/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~*
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Main mud header file *
****************************************************************************/
#include <stdlib.h>
#include <limits.h>
#include <sys/time.h>
/* #include <malloc_dbg.h> */
typedef int ch_ret;
typedef int obj_ret;
/*
* 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 ) ch_ret 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(BERR)
#define BERR 255
#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
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct auction_data AUCTION_DATA; /* auction data */
typedef struct ban_data BAN_DATA;
typedef struct extracted_char_data EXTRACT_CHAR_DATA;
typedef struct char_data CHAR_DATA;
typedef struct hunt_hate_fear HHF_DATA;
typedef struct fighting_data FIGHT_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 menu_data MENU_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct comment_data COMMENT_DATA;
typedef struct board_data BOARD_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 map_index_data MAP_INDEX_DATA; /* maps */
typedef struct map_data MAP_DATA; /* maps */
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct repairshop_data REPAIR_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct hour_min_sec HOUR_MIN_SEC;
typedef struct weather_data WEATHER_DATA;
typedef struct clan_data CLAN_DATA;
typedef struct council_data COUNCIL_DATA;
typedef struct tourney_data TOURNEY_DATA;
typedef struct mob_prog_data MPROG_DATA;
typedef struct mob_prog_act_list MPROG_ACT_LIST;
typedef struct editor_data EDITOR_DATA;
typedef struct teleport_data TELEPORT_DATA;
typedef struct timer_data TIMER;
typedef struct godlist_data GOD_DATA;
typedef struct system_data SYSTEM_DATA;
typedef struct smaug_affect SMAUG_AFF;
typedef struct who_data WHO_DATA;
typedef struct skill_type SKILLTYPE;
typedef struct social_type SOCIALTYPE;
typedef struct cmd_type CMDTYPE;
typedef struct killed_data KILLED_DATA;
typedef struct deity_data DEITY_DATA;
typedef struct wizent WIZENT;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef ch_ret SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
#define DUR_CONV 23.333333333333333333333333
#define HIDDEN_TILDE '*'
#define BV00 (1 << 0)
#define BV01 (1 << 1)
#define BV02 (1 << 2)
#define BV03 (1 << 3)
#define BV04 (1 << 4)
#define BV05 (1 << 5)
#define BV06 (1 << 6)
#define BV07 (1 << 7)
#define BV08 (1 << 8)
#define BV09 (1 << 9)
#define BV10 (1 << 10)
#define BV11 (1 << 11)
#define BV12 (1 << 12)
#define BV13 (1 << 13)
#define BV14 (1 << 14)
#define BV15 (1 << 15)
#define BV16 (1 << 16)
#define BV17 (1 << 17)
#define BV18 (1 << 18)
#define BV19 (1 << 19)
#define BV20 (1 << 20)
#define BV21 (1 << 21)
#define BV22 (1 << 22)
#define BV23 (1 << 23)
#define BV24 (1 << 24)
#define BV25 (1 << 25)
#define BV26 (1 << 26)
#define BV27 (1 << 27)
#define BV28 (1 << 28)
#define BV29 (1 << 29)
#define BV30 (1 << 30)
#define BV31 (1 << 31)
/* 32 USED! DO NOT ADD MORE! SB */
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 2048
#define MAX_STRING_LENGTH 4096 /* buf */
#define MAX_INPUT_LENGTH 1024 /* arg */
#define MAX_INBUF_SIZE 1024
#define HASHSTR /* use string hashing */
#define MAX_LAYERS 8 /* maximum clothing layers */
#define MAX_NEST 100 /* maximum container nesting */
#define MAX_KILLTRACK 25 /* track mob vnums killed */
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_EXP_WORTH 500000
#define MIN_EXP_WORTH 20
#define MAX_REXITS 20 /* Maximum exits allowed in 1 room */
#define MAX_SKILL 225
#define MAX_CLASS 8 /* Increased to 8 for Augurer - SB*/
#define MAX_NPC_CLASS 26
#define MAX_RACE 14
#define MAX_NPC_RACE 91
#define MAX_LEVEL 65
#define MAX_CLAN 50
#define MAX_DEITY 50
#define MAX_CPD 4 /* Maximum council power level difference */
#define MAX_HERB 20
#define LEVEL_HERO (MAX_LEVEL - 15)
#define LEVEL_IMMORTAL (MAX_LEVEL - 14)
#define LEVEL_SUPREME MAX_LEVEL
#define LEVEL_INFINITE (MAX_LEVEL - 1)
#define LEVEL_ETERNAL (MAX_LEVEL - 2)
#define LEVEL_IMPLEMENTOR (MAX_LEVEL - 3)
#define LEVEL_SUB_IMPLEM (MAX_LEVEL - 4)
#define LEVEL_ASCENDANT (MAX_LEVEL - 5)
#define LEVEL_GREATER (MAX_LEVEL - 6)
#define LEVEL_GOD (MAX_LEVEL - 7)
#define LEVEL_LESSER (MAX_LEVEL - 8)
#define LEVEL_TRUEIMM (MAX_LEVEL - 9)
#define LEVEL_DEMI (MAX_LEVEL - 10)
#define LEVEL_SAVIOR (MAX_LEVEL - 11)
#define LEVEL_CREATOR (MAX_LEVEL - 12)
#define LEVEL_ACOLYTE (MAX_LEVEL - 13)
#define LEVEL_NEOPHYTE (MAX_LEVEL - 14)
#define LEVEL_AVATAR (MAX_LEVEL - 15)
#define LEVEL_LOG LEVEL_LESSER
#define LEVEL_HIGOD LEVEL_GOD
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK (70 * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define PULSE_AUCTION (10 * PULSE_PER_SECOND)
/*
* Command logging types.
*/
typedef enum
{
LOG_NORMAL, LOG_ALWAYS, LOG_NEVER, LOG_BUILD, LOG_HIGH, LOG_COMM, LOG_ALL
} log_types;
/*
* Return types for move_char, damage, greet_trigger, etc, etc
* Added by Thoric to get rid of bugs
*/
typedef enum
{
rNONE, rCHAR_DIED, rVICT_DIED, rBOTH_DIED, rCHAR_QUIT, rVICT_QUIT,
rBOTH_QUIT, rSPELL_FAILED, rOBJ_SCRAPPED, rOBJ_EATEN, rOBJ_EXPIRED,
rOBJ_TIMER, rOBJ_SACCED, rOBJ_QUAFFED, rOBJ_USED, rOBJ_EXTRACTED,
rOBJ_DRUNK, rCHAR_IMMUNE, rVICT_IMMUNE, rCHAR_AND_OBJ_EXTRACTED = 128,
rERROR = 255
} ret_types;
/* Echo types for echo_to_all */
#define ECHOTAR_ALL 0
#define ECHOTAR_PC 1
#define ECHOTAR_IMM 2
/* defines for new do_who */
#define WT_MORTAL 0
#define WT_DEADLY 1
#define WT_IMM 2
/*
* do_who output structure -- Narn
*/
struct who_data
{
WHO_DATA *prev;
WHO_DATA *next;
char *text;
int type;
};
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA * next;
BAN_DATA * prev;
char * name;
int level;
char * ban_time;
};
/*
* Time and weather stuff.
*/
typedef enum
{
SUN_DARK, SUN_RISE, SUN_LIGHT, SUN_SET
} sun_positions;
typedef enum
{
SKY_CLOUDLESS, SKY_CLOUDY, SKY_RAINING, SKY_LIGHTNING
} sky_conditions;
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;
};
/*
* Structure used to build wizlist
*/
struct wizent
{
WIZENT * next;
WIZENT * last;
char * name;
sh_int level;
};
/*
* Connected state for a channel.
*/
typedef enum
{
CON_PLAYING, CON_GET_NAME, CON_GET_OLD_PASSWORD,
CON_CONFIRM_NEW_NAME, CON_GET_NEW_PASSWORD, CON_CONFIRM_NEW_PASSWORD,
CON_GET_NEW_SEX, CON_GET_NEW_CLASS, CON_READ_MOTD,
CON_GET_NEW_RACE, CON_GET_EMULATION, CON_EDITING,
CON_GET_WANT_RIPANSI, CON_TITLE, CON_PRESS_ENTER,
CON_WAIT_1, CON_WAIT_2, CON_WAIT_3,
CON_ACCEPTED, CON_GET_PKILL
} connection_types;
/*
* Character substates
*/
typedef enum
{
SUB_NONE, SUB_PAUSE, SUB_PERSONAL_DESC, SUB_OBJ_SHORT, SUB_OBJ_LONG,
SUB_OBJ_EXTRA, SUB_MOB_LONG, SUB_MOB_DESC, SUB_ROOM_DESC, SUB_ROOM_EXTRA,
SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT, SUB_HELP_EDIT,
SUB_WRITING_MAP, SUB_PERSONAL_BIO, SUB_REPEATCMD, SUB_RESTRICTED,
SUB_DEITYDESC,
/* timer types ONLY below this point */
SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT
} char_substates;
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * prev;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
int port;
int descriptor;
sh_int connected;
sh_int idle;
sh_int lines;
sh_int scrlen;
bool fcommand;
char inbuf [MAX_INBUF_SIZE];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * outbuf;
unsigned long outsize;
int outtop;
char * pagebuf;
unsigned long pagesize;
int pagetop;
char * pagepoint;
char pagecmd;
char pagecolor;
int auth_inc;
int auth_state;
char abuf[ 256 ];
int auth_fd;
char * user;
int atimes;
int newstate;
unsigned char prevcolor;
};
/*
* 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;
};
struct cha_app_type
{
sh_int charm;
};
struct lck_app_type
{
sh_int luck;
};
/* the races */
#define RACE_HUMAN 0
#define RACE_ELF 1
#define RACE_DWARF 2
#define RACE_HALFLING 3
#define RACE_PIXIE 4
#define RACE_VAMPIRE 5
#define RACE_HALF_OGRE 6
#define RACE_HALF_ORC 7
#define RACE_HALF_TROLL 8
#define RACE_HALF_ELF 9
#define RACE_GITH 10
/* npc races */
#define RACE_DRAGON 31
#define CLASS_NONE -1 /* For skill/spells according to guild */
#define CLASS_MAGE 0
#define CLASS_CLERIC 1
#define CLASS_THIEF 2
#define CLASS_WARRIOR 3
#define CLASS_VAMPIRE 4
#define CLASS_DRUID 5
#define CLASS_RANGER 6
#define CLASS_AUGURER 7 /* 7-7-96 SB */
/*
#define CLASS_WEREWOLF 8
#define CLASS_LYCANTHROPE 9
#define CLASS_LICH 10
*/
/*
* Languages -- Altrag
*/
#define LANG_COMMON BV00 /* Human base language */
#define LANG_ELVEN BV01 /* Elven base language */
#define LANG_DWARVEN BV02 /* Dwarven base language */
#define LANG_PIXIE BV03 /* Pixie/Fairy base language */
#define LANG_OGRE BV04 /* Ogre base language */
#define LANG_ORCISH BV05 /* Orc base language */
#define LANG_TROLLISH BV06 /* Troll base language */
#define LANG_RODENT BV07 /* Small mammals */
#define LANG_INSECTOID BV08 /* Insects */
#define LANG_MAMMAL BV09 /* Larger mammals */
#define LANG_REPTILE BV10 /* Small reptiles */
#define LANG_DRAGON BV11 /* Large reptiles, Dragons */
#define LANG_SPIRITUAL BV12 /* Necromancers or undeads/spectres */
#define LANG_MAGICAL BV13 /* Spells maybe? Magical creatures */
#define LANG_GOBLIN BV14 /* Goblin base language */
#define LANG_GOD BV15 /* Clerics possibly? God creatures */
#define LANG_ANCIENT BV16 /* Prelude to a glyph read skill? */
#define LANG_HALFLING BV17 /* Halfling base language */
#define LANG_CLAN BV18 /* Clan language */
#define LANG_GITH BV19 /* Gith Language */
#define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */
#define VALID_LANGS ( LANG_COMMON | LANG_ELVEN | LANG_DWARVEN | LANG_PIXIE \
| LANG_OGRE | LANG_ORCISH | LANG_TROLLISH | LANG_GOBLIN \
| LANG_HALFLING | LANG_GITH )
/* 18 Languages */
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
/*
* Real action "TYPES" for act.
*/
#define AT_BLACK 0
#define AT_BLOOD 1
#define AT_DGREEN 2
#define AT_ORANGE 3
#define AT_DBLUE 4
#define AT_PURPLE 5
#define AT_CYAN 6
#define AT_GREY 7
#define AT_DGREY 8
#define AT_RED 9
#define AT_GREEN 10
#define AT_YELLOW 11
#define AT_BLUE 12
#define AT_PINK 13
#define AT_LBLUE 14
#define AT_WHITE 15
#define AT_BLINK 16
#define AT_PLAIN AT_GREY
#define AT_ACTION AT_GREY
#define AT_SAY AT_LBLUE
#define AT_GOSSIP AT_LBLUE
#define AT_YELL AT_WHITE
#define AT_TELL AT_WHITE
#define AT_HIT AT_WHITE
#define AT_HITME AT_YELLOW
#define AT_IMMORT AT_YELLOW
#define AT_HURT AT_RED
#define AT_FALLING AT_WHITE + AT_BLINK
#define AT_DANGER AT_RED + AT_BLINK
#define AT_MAGIC AT_BLUE
#define AT_CONSIDER AT_GREY
#define AT_REPORT AT_GREY
#define AT_POISON AT_GREEN
#define AT_SOCIAL AT_CYAN
#define AT_DYING AT_YELLOW
#define AT_DEAD AT_RED
#define AT_SKILL AT_GREEN
#define AT_CARNAGE AT_BLOOD
#define AT_DAMAGE AT_WHITE
#define AT_FLEE AT_YELLOW
#define AT_RMNAME AT_WHITE
#define AT_RMDESC AT_YELLOW
#define AT_OBJECT AT_GREEN
#define AT_PERSON AT_PINK
#define AT_LIST AT_BLUE
#define AT_BYE AT_GREEN
#define AT_GOLD AT_YELLOW
#define AT_GTELL AT_BLUE
#define AT_NOTE AT_GREEN
#define AT_HUNGRY AT_ORANGE
#define AT_THIRSTY AT_BLUE
#define AT_FIRE AT_RED
#define AT_SOBER AT_WHITE
#define AT_WEAROFF AT_YELLOW
#define AT_EXITS AT_WHITE
#define AT_SCORE AT_LBLUE
#define AT_RESET AT_DGREEN
#define AT_LOG AT_PURPLE
#define AT_DIEMSG AT_WHITE
#define AT_WARTALK AT_RED
#define INIT_WEAPON_CONDITION 12
#define MAX_ITEM_IMPACT 30
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
HELP_DATA * prev;
sh_int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
SHOP_DATA * prev; /* Previous shop in list */
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 */
};
#define MAX_FIX 3
#define SHOP_FIX 1
#define SHOP_RECHARGE 2
struct repairshop_data
{
REPAIR_DATA * next; /* Next shop in list */
REPAIR_DATA * prev; /* Previous shop in list */
int keeper; /* Vnum of shop keeper mob */
sh_int fix_type [MAX_FIX]; /* Item types shop will fix */
sh_int profit_fix; /* Cost multiplier for fixing */
sh_int shop_type; /* Repair shop type */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/* Mob program structures */
struct act_prog_data
{
struct act_prog_data *next;
void *vo;
};
struct mob_prog_act_list
{
MPROG_ACT_LIST * next;
char * buf;
CHAR_DATA * ch;
OBJ_DATA * obj;
void * vo;
};
struct mob_prog_data
{
MPROG_DATA * next;
int type;
bool triggered;
int resetdelay;
char * arglist;
char * comlist;
};
bool MOBtrigger;
/*
* Per-class stuff.
*/
struct class_type
{
char * who_name; /* Name for 'who' */
sh_int attr_prime; /* Prime attribute */
int weapon; /* First weapon */
int guild; /* Vnum of guild room */
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 */
sh_int exp_base; /* Class base exp */
};
/* race dedicated stuff */
struct race_type
{
char race_name [16]; /* Race name */
int affected; /* Default affect bitvectors */
sh_int str_plus; /* Str bonus/penalty */
sh_int dex_plus; /* Dex " */
sh_int wis_plus; /* Wis " */
sh_int int_plus; /* Int " */
sh_int con_plus; /* Con " */
sh_int cha_plus; /* Cha " */
sh_int lck_plus; /* Lck " */
sh_int hit;
sh_int mana;
sh_int resist;
sh_int suscept;
int class_restriction; /* Flags for illegal classes */
int language; /* Default racial language */
};
typedef enum {
CLAN_PLAIN, CLAN_VAMPIRE, CLAN_WARRIOR, CLAN_DRUID, CLAN_MAGE, CLAN_CELTIC,
CLAN_THIEF, CLAN_CLERIC, CLAN_UNDEAD, CLAN_CHAOTIC, CLAN_NEUTRAL, CLAN_LAWFUL,
CLAN_NOKILL, CLAN_ORDER, CLAN_GUILD } clan_types;
typedef enum { GROUP_CLAN, GROUP_COUNCIL, GROUP_GUILD } group_types;
struct clan_data
{
CLAN_DATA * next; /* next clan in list */
CLAN_DATA * prev; /* previous clan in list */
char * filename; /* Clan filename */
char * name; /* Clan name */
char * motto; /* Clan motto */
char * description; /* A brief description of the clan */
char * deity; /* Clan's deity */
char * leader; /* Head clan leader */
char * number1; /* First officer */
char * number2; /* Second officer */
int pkills; /* Number of pkills on behalf of clan */
int pdeaths; /* Number of pkills against clan */
int mkills; /* Number of mkills on behalf of clan */
int mdeaths; /* Number of clan deaths due to mobs */
int illegal_pk; /* Number of illegal pk's by clan */
int score; /* Overall score */
sh_int clan_type; /* See clan type defines */
sh_int favour; /* Deities favour upon the clan */
sh_int strikes; /* Number of strikes against the clan */
sh_int members; /* Number of clan members */
sh_int alignment; /* Clan's general alignment */
int board; /* Vnum of clan board */
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 */
int storeroom; /* Vnum of clan's store room */
int guard1; /* Vnum of clan guard type 1 */
int guard2; /* Vnum of clan guard type 2 */
int class; /* For guilds */
};
struct council_data
{
COUNCIL_DATA * next; /* next council in list */
COUNCIL_DATA * prev; /* previous council in list */
char * filename; /* Council filename */
char * name; /* Council name */
char * description; /* A brief description of the council */
char * head; /* Council head */
char * powers; /* Council powers */
sh_int members; /* Number of council members */
int board; /* Vnum of council board */
int meeting; /* Vnum of council's meeting room */
};
struct deity_data
{
DEITY_DATA * next;
DEITY_DATA * prev;
char * filename;
char * name;
char * description;
sh_int alignment;
sh_int worshippers;
sh_int scorpse;
sh_int sdeityobj;
sh_int savatar;
sh_int srecall;
sh_int flee;
sh_int flee_npcrace;
sh_int kill;
sh_int kill_magic;
sh_int kill_npcrace;
sh_int sac;
sh_int bury_corpse;
sh_int aid_spell;
sh_int aid;
sh_int backstab;
sh_int steal;
sh_int die;
sh_int die_npcrace;
sh_int spell_aid;
sh_int dig_corpse;
int race;
int npcrace;
int class;
int element;
int sex;
int avatar;
int deityobj;
int affected;
};
struct tourney_data
{
int open;
int low_level;
int hi_level;
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
NOTE_DATA * prev;
char * sender;
char * date;
char * to_list;
char * subject;
int voting;
char * yesvotes;
char * novotes;
char * abstentions;
char * text;
};
struct board_data
{
BOARD_DATA * next; /* Next board in list */
BOARD_DATA * prev; /* Previous board in list */
NOTE_DATA * first_note; /* First note on board */
NOTE_DATA * last_note; /* Last note on board */
char * note_file; /* Filename to save notes to */
char * read_group; /* Can restrict a board to a */
char * post_group; /* council, clan, guild etc */
char * extra_readers; /* Can give read rights to players */
int board_obj; /* Vnum of board object */
sh_int num_posts; /* Number of notes on this board */
sh_int min_read_level; /* Minimum level to read a note */
sh_int min_post_level; /* Minimum level to post a note */
sh_int min_remove_level; /* Minimum level to remove a note */
sh_int max_posts; /* Maximum amount of notes allowed */
int type; /* Normal board or mail board? */
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
AFFECT_DATA * prev;
sh_int type;
sh_int duration;
sh_int location;
int modifier;
int bitvector;
};
/*
* A SMAUG spell
*/
struct smaug_affect
{
SMAUG_AFF * next;
char * duration;
sh_int location;
char * modifier;
int bitvector;
};
/***************************************************************************
* *
* 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_ANIMATED_CORPSE 5
#define MOB_VNUM_POLY_WOLF 10
#define MOB_VNUM_POLY_MIST 11
#define MOB_VNUM_POLY_BAT 12
#define MOB_VNUM_POLY_HAWK 13
#define MOB_VNUM_POLY_CAT 14
#define MOB_VNUM_POLY_DOVE 15
#define MOB_VNUM_POLY_FISH 16
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC BV00 /* Auto set for mobs */
#define ACT_SENTINEL BV01 /* Stays in one room */
#define ACT_SCAVENGER BV02 /* Picks up objects */
#define ACT_AGGRESSIVE BV05 /* Attacks PC's */
#define ACT_STAY_AREA BV06 /* Won't leave area */
#define ACT_WIMPY BV07 /* Flees when hurt */
#define ACT_PET BV08 /* Auto set for pets */
#define ACT_TRAIN BV09 /* Can train PC's */
#define ACT_PRACTICE BV10 /* Can practice PC's */
#define ACT_IMMORTAL BV11 /* Cannot be killed */
#define ACT_DEADLY BV12 /* Has a deadly poison */
#define ACT_POLYSELF BV13
#define ACT_META_AGGR BV14 /* Extremely aggressive */
#define ACT_GUARDIAN BV15 /* Protects master */
#define ACT_RUNNING BV16 /* Hunts quickly */
#define ACT_NOWANDER BV17 /* Doesn't wander */
#define ACT_MOUNTABLE BV18 /* Can be mounted */
#define ACT_MOUNTED BV19 /* Is mounted */
#define ACT_SCHOLAR BV20 /* Can teach languages */
#define ACT_SECRETIVE BV21 /* actions aren't seen */
#define ACT_POLYMORPHED BV22 /* Mob is a ch */
#define ACT_MOBINVIS BV23 /* Like wizinvis */
#define ACT_NOASSIST BV24 /* Doesn't assist mobs */
#define ACT_PROTOTYPE BV30 /* A prototype mob */
/* 20 acts */
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND BV00
#define AFF_INVISIBLE BV01
#define AFF_DETECT_EVIL BV02
#define AFF_DETECT_INVIS BV03
#define AFF_DETECT_MAGIC BV04
#define AFF_DETECT_HIDDEN BV05
#define AFF_HOLD BV06 /* Unused */
#define AFF_SANCTUARY BV07
#define AFF_FAERIE_FIRE BV08
#define AFF_INFRARED BV09
#define AFF_CURSE BV10
#define AFF_FLAMING BV11 /* Unused */
#define AFF_POISON BV12
#define AFF_PROTECT BV13
#define AFF_PARALYSIS BV14
#define AFF_SNEAK BV15
#define AFF_HIDE BV16
#define AFF_SLEEP BV17
#define AFF_CHARM BV18
#define AFF_FLYING BV19
#define AFF_PASS_DOOR BV20
#define AFF_FLOATING BV21
#define AFF_TRUESIGHT BV22
#define AFF_DETECTTRAPS BV23
#define AFF_SCRYING BV24
#define AFF_FIRESHIELD BV25
#define AFF_SHOCKSHIELD BV26
#define AFF_HAUS1 BV27
#define AFF_ICESHIELD BV28
#define AFF_POSSESS BV29
#define AFF_BERSERK BV30
#define AFF_AQUA_BREATH BV31
/* 31 aff's (1 left.. :P) */
/* make that none - ugh - time for another field? :P */
/*
* Resistant Immune Susceptible flags
*/
#define RIS_FIRE BV00
#define RIS_COLD BV01
#define RIS_ELECTRICITY BV02
#define RIS_ENERGY BV03
#define RIS_BLUNT BV04
#define RIS_PIERCE BV05
#define RIS_SLASH BV06
#define RIS_ACID BV07
#define RIS_POISON BV08
#define RIS_DRAIN BV09
#define RIS_SLEEP BV10
#define RIS_CHARM BV11
#define RIS_HOLD BV12
#define RIS_NONMAGIC BV13
#define RIS_PLUS1 BV14
#define RIS_PLUS2 BV15
#define RIS_PLUS3 BV16
#define RIS_PLUS4 BV17
#define RIS_PLUS5 BV18
#define RIS_PLUS6 BV19
#define RIS_MAGIC BV20
#define RIS_PARALYSIS BV21
/* 21 RIS's*/
/*
* Attack types
*/
#define ATCK_BITE BV00
#define ATCK_CLAWS BV01
#define ATCK_TAIL BV02
#define ATCK_STING BV03
#define ATCK_PUNCH BV04
#define ATCK_KICK BV05
#define ATCK_TRIP BV06
#define ATCK_BASH BV07
#define ATCK_STUN BV08
#define ATCK_GOUGE BV09
#define ATCK_BACKSTAB BV10
#define ATCK_FEED BV11
#define ATCK_DRAIN BV12
#define ATCK_FIREBREATH BV13
#define ATCK_FROSTBREATH BV14
#define ATCK_ACIDBREATH BV15
#define ATCK_LIGHTNBREATH BV16
#define ATCK_GASBREATH BV17
#define ATCK_POISON BV18
#define ATCK_NASTYPOISON BV19
#define ATCK_GAZE BV20
#define ATCK_BLINDNESS BV21
#define ATCK_CAUSESERIOUS BV22
#define ATCK_EARTHQUAKE BV23
#define ATCK_CAUSECRITICAL BV24
#define ATCK_CURSE BV25
#define ATCK_FLAMESTRIKE BV26
#define ATCK_HARM BV27
#define ATCK_FIREBALL BV28
#define ATCK_COLORSPRAY BV29
#define ATCK_WEAKEN BV30
#define ATCK_SPIRALBLAST BV31
/* 32 USED! DO NOT ADD MORE! SB */
/*
* Defense types
*/
#define DFND_PARRY BV00
#define DFND_DODGE BV01
#define DFND_HEAL BV02
#define DFND_CURELIGHT BV03
#define DFND_CURESERIOUS BV04
#define DFND_CURECRITICAL BV05
#define DFND_DISPELMAGIC BV06
#define DFND_DISPELEVIL BV07
#define DFND_SANCTUARY BV08
#define DFND_FIRESHIELD BV09
#define DFND_SHOCKSHIELD BV10
#define DFND_SHIELD BV11
#define DFND_BLESS BV12
#define DFND_STONESKIN BV13
#define DFND_TELEPORT BV14
#define DFND_MONSUM1 BV15
#define DFND_MONSUM2 BV16
#define DFND_MONSUM3 BV17
#define DFND_MONSUM4 BV18
#define DFND_DISARM BV19
#define DFND_ICESHIELD BV20
#define DFND_GRIP BV21
/* 21 def's */
/*
* Body parts
*/
#define PART_HEAD BV00
#define PART_ARMS BV01
#define PART_LEGS BV02
#define PART_HEART BV03
#define PART_BRAINS BV04
#define PART_GUTS BV05
#define PART_HANDS BV06
#define PART_FEET BV07
#define PART_FINGERS BV08
#define PART_EAR BV09
#define PART_EYE BV10
#define PART_LONG_TONGUE BV11
#define PART_EYESTALKS BV12
#define PART_TENTACLES BV13
#define PART_FINS BV14
#define PART_WINGS BV15
#define PART_TAIL BV16
#define PART_SCALES BV17
/* for combat */
#define PART_CLAWS BV18
#define PART_FANGS BV19
#define PART_HORNS BV20
#define PART_TUSKS BV21
#define PART_TAILATTACK BV22
#define PART_SHARPSCALES BV23
#define PART_BEAK BV24
#define PART_HAUNCH BV25
#define PART_HOOVES BV26
#define PART_PAWS BV27
#define PART_FORELEGS BV28
#define PART_FEATHERS BV29
/*
* Autosave flags
*/
#define SV_DEATH BV00
#define SV_KILL BV01
#define SV_PASSCHG BV02
#define SV_DROP BV03
#define SV_PUT BV04
#define SV_GIVE BV05
#define SV_AUTO BV06
#define SV_ZAPDROP BV07
#define SV_AUCTION BV08
#define SV_GET BV09
#define SV_RECEIVE BV10
#define SV_IDLE BV11
#define SV_BACKUP BV12
/*
* Pipe flags
*/
#define PIPE_TAMPED BV01
#define PIPE_LIT BV02
#define PIPE_HOT BV03
#define PIPE_DIRTY BV04
#define PIPE_FILTHY BV05
#define PIPE_GOINGOUT BV06
#define PIPE_BURNT BV07
#define PIPE_FULLOFASH BV08
/*
* Skill/Spell flags The minimum BV *MUST* be 11!
*/
#define SF_WATER BV11
#define SF_EARTH BV12
#define SF_AIR BV13
#define SF_ASTRAL BV14
#define SF_AREA BV15 /* is an area spell */
#define SF_DISTANT BV16 /* affects something far away */
#define SF_REVERSE BV17
#define SF_SAVE_HALF_DAMAGE BV18 /* save for half damage */
#define SF_SAVE_NEGATES BV19 /* save negates affect */
#define SF_ACCUMULATIVE BV20 /* is accumulative */
#define SF_RECASTABLE BV21 /* can be refreshed */
#define SF_NOSCRIBE BV22 /* cannot be scribed */
#define SF_NOBREW BV23 /* cannot be brewed */
#define SF_GROUPSPELL BV24 /* only affects group members */
#define SF_OBJECT BV25 /* directed at an object */
#define SF_CHARACTER BV26 /* directed at a character */
#define SF_SECRETSKILL BV27 /* hidden unless learned */
#define SF_PKSENSITIVE BV28 /* much harder for plr vs. plr */
typedef enum { SS_NONE, SS_POISON_DEATH, SS_ROD_WANDS, SS_PARA_PETRI,
SS_BREATH, SS_SPELL_STAFF } save_types;
#define ALL_BITS INT_MAX
#define SDAM_MASK ALL_BITS & ~(BV00 | BV01 | BV02)
#define SACT_MASK ALL_BITS & ~(BV03 | BV04 | BV05)
#define SCLA_MASK ALL_BITS & ~(BV06 | BV07 | BV08)
#define SPOW_MASK ALL_BITS & ~(BV09 | BV10)
typedef enum { SD_NONE, SD_FIRE, SD_COLD, SD_ELECTRICITY, SD_ENERGY, SD_ACID,
SD_POISON, SD_DRAIN } spell_dam_types;
typedef enum { SA_NONE, SA_CREATE, SA_DESTROY, SA_RESIST, SA_SUSCEPT,
SA_DIVINATE, SA_OBSCURE, SA_CHANGE } spell_act_types;
typedef enum { SP_NONE, SP_MINOR, SP_GREATER, SP_MAJOR } spell_power_types;
typedef enum { SC_NONE, SC_LUNAR, SC_SOLAR, SC_TRAVEL, SC_SUMMON,
SC_LIFE, SC_DEATH, SC_ILLUSION } spell_class_types;
/*
* Sex.
* Used in #MOBILES.
*/
typedef enum { SEX_NEUTRAL, SEX_MALE, SEX_FEMALE } sex_types;
typedef enum {
TRAP_TYPE_POISON_GAS = 1, TRAP_TYPE_POISON_DART, TRAP_TYPE_POISON_NEEDLE,
TRAP_TYPE_POISON_DAGGER, TRAP_TYPE_POISON_ARROW, TRAP_TYPE_BLINDNESS_GAS,
TRAP_TYPE_SLEEPING_GAS, TRAP_TYPE_FLAME, TRAP_TYPE_EXPLOSION,
TRAP_TYPE_ACID_SPRAY, TRAP_TYPE_ELECTRIC_SHOCK, TRAP_TYPE_BLADE,
TRAP_TYPE_SEX_CHANGE } trap_types;
#define MAX_TRAPTYPE TRAP_TYPE_SEX_CHANGE
#define TRAP_ROOM BV00
#define TRAP_OBJ BV01
#define TRAP_ENTER_ROOM BV02
#define TRAP_LEAVE_ROOM BV03
#define TRAP_OPEN BV04
#define TRAP_CLOSE BV05
#define TRAP_GET BV06
#define TRAP_PUT BV07
#define TRAP_PICK BV08
#define TRAP_UNLOCK BV09
#define TRAP_N BV10
#define TRAP_S BV11
#define TRAP_E BV12
#define TRAP_W BV13
#define TRAP_U BV14
#define TRAP_D BV15
#define TRAP_EXAMINE BV16
#define TRAP_NE BV17
#define TRAP_NW BV18
#define TRAP_SE BV19
#define TRAP_SW BV20
/*
* 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_SPILLED_GUTS 16
#define OBJ_VNUM_BLOOD 17
#define OBJ_VNUM_BLOODSTAIN 18
#define OBJ_VNUM_SCRAPS 19
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_SLICE 24
#define OBJ_VNUM_SHOPPING_BAG 25
#define OBJ_VNUM_FIRE 30
#define OBJ_VNUM_TRAP 31
#define OBJ_VNUM_PORTAL 32
#define OBJ_VNUM_BLACK_POWDER 33
#define OBJ_VNUM_SCROLL_SCRIBING 34
#define OBJ_VNUM_FLASK_BREWING 35
#define OBJ_VNUM_NOTE 36
/* Academy eq */
#define OBJ_VNUM_SCHOOL_MACE 10315
#define OBJ_VNUM_SCHOOL_DAGGER 10312
#define OBJ_VNUM_SCHOOL_SWORD 10313
#define OBJ_VNUM_SCHOOL_VEST 10308
#define OBJ_VNUM_SCHOOL_SHIELD 10310
#define OBJ_VNUM_SCHOOL_BANNER 10311
/*
* Item types.
* Used in #OBJECTS.
*/
typedef enum
{
ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL, ITEM_WAND, ITEM_STAFF, ITEM_WEAPON,
ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION,
ITEM_WORN, ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP, ITEM_CONTAINER,
ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_PEN,
ITEM_BOAT, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL,
ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON,
ITEM_HERB, ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK, ITEM_SWITCH, ITEM_LEVER,
ITEM_PULLCHAIN, ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE, ITEM_RUNEPOUCH,
ITEM_MATCH, ITEM_TRAP, ITEM_MAP, ITEM_PORTAL, ITEM_PAPER,
ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE, ITEM_DISEASE, ITEM_OIL, ITEM_FUEL,
ITEM_SHORT_BOW, ITEM_LONG_BOW, ITEM_CROSSBOW, ITEM_PROJECTILE, ITEM_QUIVER,
ITEM_SHOVEL, ITEM_SALVE
} item_types;
#define MAX_ITEM_TYPE ITEM_SALVE
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW BV00
#define ITEM_HUM BV01
#define ITEM_DARK BV02
#define ITEM_LOYAL BV03
#define ITEM_EVIL BV04
#define ITEM_INVIS BV05
#define ITEM_MAGIC BV06
#define ITEM_NODROP BV07
#define ITEM_BLESS BV08
#define ITEM_ANTI_GOOD BV09
#define ITEM_ANTI_EVIL BV10
#define ITEM_ANTI_NEUTRAL BV11
#define ITEM_NOREMOVE BV12
#define ITEM_INVENTORY BV13
#define ITEM_ANTI_MAGE BV14
#define ITEM_ANTI_THIEF BV15
#define ITEM_ANTI_WARRIOR BV16
#define ITEM_ANTI_CLERIC BV17
#define ITEM_ORGANIC BV18
#define ITEM_METAL BV19
#define ITEM_DONATION BV20
#define ITEM_CLANOBJECT BV21
#define ITEM_CLANCORPSE BV22
#define ITEM_ANTI_VAMPIRE BV23
#define ITEM_ANTI_DRUID BV24
#define ITEM_HIDDEN BV25
#define ITEM_POISONED BV26
#define ITEM_COVERING BV27
#define ITEM_DEATHROT BV28
#define ITEM_BURRIED BV29 /* item is underground */
#define ITEM_PROTOTYPE BV30
/* Magic flags - extra extra_flags for objects that are used in spells */
#define ITEM_RETURNING BV00
#define ITEM_BACKSTABBER BV01
#define ITEM_BANE BV02
#define ITEM_LOYAL BV03
#define ITEM_HASTE BV04
#define ITEM_DRAIN BV05
#define ITEM_LIGHTNING_BLADE BV06
/* Lever/dial/switch/button/pullchain flags */
#define TRIG_UP BV00
#define TRIG_UNLOCK BV01
#define TRIG_LOCK BV02
#define TRIG_D_NORTH BV03
#define TRIG_D_SOUTH BV04
#define TRIG_D_EAST BV05
#define TRIG_D_WEST BV06
#define TRIG_D_UP BV07
#define TRIG_D_DOWN BV08
#define TRIG_DOOR BV09
#define TRIG_CONTAINER BV10
#define TRIG_OPEN BV11
#define TRIG_CLOSE BV12
#define TRIG_PASSAGE BV13
#define TRIG_OLOAD BV14
#define TRIG_MLOAD BV15
#define TRIG_TELEPORT BV16
#define TRIG_TELEPORTALL BV17
#define TRIG_TELEPORTPLUS BV18
#define TRIG_DEATH BV19
#define TRIG_CAST BV20
#define TRIG_FAKEBLADE BV21
#define TRIG_RAND4 BV22
#define TRIG_RAND6 BV23
#define TRIG_TRAPDOOR BV24
#define TRIG_ANOTHEROOM BV25
#define TRIG_USEDIAL BV26
#define TRIG_ABSOLUTEVNUM BV27
#define TRIG_SHOWROOMDESC BV28
#define TRIG_AUTORETURN BV29
#define TELE_SHOWDESC BV00
#define TELE_TRANSALL BV01
#define TELE_TRANSALLPLUS BV02
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE BV00
#define ITEM_WEAR_FINGER BV01
#define ITEM_WEAR_NECK BV02
#define ITEM_WEAR_BODY BV03
#define ITEM_WEAR_HEAD BV04
#define ITEM_WEAR_LEGS BV05
#define ITEM_WEAR_FEET BV06
#define ITEM_WEAR_HANDS BV07
#define ITEM_WEAR_ARMS BV08
#define ITEM_WEAR_SHIELD BV09
#define ITEM_WEAR_ABOUT BV10
#define ITEM_WEAR_WAIST BV11
#define ITEM_WEAR_WRIST BV12
#define ITEM_WIELD BV13
#define ITEM_HOLD BV14
#define ITEM_DUAL_WIELD BV15
#define ITEM_WEAR_EARS BV16
#define ITEM_WEAR_EYES BV17
#define ITEM_MISSILE_WIELD BV18
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
typedef enum
{
APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON,
APPLY_SEX, APPLY_CLASS, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT,
APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC,
APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_POISON, APPLY_SAVING_ROD,
APPLY_SAVING_PARA, APPLY_SAVING_BREATH, APPLY_SAVING_SPELL, APPLY_CHA,
APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE,
APPLY_WEAPONSPELL, APPLY_LCK, APPLY_BACKSTAB, APPLY_PICK, APPLY_TRACK,
APPLY_STEAL, APPLY_SNEAK, APPLY_HIDE, APPLY_PALM, APPLY_DETRAP, APPLY_DODGE,
APPLY_PEEK, APPLY_SCAN, APPLY_GOUGE, APPLY_SEARCH, APPLY_MOUNT, APPLY_DISARM,
APPLY_KICK, APPLY_PARRY, APPLY_BASH, APPLY_STUN, APPLY_PUNCH, APPLY_CLIMB,
APPLY_GRIP, APPLY_SCRIBE, APPLY_BREW, APPLY_WEARSPELL, APPLY_REMOVESPELL,
APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DIG,
APPLY_FULL, APPLY_THIRST, APPLY_DRUNK, APPLY_BLOOD, MAX_APPLY_TYPE
} apply_types;
#define REVERSE_APPLY 1000
/*
* 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_POLY 3
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 21001
#define ROOM_VNUM_ALTAR 21194
#define ROOM_VNUM_SCHOOL 10300
#define ROOM_AUTH_START 100
/*
* Room flags. Holy cow! Talked about stripped away..
* Used in #ROOMS. Those merc guys know how to strip code down.
* Lets put it all back... ;)
*/
#define ROOM_DARK BV00
#define ROOM_DEATH BV01
#define ROOM_NO_MOB BV02
#define ROOM_INDOORS BV03
#define ROOM_LAWFUL BV04
#define ROOM_NEUTRAL BV05
#define ROOM_CHAOTIC BV06
#define ROOM_NO_MAGIC BV07
#define ROOM_TUNNEL BV08
#define ROOM_PRIVATE BV09
#define ROOM_SAFE BV10
#define ROOM_SOLITARY BV11
#define ROOM_PET_SHOP BV12
#define ROOM_NO_RECALL BV13
#define ROOM_DONATION BV14
#define ROOM_NODROPALL BV15
#define ROOM_SILENCE BV16
#define ROOM_LOGSPEECH BV17
#define ROOM_NODROP BV18
#define ROOM_CLANSTOREROOM BV19
#define ROOM_NO_SUMMON BV20
#define ROOM_NO_ASTRAL BV21
#define ROOM_TELEPORT BV22
#define ROOM_TELESHOWDESC BV23
#define ROOM_NOFLOOR BV24
#define ROOM_PROTOTYPE BV30
/*
* Directions.
* Used in #ROOMS.
*/
typedef enum
{
DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN,
DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, DIR_SOMEWHERE
} dir_types;
#define MAX_DIR DIR_SOUTHWEST /* max for normal walking */
#define DIR_PORTAL DIR_SOMEWHERE /* portal direction */
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR BV00
#define EX_CLOSED BV01
#define EX_LOCKED BV02
#define EX_SECRET BV03
#define EX_SWIM BV04
#define EX_PICKPROOF BV05
#define EX_FLY BV06
#define EX_CLIMB BV07
#define EX_DIG BV08
#define EX_RES1 BV09 /* are these res[1-4] important? */
#define EX_NOPASSDOOR BV10
#define EX_HIDDEN BV11
#define EX_PASSAGE BV12
#define EX_PORTAL BV13
#define EX_RES2 BV14
#define EX_RES3 BV15
#define EX_xCLIMB BV16
#define EX_xENTER BV17
#define EX_xLEAVE BV18
#define EX_xAUTO BV19
#define EX_RES4 BV20
#define EX_xSEARCHABLE BV21
#define EX_BASHED BV22
#define EX_BASHPROOF BV23
#define EX_NOMOB BV24
#define EX_WINDOW BV25
#define EX_xLOOK BV26
#define MAX_EXFLAG 26
/*
* Sector types.
* Used in #ROOMS.
*/
typedef enum
{
SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN,
SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT,
SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_MAX
} sector_types;
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
typedef enum
{
WEAR_NONE = -1, WEAR_LIGHT = 0, WEAR_FINGER_L, WEAR_FINGER_R, WEAR_NECK_1,
WEAR_NECK_2, WEAR_BODY, WEAR_HEAD, WEAR_LEGS, WEAR_FEET, WEAR_HANDS,
WEAR_ARMS, WEAR_SHIELD, WEAR_ABOUT, WEAR_WAIST, WEAR_WRIST_L, WEAR_WRIST_R,
WEAR_WIELD, WEAR_HOLD, WEAR_DUAL_WIELD, WEAR_EARS, WEAR_EYES,
WEAR_MISSILE_WIELD, MAX_WEAR
} wear_locations;
/* Board Types */
typedef enum { BOARD_NOTE, BOARD_MAIL } board_types;
/* Auth Flags */
#define FLAG_WRAUTH 1
#define FLAG_AUTH 2
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
typedef enum
{
COND_DRUNK, COND_FULL, COND_THIRST, COND_BLOODTHIRST, MAX_CONDS
} conditions;
/*
* Positions.
*/
typedef enum
{
POS_DEAD, POS_MORTAL, POS_INCAP, POS_STUNNED, POS_SLEEPING, POS_RESTING,
POS_SITTING, POS_FIGHTING, POS_STANDING, POS_MOUNTED, POS_SHOVE, POS_DRAG
} positions;
/*
* ACT bits for players.
*/
#define PLR_IS_NPC BV00 /* Don't EVER set. */
#define PLR_BOUGHT_PET BV01
#define PLR_SHOVEDRAG BV02
#define PLR_AUTOEXIT BV03
#define PLR_AUTOLOOT BV04
#define PLR_AUTOSAC BV05
#define PLR_BLANK BV06
#define PLR_OUTCAST BV07
#define PLR_BRIEF BV08
#define PLR_COMBINE BV09
#define PLR_PROMPT BV10
#define PLR_TELNET_GA BV11
#define PLR_HOLYLIGHT BV12
#define PLR_WIZINVIS BV13
#define PLR_ROOMVNUM BV14
#define PLR_SILENCE BV15
#define PLR_NO_EMOTE BV16
#define PLR_ATTACKER BV17
#define PLR_NO_TELL BV18
#define PLR_LOG BV19
#define PLR_DENY BV20
#define PLR_FREEZE BV21
#define PLR_THIEF BV22
#define PLR_KILLER BV23
#define PLR_LITTERBUG BV24
#define PLR_ANSI BV25
#define PLR_RIP BV26
#define PLR_NICE BV27
#define PLR_FLEE BV28
#define PLR_AUTOGOLD BV29
#define PLR_AUTOMAP BV30
#define PLR_AFK BV31
/* #define PLR_INVISPROMPT BV32 what the hell is this? */
/* Bits for pc_data->flags. */
#define PCFLAG_R1 BV00
#define PCFLAG_DEADLY BV01
#define PCFLAG_UNAUTHED BV02
#define PCFLAG_NORECALL BV03
#define PCFLAG_NOINTRO BV04
#define PCFLAG_GAG BV05
#define PCFLAG_RETIRED BV06
#define PCFLAG_GUEST BV07
#define PCFLAG_NOSUMMON BV08
#define PCFLAG_PAGERON BV09
typedef enum
{
TIMER_NONE, TIMER_RECENTFIGHT, TIMER_SHOVEDRAG, TIMER_DO_FUN,
TIMER_APPLIED, TIMER_PKILLED } timer_types;
struct timer_data
{
TIMER * prev;
TIMER * next;
DO_FUN * do_fun;
int value;
sh_int type;
sh_int count;
};
/*
* Channel bits.
*/
#define CHANNEL_AUCTION BV00
#define CHANNEL_CHAT BV01
#define CHANNEL_QUEST BV02
#define CHANNEL_IMMTALK BV03
#define CHANNEL_MUSIC BV04
#define CHANNEL_ASK BV05
#define CHANNEL_SHOUT BV06
#define CHANNEL_YELL BV07
#define CHANNEL_MONITOR BV08
#define CHANNEL_LOG BV09
#define CHANNEL_HIGHGOD BV10
#define CHANNEL_CLAN BV11
#define CHANNEL_BUILD BV12
#define CHANNEL_HIGH BV13
#define CHANNEL_AVTALK BV14
#define CHANNEL_PRAY BV15
#define CHANNEL_COUNCIL BV16
#define CHANNEL_GUILD BV17
#define CHANNEL_COMM BV18
#define CHANNEL_TELLS BV19
#define CHANNEL_ORDER BV20
#define CHANNEL_NEWBIE BV21
#define CHANNEL_WARTALK BV22
/* Area defines - Scryn 8/11
*
*/
#define AREA_DELETED BV00
#define AREA_LOADED BV01
/* Area flags - Narn Mar/96 */
#define AFLAG_NOPKILL BV00
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
MOB_INDEX_DATA * next_sort;
SPEC_FUN * spec_fun;
SHOP_DATA * pShop;
REPAIR_DATA * rShop;
MPROG_DATA * mudprogs;
int progtypes;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
sh_int vnum;
sh_int count;
sh_int killed;
sh_int sex;
sh_int level;
int act;
int affected_by;
sh_int alignment;
sh_int mobthac0; /* Unused */
sh_int ac;
sh_int hitnodice;
sh_int hitsizedice;
sh_int hitplus;
sh_int damnodice;
sh_int damsizedice;
sh_int damplus;
sh_int numattacks;
int gold;
int exp;
int xflags;
int resistant;
int immune;
int susceptible;
int attacks;
int defenses;
int speaks;
int speaking;
sh_int position;
sh_int defposition;
sh_int height;
sh_int weight;
sh_int race;
sh_int class;
sh_int hitroll;
sh_int damroll;
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int perm_cha;
sh_int perm_lck;
sh_int saving_poison_death;
sh_int saving_wand;
sh_int saving_para_petri;
sh_int saving_breath;
sh_int saving_spell_staff;
};
struct hunt_hate_fear
{
char * name;
CHAR_DATA * who;
};
struct fighting_data
{
CHAR_DATA * who;
int xp;
sh_int align;
sh_int duration;
sh_int timeskilled;
};
struct editor_data
{
sh_int numlines;
sh_int on_line;
sh_int size;
char line[49][81];
};
struct extracted_char_data
{
EXTRACT_CHAR_DATA * next;
CHAR_DATA * ch;
ROOM_INDEX_DATA * room;
ch_ret retcode;
bool extract;
};
/*
* One character (PC or NPC).
* (Shouldn't most of that build interface stuff use substate, dest_buf,
* spare_ptr and tempnum? Seems a little redundant)
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * prev;
CHAR_DATA * next_in_room;
CHAR_DATA * prev_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
FIGHT_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * switched;
CHAR_DATA * mount;
HHF_DATA * hunting;
HHF_DATA * fearing;
HHF_DATA * hating;
SPEC_FUN * spec_fun;
MPROG_ACT_LIST * mpact;
int mpactnum;
sh_int mpscriptpos;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * first_affect;
AFFECT_DATA * last_affect;
NOTE_DATA * pnote;
NOTE_DATA * comments;
OBJ_DATA * first_carrying;
OBJ_DATA * last_carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
DO_FUN * last_cmd;
DO_FUN * prev_cmd; /* mapping */
void * dest_buf;
void * spare_ptr;
int tempnum;
EDITOR_DATA * editor;
TIMER * first_timer;
TIMER * last_timer;
char * name;
char * short_descr;
char * long_descr;
char * description;
sh_int num_fighting;
sh_int substate;
sh_int sex;
sh_int class;
sh_int race;
sh_int level;
sh_int trust;
int played;
time_t logon;
time_t save_time;
sh_int timer;
sh_int wait;
sh_int hit;
sh_int max_hit;
sh_int mana;
sh_int max_mana;
sh_int move;
sh_int max_move;
sh_int practice;
sh_int numattacks;
int gold;
int exp;
int act;
int affected_by;
int carry_weight;
int carry_number;
int xflags;
int resistant;
int immune;
int susceptible;
int attacks;
int defenses;
int speaks;
int speaking;
sh_int saving_poison_death;
sh_int saving_wand;
sh_int saving_para_petri;
sh_int saving_breath;
sh_int saving_spell_staff;
sh_int alignment;
sh_int barenumdie;
sh_int baresizedie;
sh_int mobthac0;
sh_int hitroll;
sh_int damroll;
sh_int hitplus;
sh_int damplus;
sh_int position;
sh_int defposition;
sh_int height;
sh_int weight;
sh_int armor;
sh_int wimpy;
int deaf;
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int perm_cha;
sh_int perm_lck;
sh_int mod_str;
sh_int mod_int;
sh_int mod_wis;
sh_int mod_dex;
sh_int mod_con;
sh_int mod_cha;
sh_int mod_lck;
sh_int mental_state; /* simplified */
sh_int emotional_state; /* simplified */
int pagelen; /* BUILD INTERFACE */
sh_int inter_page; /* BUILD INTERFACE */
sh_int inter_type; /* BUILD INTERFACE */
char *inter_editing; /* BUILD INTERFACE */
int inter_editing_vnum; /* BUILD INTERFACE */
sh_int inter_substate; /* BUILD INTERFACE */
int retran;
int regoto;
sh_int mobinvis; /* Mobinvis level SB */
};
struct killed_data
{
sh_int vnum;
char count;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
CLAN_DATA * clan;
COUNCIL_DATA * council;
AREA_DATA * area;
DEITY_DATA * deity;
char * homepage;
char * clan_name;
char * council_name;
char * deity_name;
char * pwd;
char * bamfin;
char * bamfout;
char * rank;
char * title;
char * bestowments; /* Special bestowed commands */
int flags; /* Whether the player is deadly and whatever else we add. */
int pkills; /* Number of pkills on behalf of clan */
int pdeaths; /* Number of times pkilled (legally) */
int mkills; /* Number of mobs killed */
int mdeaths; /* Number of deaths due to mobs */
int illegal_pk; /* Number of illegal pk's committed */
long int outcast_time; /* The time at which the char was outcast */
long int restore_time; /* The last time the char did a restore all */
sh_int r_range_lo; /* room range */
sh_int r_range_hi;
sh_int m_range_lo; /* mob range */
sh_int m_range_hi;
sh_int o_range_lo; /* obj range */
sh_int o_range_hi;
sh_int wizinvis; /* wizinvis level */
sh_int min_snoop; /* minimum snoop level */
sh_int condition [MAX_CONDS];
sh_int learned [MAX_SKILL];
KILLED_DATA killed [MAX_KILLTRACK];
sh_int quest_number; /* current *QUEST BEING DONE* DON'T REMOVE! */
sh_int quest_curr; /* current number of quest points */
int quest_accum; /* quest points accumulated in players life */
sh_int favor; /* deity favor */
int auth_state;
time_t release_date; /* Auto-helling.. Altrag */
char * helled_by;
char * bio; /* Personal Bio */
char * authed_by; /* what crazy imm authed this name ;) */
SKILLTYPE * special_skills[5]; /* personalized skills/spells */
char * prompt; /* User config prompts */
char * subprompt; /* Substate prompt */
sh_int pagerlen; /* For pager (NOT menus) */
bool openedtourney;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 18
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 */
EXTRA_DESCR_DATA *prev; /* Previous 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;
OBJ_INDEX_DATA * next_sort;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AFFECT_DATA * first_affect;
AFFECT_DATA * last_affect;
MPROG_DATA * mudprogs; /* objprogs */
int progtypes; /* objprogs */
char * name;
char * short_descr;
char * description;
char * action_desc;
int vnum;
sh_int level;
sh_int item_type;
int extra_flags;
int magic_flags; /*Need more bitvectors for spells - Scryn*/
int wear_flags;
sh_int count;
sh_int weight;
int cost;
int value [6];
int serial;
sh_int layers;
int rent; /* Unused */
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * prev;
OBJ_DATA * next_content;
OBJ_DATA * prev_content;
OBJ_DATA * first_content;
OBJ_DATA * last_content;
OBJ_DATA * in_obj;
CHAR_DATA * carried_by;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AFFECT_DATA * first_affect;
AFFECT_DATA * last_affect;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
char * name;
char * short_descr;
char * description;
char * action_desc;
sh_int item_type;
sh_int mpscriptpos;
int extra_flags;
int magic_flags; /*Need more bitvectors for spells - Scryn*/
int wear_flags;
MPROG_ACT_LIST * mpact; /* mudprogs */
int mpactnum; /* mudprogs */
sh_int wear_loc;
sh_int weight;
int cost;
sh_int level;
sh_int timer;
int value [6];
sh_int count; /* support for object grouping */
int serial; /* serial number */
};
/*
* Exit data.
*/
struct exit_data
{
EXIT_DATA * prev; /* previous exit in linked list */
EXIT_DATA * next; /* next exit in linked list */
EXIT_DATA * rexit; /* Reverse exit pointer */
ROOM_INDEX_DATA * to_room; /* Pointer to destination room */
char * keyword; /* Keywords for exit or door */
char * description; /* Description of exit */
int vnum; /* Vnum of room exit leads to */
int rvnum; /* Vnum of room in opposite dir */
int exit_info; /* door states & other flags */
int key; /* Key vnum */
sh_int vdir; /* Physical "direction" */
sh_int distance; /* how far to the next room */
};
/*
* 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
* 'H': hide an object
* 'B': set a bitvector
* 'T': trap an object
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
RESET_DATA * prev;
char command;
int extra;
int arg1;
int arg2;
int arg3;
};
/* Constants for arg2 of 'B' resets. */
#define BIT_RESET_DOOR 0
#define BIT_RESET_OBJECT 1
#define BIT_RESET_MOBILE 2
#define BIT_RESET_ROOM 3
#define BIT_RESET_TYPE_MASK 0xFF /* 256 should be enough */
#define BIT_RESET_DOOR_THRESHOLD 8
#define BIT_RESET_DOOR_MASK 0xFF00 /* 256 should be enough */
#define BIT_RESET_SET BV30
#define BIT_RESET_TOGGLE BV31
#define BIT_RESET_FREEBITS 0x3FFF0000 /* For reference */
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
AREA_DATA * prev;
AREA_DATA * next_sort;
AREA_DATA * prev_sort;
RESET_DATA * first_reset;
RESET_DATA * last_reset;
char * name;
char * filename;
int flags;
sh_int status; /* h, 8/11 */
sh_int age;
sh_int nplayer;
sh_int reset_frequency;
int low_r_vnum;
int hi_r_vnum;
int low_o_vnum;
int hi_o_vnum;
sh_int low_m_vnum;
sh_int hi_m_vnum;
int low_soft_range;
int hi_soft_range;
int low_hard_range;
int hi_hard_range;
char * author; /* Scryn */
char * resetmsg; /* Rennard */
RESET_DATA * last_mob_reset;
RESET_DATA * last_obj_reset;
sh_int max_players;
int mkills;
int mdeaths;
int pkills;
int pdeaths;
int gold_looted;
int illegal_pk;
int high_economy;
int low_economy;
};
/*
* Load in the gods building data. -- Altrag
*/
struct godlist_data
{
GOD_DATA * next;
GOD_DATA * prev;
int level;
int low_r_vnum;
int hi_r_vnum;
int low_o_vnum;
int hi_o_vnum;
sh_int low_m_vnum;
sh_int hi_m_vnum;
};
/*
* Used to keep track of system settings and statistics -Thoric
*/
struct system_data
{
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 */
bool DENY_NEW_PLAYERS; /* New players cannot connect */
bool WAIT_FOR_AUTH; /* New players must be auth'ed */
sh_int read_all_mail; /* Read all player mail(was 54)*/
sh_int read_mail_free; /* Read mail for free (was 51) */
sh_int write_mail_free; /* Write mail for free(was 51) */
sh_int take_others_mail; /* Take others mail (was 54) */
sh_int muse_level; /* Level of muse channel */
sh_int think_level; /* Level of think channel LEVEL_HIGOD*/
sh_int build_level; /* Level of build channel LEVEL_BUILD*/
sh_int log_level; /* Level of log channel LEVEL LOG*/
sh_int level_modify_proto; /* Level to modify prototype stuff LEVEL_LESSER */
sh_int level_override_private; /* override private flag */
sh_int level_mset_player; /* Level to mset a player */
sh_int stun_plr_vs_plr; /* Stun mod player vs. player */
sh_int stun_regular; /* Stun difficult */
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 */
sh_int level_getobjnotake; /* Get objects without take flag */
sh_int level_forcepc; /* The level at which you can use force on players. */
sh_int max_sn; /* Max skills */
char *guild_overseer; /* Pointer to char containing the name of the */
char *guild_advisor; /* guild overseer and advisor. */
int save_flags; /* Toggles for saving conditions */
sh_int save_frequency; /* How old to autosave someone */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
ROOM_INDEX_DATA * next_sort;
CHAR_DATA * first_person;
CHAR_DATA * last_person;
OBJ_DATA * first_content;
OBJ_DATA * last_content;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AREA_DATA * area;
EXIT_DATA * first_exit;
EXIT_DATA * last_exit;
char * name;
MAP_DATA * map; /* maps */
char * description;
int vnum;
int room_flags;
MPROG_ACT_LIST * mpact; /* mudprogs */
int mpactnum; /* mudprogs */
MPROG_DATA * mudprogs; /* mudprogs */
sh_int mpscriptpos;
int progtypes; /* mudprogs */
sh_int light;
sh_int sector_type;
int tele_vnum;
sh_int tele_delay;
sh_int tunnel; /* max people that will fit */
};
/*
* Delayed teleport type.
*/
struct teleport_data
{
TELEPORT_DATA * next;
TELEPORT_DATA * prev;
ROOM_INDEX_DATA * room;
sh_int timer;
};
/*
* Types of skill numbers. Used to keep separate lists of sn's
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000 /* allows for 1000 skills/spells */
#define TYPE_HERB 2000 /* allows for 1000 attack types */
#define TYPE_PERSONAL 3000 /* allows for 1000 herb types */
/*
* Target types.
*/
typedef enum
{
TAR_IGNORE, TAR_CHAR_OFFENSIVE, TAR_CHAR_DEFENSIVE, TAR_CHAR_SELF,
TAR_OBJ_INV
} target_types;
typedef enum
{
SKILL_UNKNOWN, SKILL_SPELL, SKILL_SKILL, SKILL_WEAPON, SKILL_TONGUE,
SKILL_HERB
} skill_types;
struct timerset
{
int num_uses;
struct timeval total_time;
struct timeval min_time;
struct timeval max_time;
};
/*
* 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 skill_adept[MAX_CLASS]; /* Max attainable % in this skill */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
DO_FUN * skill_fun; /* Skill pointer (for skills) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Rounds required to use skill */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
sh_int guild; /* Which guild the skill belongs to */
sh_int min_level; /* Minimum level to be able to cast */
sh_int type; /* Spell/Skill/Weapon/Tongue */
int flags; /* extra stuff */
char * hit_char; /* Success message to caster */
char * hit_vict; /* Success message to victim */
char * hit_room; /* Success message to room */
char * miss_char; /* Failure message to caster */
char * miss_vict; /* Failure message to victim */
char * miss_room; /* Failure message to room */
char * die_char; /* Victim death msg to caster */
char * die_vict; /* Victim death msg to victim */
char * die_room; /* Victim death msg to room */
char * imm_char; /* Victim immune msg to caster */
char * imm_vict; /* Victim immune msg to victim */
char * imm_room; /* Victim immune msg to room */
char * dice; /* Dice roll */
int value; /* Misc value */
char saves; /* What saving spell applies */
char difficulty; /* Difficulty of casting/learning */
SMAUG_AFF * affects; /* Spell affects, if any */
char * components; /* Spell components, if any */
char * teachers; /* Skill requires a special teacher */
char participants; /* # of required participants */
struct timerset userec; /* Usage record */
};
struct auction_data
{
OBJ_DATA * item; /* a pointer to the item */
CHAR_DATA * seller; /* a pointer to the seller - which may NOT quit */
CHAR_DATA * buyer; /* a pointer to the buyer - which may NOT quit */
int bet; /* last bet - or 0 if noone has bet anything */
sh_int going; /* 1,2, sold */
sh_int pulse; /* how many pulses (.25 sec) until another call-out ? */
int starting;
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_detrap;
extern sh_int gsn_backstab;
extern sh_int gsn_circle;
extern sh_int gsn_dodge;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_pick_lock;
extern sh_int gsn_scan;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_gouge;
extern sh_int gsn_track;
extern sh_int gsn_search;
extern sh_int gsn_dig;
extern sh_int gsn_mount;
extern sh_int gsn_bashdoor;
extern sh_int gsn_berserk;
extern sh_int gsn_hitall;
extern sh_int gsn_disarm;
extern sh_int gsn_enhanced_damage;
extern sh_int gsn_kick;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
extern sh_int gsn_second_attack;
extern sh_int gsn_third_attack;
extern sh_int gsn_fourth_attack;
extern sh_int gsn_fifth_attack;
extern sh_int gsn_dual_wield;
extern sh_int gsn_feed;
extern sh_int gsn_aid;
/* used to do specific lookups */
extern sh_int gsn_first_spell;
extern sh_int gsn_first_skill;
extern sh_int gsn_first_weapon;
extern sh_int gsn_first_tongue;
extern sh_int gsn_top_sn;
/* spells */
extern sh_int gsn_blindness;
extern sh_int gsn_charm_person;
extern sh_int gsn_aqua_breath;
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_possess;
extern sh_int gsn_fireball; /* for fireshield */
extern sh_int gsn_chill_touch; /* for iceshield */
extern sh_int gsn_lightning_bolt; /* for shockshield */
/* newer attack skills */
extern sh_int gsn_punch;
extern sh_int gsn_bash;
extern sh_int gsn_stun;
extern sh_int gsn_bite;
extern sh_int gsn_claw;
extern sh_int gsn_sting;
extern sh_int gsn_tail;
extern sh_int gsn_poison_weapon;
extern sh_int gsn_scribe;
extern sh_int gsn_brew;
extern sh_int gsn_climb;
extern sh_int gsn_pugilism;
extern sh_int gsn_long_blades;
extern sh_int gsn_short_blades;
extern sh_int gsn_flexible_arms;
extern sh_int gsn_talonous_arms;
extern sh_int gsn_bludgeons;
extern sh_int gsn_shieldwork;
extern sh_int gsn_grip;
extern sh_int gsn_slice;
/* Language gsns. -- Altrag */
extern sh_int gsn_common;
extern sh_int gsn_elven;
extern sh_int gsn_dwarven;
extern sh_int gsn_pixie;
extern sh_int gsn_ogre;
extern sh_int gsn_orcish;
extern sh_int gsn_trollish;
extern sh_int gsn_goblin;
extern sh_int gsn_halfling;
/*
* 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))
/*
* Memory allocation macros.
*/
#define CREATE(result, type, number) \
do \
{ \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ perror("malloc failure"); abort(); } \
} while(0)
#define RECREATE(result,type,number) \
do \
{ \
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ perror("realloc failure"); abort(); } \
} while(0)
#define DISPOSE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer" ); \
fprintf( stderr, "DISPOSEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else free(point); \
point = NULL; \
} while(0)
#ifdef HASHSTR
#define STRALLOC(point) str_alloc((point))
#define QUICKLINK(point) quick_link((point))
#define QUICKMATCH(p1, p2) (int) (p1) == (int) (p2)
#define STRFREE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer" ); \
fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else if (str_free((point))==-1) \
fprintf( stderr, "STRFREEing bad pointer in %s, line %d\n", __FILE__, __LINE__ ); \
} while(0)
#else
#define STRALLOC(point) str_dup((point))
#define QUICKLINK(point) str_dup((point))
#defome QUICKMATCH(p1, p2) strcmp((p1), (p2)) == 0
#define STRFREE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer" ); \
fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else free((point)); \
} while(0)
#endif
/* double-linked list handling macros -Thoric */
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
(first) = (link); \
else \
(last)->next = (link); \
(link)->next = NULL; \
(link)->prev = (last); \
(last) = (link); \
} while(0)
#define INSERT(link, insert, first, next, prev) \
do \
{ \
(link)->prev = (insert)->prev; \
if ( !(insert)->prev ) \
(first) = (link); \
else \
(insert)->prev->next = (link); \
(insert)->prev = (link); \
(link)->next = (insert); \
} while(0)
#define UNLINK(link, first, last, next, prev) \
do \
{ \
if ( !(link)->prev ) \
(first) = (link)->next; \
else \
(link)->prev->next = (link)->next; \
if ( !(link)->next ) \
(last) = (link)->prev; \
else \
(link)->next->prev = (link)->prev; \
} while(0)
#define CHECK_LINKS(first, last, next, prev, type) \
do { \
type *ptr, *pptr = NULL; \
if ( !(first) && !(last) ) \
break; \
if ( !(first) ) \
{ \
bug( "CHECK_LINKS: last with NULL first! %s.", \
__STRING(first) ); \
for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \
(first) = ptr; \
} \
else if ( !(last) ) \
{ \
bug( "CHECK_LINKS: first with NULL last! %s.", \
__STRING(first) ); \
for ( ptr = (first); ptr->next; ptr = ptr->next ); \
(last) = ptr; \
} \
if ( (first) ) \
{ \
for ( ptr = (first); ptr; ptr = ptr->next ) \
{ \
if ( ptr->prev != pptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \
__STRING(first), ptr, pptr ); \
ptr->prev = pptr; \
} \
if ( ptr->prev && ptr->prev->next != ptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\
__STRING(first), ptr, ptr ); \
ptr->prev->next = ptr; \
} \
pptr = ptr; \
} \
pptr = NULL; \
} \
if ( (last) ) \
{ \
for ( ptr = (last); ptr; ptr = ptr->prev ) \
{ \
if ( ptr->next != pptr ) \
{ \
bug( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \
__STRING(first), ptr, pptr ); \
ptr->next = pptr; \
} \
if ( ptr->next && ptr->next->prev != ptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\
__STRING(first), ptr, ptr ); \
ptr->next->prev = ptr; \
} \
pptr = ptr; \
} \
} \
} while(0)
#define ASSIGN_GSN(gsn, skill) \
do \
{ \
if ( ((gsn) = skill_lookup((skill))) == -1 ) \
fprintf( stderr, "ASSIGN_GSN: Skill %s not found.\n", \
(skill) ); \
} while(0)
#define CHECK_SUBRESTRICTED(ch) \
do \
{ \
if ( (ch)->substate == SUB_RESTRICTED ) \
{ \
send_to_char( "You cannot use this command from within another command.\n\r", ch ); \
return; \
} \
} while(0)
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) (get_trust((ch)) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust((ch)) >= LEVEL_HERO)
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define HAS_BODYPART(ch, part) ((ch)->xflags == 0 || IS_SET((ch)->xflags, (part)))
#define CAN_CAST(ch) ((ch)->class != 2 && (ch)->class != 3)
#define IS_VAMPIRE(ch) (!IS_NPC(ch) \
&& ((ch)->race==RACE_VAMPIRE \
|| (ch)->class==CLASS_VAMPIRE))
#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) ((ch)->armor \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_dex(ch)].defensive \
: 0 ) \
+ VAMP_AC(ch))
#define GET_HITROLL(ch) ((ch)->hitroll \
+str_app[get_curr_str(ch)].tohit \
+(2-(abs((ch)->mental_state)/10)))
#define GET_DAMROLL(ch) ((ch)->damroll \
+str_app[get_curr_str(ch)].todam \
+(((ch)->mental_state > 5 \
&&(ch)->mental_state < 15) ? 1 : 0) )
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define IS_DRUNK(ch, drunk) (number_percent() < \
( (ch)->pcdata->condition[COND_DRUNK] \
* 2 / (drunk) ) )
#define IS_CLANNED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type != CLAN_ORDER \
&& (ch)->pcdata->clan->clan_type != CLAN_GUILD)
#define IS_ORDERED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type == CLAN_ORDER)
#define IS_GUILDED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type == CLAN_GUILD)
#define IS_DEADLYCLAN(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type != CLAN_NOKILL) \
&& (ch)->pcdata->clan->clan_type != CLAN_ORDER) \
&& (ch)->pcdata->clan->clan_type != CLAN_GUILD)
#define IS_DEVOTED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->deity)
#define IS_PKILL(ch) (ch->pcdata && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ))
#define CAN_PKILL(ch) (IS_PKILL(ch) && ch->level >= 5 && get_age( ch ) >= 18 )
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define EXIT(ch, door) ( get_exit( (ch)->in_room, door ) )
#define CAN_GO(ch, door) (EXIT((ch),(door)) \
&& (EXIT((ch),(door))->to_room != NULL) \
&& !IS_SET(EXIT((ch), (door))->exit_info, EX_CLOSED))
#define IS_VALID_SN(sn) ( (sn) >=0 && (sn) < MAX_SKILL \
&& skill_table[(sn)] \
&& skill_table[(sn)]->name )
#define IS_VALID_HERB(sn) ( (sn) >=0 && (sn) < MAX_HERB \
&& herb_table[(sn)] \
&& herb_table[(sn)]->name )
#define SPELL_FLAG(skill, flag) ( IS_SET((skill)->flags, (flag)) )
#define SPELL_DAMAGE(skill) ( ((skill)->flags ) & 7 )
#define SPELL_ACTION(skill) ( ((skill)->flags >> 3) & 7 )
#define SPELL_CLASS(skill) ( ((skill)->flags >> 6) & 7 )
#define SPELL_POWER(skill) ( ((skill)->flags >> 9) & 3 )
#define SET_SDAM(skill, val) ( (skill)->flags = ((skill)->flags & SDAM_MASK) + ((val) & 7) )
#define SET_SACT(skill, val) ( (skill)->flags = ((skill)->flags & SACT_MASK) + (((val) & 7) << 3) )
#define SET_SCLA(skill, val) ( (skill)->flags = ((skill)->flags & SCLA_MASK) + (((val) & 7) << 6) )
#define SET_SPOW(skill, val) ( (skill)->flags = ((skill)->flags & SPOW_MASK) + (((val) & 3) << 9) )
/* Retired and guest imms. */
#define IS_RETIRED(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_RETIRED))
#define IS_GUEST(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_GUEST))
/* RIS by gsn lookups. -- Altrag.
Will need to add some || stuff for spells that need a special GSN. */
#define IS_FIRE(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_FIRE )
#define IS_COLD(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_COLD )
#define IS_ACID(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_ACID )
#define IS_ELECTRICITY(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_ELECTRICITY )
#define IS_ENERGY(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_ENERGY )
#define NOT_AUTHED(ch) (!IS_NPC(ch) && ch->pcdata->auth_state <= 3 \
&& IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) )
#define IS_WAITING_FOR_AUTH(ch) (!IS_NPC(ch) && ch->desc \
&& ch->pcdata->auth_state == 1 \
&& IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) )
/*
* 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)))
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( (looker), (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name ) : "someone" )
#define log_string( txt ) ( log_string_plus( (txt), LOG_NORMAL, LEVEL_LOG ) )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
CMDTYPE * next;
char * name;
DO_FUN * do_fun;
sh_int position;
sh_int level;
sh_int log;
struct timerset userec;
};
/*
* Structure for a social in the socials table.
*/
struct social_type
{
SOCIALTYPE * next;
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;
};
/*
* Global constants.
*/
extern time_t last_restore_all_time;
extern time_t boot_time; /* this should be moved down */
extern HOUR_MIN_SEC * set_boot_time;
extern struct tm *new_boot_time;
extern time_t new_boot_time_t;
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 cha_app_type cha_app [26];
extern const struct lck_app_type lck_app [26];
extern const struct race_type race_table [MAX_RACE];
extern const struct liq_type liq_table [LIQ_MAX];
extern char * const attack_table [13];
extern char * const skill_tname [];
extern sh_int const movement_loss [SECT_MAX];
extern char * const dir_name [];
extern char * const where_name [];
extern const sh_int rev_dir [];
extern const int trap_door [];
extern char * const r_flags [];
extern char * const w_flags [];
extern char * const o_flags [];
extern char * const a_flags [];
extern char * const o_types [];
extern char * const a_types [];
extern char * const act_flags [];
extern char * const plr_flags [];
extern char * const pc_flags [];
extern char * const trap_flags [];
extern char * const ris_flags [];
extern char * const trig_flags [];
extern char * const part_flags [];
extern char * const npc_race [];
extern char * const npc_class [];
extern char * const defense_flags [];
extern char * const attack_flags [];
extern char * const area_flags [];
extern int const lang_array [];
extern char * const lang_names [];
/*
* Global variables.
*/
extern int numobjsloaded;
extern int nummobsloaded;
extern int physicalobjects;
extern int num_descriptors;
extern struct system_data sysdata;
extern int top_sn;
extern int top_vroom;
extern int top_herb;
extern CMDTYPE * command_hash [126];
extern struct class_type * class_table [MAX_CLASS];
extern char * title_table [MAX_CLASS]
[MAX_LEVEL+1]
[2];
extern SKILLTYPE * skill_table [MAX_SKILL];
extern SOCIALTYPE * social_index [27];
extern CHAR_DATA * cur_char;
extern ROOM_INDEX_DATA * cur_room;
extern bool cur_char_died;
extern ch_ret global_retcode;
extern SKILLTYPE * herb_table [MAX_HERB];
extern int cur_obj;
extern int cur_obj_serial;
extern bool cur_obj_extracted;
extern obj_ret global_objcode;
extern HELP_DATA * first_help;
extern HELP_DATA * last_help;
extern SHOP_DATA * first_shop;
extern SHOP_DATA * last_shop;
extern REPAIR_DATA * first_repair;
extern REPAIR_DATA * last_repair;
extern BAN_DATA * first_ban;
extern BAN_DATA * last_ban;
extern CHAR_DATA * first_char;
extern CHAR_DATA * last_char;
extern DESCRIPTOR_DATA * first_descriptor;
extern DESCRIPTOR_DATA * last_descriptor;
extern BOARD_DATA * first_board;
extern BOARD_DATA * last_board;
extern OBJ_DATA * first_object;
extern OBJ_DATA * last_object;
extern CLAN_DATA * first_clan;
extern CLAN_DATA * last_clan;
extern COUNCIL_DATA * first_council;
extern COUNCIL_DATA * last_council;
extern DEITY_DATA * first_deity;
extern DEITY_DATA * last_deity;
extern AREA_DATA * first_area;
extern AREA_DATA * last_area;
extern AREA_DATA * first_build;
extern AREA_DATA * last_build;
extern AREA_DATA * first_asort;
extern AREA_DATA * last_asort;
extern AREA_DATA * first_bsort;
extern AREA_DATA * last_bsort;
/*
extern GOD_DATA * first_imm;
extern GOD_DATA * last_imm;
*/
extern TELEPORT_DATA * first_teleport;
extern TELEPORT_DATA * last_teleport;
extern OBJ_DATA * extracted_obj_queue;
extern EXTRACT_CHAR_DATA * extracted_char_queue;
extern OBJ_DATA * save_equipment[MAX_WEAR][MAX_LAYERS];
extern CHAR_DATA * quitting_char;
extern CHAR_DATA * loading_char;
extern CHAR_DATA * saving_char;
extern OBJ_DATA * all_obj;
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern FILE * fpLOG;
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern AUCTION_DATA * auction;
extern struct act_prog_data * mob_act_list;
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN( skill_notfound );
DECLARE_DO_FUN( do_aassign );
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_affected );
DECLARE_DO_FUN( do_afk );
DECLARE_DO_FUN( do_aid );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_ansi );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_apply );
DECLARE_DO_FUN( do_appraise );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_aset );
DECLARE_DO_FUN( do_ask );
DECLARE_DO_FUN( do_astat );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_authorize );
DECLARE_DO_FUN( do_avtalk );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_balzhur );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_bash );
DECLARE_DO_FUN( do_bashdoor );
DECLARE_DO_FUN( do_berserk );
DECLARE_DO_FUN( do_bestow );
DECLARE_DO_FUN( do_bio );
DECLARE_DO_FUN( do_bite );
DECLARE_DO_FUN( do_boards );
DECLARE_DO_FUN( do_bodybag );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_brew );
DECLARE_DO_FUN( do_bset );
DECLARE_DO_FUN( do_bstat );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_bury );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_cedit );
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_check_vnums );
DECLARE_DO_FUN( do_circle );
DECLARE_DO_FUN( do_clans );
DECLARE_DO_FUN( do_clantalk );
DECLARE_DO_FUN( do_claw );
DECLARE_DO_FUN( do_climb );
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_cmdtable );
DECLARE_DO_FUN( do_cmenu );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_comment );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_council_induct);
DECLARE_DO_FUN( do_council_outcast);
DECLARE_DO_FUN( do_councils );
DECLARE_DO_FUN( do_counciltalk );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_cset );
DECLARE_DO_FUN( do_deities );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_destro );
DECLARE_DO_FUN( do_destroy );
DECLARE_DO_FUN( do_detrap );
DECLARE_DO_FUN( do_devote );
DECLARE_DO_FUN( do_dig );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_dismount );
DECLARE_DO_FUN( do_dmesg );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drag );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_diagnose );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_empty );
DECLARE_DO_FUN( do_enter );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_feed );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_fixchar );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_foldarea );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN( do_for );
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_forceclose );
DECLARE_DO_FUN( do_fquit ); /* Gorog */
DECLARE_DO_FUN( do_form_password);
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_glance );
DECLARE_DO_FUN( do_gold );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_gouge );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_guilds );
DECLARE_DO_FUN( do_guildtalk );
DECLARE_DO_FUN( do_hedit );
DECLARE_DO_FUN( do_hell );
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_hitall );
DECLARE_DO_FUN( do_hlist );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_homepage );
DECLARE_DO_FUN( do_hset );
DECLARE_DO_FUN( do_ide );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_immortalize );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_induct );
DECLARE_DO_FUN( do_installarea );
DECLARE_DO_FUN( do_instaroom );
DECLARE_DO_FUN( do_instazone );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_kick );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_languages );
DECLARE_DO_FUN( do_last );
DECLARE_DO_FUN( do_leave );
DECLARE_DO_FUN( do_level );
DECLARE_DO_FUN( do_light );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_litterbug );
DECLARE_DO_FUN( do_loadarea );
DECLARE_DO_FUN( do_loadup );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_low_purge );
DECLARE_DO_FUN( do_mailroom );
DECLARE_DO_FUN( do_make );
DECLARE_DO_FUN( do_makeboard );
DECLARE_DO_FUN( do_makeclan );
DECLARE_DO_FUN( do_makecouncil );
DECLARE_DO_FUN( do_makedeity );
DECLARE_DO_FUN( do_makeguild );
DECLARE_DO_FUN( do_makerepair );
DECLARE_DO_FUN( do_makeshop );
DECLARE_DO_FUN( do_makewizlist );
DECLARE_DO_FUN( do_massign );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mcreate );
DECLARE_DO_FUN( do_mdelete );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_minvoke );
DECLARE_DO_FUN( do_mlist );
DECLARE_DO_FUN( do_mount );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_murde );
DECLARE_DO_FUN( do_murder );
DECLARE_DO_FUN( do_muse );
DECLARE_DO_FUN( do_music );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_name );
DECLARE_DO_FUN( do_newbiechat );
DECLARE_DO_FUN( do_newbieset );
DECLARE_DO_FUN( do_newzones );
DECLARE_DO_FUN( do_noemote );
DECLARE_DO_FUN( do_noresolve );
DECLARE_DO_FUN( do_north );
DECLARE_DO_FUN( do_northeast );
DECLARE_DO_FUN( do_northwest );
DECLARE_DO_FUN( do_notell );
DECLARE_DO_FUN( do_noteroom );
DECLARE_DO_FUN( do_oassign );
DECLARE_DO_FUN( do_ocreate );
DECLARE_DO_FUN( do_odelete );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_oinvoke );
DECLARE_DO_FUN( do_oldscore );
DECLARE_DO_FUN( do_olist );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_opentourney );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_orders );
DECLARE_DO_FUN( do_ordertalk );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_ot );
DECLARE_DO_FUN( do_outcast );
DECLARE_DO_FUN( do_owhere );
DECLARE_DO_FUN( do_pager );
DECLARE_DO_FUN( do_pardon );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_poison_weapon);
DECLARE_DO_FUN( do_pose );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_pull );
DECLARE_DO_FUN( do_punch );
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_push );
DECLARE_DO_FUN( do_put );
DECLARE_DO_FUN( do_quaff );
DECLARE_DO_FUN( do_quest );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_rank );
DECLARE_DO_FUN( do_rassign );
DECLARE_DO_FUN( do_rat );
DECLARE_DO_FUN( do_rdelete );
DECLARE_DO_FUN( do_reboo );
DECLARE_DO_FUN( do_reboot );
DECLARE_DO_FUN( do_recall );
DECLARE_DO_FUN( do_recho );
DECLARE_DO_FUN( do_recite );
DECLARE_DO_FUN( do_redit );
DECLARE_DO_FUN( do_regoto );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_repair );
DECLARE_DO_FUN( do_repairset );
DECLARE_DO_FUN( do_repairshops );
DECLARE_DO_FUN( do_repairstat );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_reset );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_restoretime );
DECLARE_DO_FUN( do_restrict );
DECLARE_DO_FUN( do_retire );
DECLARE_DO_FUN( do_retran );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_revert );
DECLARE_DO_FUN( do_rip );
DECLARE_DO_FUN( do_rlist );
DECLARE_DO_FUN( do_rreset );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_savearea );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_scan );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_scribe );
DECLARE_DO_FUN( do_search );
DECLARE_DO_FUN( do_sedit );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_set_boot_time);
DECLARE_DO_FUN( do_setclan );
DECLARE_DO_FUN( do_setclass );
DECLARE_DO_FUN( do_setcouncil );
DECLARE_DO_FUN( do_setdeity );
DECLARE_DO_FUN( do_shops );
DECLARE_DO_FUN( do_shopset );
DECLARE_DO_FUN( do_shopstat );
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_shove );
DECLARE_DO_FUN( do_showclass );
DECLARE_DO_FUN( do_showclan );
DECLARE_DO_FUN( do_showcouncil );
DECLARE_DO_FUN( do_showdeity );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sit );
DECLARE_DO_FUN( do_sla );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slice );
DECLARE_DO_FUN( do_slist );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_smoke );
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_sober );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_southeast );
DECLARE_DO_FUN( do_southwest );
DECLARE_DO_FUN( do_speak );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_starttourney );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_sting );
DECLARE_DO_FUN( do_stun );
DECLARE_DO_FUN( do_supplicate );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_tail );
DECLARE_DO_FUN( do_tamp );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_think );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_timecmd );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_track );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unfoldarea );
DECLARE_DO_FUN( do_unhell );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_unsilence );
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_vnums );
DECLARE_DO_FUN( do_vsearch );
DECLARE_DO_FUN( do_wake );
DECLARE_DO_FUN( do_wartalk );
DECLARE_DO_FUN( do_wear );
DECLARE_DO_FUN( do_weather );
DECLARE_DO_FUN( do_west );
DECLARE_DO_FUN( do_where );
DECLARE_DO_FUN( do_who );
DECLARE_DO_FUN( do_whois );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
DECLARE_DO_FUN( do_zones );
/* mob prog stuff */
DECLARE_DO_FUN( do_mp_close_passage );
DECLARE_DO_FUN( do_mp_damage );
DECLARE_DO_FUN( do_mp_restore );
DECLARE_DO_FUN( do_mp_open_passage );
DECLARE_DO_FUN( do_mp_practice );
DECLARE_DO_FUN( do_mp_slay);
DECLARE_DO_FUN( do_mpadvance );
DECLARE_DO_FUN( do_mpasound );
DECLARE_DO_FUN( do_mpat );
DECLARE_DO_FUN( do_mpdream );
DECLARE_DO_FUN( do_mp_deposit );
DECLARE_DO_FUN( do_mp_withdraw );
DECLARE_DO_FUN( do_mpecho );
DECLARE_DO_FUN( do_mpechoaround );
DECLARE_DO_FUN( do_mpechoat );
DECLARE_DO_FUN( do_mpedit );
DECLARE_DO_FUN( do_mrange );
DECLARE_DO_FUN( do_opedit );
DECLARE_DO_FUN( do_orange );
DECLARE_DO_FUN( do_rpedit );
DECLARE_DO_FUN( do_mpforce );
DECLARE_DO_FUN( do_mpinvis );
DECLARE_DO_FUN( do_mpgoto );
DECLARE_DO_FUN( do_mpjunk );
DECLARE_DO_FUN( do_mpkill );
DECLARE_DO_FUN( do_mpmload );
DECLARE_DO_FUN( do_mpmset );
DECLARE_DO_FUN( do_mpnothing );
DECLARE_DO_FUN( do_mpoload );
DECLARE_DO_FUN( do_mposet );
DECLARE_DO_FUN( do_mppurge );
DECLARE_DO_FUN( do_mpstat );
DECLARE_DO_FUN( do_opstat );
DECLARE_DO_FUN( do_rpstat );
DECLARE_DO_FUN( do_mptransfer );
DECLARE_DO_FUN( do_mpapply );
DECLARE_DO_FUN( do_mpapplyb );
DECLARE_DO_FUN( do_mppkset );
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_notfound );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_animate_dead );
DECLARE_SPELL_FUN( spell_astral_walk );
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_control_weather );
DECLARE_SPELL_FUN( spell_create_food );
DECLARE_SPELL_FUN( spell_create_water );
DECLARE_SPELL_FUN( spell_cure_blindness );
DECLARE_SPELL_FUN( spell_cure_poison );
DECLARE_SPELL_FUN( spell_curse );
DECLARE_SPELL_FUN( spell_detect_poison );
DECLARE_SPELL_FUN( spell_dispel_evil );
DECLARE_SPELL_FUN( spell_dispel_magic );
DECLARE_SPELL_FUN( spell_dream );
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_farsight );
DECLARE_SPELL_FUN( spell_fireball );
DECLARE_SPELL_FUN( spell_flamestrike );
DECLARE_SPELL_FUN( spell_gate );
DECLARE_SPELL_FUN( spell_knock );
DECLARE_SPELL_FUN( spell_harm );
DECLARE_SPELL_FUN( spell_identify );
DECLARE_SPELL_FUN( spell_invis );
DECLARE_SPELL_FUN( spell_know_alignment );
DECLARE_SPELL_FUN( spell_lightning_bolt );
DECLARE_SPELL_FUN( spell_locate_object );
DECLARE_SPELL_FUN( spell_magic_missile );
DECLARE_SPELL_FUN( spell_mist_walk );
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_plant_pass );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_polymorph );
DECLARE_SPELL_FUN( spell_possess );
DECLARE_SPELL_FUN( spell_recharge );
DECLARE_SPELL_FUN( spell_remove_curse );
DECLARE_SPELL_FUN( spell_remove_invis );
DECLARE_SPELL_FUN( spell_remove_trap );
DECLARE_SPELL_FUN( spell_shocking_grasp );
DECLARE_SPELL_FUN( spell_sleep );
DECLARE_SPELL_FUN( spell_smaug );
DECLARE_SPELL_FUN( spell_solar_flight );
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_spiral_blast );
DECLARE_SPELL_FUN( spell_scorching_surge );
DECLARE_SPELL_FUN( spell_helical_flow );
DECLARE_SPELL_FUN( spell_transport );
DECLARE_SPELL_FUN( spell_portal );
/*
* 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(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
#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).
*/
#define PLAYER_DIR "../player/" /* Player files */
#define BACKUP_DIR "../backup/" /* Backup Player files */
#define GOD_DIR "../gods/" /* God Info Dir */
#define BOARD_DIR "../boards/" /* Board data dir */
#define CLAN_DIR "../clans/" /* Clan data dir */
#define COUNCIL_DIR "../councils/" /* Council data dir */
#define GUILD_DIR "../guilds/" /* Guild data dir */
#define DEITY_DIR "../deity/" /* Deity data dir */
#define BUILD_DIR "../building/" /* Online building save dir */
#define SYSTEM_DIR "../system/" /* Main system files */
#define PROG_DIR "mudprogs/" /* MUDProg files */
#define CORPSE_DIR "../corpses/" /* Corpses */
#define NULL_FILE "/dev/null" /* To reserve one stream */
#define CLASS_DIR "../classes/" /* Classes */
#define AREA_LIST "area.lst" /* List of areas */
#define BAN_LIST "ban.lst" /* List of bans */
#define CLAN_LIST "clan.lst" /* List of clans */
#define COUNCIL_LIST "council.lst" /* List of councils */
#define GUILD_LIST "guild.lst" /* List of guilds */
#define GOD_LIST "gods.lst" /* List of gods */
#define DEITY_LIST "deity.lst" /* List of deities */
#define CLASS_LIST "class.lst" /* List of classes */
#define BOARD_FILE "boards.txt" /* For bulletin boards */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define RIPSCREEN_FILE SYSTEM_DIR "mudrip.rip"
#define RIPTITLE_FILE SYSTEM_DIR "mudtitle.rip"
#define ANSITITLE_FILE SYSTEM_DIR "mudtitle.ans"
#define ASCTITLE_FILE SYSTEM_DIR "mudtitle.asc"
#define BOOTLOG_FILE SYSTEM_DIR "boot.txt" /* Boot up error file */
#define BUG_FILE SYSTEM_DIR "bugs.txt" /* For 'bug' and bug( )*/
#define IDEA_FILE SYSTEM_DIR "ideas.txt" /* For 'idea' */
#define TYPO_FILE SYSTEM_DIR "typos.txt" /* For 'typo' */
#define LOG_FILE SYSTEM_DIR "log.txt" /* For talking in logged rooms */
#define WIZLIST_FILE SYSTEM_DIR "WIZLIST" /* Wizlist */
#define WHO_FILE SYSTEM_DIR "WHO" /* Who output file */
#define WEBWHO_FILE SYSTEM_DIR "WEBWHO" /* WWW Who output file */
#define REQUEST_PIPE SYSTEM_DIR "REQUESTS" /* Request FIFO */
#define SKILL_FILE SYSTEM_DIR "skills.dat" /* Skill table */
#define HERB_FILE SYSTEM_DIR "herbs.dat" /* Herb table */
#define SOCIAL_FILE SYSTEM_DIR "socials.dat" /* Socials */
#define COMMAND_FILE SYSTEM_DIR "commands.dat" /* Commands */
#define USAGE_FILE SYSTEM_DIR "usage.txt" /* How many people are on
every half hour - trying to
determine best reboot time */
#define CLASSDIR "../classes/"
/*
* 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 BD BOARD_DATA
#define CL CLAN_DATA
#define EDD EXTRA_DESCR_DATA
#define RD RESET_DATA
#define ED EXIT_DATA
#define ST SOCIALTYPE
#define CO COUNCIL_DATA
#define DE DEITY_DATA
#define SK SKILLTYPE
/* act_comm.c */
bool circle_follow args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
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 send_rip_screen args( ( CHAR_DATA *ch ) );
void send_rip_title args( ( CHAR_DATA *ch ) );
void send_ansi_title args( ( CHAR_DATA *ch ) );
void send_ascii_title args( ( CHAR_DATA *ch ) );
void to_channel args( ( const char *argument, int channel,
const char *verb, sh_int level ) );
void talk_auction args( ( char *argument ) );
bool knows_language args( ( CHAR_DATA *ch, int language,
CHAR_DATA *cch ) );
bool can_learn_lang args( ( CHAR_DATA *ch, int language ) );
int countlangs args( ( int languages ) );
char * translate args( ( CHAR_DATA *ch, CHAR_DATA *victim,
const char *argument ) );
char * obj_short args( ( OBJ_DATA *obj ) );
/* act_info.c */
int get_door args( ( char *arg ) );
char * format_obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch,
bool fShort ) );
void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch,
bool fShort, bool fShowNothing ) );
/* act_move.c */
void clear_vrooms args( ( void ) );
ED * find_door args( ( CHAR_DATA *ch, char *arg, bool quiet ) );
ED * get_exit args( ( ROOM_INDEX_DATA *room, sh_int dir ) );
ED * get_exit_to args( ( ROOM_INDEX_DATA *room, sh_int dir, int vnum ) );
ED * get_exit_num args( ( ROOM_INDEX_DATA *room, sh_int count ) );
ch_ret move_char args( ( CHAR_DATA *ch, EXIT_DATA *pexit, int fall ) );
void teleport args( ( CHAR_DATA *ch, sh_int room, int flags ) );
sh_int encumbrance args( ( CHAR_DATA *ch, sh_int move ) );
bool will_fall args( ( CHAR_DATA *ch, int fall ) );
/* act_obj.c */
obj_ret damage_obj args( ( OBJ_DATA *obj ) );
sh_int get_obj_resistance args( ( OBJ_DATA *obj ) );
void save_clan_storeroom args( ( CHAR_DATA *ch, CLAN_DATA *clan ) );
void obj_fall args( ( OBJ_DATA *obj, bool through ) );
/* act_wiz.c */
RID * find_location args( ( CHAR_DATA *ch, char *arg ) );
void echo_to_all args( ( sh_int AT_COLOR, char *argument,
sh_int tar ) );
void get_reboot_string args( ( void ) );
struct tm *update_time args( ( struct tm *old_time ) );
void free_social args( ( SOCIALTYPE *social ) );
void add_social args( ( SOCIALTYPE *social ) );
void free_command args( ( CMDTYPE *command ) );
void unlink_command args( ( CMDTYPE *command ) );
void add_command args( ( CMDTYPE *command ) );
/* boards.c */
void load_boards args( ( void ) );
BD * get_board args( ( OBJ_DATA *obj ) );
void free_note args( ( NOTE_DATA *pnote ) );
/* build.c */
char * flag_string args( ( int bitvector, char * const flagarray[] ) );
int get_mpflag args( ( char *flag ) );
int get_dir args( ( char *txt ) );
char * strip_cr args( ( char *str ) );
/* clans.c */
CL * get_clan args( ( char *name ) );
void load_clans args( ( void ) );
void save_clan args( ( CLAN_DATA *clan ) );
CO * get_council args( ( char *name ) );
void load_councils args( ( void ) );
void save_council args( ( COUNCIL_DATA *council ) );
/* deity.c */
DE * get_deity args( ( char *name ) );
void load_deity args( ( void ) );
void save_deity args( ( DEITY_DATA *deity ) );
/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA *dclose, bool force ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void write_to_pager args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void send_to_char_color args( ( const char *txt, CHAR_DATA *ch ) );
void send_to_pager args( ( const char *txt, CHAR_DATA *ch ) );
void send_to_pager_color args( ( const char *txt, CHAR_DATA *ch ) );
void set_char_color args( ( sh_int AType, CHAR_DATA *ch ) );
void set_pager_color args( ( sh_int AType, CHAR_DATA *ch ) );
void ch_printf args( ( CHAR_DATA *ch, char *fmt, ... ) );
void pager_printf args( (CHAR_DATA *ch, char *fmt, ...) );
void act args( ( sh_int AType, const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
/* reset.c */
RD * make_reset args( ( char letter, int extra, int arg1, int arg2, int arg3 ) );
RD * add_reset args( ( AREA_DATA *tarea, char letter, int extra, int arg1, int arg2, int arg3 ) );
RD * place_reset args( ( AREA_DATA *tarea, char letter, int extra, int arg1, int arg2, int arg3 ) );
void reset_area args( ( AREA_DATA * pArea ) );
/* db.c */
void show_file args( ( CHAR_DATA *ch, char *filename ) );
char * str_dup args( ( char const *str ) );
void boot_db args( ( void ) );
void area_update args( ( void ) );
void add_char args( ( CHAR_DATA *ch ) );
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 ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID * get_mob_index args( ( sh_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 ) );
char * fread_string_nohash args( ( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
char * fread_line args( ( FILE *fp ) );
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 ) );
void hide_tilde args( ( char *str ) );
char * show_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 ) );
char * strlower args( ( const char *str ) );
char * strupper args( ( const char *str ) );
char * aoran args( ( const char *str ) );
void append_file args( ( CHAR_DATA *ch, char *file, char *str ) );
void append_to_file args( ( char *file, char *str ) );
void bug args( ( const char *str, ... ) );
void log_string_plus args( ( const char *str, sh_int log_type, sh_int level ) );
RID * make_room args( ( int vnum ) );
OID * make_object args( ( int vnum, int cvnum, char *name ) );
MID * make_mobile args( ( sh_int vnum, sh_int cvnum, char *name ) );
ED * make_exit args( ( ROOM_INDEX_DATA *pRoomIndex, ROOM_INDEX_DATA *to_room, sh_int door ) );
void add_help args( ( HELP_DATA *pHelp ) );
void fix_area_exits args( ( AREA_DATA *tarea ) );
void load_area_file args( ( AREA_DATA *tarea, char *filename ) );
void randomize_exits args( ( ROOM_INDEX_DATA *room, sh_int maxdir ) );
void make_wizlist args( ( void ) );
void tail_chain args( ( void ) );
bool delete_room args( ( ROOM_INDEX_DATA *room ) );
bool delete_obj args( ( OBJ_INDEX_DATA *obj ) );
bool delete_mob args( ( MOB_INDEX_DATA *mob ) );
/* Functions to add to sorting lists. -- Altrag */
/*void mob_sort args( ( MOB_INDEX_DATA *pMob ) );
void obj_sort args( ( OBJ_INDEX_DATA *pObj ) );
void room_sort args( ( ROOM_INDEX_DATA *pRoom ) );*/
void sort_area args( ( AREA_DATA *pArea, bool proto ) );
/* build.c */
void start_editing args( ( CHAR_DATA *ch, char *data ) );
void stop_editing args( ( CHAR_DATA *ch ) );
void edit_buffer args( ( CHAR_DATA *ch, char *argument ) );
char * copy_buffer args( ( CHAR_DATA *ch ) );
bool can_rmodify args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room ) );
bool can_omodify args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool can_mmodify args( ( CHAR_DATA *ch, CHAR_DATA *mob ) );
bool can_medit args( ( CHAR_DATA *ch, MOB_INDEX_DATA *mob ) );
void free_reset args( ( AREA_DATA *are, RESET_DATA *res ) );
void free_area args( ( AREA_DATA *are ) );
void assign_area args( ( CHAR_DATA *ch ) );
EDD * SetRExtra args( ( ROOM_INDEX_DATA *room, char *keywords ) );
bool DelRExtra args( ( ROOM_INDEX_DATA *room, char *keywords ) );
EDD * SetOExtra args( ( OBJ_DATA *obj, char *keywords ) );
bool DelOExtra args( ( OBJ_DATA *obj, char *keywords ) );
EDD * SetOExtraProto args( ( OBJ_INDEX_DATA *obj, char *keywords ) );
bool DelOExtraProto args( ( OBJ_INDEX_DATA *obj, char *keywords ) );
void fold_area args( ( AREA_DATA *tarea, char *filename, bool install ) );
int get_otype args( ( char *type ) );
int get_atype args( ( char *type ) );
int get_aflag args( ( char *flag ) );
int get_oflag args( ( char *flag ) );
int get_wflag args( ( char *flag ) );
/* fight.c */
int max_fight args( ( CHAR_DATA *ch ) );
void violence_update args( ( void ) );
ch_ret multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
sh_int ris_damage args( ( CHAR_DATA *ch, sh_int dam, int ris ) );
ch_ret damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt ) );
void update_pos args( ( CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void free_fight args( ( CHAR_DATA *ch ) );
CD * who_fighting args( ( CHAR_DATA *ch ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void check_attacker args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void death_cry args( ( CHAR_DATA *ch ) );
void stop_hunting args( ( CHAR_DATA *ch ) );
void stop_hating args( ( CHAR_DATA *ch ) );
void stop_fearing args( ( CHAR_DATA *ch ) );
void start_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void start_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void start_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool legal_loot args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
sh_int VAMP_AC args( ( CHAR_DATA *ch ) );
bool check_illegal_pk args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool in_arena args( ( CHAR_DATA *ch ) );
/* makeobjs.c */
void make_corpse args( ( CHAR_DATA *ch, CHAR_DATA *killer ) );
void make_blood args( ( CHAR_DATA *ch ) );
void make_bloodstain args( ( CHAR_DATA *ch ) );
void make_scraps args( ( OBJ_DATA *obj ) );
void make_fire args( ( ROOM_INDEX_DATA *in_room, sh_int timer) );
OD * make_trap args( ( int v0, int v1, int v2, int v3 ) );
OD * create_money args( ( int amount ) );
/* misc.c */
void actiondesc args( ( CHAR_DATA *ch, OBJ_DATA *obj, void *vo ) );
/* deity.c */
void adjust_favor args( ( CHAR_DATA *ch, int field, int mod ) );
/* mud_comm.c */
char * mprog_type_to_name args( ( int type ) );
/* mud_prog.c */
#ifdef DUNNO_STRSTR
char * strstr args ( (const char *s1, const char *s2 ) );
#endif
void mprog_wordlist_check args ( ( char * arg, CHAR_DATA *mob,
CHAR_DATA* actor, OBJ_DATA* object,
void* vo, int type ) );
void mprog_percent_check args ( ( CHAR_DATA *mob, CHAR_DATA* actor,
OBJ_DATA* object, void* vo,
int type ) );
void mprog_act_trigger args ( ( char* buf, CHAR_DATA* mob,
CHAR_DATA* ch, OBJ_DATA* obj,
void* vo ) );
void mprog_bribe_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch,
int amount ) );
void mprog_entry_trigger args ( ( CHAR_DATA* mob ) );
void mprog_give_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch,
OBJ_DATA* obj ) );
void mprog_greet_trigger args ( ( CHAR_DATA* mob ) );
void mprog_fight_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) );
void mprog_hitprcnt_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) );
void mprog_death_trigger args ( ( CHAR_DATA *killer, CHAR_DATA* mob ) );
void mprog_random_trigger args ( ( CHAR_DATA* mob ) );
void mprog_speech_trigger args ( ( char* txt, CHAR_DATA* mob ) );
void mprog_script_trigger args ( ( CHAR_DATA *mob ) );
void mprog_hour_trigger args ( ( CHAR_DATA *mob ) );
void mprog_time_trigger args ( ( CHAR_DATA *mob ) );
void progbug args( ( char *str, CHAR_DATA *mob ) );
void rset_supermob args( ( ROOM_INDEX_DATA *room) );
void release_supermob args( ( ) );
/* player.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
/* skills.c */
bool check_skill args( ( CHAR_DATA *ch, char *command, char *argument ) );
void learn_from_success args( ( CHAR_DATA *ch, int sn ) );
void learn_from_failure args( ( CHAR_DATA *ch, int sn ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_grip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
/* handler.c */
int get_exp args( ( CHAR_DATA *ch ) );
int get_exp_worth args( ( CHAR_DATA *ch ) );
int exp_level args( ( CHAR_DATA *ch, sh_int level ) );
sh_int get_trust args( ( CHAR_DATA *ch ) );
sh_int get_age args( ( CHAR_DATA *ch ) );
sh_int get_curr_str args( ( CHAR_DATA *ch ) );
sh_int get_curr_int args( ( CHAR_DATA *ch ) );
sh_int get_curr_wis args( ( CHAR_DATA *ch ) );
sh_int get_curr_dex args( ( CHAR_DATA *ch ) );
sh_int get_curr_con args( ( CHAR_DATA *ch ) );
sh_int get_curr_cha args( ( CHAR_DATA *ch ) );
sh_int get_curr_lck args( ( CHAR_DATA *ch ) );
bool can_take_proto 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 ) );
bool is_name_prefix args( ( const char *str, char *namelist ) );
bool nifty_is_name args( ( char *str, char *namelist ) );
bool nifty_is_name_prefix args( ( char *str, char *namelist ) );
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
OD * obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear ) );
OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) );
void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void obj_from_room args( ( OBJ_DATA *obj ) );
OD * obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
OD * 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_exit args( ( ROOM_INDEX_DATA *room, EXIT_DATA *pexit ) );
void extract_room args( ( ROOM_INDEX_DATA *room ) );
void clean_room args( ( ROOM_INDEX_DATA *room ) );
void clean_obj args( ( OBJ_INDEX_DATA *obj ) );
void clean_mob args( ( MOB_INDEX_DATA *mob ) );
void clean_resets args( ( AREA_DATA *tarea ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull ) );
CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD * get_obj_list args( ( CHAR_DATA *ch, char *argument,
OBJ_DATA *list ) );
OD * get_obj_list_rev args( ( CHAR_DATA *ch, char *argument,
OBJ_DATA *list ) );
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_world args( ( CHAR_DATA *ch, char *argument ) );
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 * item_type_name args( ( OBJ_DATA *obj ) );
char * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
char * magic_bit_name args( ( int magic_flags ) );
ch_ret check_for_trap args( ( CHAR_DATA *ch, OBJ_DATA *obj, int flag ) );
ch_ret check_room_for_traps args( ( CHAR_DATA *ch, int flag ) );
bool is_trapped args( ( OBJ_DATA *obj ) );
OD * get_trap args( ( OBJ_DATA *obj ) );
ch_ret spring_trap args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
void name_stamp_stats args( ( CHAR_DATA *ch ) );
void fix_char args( ( CHAR_DATA *ch ) );
void showaffect args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void set_cur_obj args( ( OBJ_DATA *obj ) );
bool obj_extracted args( ( OBJ_DATA *obj ) );
void queue_extracted_obj args( ( OBJ_DATA *obj ) );
void clean_obj_queue args( ( void ) );
void set_cur_char args( ( CHAR_DATA *ch ) );
bool char_died args( ( CHAR_DATA *ch ) );
void queue_extracted_char args( ( CHAR_DATA *ch, bool extract ) );
void clean_char_queue args( ( void ) );
void add_timer args( ( CHAR_DATA *ch, sh_int type, sh_int count, DO_FUN *fun, int value ) );
TIMER * get_timerptr args( ( CHAR_DATA *ch, sh_int type ) );
sh_int get_timer args( ( CHAR_DATA *ch, sh_int type ) );
void extract_timer args( ( CHAR_DATA *ch, TIMER *timer ) );
void remove_timer args( ( CHAR_DATA *ch, sh_int type ) );
bool in_soft_range args( ( CHAR_DATA *ch, AREA_DATA *tarea ) );
bool in_hard_range args( ( CHAR_DATA *ch, AREA_DATA *tarea ) );
bool chance args( ( CHAR_DATA *ch, sh_int percent ) );
bool chance_attrib args( ( CHAR_DATA *ch, sh_int percent, sh_int attrib ) );
OD * clone_object args( ( OBJ_DATA *obj ) );
void split_obj args( ( OBJ_DATA *obj, int num ) );
void separate_obj args( ( OBJ_DATA *obj ) );
bool empty_obj args( ( OBJ_DATA *obj, OBJ_DATA *destobj,
ROOM_INDEX_DATA *destroom ) );
OD * find_obj args( ( CHAR_DATA *ch, char *argument,
bool carryonly ) );
bool ms_find_obj args( ( CHAR_DATA *ch ) );
void worsen_mental_state args( ( CHAR_DATA *ch, int mod ) );
void better_mental_state args( ( CHAR_DATA *ch, int mod ) );
void boost_economy args( ( AREA_DATA *tarea, int gold ) );
void lower_economy args( ( AREA_DATA *tarea, int gold ) );
void economize_mobgold args( ( CHAR_DATA *mob ) );
bool economy_has args( ( AREA_DATA *tarea, int gold ) );
void add_kill args( ( CHAR_DATA *ch, CHAR_DATA *mob ) );
int times_killed args( ( CHAR_DATA *ch, CHAR_DATA *mob ) );
/* interp.c */
bool check_pos args( ( CHAR_DATA *ch, sh_int position ) );
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 ) );
char * one_argument2 args( ( char *argument, char *arg_first ) );
ST * find_social args( ( char *command ) );
CMDTYPE *find_command args( ( char *command ) );
void hash_commands args( ( ) );
void start_timer args( ( struct timeval *stime ) );
time_t end_timer args( ( struct timeval *stime ) );
void send_timer args( ( struct timerset *vtime, CHAR_DATA *ch ) );
void update_userec args( ( struct timeval *time_used,
struct timerset *userec ) );
/* magic.c */
bool process_spell_components args( ( CHAR_DATA *ch, int sn ) );
int ch_slookup args( ( CHAR_DATA *ch, const char *name ) );
int find_spell args( ( CHAR_DATA *ch, const char *name, bool know ) );
int find_skill args( ( CHAR_DATA *ch, const char *name, bool know ) );
int find_weapon args( ( CHAR_DATA *ch, const char *name, bool know ) );
int find_tongue args( ( CHAR_DATA *ch, const char *name, bool know ) );
int skill_lookup args( ( const char *name ) );
int herb_lookup args( ( const char *name ) );
int personal_lookup args( ( CHAR_DATA *ch, const char *name ) );
int slot_lookup args( ( int slot ) );
int bsearch_skill args( ( const char *name, int first, int top ) );
int bsearch_skill_exact args( ( const char *name, int first, int top ) );
bool saves_poison_death args( ( int level, CHAR_DATA *victim ) );
bool saves_wand args( ( int level, CHAR_DATA *victim ) );
bool saves_para_petri args( ( int level, CHAR_DATA *victim ) );
bool saves_breath args( ( int level, CHAR_DATA *victim ) );
bool saves_spell_staff args( ( int level, CHAR_DATA *victim ) );
ch_ret obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) );
int dice_parse args( (CHAR_DATA *ch, int level, char *exp) );
SK * get_skilltype args( ( int sn ) );
/* request.c */
void init_request_pipe args( ( void ) );
void check_requests args( ( void ) );
/* save.c */
/* object saving defines for fread/write_obj. -- Altrag */
#define OS_CARRY 0
#define OS_CORPSE 1
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name, bool preload ) );
void set_alarm args( ( long seconds ) );
void requip_char args( ( CHAR_DATA *ch ) );
void fwrite_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, FILE *fp,
int iNest, sh_int os_type ) );
void fread_obj args( ( CHAR_DATA *ch, FILE *fp, sh_int os_type ) );
void de_equip_char args( ( CHAR_DATA *ch ) );
void re_equip_char args( ( CHAR_DATA *ch ) );
/* shops.c */
/* special.c */
SF * spec_lookup args( ( const char *name ) );
char * lookup_spec args( ( SPEC_FUN *special ) );
/* tables.c */
int get_skill args( ( char *skilltype ) );
char * spell_name args( ( SPELL_FUN *spell ) );
char * skill_name args( ( DO_FUN *skill ) );
void load_skill_table args( ( void ) );
void save_skill_table args( ( void ) );
void sort_skill_table args( ( void ) );
void load_socials args( ( void ) );
void save_socials args( ( void ) );
void load_commands args( ( void ) );
void save_commands args( ( void ) );
SPELL_FUN *spell_function args( ( char *name ) );
DO_FUN *skill_function args( ( char *name ) );
void write_class_file args( ( int cl ) );
void save_classes args( ( void ) );
void load_classes args( ( void ) );
void load_herb_table args( ( void ) );
void save_herb_table args( ( void ) );
/* track.c */
void found_prey args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void hunt_victim args( ( CHAR_DATA *ch) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch ) );
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 reboot_check args( ( char *arg ) );
void auction_update args( ( void ) );
void remove_portal args( ( OBJ_DATA *portal ) );
/* hashstr.c */
char * str_alloc args( ( char *str ) );
char * quick_link args( ( char *str ) );
int str_free args( ( char *str ) );
void show_hash args( ( int count ) );
char * hash_stats args( ( void ) );
char * check_hash args( ( char *str ) );
void hash_dump args( ( int hash ) );
void show_high_hash args( ( int top ) );
/* newscore.c */
char * get_class args( (CHAR_DATA *ch) );
char * get_race args( (CHAR_DATA *ch) );
#undef SK
#undef CO
#undef ST
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef BD
#undef CL
#undef EDD
#undef RD
#undef ED
/*
*
* New Build Interface Stuff Follows
*
*/
/*
* Data for a menu page
*/
struct menu_data
{
char *sectionNum;
char *charChoice;
int x;
int y;
char *outFormat;
void *data;
int ptrType;
int cmdArgs;
char *cmdString;
};
DECLARE_DO_FUN( do_redraw_page );
DECLARE_DO_FUN( do_refresh_page );
DECLARE_DO_FUN( do_pagelen );
DECLARE_DO_FUN( do_omenu );
DECLARE_DO_FUN( do_rmenu );
DECLARE_DO_FUN( do_mmenu );
DECLARE_DO_FUN( do_clear );
extern MENU_DATA room_page_a_data[];
extern MENU_DATA room_page_b_data[];
extern MENU_DATA room_page_c_data[];
extern MENU_DATA room_help_page_data[];
extern MENU_DATA mob_page_a_data[];
extern MENU_DATA mob_page_b_data[];
extern MENU_DATA mob_page_c_data[];
extern MENU_DATA mob_page_d_data[];
extern MENU_DATA mob_page_e_data[];
extern MENU_DATA mob_page_f_data[];
extern MENU_DATA mob_help_page_data[];
extern MENU_DATA obj_page_a_data[];
extern MENU_DATA obj_page_b_data[];
extern MENU_DATA obj_page_c_data[];
extern MENU_DATA obj_page_d_data[];
extern MENU_DATA obj_page_e_data[];
extern MENU_DATA obj_help_page_data[];
extern MENU_DATA control_page_a_data[];
extern MENU_DATA control_help_page_data[];
extern const char room_page_a[];
extern const char room_page_b[];
extern const char room_page_c[];
extern const char room_help_page[];
extern const char obj_page_a[];
extern const char obj_page_b[];
extern const char obj_page_c[];
extern const char obj_page_d[];
extern const char obj_page_e[];
extern const char obj_help_page[];
extern const char mob_page_a[];
extern const char mob_page_b[];
extern const char mob_page_c[];
extern const char mob_page_d[];
extern const char mob_page_e[];
extern const char mob_page_f[];
extern const char mob_help_page[];
extern const char * npc_sex[3];
extern const char * ris_strings[];
extern const char control_page_a[];
extern const char control_help_page[];
#define SH_INT 1
#define INT 2
#define CHAR 3
#define STRING 4
#define SPECIAL 5
#define NO_PAGE 0
#define MOB_PAGE_A 1
#define MOB_PAGE_B 2
#define MOB_PAGE_C 3
#define MOB_PAGE_D 4
#define MOB_PAGE_E 5
#define MOB_PAGE_F 17
#define MOB_HELP_PAGE 14
#define ROOM_PAGE_A 6
#define ROOM_PAGE_B 7
#define ROOM_PAGE_C 8
#define ROOM_HELP_PAGE 15
#define OBJ_PAGE_A 9
#define OBJ_PAGE_B 10
#define OBJ_PAGE_C 11
#define OBJ_PAGE_D 12
#define OBJ_PAGE_E 13
#define OBJ_HELP_PAGE 16
#define CONTROL_PAGE_A 18
#define CONTROL_HELP_PAGE 19
#define NO_TYPE 0
#define MOB_TYPE 1
#define OBJ_TYPE 2
#define ROOM_TYPE 3
#define CONTROL_TYPE 4
#define SUB_NORTH DIR_NORTH
#define SUB_EAST DIR_EAST
#define SUB_SOUTH DIR_SOUTH
#define SUB_WEST DIR_WEST
#define SUB_UP DIR_UP
#define SUB_DOWN DIR_DOWN
#define SUB_NE DIR_NORTHEAST
#define SUB_NW DIR_NORTHWEST
#define SUB_SE DIR_SOUTHEAST
#define SUB_SW DIR_SOUTHWEST
/*
* defines for use with this get_affect function
*/
#define RIS_000 BV00
#define RIS_R00 BV01
#define RIS_0I0 BV02
#define RIS_RI0 BV03
#define RIS_00S BV04
#define RIS_R0S BV05
#define RIS_0IS BV06
#define RIS_RIS BV07
#define GA_AFFECTED BV09
#define GA_RESISTANT BV10
#define GA_IMMUNE BV11
#define GA_SUSCEPTIBLE BV12
#define GA_RIS BV30
/*
* Map Structures
*/
DECLARE_DO_FUN( do_mapout );
DECLARE_DO_FUN( do_lookmap );
struct map_data /* contains per-room data */
{
int vnum; /* which map this room belongs to */
int x; /* horizontal coordinate */
int y; /* vertical coordinate */
char entry; /* code that shows up on map */
};
struct map_index_data
{
MAP_INDEX_DATA *next;
int vnum; /* vnum of the map */
int map_of_vnums[49][81]; /* room vnums aranged as a map */
};
MAP_INDEX_DATA *get_map_index(int vnum);
void init_maps();
/*
* mudprograms stuff
*/
extern CHAR_DATA *supermob;
void oprog_speech_trigger( char *txt, CHAR_DATA *ch );
void oprog_random_trigger( OBJ_DATA *obj );
void oprog_wear_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
bool oprog_use_trigger( CHAR_DATA *ch, OBJ_DATA *obj,
CHAR_DATA *vict, OBJ_DATA *targ, void *vo );
void oprog_remove_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_sac_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_damage_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_repair_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_drop_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_zap_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
char *oprog_type_to_name( int type );
/*
* MUD_PROGS START HERE
* (object stuff)
*/
void oprog_greet_trigger( CHAR_DATA *ch );
void oprog_speech_trigger( char *txt, CHAR_DATA *ch );
void oprog_random_trigger( OBJ_DATA *obj );
void oprog_random_trigger( OBJ_DATA *obj );
void oprog_remove_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_sac_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_get_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_damage_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_repair_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_drop_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_examine_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_zap_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_pull_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
void oprog_push_trigger( CHAR_DATA *ch, OBJ_DATA *obj );
/* mud prog defines */
#define ERROR_PROG -1
#define IN_FILE_PROG 0
#define ACT_PROG BV00
#define SPEECH_PROG BV01
#define RAND_PROG BV02
#define FIGHT_PROG BV03
#define RFIGHT_PROG BV03
#define DEATH_PROG BV04
#define RDEATH_PROG BV04
#define HITPRCNT_PROG BV05
#define ENTRY_PROG BV06
#define ENTER_PROG BV06
#define GREET_PROG BV07
#define RGREET_PROG BV07
#define OGREET_PROG BV07
#define ALL_GREET_PROG BV08
#define GIVE_PROG BV09
#define BRIBE_PROG BV10
#define HOUR_PROG BV11
#define TIME_PROG BV12
#define WEAR_PROG BV13
#define REMOVE_PROG BV14
#define SAC_PROG BV15
#define LOOK_PROG BV16
#define EXA_PROG BV17
#define ZAP_PROG BV18
#define GET_PROG BV19
#define DROP_PROG BV20
#define DAMAGE_PROG BV21
#define REPAIR_PROG BV22
#define RANDIW_PROG BV23
#define SPEECHIW_PROG BV24
#define PULL_PROG BV25
#define PUSH_PROG BV26
#define SLEEP_PROG BV27
#define REST_PROG BV28
#define LEAVE_PROG BV29
#define SCRIPT_PROG BV30
#define USE_PROG BV31
void rprog_leave_trigger( CHAR_DATA *ch );
void rprog_enter_trigger( CHAR_DATA *ch );
void rprog_sleep_trigger( CHAR_DATA *ch );
void rprog_rest_trigger( CHAR_DATA *ch );
void rprog_rfight_trigger( CHAR_DATA *ch );
void rprog_death_trigger( CHAR_DATA *killer, CHAR_DATA *ch );
void rprog_speech_trigger( char *txt, CHAR_DATA *ch );
void rprog_random_trigger( CHAR_DATA *ch );
void rprog_time_trigger( CHAR_DATA *ch );
void rprog_hour_trigger( CHAR_DATA *ch );
char *rprog_type_to_name( int type );
#define OPROG_ACT_TRIGGER
#ifdef OPROG_ACT_TRIGGER
void oprog_act_trigger( char *buf, OBJ_DATA *mobj, CHAR_DATA *ch,
OBJ_DATA *obj, void *vo );
#endif
#define RPROG_ACT_TRIGGER
#ifdef RPROG_ACT_TRIGGER
void rprog_act_trigger( char *buf, ROOM_INDEX_DATA *room, CHAR_DATA *ch,
OBJ_DATA *obj, void *vo );
#endif
#define GET_ADEPT(ch,sn) ( skill_table[(sn)]->skill_adept[(ch)->class])