) #define SQUIRE (MAX_LEVEL - 8) #define ANCIENT LEVEL_ANCIENT #define HERO LEVEL_HERO #define VALUE_SILVER 0 #define VALUE_GOLD 1 #define VALUE_PLATINUM 2 /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F struct ban_data { BAN_DATA *next; bool valid; sh_int ban_flags; sh_int level; char *name; }; struct struckdrunk { int min_drunk_level; int number_of_rep; char *replacement[11]; }; struct wiz_data { WIZ_DATA *next; bool valid; sh_int level; char *name; }; struct cln_data { CLN_DATA *next; bool valid; sh_int clan; int members; char *name; MBR_DATA *list; long cbalance; }; struct mbr_data { MBR_DATA *next; bool valid; char *name; }; struct buf_type { BUFFER *next; bool valid; sh_int state; /* error state of the buffer */ sh_int size; /* size in k */ char *string; /* buffer's string */ }; /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; /* * Connected state for a channel. */ #define CON_COPYOVER_RECOVER -1 #define CON_PLAYING 0 #define CON_GET_NAME 1 #define CON_GET_OLD_PASSWORD 2 #define CON_CONFIRM_NEW_NAME 3 #define CON_GET_NEW_PASSWORD 4 #define CON_CONFIRM_NEW_PASSWORD 5 #define CON_GET_NEW_RACE 6 #define CON_GET_NEW_SEX 7 #define CON_GET_NEW_CLASS 8 #define CON_GET_ALIGNMENT 9 #define CON_DEFAULT_CHOICE 10 #define CON_GEN_GROUPS 11 #define CON_PICK_WEAPON 12 #define CON_READ_IMOTD 13 #define CON_READ_MOTD 14 #define CON_BREAK_CONNECT 15 #define CON_WIZ 17 #define CON_GET_ANSI 18 #define CON_BEGIN_REROLL 19 struct auction_data { AUCTION_DATA *next; OBJ_DATA *item; CHAR_DATA *owner; CHAR_DATA *high_bidder; sh_int status; long current_bid; long gold_held; long min_bid; bool valid; }; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA *next; DESCRIPTOR_DATA *snoop_by; CHAR_DATA *character; CHAR_DATA *original; bool valid; char *host; sh_int descriptor; sh_int connected; bool fcommand; char inbuf[4 * MAX_INPUT_LENGTH]; char incomm[MAX_INPUT_LENGTH]; char inlast[MAX_INPUT_LENGTH]; int repeat; char *outbuf; int outsize; int outtop; char *showstr_head; char *showstr_point; void *pEdit; /* OLC */ char **pString; /* OLC */ int editor; /* OLC */ bool ansi; }; /* * Attribute bonus structures. */ struct str_app_type { sh_int tohit; sh_int todam; sh_int carry; sh_int wield; }; struct int_app_type { sh_int learn; }; struct wis_app_type { sh_int practice; }; struct dex_app_type { sh_int defensive; }; struct con_app_type { sh_int hitp; sh_int shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 /* * Help table types. */ struct help_data { HELP_DATA *next; sh_int level; char *keyword; char *text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA *next; /* Next shop in list */ long keeper; /* Vnum of shop keeper mob */ sh_int buy_type[MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 3 #define MAX_STATS 5 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 /* * Tier definitions */ #define TIER_01 A #define TIER_02 B #define TIER_03 C #define TIER_04 D #define TIER_05 E struct class_type { char *name; /* the full name of the class */ char who_name[4]; /* Three-letter name for 'who' */ sh_int attr_prime; /* Prime attribute */ sh_int weapon; /* First weapon */ sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */ sh_int skill_adept; /* Maximum skill level */ sh_int thac0_00; /* Thac0 for level 0 */ sh_int thac0_32; /* Thac0 for level 32 */ sh_int hp_min; /* Min hp gained on leveling */ sh_int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ char *base_group; /* base skills gained */ char *default_group; /* default skills gained */ sh_int tier; /* tier this class belongs to */ sh_int tier_next; /* tier gained when you HERO and reroll */ }; struct item_type { int type; char *name; }; struct weapon_type { char *name; long vnum; sh_int type; sh_int *gsn; }; struct wiznet_type { char *name; long flag; int level; }; struct attack_type { char *name; /* name */ char *noun; /* message */ int damage; /* damage class */ }; struct quote_type { char *text; char *by; }; struct race_type { char *name; /* call name of the race */ bool pc_race; /* can be chosen by pcs */ long act; /* act bits for the race */ long act2; /* act2 bits for the race */ long aff; /* aff bits for the race */ long off; /* off bits for the race */ long imm; /* imm bits for the race */ long res; /* res bits for the race */ long vuln; /* vuln bits for the race */ long shd; /* shd bits for the race */ long form; /* default form flag for the race */ long parts; /* default parts for the race */ }; struct gquest_data { int mobs[MAX_GQUEST_MOB]; char *who; int mob_count; int timer; int involved; int qpoints; int gold; int minlevel; int maxlevel; int running; int next; }; #define GQUEST_OFF 0 #define GQUEST_WAITING 1 #define GQUEST_RUNNING 2 bool load_gquest_data args ( ( void ) ); bool save_gquest_data args ( ( void ) ); void auto_gquest args ( ( void ) ); bool start_gquest args ( ( CHAR_DATA * ch, char *argument ) ); void end_gquest args ( ( void ) ); void gquest_update args ( ( void ) ); void gquest_wait args ( ( void ) ); bool generate_gquest args ( ( CHAR_DATA * who ) ); int count_gqmobs args ( ( CHAR_DATA * ch ) ); int is_gqmob args ( ( CHAR_DATA * ch, long vnum ) ); void reset_gqmob args ( ( CHAR_DATA * ch, long value ) ); bool is_random_gqmob args ( ( long vnum ) ); struct pc_race_type /* additional data for pc races */ { char *name; /* MUST be in race_type */ char who_name[6]; sh_int points; /* cost in points of the race */ sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */ char *skills[5]; /* bonus skills for the race */ sh_int stats[MAX_STATS]; /* starting stats */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int size; /* aff bits for the race */ long recall; sh_int tier; }; struct spec_type { char *name; /* special function name */ SPEC_FUN *function; /* the function */ }; /* * Data structure for notes. */ #define NOTE_NOTE 0 #define NOTE_IDEA 1 #define NOTE_PENALTY 2 #define NOTE_NEWS 3 #define NOTE_CHANGES 4 #define NOTE_SIGN 5 #define NOTE_WEDDINGS 6 struct note_data { NOTE_DATA *next; bool valid; sh_int type; char *sender; char *date; char *to_list; char *subject; char *text; time_t date_stamp; }; /* * An affect. */ struct affect_data { AFFECT_DATA *next; bool valid; sh_int where; sh_int type; sh_int level; sh_int duration; sh_int location; sh_int modifier; long bitvector; }; /* where definitions */ #define TO_AFFECTS 0 #define TO_OBJECT 1 #define TO_IMMUNE 2 #define TO_RESIST 3 #define TO_VULN 4 #define TO_WEAPON 5 #define TO_SHIELDS 6 /* * A kill structure (indexed by level). */ struct kill_data { sh_int number; sh_int killed; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_FIDO 3090 #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 #define MOB_VNUM_BANKER 3399 #define MOB_VNUM_PATROLMAN 2106 #define MOB_VNUM_CORPSE 3174 #define MOB_VNUM_ANIMATE 3175 #define MOB_VNUM_DEMON 3181 #define MOB_VNUM_CLAYTON 10009 #define MOB_VNUM_FAMILIAR 230 #define GROUP_VNUM_TROLLS 2100 #define GROUP_VNUM_OGRES 2101 #define MOB_VNUM_REGISTAR 3397 /* RT ASCII conversions -- used so we can have letters in this file */ #define A 1 #define B 2 #define C 4 #define D 8 #define E 16 #define F 32 #define G 64 #define H 128 #define I 256 #define J 512 #define K 1024 #define L 2048 #define M 4096 #define N 8192 #define O 16384 #define P 32768 #define Q 65536 #define R 131072 #define S 262144 #define T 524288 #define U 1048576 #define V 2097152 #define W 4194304 #define X 8388608 #define Y 16777216 #define Z 33554432 #define aa 67108864 /* doubled due to conflicts */ #define bb 134217728 #define cc 268435456 #define dd 536870912 #define ee 1073741824 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC (A) /* Auto set for mobs */ #define ACT_SENTINEL (B) /* Stays in one room */ #define ACT_SCAVENGER (C) /* Picks up objects */ #define ACT_KEY (D) #define ACT_RANGER (E) #define ACT_AGGRESSIVE (F) /* Attacks PC's */ #define ACT_STAY_AREA (G) /* Won't leave area */ #define ACT_WIMPY (H) #define ACT_PET (I) /* Auto set for pets */ #define ACT_TRAIN (J) /* Can train PC's */ #define ACT_PRACTICE (K) /* Can practice PC's */ #define ACT_DRUID (L) #define ACT_NO_BODY (M) /* Will not leave a corpse */ #define ACT_NB_DROP (N) /* Corpseless will drop all */ #define ACT_UNDEAD (O) #define ACT_VAMPIRE (P) #define ACT_CLERIC (Q) #define ACT_MAGE (R) #define ACT_THIEF (S) #define ACT_WARRIOR (T) #define ACT_NOALIGN (U) #define ACT_NOPURGE (V) #define ACT_OUTDOORS (W) #define ACT_IS_SATAN (X) #define ACT_INDOORS (Y) #define ACT_IS_PRIEST (Z) #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_CHANGER (dd) #define ACT_QUESTMASTER (ee) /* ACT2 bits */ #define ACT2_FORGER (A) #define ACT2_DEALER (B) #define ACT2_BANKER (C) /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #define OFF_BACKSTAB (B) #define OFF_BASH (C) #define OFF_BERSERK (D) #define OFF_DISARM (E) #define OFF_DODGE (F) #define OFF_FADE (G) #define OFF_FAST (H) #define OFF_KICK (I) #define OFF_KICK_DIRT (J) #define OFF_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #define OFF_TRIP (N) #define OFF_CRUSH (O) #define ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) #define OFF_FEED (V) /* return values for check_imm */ #define IS_NORMAL 0 #define IS_IMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* IMM bits for mobs */ #define IMM_SUMMON (A) #define IMM_CHARM (B) #define IMM_MAGIC (C) #define IMM_WEAPON (D) #define IMM_BASH (E) #define IMM_PIERCE (F) #define IMM_SLASH (G) #define IMM_FIRE (H) #define IMM_COLD (I) #define IMM_LIGHTNING (J) #define IMM_ACID (K) #define IMM_POISON (L) #define IMM_NEGATIVE (M) #define IMM_HOLY (N) #define IMM_ENERGY (O) #define IMM_MENTAL (P) #define IMM_DISEASE (Q) #define IMM_DROWNING (R) #define IMM_LIGHT (S) #define IMM_SOUND (T) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) /* RES bits for mobs */ #define RES_SUMMON (A) #define RES_CHARM (B) #define RES_MAGIC (C) #define RES_WEAPON (D) #define RES_BASH (E) #define RES_PIERCE (F) #define RES_SLASH (G) #define RES_FIRE (H) #define RES_COLD (I) #define RES_LIGHTNING (J) #define RES_ACID (K) #define RES_POISON (L) #define RES_NEGATIVE (M) #define RES_HOLY (N) #define RES_ENERGY (O) #define RES_MENTAL (P) #define RES_DISEASE (Q) #define RES_DROWNING (R) #define RES_LIGHT (S) #define RES_SOUND (T) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) /* VULN bits for mobs */ #define VULN_SUMMON (A) #define VULN_CHARM (B) #define VULN_MAGIC (C) #define VULN_WEAPON (D) #define VULN_BASH (E) #define VULN_PIERCE (F) #define VULN_SLASH (G) #define VULN_FIRE (H) #define VULN_COLD (I) #define VULN_LIGHTNING (J) #define VULN_ACID (K) #define VULN_POISON (L) #define VULN_NEGATIVE (M) #define VULN_HOLY (N) #define VULN_ENERGY (O) #define VULN_MENTAL (P) #define VULN_DISEASE (Q) #define VULN_DROWNING (R) #define VULN_LIGHT (S) #define VULN_SOUND (T) #define VULN_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (A) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_HIDDEN (F) #define AFF_DETECT_GOOD (G) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_FARSIGHT (L) #define AFF_POISON (M) #define AFF_SNEAK (P) #define AFF_HIDE (Q) #define AFF_SLEEP (R) #define AFF_CHARM (S) #define AFF_FLYING (T) #define AFF_PASS_DOOR (U) #define AFF_HASTE (V) #define AFF_CALM (W) #define AFF_PLAGUE (X) #define AFF_WEAKEN (Y) #define AFF_DARK_VISION (Z) #define AFF_BERSERK (aa) #define AFF_SWIM (bb) #define AFF_REGENERATION (cc) #define AFF_SLOW (dd) #define AFF_BANISH (ee) /* * More Bits for 'shielded_by'. * Used in #MOBILES. */ #define SHD_PROTECT_VOODOO (A) #define SHD_INVISIBLE (B) #define SHD_ICE (C) #define SHD_FIRE (D) #define SHD_SHOCK (E) #define SHD_ACID (F) #define SHD_POISON (G) #define SHD_BRIAR (I) #define SHD_SANCTUARY (H) #define SHD_PROTECT_EVIL (N) #define SHD_PROTECT_GOOD (O) #define SHD_DIVINE_PROTECTION (P) #define SHD_MANA (Q) #define SHD_SWALK (R) #define SHD_WARD (S) #define SHD_MISTBLEND (T) /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* AC types */ #define AC_PIERCE 0 #define AC_BASH 1 #define AC_SLASH 2 #define AC_EXOTIC 3 /* dice */ #define DICE_NUMBER 0 #define DICE_TYPE 1 #define DICE_BONUS 2 /* size */ #define SIZE_TINY 0 #define SIZE_SMALL 1 #define SIZE_MEDIUM 2 #define SIZE_LARGE 3 #define SIZE_HUGE 4 #define SIZE_GIANT 5 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_SILVER_ONE 1 #define OBJ_VNUM_GOLD_ONE 2 #define OBJ_VNUM_GOLD_SOME 3 #define OBJ_VNUM_SILVER_SOME 4 #define OBJ_VNUM_COINS 5 #define OBJ_VNUM_PLATINUM_ONE 6 #define OBJ_VNUM_PLATINUM_SOME 7 #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_GUTS 16 #define OBJ_VNUM_BRAINS 17 #define OBJ_VNUM_BLOOD 18 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_VOODOO 51 #define OBJ_VNUM_EXIT 52 #define OBJ_VNUM_CHAIN 53 #define OBJ_VNUM_BAG 54 #define OBJ_VNUM_ROSE 3331 #define OBJ_VNUM_PIT 3010 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_SPEAR 3717 #define OBJ_VNUM_SCHOOL_STAFF 3718 #define OBJ_VNUM_SCHOOL_AXE 3719 #define OBJ_VNUM_SCHOOL_FLAIL 3720 #define OBJ_VNUM_SCHOOL_WHIP 3721 #define OBJ_VNUM_SCHOOL_POLEARM 3722 #define OBJ_VNUM_SCHOOL_VEST 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 #define OBJ_VNUM_MAP 3162 #define OBJ_VNUM_WMAP 3163 #define OBJ_VNUM_EMAP 3169 #define OBJ_VNUM_WHISTLE 2116 #define OBJ_VNUM_QUEST_SIGN 1118 #define OBJ_VNUM_POTION 3384 #define OBJ_VNUM_SCROLL 3385 #define OBJ_VNUM_QDIAMOND 3388 #define OBJ_VNUM_CUBIC 3386 #define OBJ_VNUM_DPOUCH 3383 #define OBJ_VNUM_CPOUCH 3387 #define OBJ_VNUM_DIAMOND 3377 #define OBJ_VNUM_SURVIVAL_PACK 3032 #define OBJ_VNUM_SURVIVAL_A 2140 #define OBJ_VNUM_SURVIVAL_B 2127 #define OBJ_VNUM_SURVIVAL_C 2122 #define OBJ_VNUM_SURVIVAL_D 2124 #define OBJ_VNUM_SURVIVAL_E 2135 #define OBJ_VNUM_SURVIVAL_F 2136 #define OBJ_VNUM_SURVIVAL_G 2131 #define OBJ_VNUM_SURVIVAL_H 2128 #define OBJ_VNUM_SURVIVAL_I 2125 #define OBJ_VNUM_SURVIVAL_J 2126 #define OBJ_VNUM_SURVIVAL_K 3162 #define OBJ_VNUM_SURVIVAL_L 2120 #define OBJ_VNUM_SURVIVAL_M 2130 #define OBJ_VNUM_SURVIVAL_N 2134 #define OBJ_VNUM_SURVIVAL_O 2132 #define OBJ_VNUM_SURVIVAL_P 2137 #define OBJ_VNUM_SURVIVAL_Q 2123 #define OBJ_VNUM_SURVIVAL_R 2129 #define OBJ_VNUM_SURVIVAL_S 2138 #define OBJ_VNUM_SURVIVAL_T 2138 #define OBJ_VNUM_SURVIVAL_U 2121 #define OBJ_VNUM_SURVIVAL_V 2139 #define OBJ_VNUM_SURVIVAL_W 9222 #define OBJ_VNUM_SURVIVAL_X 9224 #define OBJ_VNUM_PROTOPLASM 20050 #define OBJ_VNUM_BED 55 #define OBJ_VNUM_MACE 230 /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_SCROLL 2 #define ITEM_WAND 3 #define ITEM_STAFF 4 #define ITEM_WEAPON 5 #define ITEM_TREASURE 8 #define ITEM_ARMOR 9 #define ITEM_POTION 10 #define ITEM_CLOTHING 11 #define ITEM_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PROTECT 27 #define ITEM_MAP 28 #define ITEM_PORTAL 29 #define ITEM_WARP_STONE 30 #define ITEM_ROOM_KEY 31 #define ITEM_GEM 32 #define ITEM_JEWELRY 33 #define ITEM_JUKEBOX 34 #define ITEM_DEMON_STONE 35 #define ITEM_EXIT 36 #define ITEM_PIT 37 #define ITEM_SLOT_MACHINE 38 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW (A) #define ITEM_HUM (B) #define ITEM_DARK (C) #define ITEM_LOCK (D) #define ITEM_EVIL (E) #define ITEM_INVIS (F) #define ITEM_MAGIC (G) #define ITEM_NODROP (H) #define ITEM_BLESS (I) #define ITEM_ANTI_GOOD (J) #define ITEM_ANTI_EVIL (K) #define ITEM_ANTI_NEUTRAL (L) #define ITEM_NOREMOVE (M) #define ITEM_INVENTORY (N) #define ITEM_NOPURGE (O) #define ITEM_ROT_DEATH (P) #define ITEM_VIS_DEATH (Q) #define ITEM_NOSAC (R) #define ITEM_NONMETAL (S) #define ITEM_NOLOCATE (T) #define ITEM_MELT_DROP (U) #define ITEM_HAD_TIMER (V) #define ITEM_SELL_EXTRACT (W) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_QUEST (aa) #define ITEM_FORCED (bb) #define ITEM_QUESTPOINT (cc) /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE (A) #define ITEM_WEAR_FINGER (B) #define ITEM_WEAR_NECK (C) #define ITEM_WEAR_BODY (D) #define ITEM_WEAR_HEAD (E) #define ITEM_WEAR_LEGS (F) #define ITEM_WEAR_FEET (G) #define ITEM_WEAR_HANDS (H) #define ITEM_WEAR_ARMS (I) #define ITEM_WEAR_SHIELD (J) #define ITEM_WEAR_ABOUT (K) #define ITEM_WEAR_WAIST (L) #define ITEM_WEAR_WRIST (M) #define ITEM_WIELD (N) #define ITEM_HOLD (O) #define ITEM_NO_SAC (P) #define ITEM_WEAR_FLOAT (Q) #define ITEM_WEAR_FACE (R) #define ITEM_WEAR_ANKLE (S) #define ITEM_WEAR_TATTOO (T) #define ITEM_WEAR_AURA (U) #define ITEM_WEAR_EAR (V) #define ITEM_WEAR_CTATTOO (W) /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_SPEAR 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_WHIP 7 #define WEAPON_POLEARM 8 #define MAX_WEAPON 8 /* weapon types */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) #define WEAPON_MANADRAIN (I) /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) /* furniture flags */ #define STAND_AT (A) #define STAND_ON (B) #define STAND_IN (C) #define SIT_AT (D) #define SIT_ON (E) #define SIT_IN (F) #define REST_AT (G) #define REST_ON (H) #define REST_IN (I) #define SLEEP_AT (J) #define SLEEP_ON (K) #define SLEEP_IN (L) #define PUT_AT (M) #define PUT_ON (N) #define PUT_IN (O) #define PUT_INSIDE (P) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVES 20 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_SPELL_AFFECT 25 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 #define CONT_PUT_ON 16 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CORNER 3 #define ROOM_VNUM_CHAT 3001 #define ROOM_VNUM_TEMPLE 3001 #define ROOM_VNUM_TEMPLEB 3365 #define ROOM_VNUM_PIT 3367 #define ROOM_VNUM_ALTAR 3054 #define ROOM_VNUM_ALTARB 3366 #define ROOM_VNUM_SCHOOL 3700 #define ROOM_VNUM_BALANCE 4500 #define ROOM_VNUM_CIRCLE 4400 #define ROOM_VNUM_DEMISE 4201 #define ROOM_VNUM_HONOR 4300 #define ROOM_VNUM_CHAIN 20200 #define ROOM_VNUM_CLANS 20000 #define ROOM_VNUM_ARENA 50000 #define ROOM_VNUM_ALOSER 50015 #define ROOM_VNUM_AWINNER 50014 #define ROOM_VNUM_MORGUE 3001 #define ROOM_VNUM_DONATION 3367 #define ROOM_VNUM_ALTAR_MUTANT 242 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_PRIVATE (J) #define ROOM_SAFE (K) #define ROOM_SOLITARY (L) #define ROOM_PET_SHOP (M) #define ROOM_NO_RECALL (N) #define ROOM_IMP_ONLY (O) #define ROOM_GODS_ONLY (P) #define ROOM_HEROES_ONLY (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) #define ROOM_LOCKED (X) #define ROOM_ARENA (Y) #define ROOM_HOME (Z) #define ROOM_TELEPORT (B) /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (A) #define EX_CLOSED (B) #define EX_LOCKED (C) #define EX_PICKPROOF (F) #define EX_NOPASS (G) #define EX_EASY (H) #define EX_HARD (I) #define EX_INFURIATING (J) #define EX_NOCLOSE (K) #define EX_NOLOCK (L) /* * Sector types. * Used in #ROOMS. */ #define SECT_INSIDE 0 #define SECT_CITY 1 #define SECT_FIELD 2 #define SECT_FOREST 3 #define SECT_HILLS 4 #define SECT_MOUNTAIN 5 #define SECT_WATER_SWIM 6 #define SECT_WATER_NOSWIM 7 #define SECT_UNUSED 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_MAX 11 /* * Equpiment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_LIGHT 0 #define WEAR_FINGER_L 1 #define WEAR_FINGER_R 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_L 14 #define WEAR_WRIST_R 15 #define WEAR_WIELD 16 #define WEAR_HOLD 17 #define WEAR_FLOAT 18 #define WEAR_SECONDARY 19 #define WEAR_FACE 20 #define WEAR_ANKLE_L 21 #define WEAR_ANKLE_R 22 #define WEAR_TATTOO 23 #define WEAR_AURA 24 #define WEAR_EAR_L 25 #define WEAR_EAR_R 26 #define WEAR_CTATTOO 27 #define MAX_WEAR 28 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 #define COND_HUNGER 3 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 /* Status of Arena */ #define FIGHT_OPEN 0 #define FIGHT_START 1 #define FIGHT_BUSY 2 #define FIGHT_LOCK 3 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ /* * Colour stuff by Lope of Loping Through The MUD */ #define PLR_NOCOLOUR (B) /* RT auto flags */ #define PLR_AUTOASSIST (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_AUTOGOLD (G) #define PLR_AUTOSPLIT (H) /* RT personal flags */ #define PLR_NOTRAN (I) #define PLR_AUTOPEEK (J) #define PLR_SETTITLE (K) #define PLR_NORESTORE (L) #define PLR_NOTITLE (M) #define PLR_HOLYLIGHT (N) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_QUESTOR (S) #define PLR_LONER (T) /* 2 bits reserved, S-T */ /* penalty flags */ #define PLR_PERMIT (U) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_TWIT (Z) #define PLR_KEY (bb) #define PLR_NOCLAN (cc) #define PLR_REROLL (dd) #define PLR_GQUEST (ee) /*arena*/ #define PLR2_CHALLENGER (A) #define PLR2_CHALLENGED (B) #define PLR2_CONSENT (C) #define PLR2_WIPED (D) #define PLR2_TRUE_TRUST (E) #define VERBOSE_FLAGS (A) #define VERBOSE_FLAG_EFFECTS (B) #define VERBOSE_DODGE (C) #define VERBOSE_STD (D) #define VERBOSE_BURN (E) #define VERBOSE_SHIELD (F) #define VERBOSE_SHIELD_COMP (G) /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (A) #define COMM_DEAF (B) #define COMM_NOWIZ (C) #define COMM_NOOOC (D) #define COMM_NOGOSSIP (E) #define COMM_NOASK (F) #define COMM_NOMUSIC (G) #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_NORACE (K) #define COMM_NOANNOUNCE (ee) #define COMM_NOAUCTION (K) #define COMM_NOARENA (J) /* #define COMM_TRUE_TRUST (K)*/ #define COMM_COMPACT (L) #define COMM_BRIEF (M) #define COMM_PROMPT (N) #define COMM_COMBINE (O) #define COMM_TELNET_GA (P) #define COMM_SHOW_AFFECTS (Q) #define COMM_NOGRATS (R) /*#define COMM_WIPED (S)*/ #define COMM_CURSE (S) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_NOCGOSSIP (X) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) #define COMM_LONG (aa) #define COMM_STORE (bb) #define COMM_NOQGOSSIP (cc) #define COMM_NOSOCIAL (dd) /* WIZnet flags */ #define WIZ_ON (A) #define WIZ_TICKS (B) #define WIZ_LOGINS (C) #define WIZ_SITES (D) #define WIZ_LINKS (E) #define WIZ_DEATHS (F) #define WIZ_RESETS (G) #define WIZ_MOBDEATHS (H) #define WIZ_FLAGS (I) #define WIZ_PENALTIES (J) #define WIZ_SACCING (K) #define WIZ_LEVELS (L) #define WIZ_SECURE (M) #define WIZ_SWITCHES (N) #define WIZ_SNOOPS (O) #define WIZ_RESTORE (P) #define WIZ_LOAD (Q) #define WIZ_NEWBIE (R) #define WIZ_PREFIX (S) #define WIZ_SPAM (T) #define WIZ_MEM (U) #define WIZ_BUGS (V) /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA *next; SPEC_FUN *spec_fun; SHOP_DATA *pShop; MPROG_LIST *mprogs; AREA_DATA *area; /* OLC */ long vnum; long group; bool new_format; sh_int count; sh_int killed; char *player_name; char *short_descr; char *long_descr; char *description; long act; long act2; long affected_by; long shielded_by; sh_int alignment; sh_int level; sh_int hitroll; long hit[3]; long mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; long off_flags; long imm_flags; long res_flags; long vuln_flags; sh_int start_pos; sh_int default_pos; sh_int sex; sh_int race; long wealth; long form; long parts; sh_int size; char *material; long mprog_flags; char *die_descr; char *say_descr; }; /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D /* memory for mobs */ struct mem_data { MEM_DATA *next; bool valid; int id; int reaction; time_t when; }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA *next; CHAR_DATA *next_in_room; CHAR_DATA *master; CHAR_DATA *leader; CHAR_DATA *fighting; CHAR_DATA *reply; CHAR_DATA *pet; CHAR_DATA *mprog_target; MEM_DATA *memory; SPEC_FUN *spec_fun; MOB_INDEX_DATA *pIndexData; DESCRIPTOR_DATA *desc; AFFECT_DATA *affected; NOTE_DATA *pnote; OBJ_DATA *carrying; OBJ_DATA *on; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *was_in_room; AREA_DATA *zone; PC_DATA *pcdata; GEN_DATA *gen_data; bool valid; bool hastimer; bool attacker; bool on_quest; bool wedpost; char *name; long id; sh_int version; char *short_descr; char *long_descr; char *die_descr; char *say_descr; char *description; char *prompt; char *prefix; sh_int group; sh_int clan; sh_int clead; sh_int clan_rank; sh_int invited; sh_int sex; sh_int class; sh_int race; sh_int level; sh_int trust; int color; int color_auc; int color_cgo; int color_cla; int color_con; int color_dis; int color_fig; int color_gos; int color_gra; int color_gte; int color_imm; int color_mob; int color_mus; int color_opp; int color_qgo; int color_que; int color_quo; int color_roo; int color_say; int color_sho; int color_tel; int color_wit; int color_wiz; int played; int lines; /* for the pager */ int stunned; time_t llogoff; time_t logon; sh_int timer; sh_int wait; sh_int daze; long hit; long max_hit; long mana; long max_mana; long move; long max_move; long platinum; long gold; long silver; long exp; int qps; int tells; long act; long act2; long comm; /* RT added to pad the vector */ long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int incog_level; sh_int ghost_level; long affected_by; long shielded_by; sh_int position; sh_int practice; sh_int train; sh_int carry_weight; sh_int carry_number; sh_int llines; sh_int song_ed_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int armor[4]; sh_int wimpy; /* tracking */ sh_int track_to[MAX_TRACK]; sh_int track_from[MAX_TRACK]; /* stats */ sh_int perm_stat[MAX_STATS]; sh_int mod_stat[MAX_STATS]; /* parts stuff */ long form; long parts; sh_int size; char *material; /* mobile stuff */ long off_flags; sh_int damage[3]; sh_int dam_type; sh_int start_pos; sh_int default_pos; sh_int mprog_delay; CHAR_DATA *challenger; /* person who challenged you */ CHAR_DATA *challenged; /* person who you challenged */ CHAR_DATA *gladiator; /* ARENA player wagered on */ }; /* * Data which only PC's have. */ struct pc_data { PC_DATA *next; BUFFER *buffer; bool valid; char *pwd; char *bamfin; char *bamfout; char *title; char *who_descr; char *socket; time_t last_note; time_t last_idea; time_t last_penalty; time_t last_news; time_t last_changes; time_t last_weddings; long perm_hit; long perm_mana; long perm_move; sh_int true_sex; int last_level; int recall; int tier; int ctier; sh_int condition[4]; sh_int learned[MAX_SKILL]; bool group_known[MAX_GROUP]; sh_int points; bool confirm_delete; bool confirm_reroll; char *forget[MAX_FORGET]; char *dupes[MAX_DUPES]; char *alias[MAX_ALIAS]; char *alias_sub[MAX_ALIAS]; int security; /* OLC *//* Builder security */ long pkkills; long pkdeaths; long balance; long shares; char explored[MAX_EXPLORE]; int plr_wager; /* ARENA amount wagered */ int awins; /* ARENA number of wins */ int alosses; /* ARENA number of losses */ /* sh_int clan_rank; *//* 0 for unguilded and loner 1-10 otherwise */ sh_int nextquest; sh_int countdown; long questobj; long questmob; long questgiver; long questloc; long questpoints; char *spouse; long gq_mobs[MAX_GQUEST_MOB]; int verbose; int pkvalue; CLN_DATA *clan_data; }; /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA *next; bool valid; bool skill_chosen[MAX_SKILL]; bool group_chosen[MAX_GROUP]; int points_chosen; }; /* * Liquids. */ #define LIQ_WATER 0 struct liq_type { char *liq_name; char *liq_color; sh_int liq_affect[5]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ bool valid; char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA *next; EXTRA_DESCR_DATA *extra_descr; AFFECT_DATA *affected; AREA_DATA *area; /* OLC */ bool new_format; char *name; char *short_descr; char *description; long vnum; sh_int reset_num; char *material; sh_int item_type; int extra_flags; int wear_flags; sh_int level; sh_int condition; sh_int count; sh_int weight; int cost; long value[5]; sh_int clan; sh_int class; }; /* * One object. */ struct obj_data { OBJ_DATA *next; OBJ_DATA *next_content; OBJ_DATA *contains; OBJ_DATA *in_obj; OBJ_DATA *on; CHAR_DATA *carried_by; EXTRA_DESCR_DATA *extra_descr; AFFECT_DATA *affected; OBJ_INDEX_DATA *pIndexData; ROOM_INDEX_DATA *in_room; bool valid; bool enchanted; char *owner; char *killer; char *name; char *short_descr; char *description; sh_int item_type; int extra_flags; int wear_flags; sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int condition; char *material; sh_int timer; long value[5]; sh_int clan; sh_int class; }; /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA *to_room; long vnum; } u1; sh_int exit_info; long key; char *keyword; char *description; EXIT_DATA *next; /* OLC */ int rs_flags; /* OLC */ int orig_door; /* OLC */ }; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA *next; char command; long arg1; sh_int arg2; long arg3; sh_int arg4; }; /* * Area definition. */ struct area_data { AREA_DATA *next; RESET_DATA *reset_first; RESET_DATA *reset_last; char *file_name; char *name; char *credits; sh_int age; sh_int nplayer; long low_range; long high_range; long min_vnum; long max_vnum; bool empty; char *builders; /* OLC *//* Listing of */ int vnum; /* OLC *//* Area vnum */ int area_flags; /* OLC */ int security; /* OLC *//* Value 1-9 */ AREA_DATA *next_sort; char *repop_msg; }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA *next; CHAR_DATA *people; OBJ_DATA *contents; EXTRA_DESCR_DATA *extra_descr; AREA_DATA *area; EXIT_DATA *exit[12]; EXIT_DATA *old_exit[12]; RESET_DATA *reset_first; /* OLC */ RESET_DATA *reset_last; /* OLC */ char *name; char *description; char *owner; long vnum; int room_flags; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int mana_rate; sh_int clan; int tele_dest; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TAR_OBJ_TRAN 7 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 /* * Skills include spells as a particular case. */ struct skill_type { char *name; /* Name of skill */ sh_int skill_level[MAX_CLASS]; /* Level needed by class */ sh_int rating[MAX_CLASS]; /* How hard it is to learn */ SPELL_FUN *spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int *pgsn; /* Pointer to associated gsn */ bool socket; /* Allow same socket use? */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char *noun_damage; /* Damage message */ char *msg_off; /* Wear off message */ char *msg_obj; /* Wear off message for obects */ }; struct group_type { char *name; sh_int rating[MAX_CLASS]; char *spells[MAX_IN_GROUP]; }; /* * MOBprog definitions */ #define TRIG_ACT (A) #define TRIG_BRIBE (B) #define TRIG_DEATH (C) #define TRIG_ENTRY (D) #define TRIG_FIGHT (E) #define TRIG_GIVE (F) #define TRIG_GREET (G) #define TRIG_GRALL (H) #define TRIG_KILL (I) #define TRIG_HPCNT (J) #define TRIG_RANDOM (K) #define TRIG_SPEECH (L) #define TRIG_EXIT (M) #define TRIG_EXALL (N) #define TRIG_DELAY (O) #define TRIG_SURR (P) struct mprog_list { int trig_type; char *trig_phrase; long vnum; char *code; MPROG_LIST *next; bool valid; }; struct mprog_code { long vnum; char *code; MPROG_CODE *next; }; /* * Utility macros. */ #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define TOGGLE_BIT(var, bit) ((var) ^= (bit)) #define ON_GQUEST(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_GQUEST) && gquest_info.running != GQUEST_OFF) /* use for free'ing and str_dup'ing in 1 shot */ #define replace_string( pstr, nstr ) \ { \ _free_string( (pstr), __FILE__, __LINE__ ); \ pstr = str_dup( (nstr) ); \ } #define free_mem( pMem, sMem ) _free_mem(pMem, sMem, __FILE__, __LINE__) #define free_string( pstr ) _free_string(pstr, __FILE__, __LINE__) /* * Gold Transformation Macros --Jouster */ #define TRANSFORM_TO_GOLD(ch,oldbal,oldgold) \ { \ oldgold = ch->gold; \ if ( !IS_NPC( ch ) ) \ { \ oldbal = ch->pcdata->balance; \ ch->gold += ( 100 * oldbal ); \ ch->pcdata->balance = 0; \ } \ ch->gold += ( 100 * ch->platinum ); \ ch->platinum = 0; \ } #define TRANSFORM_FROM_GOLD(ch,oldbal,oldgold) \ { \ int transform; \ transform = ch->gold; \ if ( !IS_NPC( ch ) ) \ { \ if ( transform >= ( oldbal * 100 ) ) \ { \ ch->pcdata->balance = oldbal; \ transform -= ( oldbal * 100 ); \ } \ else \ { \ ch->pcdata->balance = ( transform / 100 ); \ transform = ( transform % 100 ); \ } \ } \ if ( transform / 100 >= 1 ) \ { \ ch->gold = ( transform % 100 ); \ transform -= ch->gold; \ ch->platinum = ( transform / 100 ); \ } \ } /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_ANCIENT(ch) (get_trust(ch) >= LEVEL_ANCIENT #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level)) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_SHIELDED(ch, sn) (IS_SET((ch)->shielded_by, (sn))) #define GET_AGE(ch) ((int) (17 + ((ch)->played \ + current_time - (ch)->logon )/72000)) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch,type) ((ch)->armor[type] \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 )) #define GET_HITROLL(ch) \ ((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit) #define GET_DAMROLL(ch) \ ((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + ((ch)->silver/10) + \ ((ch)->gold * 2 / 5) + ((ch)->platinum / 100)) #define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define IS_QUESTOR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_QUESTOR) && \ ((ch)->pcdata->questmob != 0 || (ch)->pcdata->questobj != 0)) #define quit(iErr) _quit( (iErr), __FILE__, __LINE__) /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) #define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat))) #define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \ (obj)->value[4] : 100) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker,(ch) )? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : IS_IMMORTAL(ch) ? \ "{WAn {BIm{bm{Wor{bt{Bal{x" : \ "someone") /* * Structure for a social in the socials table. */ struct social_type { char name[20]; char *char_no_arg; char *others_no_arg; char *char_found; char *others_found; char *vict_found; char *char_not_found; char *char_auto; char *others_auto; }; /* * Global constants. */ extern const struct str_app_type str_app[26]; extern const struct int_app_type int_app[26]; extern const struct wis_app_type wis_app[26]; extern const struct dex_app_type dex_app[26]; extern const struct con_app_type con_app[26]; extern const struct class_type class_table[MAX_CLASS]; extern const struct weapon_type weapon_table[]; extern const struct item_type item_table[]; extern const struct wiznet_type wiznet_table[]; extern const struct attack_type attack_table[]; extern const struct quote_type quote_table[MAX_QUOTES]; extern const struct race_type race_table[]; extern const struct pc_race_type pc_race_table[]; extern const struct spec_type spec_table[]; extern const struct liq_type liq_table[]; extern const struct skill_type skill_table[MAX_SKILL]; extern const struct group_type group_table[MAX_GROUP]; /*extern struct social_type social_table [MAX_SOCIALS];*/ extern struct social_type *social_table; extern char *const title_table[MAX_CLASS][MAX_LEVEL + 1][2]; extern const sh_int movement_loss[SECT_MAX]; /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char *crypt args ( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args ( ( const char *string ) ); void *calloc args ( ( unsigned nelem, size_t size ) ); char *crypt args ( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char *crypt args ( ( const char *key, const char *salt ) ); #endif #if defined(linux) char *crypt args ( ( const char *key, const char *salt ) ); #endif #if defined(macintosh) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(MIPS_OS) char *crypt args ( ( const char *key, const char *salt ) ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(NeXT) char *crypt args ( ( const char *key, const char *salt ) ); #endif #if defined(sequent) char *crypt args ( ( const char *key, const char *salt ) ); int fclose args ( ( FILE * stream ) ); int fprintf args ( ( FILE * stream, const char *format, ... ) ); int fread args ( ( void *ptr, int size, int n, FILE * stream ) ); int fseek args ( ( FILE * stream, long offset, int ptrname ) ); void perror args ( ( const char *s ) ); int ungetc args ( ( int c, FILE * stream ) ); #endif #if defined(sun) char *crypt args ( ( const char *key, const char *salt ) ); int fclose args ( ( FILE * stream ) ); int fprintf args ( ( FILE * stream, const char *format, ... ) ); #if defined(SYSV) siz_t fread args ( ( void *ptr, size_t size, size_t n, FILE * stream ) ); #else int fread args ( ( void *ptr, int size, int n, FILE * stream ) ); #endif int fseek args ( ( FILE * stream, long offset, int ptrname ) ); void perror args ( ( const char *s ) ); int ungetc args ( ( int c, FILE * stream ) ); #endif #if defined(ultrix) char *crypt args ( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define OLDPFS_DIR "../oldpfs/" /* Backup Player Files */ #define GOD_DIR "../gods/" /* list of gods */ #define TEMP_FILE "../player/romtmp" #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define AREA_LIST "area.lst" /* List of areas */ #define BUG_FILE "bugs.txt" /* For 'bug' and bug() */ #define TYPO_FILE "typos.txt" /* For 'typo' */ #define NOTE_FILE "notes.not" /* For 'notes' */ #define IDEA_FILE "ideas.not" #define PENALTY_FILE "penal.not" #define NEWS_FILE "news.not" #define CHANGES_FILE "chang.not" #define WEDDINGS_FILE "wedds.not" #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define LAST_COMMAND "last_command.txt" /* logs last command before a crash */ #define WIZLOCK_FILE "wizlock.dat" #define NEWLOCK_FILE "newlock.dat" #define BAN_FILE "ban.txt" #define WIZ_FILE "wizlist.txt" #define MUSIC_FILE "music.txt" #define HELP_FILE "help.txt" /* For undefined helps */ #define QUEST_FILE "quest.txt" /*for purchase logging. */ #define STAT_FILE "statlist.txt" #define BANK_FILE "bank.txt" #define GQUEST_FILE "gquest.dat" /* economy.c*/ #define BANK_INVEST #define BANK_INVEST_SAVE #define BANK_TRANSFER /***************************************************************************** * OLC * *****************************************************************************/ /* * Object defined in limbo.are * Used in save.c to load objects that don't exist. */ #define OBJ_VNUM_DUMMY 30 /* * Area flags. */ #define AREA_NONE 0 #define AREA_CHANGED 1 /* Area has been modified. */ #define AREA_ADDED 2 /* Area has been added to. */ #define AREA_LOADING 4 /* Used for counting in db.c */ #define MAX_DIR 6 #define NO_FLAG -99 /* Must not be used in flags or stats. */ /* * Global Constants */ extern char *const dir_name[]; extern const sh_int rev_dir[]; /* sh_int - ROM OLC */ struct bit_type { const struct flag_type *table; char *help; }; extern const struct bit_type bitvector_type[]; #include "interp.h" #include "proto.h" #include "gsn.h" #include "globals.h"